Session #1 - 1/12/01
(To see a map of the campaign's home country,
click here. )
Current Calendar Year: 3174
Our story actually begins five years ago, in the late summer of 3169. A merchant ship from the province of Avila, the Mallorcan Lady, was lost at sea in a furious hurricane. The storm pushed the Mallorcan Lady far off course to the east-southeast, and snapped all of her masts. After drifting at sea for weeks, the ship made landfall on the Eastern Continent. The sailors were quickly discovered by the Dracos, and even more quickly killed – the Draconic sacred texts clearly state that two-legged mammals are abominations, and must be killed on sight.
The Dracos examined the humans’ ship. Not only did the navigational information and maps on board give them a clue as to where the humans came from, but Draconic engineers learned much about shipbuilding (an art that never flowered among the Dracos) from the simple merchant craft.
In the summer of 3173, several attacks took place in the Avilan islands. In each attack, reptilian humanoids swam ashore, brutally massacred the local inhabitants, did some cursory looting, and swam away. By the time of the third attack, the royal army and navy had been set to patrol the Avilan shores. In this attack, lizard-men were seen swimming to shore, pulling rafts full of kobolds and winged lizard-men (draconians). The presence of a Navy ship and a battalion of troops was enough to eventually repel the attack, but not before heavy losses were suffered on both sides. The army was able to capture a draconian lieutenant, and brought him back to Marington, the capitol city of the Great Kingdom of Dorlomin. There, General Elena Winterhawk, the commander of Dorlomin's armed forces, used magic to interrogate the prisoner. She thus learned about the Draconic States, the fate of the Mallorcan Lady, and the Dracos' new jihad against humans. She also learned that the Dracos were beginning to build larger ships in order to mount a more serious invasion of Dorlomin.
At about this same time, Winterhawk discovered a set of magical artifacts, known as the Gateway Stones, in a forgotten storage area in the royal castle at Marington. Over the following year, Winterhawk and several trusted agents used the Gateway to spy on the Draconic States, and discovered the site of the Dracos' main shipyard, just east of the Virdean city of Tun-Kashila.
6/9
Winterhawk has recruited an army to attack this shipyard. The army consists of three forces:
- Her main force, Efreet Team, numbering 800, will attack the shipyard and destroy it. Most of the members of this force are warriors, but the officers include fighters as well as several wizards and clerics.
- Two smaller forces will be sent to disable the signal towers that lie on the seashore, miles to each side of the city. These towers are used by the Dracos to send signal fires quickly from city to city, and would be used to send a distress call. These smaller forces are made up of "adventurers." Spectre Team is taking out the West Tower, while Wraith Team is taking out the East Tower.
The PCs comprise Wraith Team. The team consists of the following individuals:
- Ulfgar, a dwarven "caver", or ranger. He fights with a pair of axes.
- Zeebee, a female human fighter. She uses a massive greatsword.
- Nivek, a human rogue, armed with a well-crafted rapier.
- Whitefire, a human druid and follower of Ehlonna.
- Phadian, a half-elven illusionist and adherent of Navarra Na'Vin, an elven goddess of magic
- Magnus, a charismatic human sorcerer.
- Ming-Jeh, an exotic-looking monk from a distant land. Although short, he wields a very long bow.
- Ian, a human wizard who was once also a monk.
Winterhawk calls a meeting of Wraith and Spectre Teams, as well as the officers of Efreet Team, in a meeting room within the Defense Ministry building in Marington. There, she briefs all of the teams on what she knows about the Draconic States.
There are four major intelligent races of Dracos:
1) Kobolds are the most numerous, and are the commoners of the States. They are very similar to the kobolds that exist in Dorlomin, but do not seem to be as sensitive to light as Dorlominian kobolds.
2) There are also a fair number of lizardfolk. Although Draco lizardfolk are more sophisticated than their Dorlominite cousins, they are still quite brutal. They serve as the shock troops of the Dracos.
3) A third race, draconians, has no counterpart in Dorlomin. They appear to be humanoid dragons, complete with wings and breath weapons. Draconians are the nobility of the Draconic States, and serve as the officers in the armies.
4) Finally, dragons hold the top rung in Draco society. Fortunately, there are not many dragons, but they are extremely dangerous.
There are four Draconic States, each ruled by a different color of dragon: Virdea (green), Cerulea (blue), Nyxal (black), and Vermiloth (red). While the four states continually vie with each other for power, their shared religion prevents them from open warfare. The newfound knowledge of the humans and demi-humans of Dorlomin has forced the four states to co-operate in ways that they never have previously.
Nearly all Dracos wield two unique weapons. The fai is a double-bladed polearm; kobolds use a shorter version (dar-fai), while lizardfolk and draconians use a longer version (gli-fai). The standard missile weapon is a crossbow-like weapon that Winterhawk has dubbed the "pipegun" -- instead of an external bow, the pipe-gun has a powerful spring built into its wooden stock.
Winterhawk will use the Gateway to ferry Efreet and Wraith teams to Gateway Base, a hidden supply cache that the army has built in the jungle to the south of Tun-Kashila. Spectre Team will instead be shuttled to West Base, a smaller cache that places them much closer to their target of the western signal tower.
The plan is that all three teams are to keep a low profile as they move through the jungle, and get within about 5 miles of their target, no later than sunset on the 14th of the month (which will be one night short of a full moon). Winterhawk has scouted out the areas around the two towers, and has picked out appropriate landmarks for those teams. At about 10pm on the 14th, Winterhawk will send signals to the Spectre and Wraith Teams to advance, and all three teams are to hustle to their targets (which should take about an hour).
6/10
The Efreet and Wraith Teams are transported via the Gateway to Gateway Base on the evening of the 10th. Due to the Draconic States being far to the east, this actually puts the teams at the base early in the morning of the 11th. The Spectre Team transfers at the same time to West Base.
6/11 - 6/12
The party spends the 11th and the 12th slogging through fairly heavy jungle. Ulfgar marks the trail as they go, so that the party can find its way back after the mission.
Late in the day on the 12th, as the party breaks out of the heavy foliage, they hear and see signs of an encampment some distance ahead. It turns out to be a kobold hunting party, making camp during a return journey home from a hunting trip. The kobolds hear the party in the woods, and begin to investigate. However, the party quickly dispatches most of the small reptilians. They keep one alive long enough to interrogate, learning that his group was heading back to a village near the eastern signal tower.
6/13 - 6/14
The party then spends the 13th and the 14th sneaking through less densely forested land. They do not encounter anything of note, although they pass near the village of the hunting party. The party is able to get into position for their attack well before the appointed hour.
Upon receiving the signal from General Winterhawk, the party hustles to the tower. They are surprised to see that there is little in the way of outside guards. Several of the spellcasters send their owl companions to scout, but they see nothing extraordinary. Nivek, Ian, Ming-Jeh, and Magnus quietly scale the side of the tower, in hopes of quickly dispatching any crew on the roof who might be able to send a signal on. Meanwhile, Ulfgar, Zeebee, Whitefire, and Phadian approach the front door of the tower.
The group on the roof makes short work of the small contingent of kobolds on the roof, then begins to deliberate on how to disable the signaling device. At about this point, a bonechilling keening can be heard in the night air. The party looks off towards the west, and can see distant flames, from the shipyards. Outlined in the light of the flames is the shape of a flying dragon.
The party suspects that the keening is some sort of alarm, as they now hear activity below them. They open the trap door to the tower below, and see a group of kobolds below them. Ian quickly throws in a Sleep spell, and the party close the door. However, two draconians fly up to the roof from the windows. Joined by a surprisingly tough leader kobold, the Dracos attack the group on the roof. The combat is lengthy, and Nivek is nearly run through several times, but the rooftop opponents are eventually defeated.
Meanwhile, the group downstairs assaults the front door. Ulfgar and Zeebee try a straightforward frontal assault, but the doorway is held by two leader kobolds, backed up by two sorcerer kobolds. The party's fighters are repulsed, and Ulfgar is actually incapacitated. The party eventually manages to get rid of the leader kobolds, but at about this point, a draconian shows up to add to the melee. Phadian takes it upon himself to eliminate the sorcerers; several spells and a flask of Alchemist's Fire later, he finally succeeds.
In the end, the party manages to wipe out the kobolds and draconians without suffering any fatalities. After quickly surveying their handiwork (and looting the draconians and sorcerers for several magical items), the party retreats. They move several kilometers away from the tower, and into a wooded area, before making camp to rest.
6/15 - 6/17
The party spends the next few days retracing their steps back to Gateway Base. They arrive at the base late in the day on the 17th, and are surprised to learn that they are the first ones to return.