Wednesday, May 4, 2016

Hey Everyone,

     I've started this Blog as a way to give my players info about the current campaign. I may include more as time progresses, but we'll see. Enough of that, let's get on with the session.

     This first session got started late, as people needed to make characters. This took approximately half the session. Then, the game was underway.

Our story opens on the continent of Bilaria. A month before our pc’s enter the story, a great Cataclysm took place.  Near the southern tip of the continent, people reported seeing “falling stars” or “great balls of fire” streaking through the sky to strike the earth. Massive earthquakes, floods, and tornadoes hit the earth and devastated the population. When it was all over, the southern tip of the continent was just gone, and a large part of the southern tip dropped about 700 feet, the land beyond that was left being blighted. About 80 % of the population of the Kingdom of Aartis is just gone, King George, most of the soldiers, nobles, and people are missing and presumed dead. People have only started entering what’s being called “The Waste” in the last two weeks, and none of them have come back yet. Weird things have been happening all over, too. Flames sometimes burn the wrong color. People fall from great heights and emerge virtually unscathed. The dead sometimes return to life. The list goes on and on and on.

                As we join the game, our party is entering the town of Grendal; a mining town on what is the southern frontier, about a mile from the waste. You have Laurel the Cleric, genuinely ready to help those in need. There’s Jeff, the hardy fighter, ready to come to the rescue of those that need his help. There’s Joe, the watchful Wizard, growing in power and knowledge. There’s George, the shifty Rogue, always has three schemes going at once. There’s Noah the resilient Bard, always friendly and engaging along with Eric, the mysterious tattooed man, mysterious to everyone. The party, having been through town briefly before on their way to their homes (in Aartis, a part now swallowed by the Waste) decided to head straight to the most upscale Inn in town, the Blue Wench, when they were delayed.

                It’s a pleasant early evening as the party enters the city gates. The streets are teeming with people, though the mood seems somewhat muted. A jovial looking middle aged man starts towards the party, saying hello, when a hooded man steps out of the shadows and slits his throat.

                Immediately, Jeff leaps forward, pulling his sword to attack the assailant. There’s a little back and forth, but one of the local guard joins the fray and the man is killed. Laurel attempts to heal the drunk, but she’s too late. Upon rifling through the assailant’s pockets, George finds a coin pouch with a smattering of coins in it and what appears to be a wand. Joe takes the Wand, casting “Detect Magic” and learned that it was a major magic item, probably more powerful than anything he had ever held before.  It becomes apparent that the assailant’s blade was poisoned. Morgan Burnham (the head of the Guard in town) approached to meet the party, cautioned them to “watch themselves”, and said he’d send a healer to attend to Jeff. Evidently, several people in the last week or two have been murdered like that. The party enters the Blue Wench Inn where they met the owner of the Inn, a female dwarf named Melora Mountainsdeep (Moody) who offered them room and board if Eric and Noah would perform. A healer promptly came and healed Jeff. Joe had a meeting with Laurel and George in which he expressed concern that Jeff may have been compromised. He cast Identify and felt compelled to point the wand out the window and shout “SHICKETYSHACK”. A medium-sized gong appeared in the air and a mallet struck it twice before disappearing. It was a Wand of Wonder with 49 charges left. The group bedded down for the night.
                The next day, Laurel went to the local temple of Pelor and spoke to an acolyte there, wishing to have a spell cast so she can speak to the spirit of the dead town drunk. The head Cleric was busy at the moment, but Laurel expressed her willingness to return. Meanwhile, the rest of the party (especially the Bard) found out that all the victims were serving in the army nigh on twenty-five years ago when the known world was fighting against the powerful Wizard Darvil Mortuus; seems to be the only link between the victims. They’ve learned there’s a 50 man garrison of Aartis soldiers that are staying in the city along with the King’s Brother, Duke Brayne and his bratty-ass spoiled son Smedrick staying in the castle. The Conglomeration has also set up shop, though nobody that got jobs for them has returned yet.

                That’s where the session ended. The next session will see further investigation