Stormtower
First Post
Hello ENWorlders,
This is my first attempt at a Story Hour for ENWorld or any other site. I have been DMing and playing D&D since 1983 (Moldvay - RIP - purple box Basic Set). The game world Gaia's Dream is my own 15-year-old creation and has seen five successful long-term campaigns through to completion thus far. I usually use "from scratch" encounters and avoid published modules and scenarios, but I decided to intentionally alter the flavor and style of the campaign by using Shattered Gates of Slaughtergarde and Red Hand of Doom for a much more hack-and-slashy game. This is a departure for me because my Gaia campaigns generally involve slower level advancement, deep roleplaying and character development and multiple plot threads of political and social intrigue. What we have here is a much faster playing and less detailed mini-campaign which, if the PCs survive in whole or part, will transition nicely into high level play when RHoD is completed around 12th - 13th level.
The PCs at campaign start:
Jack Dunstan, male human fighter (fey heritage, will multiclass to warlock) - Neutral - my wife based him off Bullet-Tooth Tony from the movie "Snatch"
Altaer Fangmaw, male human sorcerer (draconic heritage) - Neutral Good - his Brass Dragon heritage makes him chatty and his young age makes him impetuous
Dvalin Windhammer, male dwarf rogue - Neutral - a serious and solid dwarf of the Kagan nation trained from his youth to be a Delver, an underground troubleshooter
Ayotunde Taenik, female human cleric of Shandae - Neutral Good - a mixed ethnicity hippie chick with green values from the Three Vales region to the south
Cyndele, Bumblebee of Arinna, female halfling paladin of Arinna - Lawful Good - a redheaded holy warrior with a penchant for charging into battle without thought of her own safety
Klar Wolfbrother, male half-orc ranger (will multiclass to barbarian/Eye of Ijruk PrC) - Chaotic Good - on the run from his tribe for crimes which he will not detail, even to his traveling companions
I have a campaign gazetteer which I will post (detailing the nations, deities, history, etc. of Gaia) if there is sufficient interest from ENWorld readers. Short deity primer: Arinna = Sun Mother, Bright Lady, goddess of the Sun (LG); Shandae = Earth Mother, The Flowering Vine (NG); Ijruk = God of the Orcs, the Bitter Spear - a kinder, gentler Gruumsh (N). Orcs of Gaia fall along a normal alignment distribution and are not uniformly or even mostly evil as depicted in the MM.
Story hour begins (Shattered Gates of Slaughtergarde):
Faerisa 7, 22CR: In the city of Sumberton, within the Valley of Obelisks in the northnern reaches of the Kingdom of Oberwald, the Dance of the Wellspring festival has just begun. The townsfolk of Sumberton are engaged in traditional bridge dances, long-throwing and swimming contests, and the drums and string instruments sing out through the City of Bridges. A female halfling paladin of Arinna, Cyndele, “Arinna’s Bumblebee,” looks out from her survey point near the south bridge and smiles at her friend Altaer Dragonmaw, a young human sorcerer assigned to the same drilling company in the city’s militia.
Cyndele watches the proceedings with due diligence, and begins to overhear grumblings that an expected spice caravan from the Chicane Guild – a local halfling trade association – is running late. She soon gets an order to check the south gate for any sign of the caravan. Her friend Altaer, eager to prove his worth as an adventurer, follows the halfling to the gate.
Meanwhile, two newcomers to the city – a human cleric of Malo/Valefolk descent named Ayotunde Taerik, and a scythe-wielding human with darkly fey eyes called Jack Dunstan – are welcomed through the gates. The two travelers from the southlands enter on the heels of a pair of rugged wayfarers from the region: a tall, muscular half-orc known as Klar Wolfbrother, and a golden-eyed dwarf troubleshooter of the Kaganish, named Dvalin Windhammer. Dvalin and Klar met on the road to Sumberton, and both are veterans of the Wellspring festival, which welcomes the first thaw of every year.
Klar immediately gets into the spirit of the festival, engaging in a log-throwing contest and besting a local hobgoblin lumberjack at his own game. The strapping half-orc wins 10 gp from the goblinoid, and attracts the attention of a winsome young black-haired girl, whom he puts on his broad shoulders. The two new friends dance through the streets and then retire to the bushes to enjoy themselves for a time.
Cyndele arrives at the gates and peers through a borrowed spyglass at the south road, but there is no sign of the caravan. She spreads the word of this trouble to those nearby, and attracts the attention of the four newcomers; Cyndele invites them to join herself and Altaer in reporting the bad news to Guildmistress Vintra Marktunsel at the Sly Wink Tavern and Smokehouse.
Vintra is a middle-aged and businesslike halfling woman, and she offers the six adventurers a proposition: 200 gp paid to each of them to recover the eight missing crates of valuable spices from the lost caravan. She received word from her caravan drivers that the shipment was attacked by goblins in the Kurkle Ridge, south of Sumberton, but has kept the news under wraps to avoid disturbing the festive mood. The newly-formed adventuring party agrees to her terms, and Jack Dunstan quietly convinces the Guildmistress to pay half the agreed-upon fee in advance. The paladin Cyndele graciously donates her share of the fee to her local Temple of Arinna, requesting that the donation be made anonymously, of course.
After purchasing some gear from local shops with their advance fee, the party quickly departs for the nearby Kurkle Ridge, which lies about 15 miles south of Sumberton. The journey passes without incident until they reach a hilly area adjoining a box canyon. The group is looking for a good place to camp for the night when several of the party members spot a glint of metal behind a copse of trees. They advance forward, and suddenly hear the feral hiss of two ghouls, who jump out from behind the trees and move in for the kill. Though Cyndele is bitten by a ghoul, she avoids contracting Ghoul Fever, and the party dispatches the undead with relative ease. Searching the area for the glint of metal they saw, the party comes upon a chewed corpse wearing a damaged masterwork-quality breastplate. They salvage the fine armor, and Jack grimly notes the signs of Ghoul Fever upon the human corpse, suspecting it will rise as a ghoul unless he takes action. Without delay or ceremony, he cuts the head off the body, and Klar helps dig a shallow grave to prevent further despoiling of the unknown victim. The party makes camp for the night in the shadow of the foothills, and though they hear all manner of nighttime sounds, nothing disturbs their watches.
Faerisa 8, 22CR: After a quick breakfast, the party douses its campfire and breaks camp, advancing further into the box canyon. Ayotunde picks up a trail of goblin footprints, and Klar notices that the goblins’ tracks seem weighted down by extra loads – probably the spice crates they stole from the Chicane Guild caravan. The party follows the tracks deep into the canyon, coming upon a fissure in the earth which leads deep underground via a sloping passage. A rope has been placed strategically along the middle of the 10’ wide corridor, with pitons hammered in at regular intervals to allow easy passage down the steep underground slope. The party moves forward into the darkness together, lighting lanterns to guide their way.
Using her divine senses, Cyndele scans for evil presences, and feels that an aura of otherworldly evil seems to permeate the whole place. As the party reaches the bottom of the slope, they come around a corner and meet face-to-face with three hobgoblin sentries: two pick-wielding impalers and an archer, who is positioned on a 5’ high precipice above the main entry room. The hobgoblins put up a decent fight, but the party’s superior numbers soon overwhelm them, and the goblinoids fall. Listening at the large, bronze doors the hobgoblins were guarding (which are carved with leering demon faces), Dvalin detects the sounds of sniveling goblins preparing an ambush in the room beyond.
After Jack has a bit of fun defacing the demon faces with some dried fruit soaked in water (he also sticks a raisin up the nose of one of the demon faces), Klar kicks open the doors and tosses a hobgoblin body inside the next room. The nervous goblins pincushion their dead comrade with javelins, and the fight is on! The party charges in and takes the four goblin scroungers apart with ease. Their incursion into the complex becomes an efficient sweep-and-clear operation of adjoining rooms, as they head west down a wide corridor and defeat several more sets of goblins, including some well-trained goblin troopers wielding battle axes.
The western edge of the complex seems to be a dumping ground for refuse, and before anyone can stop him, Altaer dashes ahead towards a stinky pit filled with garbage, looking for hidden treasure or other valuable baubles. What he finds instead is an angry, acid-spitting ankheg! The young sorcerer scrambles away from the large insect and casts his color spray spell into its eyes, stunning the bug and allowing the party’s melee fighters to cut it to pieces. Perhaps after coming face-to-face with mandibles the size of his own arms, the over-eager arcanist has learned his lesson about scouting ahead without backup.
All the noise with an ankheg attracts the attention of a returning goblin patrol, a party of three scroungers led by a hobgoblin impaler. They charge down the western corridor towards the party, and at the same time, a pack of four dire rats crawls out of a hidden nest, attacking the adventurers’ flank. The party briefly finds itself in a pincer between two groups of foes, but another expedient color spray from Altaer knocks out the rats, and some vicious melee fighting from the frontliners neutralizes the goblinoids. Even Ayotunde gets into the action, spearing one goblin to death and putting a crossbow bolt through the eye of a stunned dire rat.
The western end of the complex seems relatively clear now, so the party heads northward up a short flight of stairs, and they detect some strange, glowing green mirrors in a darkened room ahead. Klar throws a goblin body at one of the mirrors, cracking its façade and setting off another battle against two goblin troopers. Though the troopers manage to drop the half-orc bleeding to the ground, Jack slips past them and delivers a potion of cure light wounds to his companion, getting him back in the fight quickly. As the fight continues, the noises of battle attract the attention of a large, gravelly-voiced construct in a sunken room adjoining the mirror chamber to the east. The rock-like being urges the party to fight on and destroy the goblins. The adventurers take out the two troopers, one of whom falls to the sting of Cyndele’s needle-like rapier.
After the battle, they speak to the rocky construct, who is initially suspicious of them, but soon warms to their presence. He claims he is a maug named “Boraan,” and that he was summoned to this chamber from the plane of Acheron by his masters, the Thulkarr. He awaits their return, and will guard until that time arrives. Boraan speaks with the adventurers at length once they gain his trust, telling of the ancient war which brought him here: the Thulkarr were one faction of an army of law and good that stood against the demonic forces of the Abyss. A fiendish hobgoblin known as Mu-Taan Lah attempted to bring a portion of an Abyssal layer – the Mountains of Sorrow Beyond Measure – to the Prime Material Plane through a series of gates built in his demonic fortress of Slaughtergarde. The agents of law and goodness watched him, and prepared a mighty army from across the planes to stop his plan. Elves of Valharic, Kagan dwarves, and early humans of the region constructed great black obelisks to siphon off the demonic energies, giving the Valley of Obelisks its name. The evil Mu-Taan Lah was defeated, as his chaotic forces were no match for the well-organized and devoted armies of light, and the gates of Slaughtergarde were shattered, preventing the planar transposition he had planned. All that now remains of Slaughtergarde is a desolate region of the Valley of Obelisks known as the Slaughterscar. But perhaps some of Mu-Taan Lah’s gates have survived after all…
Boraan will not fight on the party’s behalf, as he is unwilling to abandon his assigned post even after thousands of years of pacing and waiting, but he does speak of an adjacent foe in a nearby room: a demonic hunting creature known as a Howler. The great stone construct also agrees to watch over the party as the sleep and prepare their spells for further adventuring.
This is my first attempt at a Story Hour for ENWorld or any other site. I have been DMing and playing D&D since 1983 (Moldvay - RIP - purple box Basic Set). The game world Gaia's Dream is my own 15-year-old creation and has seen five successful long-term campaigns through to completion thus far. I usually use "from scratch" encounters and avoid published modules and scenarios, but I decided to intentionally alter the flavor and style of the campaign by using Shattered Gates of Slaughtergarde and Red Hand of Doom for a much more hack-and-slashy game. This is a departure for me because my Gaia campaigns generally involve slower level advancement, deep roleplaying and character development and multiple plot threads of political and social intrigue. What we have here is a much faster playing and less detailed mini-campaign which, if the PCs survive in whole or part, will transition nicely into high level play when RHoD is completed around 12th - 13th level.
The PCs at campaign start:
Jack Dunstan, male human fighter (fey heritage, will multiclass to warlock) - Neutral - my wife based him off Bullet-Tooth Tony from the movie "Snatch"
Altaer Fangmaw, male human sorcerer (draconic heritage) - Neutral Good - his Brass Dragon heritage makes him chatty and his young age makes him impetuous
Dvalin Windhammer, male dwarf rogue - Neutral - a serious and solid dwarf of the Kagan nation trained from his youth to be a Delver, an underground troubleshooter
Ayotunde Taenik, female human cleric of Shandae - Neutral Good - a mixed ethnicity hippie chick with green values from the Three Vales region to the south
Cyndele, Bumblebee of Arinna, female halfling paladin of Arinna - Lawful Good - a redheaded holy warrior with a penchant for charging into battle without thought of her own safety
Klar Wolfbrother, male half-orc ranger (will multiclass to barbarian/Eye of Ijruk PrC) - Chaotic Good - on the run from his tribe for crimes which he will not detail, even to his traveling companions
I have a campaign gazetteer which I will post (detailing the nations, deities, history, etc. of Gaia) if there is sufficient interest from ENWorld readers. Short deity primer: Arinna = Sun Mother, Bright Lady, goddess of the Sun (LG); Shandae = Earth Mother, The Flowering Vine (NG); Ijruk = God of the Orcs, the Bitter Spear - a kinder, gentler Gruumsh (N). Orcs of Gaia fall along a normal alignment distribution and are not uniformly or even mostly evil as depicted in the MM.
Story hour begins (Shattered Gates of Slaughtergarde):
Faerisa 7, 22CR: In the city of Sumberton, within the Valley of Obelisks in the northnern reaches of the Kingdom of Oberwald, the Dance of the Wellspring festival has just begun. The townsfolk of Sumberton are engaged in traditional bridge dances, long-throwing and swimming contests, and the drums and string instruments sing out through the City of Bridges. A female halfling paladin of Arinna, Cyndele, “Arinna’s Bumblebee,” looks out from her survey point near the south bridge and smiles at her friend Altaer Dragonmaw, a young human sorcerer assigned to the same drilling company in the city’s militia.
Cyndele watches the proceedings with due diligence, and begins to overhear grumblings that an expected spice caravan from the Chicane Guild – a local halfling trade association – is running late. She soon gets an order to check the south gate for any sign of the caravan. Her friend Altaer, eager to prove his worth as an adventurer, follows the halfling to the gate.
Meanwhile, two newcomers to the city – a human cleric of Malo/Valefolk descent named Ayotunde Taerik, and a scythe-wielding human with darkly fey eyes called Jack Dunstan – are welcomed through the gates. The two travelers from the southlands enter on the heels of a pair of rugged wayfarers from the region: a tall, muscular half-orc known as Klar Wolfbrother, and a golden-eyed dwarf troubleshooter of the Kaganish, named Dvalin Windhammer. Dvalin and Klar met on the road to Sumberton, and both are veterans of the Wellspring festival, which welcomes the first thaw of every year.
Klar immediately gets into the spirit of the festival, engaging in a log-throwing contest and besting a local hobgoblin lumberjack at his own game. The strapping half-orc wins 10 gp from the goblinoid, and attracts the attention of a winsome young black-haired girl, whom he puts on his broad shoulders. The two new friends dance through the streets and then retire to the bushes to enjoy themselves for a time.
Cyndele arrives at the gates and peers through a borrowed spyglass at the south road, but there is no sign of the caravan. She spreads the word of this trouble to those nearby, and attracts the attention of the four newcomers; Cyndele invites them to join herself and Altaer in reporting the bad news to Guildmistress Vintra Marktunsel at the Sly Wink Tavern and Smokehouse.
Vintra is a middle-aged and businesslike halfling woman, and she offers the six adventurers a proposition: 200 gp paid to each of them to recover the eight missing crates of valuable spices from the lost caravan. She received word from her caravan drivers that the shipment was attacked by goblins in the Kurkle Ridge, south of Sumberton, but has kept the news under wraps to avoid disturbing the festive mood. The newly-formed adventuring party agrees to her terms, and Jack Dunstan quietly convinces the Guildmistress to pay half the agreed-upon fee in advance. The paladin Cyndele graciously donates her share of the fee to her local Temple of Arinna, requesting that the donation be made anonymously, of course.
After purchasing some gear from local shops with their advance fee, the party quickly departs for the nearby Kurkle Ridge, which lies about 15 miles south of Sumberton. The journey passes without incident until they reach a hilly area adjoining a box canyon. The group is looking for a good place to camp for the night when several of the party members spot a glint of metal behind a copse of trees. They advance forward, and suddenly hear the feral hiss of two ghouls, who jump out from behind the trees and move in for the kill. Though Cyndele is bitten by a ghoul, she avoids contracting Ghoul Fever, and the party dispatches the undead with relative ease. Searching the area for the glint of metal they saw, the party comes upon a chewed corpse wearing a damaged masterwork-quality breastplate. They salvage the fine armor, and Jack grimly notes the signs of Ghoul Fever upon the human corpse, suspecting it will rise as a ghoul unless he takes action. Without delay or ceremony, he cuts the head off the body, and Klar helps dig a shallow grave to prevent further despoiling of the unknown victim. The party makes camp for the night in the shadow of the foothills, and though they hear all manner of nighttime sounds, nothing disturbs their watches.
Faerisa 8, 22CR: After a quick breakfast, the party douses its campfire and breaks camp, advancing further into the box canyon. Ayotunde picks up a trail of goblin footprints, and Klar notices that the goblins’ tracks seem weighted down by extra loads – probably the spice crates they stole from the Chicane Guild caravan. The party follows the tracks deep into the canyon, coming upon a fissure in the earth which leads deep underground via a sloping passage. A rope has been placed strategically along the middle of the 10’ wide corridor, with pitons hammered in at regular intervals to allow easy passage down the steep underground slope. The party moves forward into the darkness together, lighting lanterns to guide their way.
Using her divine senses, Cyndele scans for evil presences, and feels that an aura of otherworldly evil seems to permeate the whole place. As the party reaches the bottom of the slope, they come around a corner and meet face-to-face with three hobgoblin sentries: two pick-wielding impalers and an archer, who is positioned on a 5’ high precipice above the main entry room. The hobgoblins put up a decent fight, but the party’s superior numbers soon overwhelm them, and the goblinoids fall. Listening at the large, bronze doors the hobgoblins were guarding (which are carved with leering demon faces), Dvalin detects the sounds of sniveling goblins preparing an ambush in the room beyond.
After Jack has a bit of fun defacing the demon faces with some dried fruit soaked in water (he also sticks a raisin up the nose of one of the demon faces), Klar kicks open the doors and tosses a hobgoblin body inside the next room. The nervous goblins pincushion their dead comrade with javelins, and the fight is on! The party charges in and takes the four goblin scroungers apart with ease. Their incursion into the complex becomes an efficient sweep-and-clear operation of adjoining rooms, as they head west down a wide corridor and defeat several more sets of goblins, including some well-trained goblin troopers wielding battle axes.
The western edge of the complex seems to be a dumping ground for refuse, and before anyone can stop him, Altaer dashes ahead towards a stinky pit filled with garbage, looking for hidden treasure or other valuable baubles. What he finds instead is an angry, acid-spitting ankheg! The young sorcerer scrambles away from the large insect and casts his color spray spell into its eyes, stunning the bug and allowing the party’s melee fighters to cut it to pieces. Perhaps after coming face-to-face with mandibles the size of his own arms, the over-eager arcanist has learned his lesson about scouting ahead without backup.
All the noise with an ankheg attracts the attention of a returning goblin patrol, a party of three scroungers led by a hobgoblin impaler. They charge down the western corridor towards the party, and at the same time, a pack of four dire rats crawls out of a hidden nest, attacking the adventurers’ flank. The party briefly finds itself in a pincer between two groups of foes, but another expedient color spray from Altaer knocks out the rats, and some vicious melee fighting from the frontliners neutralizes the goblinoids. Even Ayotunde gets into the action, spearing one goblin to death and putting a crossbow bolt through the eye of a stunned dire rat.
The western end of the complex seems relatively clear now, so the party heads northward up a short flight of stairs, and they detect some strange, glowing green mirrors in a darkened room ahead. Klar throws a goblin body at one of the mirrors, cracking its façade and setting off another battle against two goblin troopers. Though the troopers manage to drop the half-orc bleeding to the ground, Jack slips past them and delivers a potion of cure light wounds to his companion, getting him back in the fight quickly. As the fight continues, the noises of battle attract the attention of a large, gravelly-voiced construct in a sunken room adjoining the mirror chamber to the east. The rock-like being urges the party to fight on and destroy the goblins. The adventurers take out the two troopers, one of whom falls to the sting of Cyndele’s needle-like rapier.
After the battle, they speak to the rocky construct, who is initially suspicious of them, but soon warms to their presence. He claims he is a maug named “Boraan,” and that he was summoned to this chamber from the plane of Acheron by his masters, the Thulkarr. He awaits their return, and will guard until that time arrives. Boraan speaks with the adventurers at length once they gain his trust, telling of the ancient war which brought him here: the Thulkarr were one faction of an army of law and good that stood against the demonic forces of the Abyss. A fiendish hobgoblin known as Mu-Taan Lah attempted to bring a portion of an Abyssal layer – the Mountains of Sorrow Beyond Measure – to the Prime Material Plane through a series of gates built in his demonic fortress of Slaughtergarde. The agents of law and goodness watched him, and prepared a mighty army from across the planes to stop his plan. Elves of Valharic, Kagan dwarves, and early humans of the region constructed great black obelisks to siphon off the demonic energies, giving the Valley of Obelisks its name. The evil Mu-Taan Lah was defeated, as his chaotic forces were no match for the well-organized and devoted armies of light, and the gates of Slaughtergarde were shattered, preventing the planar transposition he had planned. All that now remains of Slaughtergarde is a desolate region of the Valley of Obelisks known as the Slaughterscar. But perhaps some of Mu-Taan Lah’s gates have survived after all…
Boraan will not fight on the party’s behalf, as he is unwilling to abandon his assigned post even after thousands of years of pacing and waiting, but he does speak of an adjacent foe in a nearby room: a demonic hunting creature known as a Howler. The great stone construct also agrees to watch over the party as the sleep and prepare their spells for further adventuring.