Tuesday, November 16, 2010

PCs & NPCs (Book II)

Player Characters


Markel Silverborn
Male human of the Tangled Trees, traveler of the Dales and patron of Rillifane Rallathil

Faust
Male elf ranger of Cormyr and patron of Solonor Thelandira

Blaidd Drwg
Female halfling of Cormanthor, often accompanied by her faithful hound

Arastus Highstaff
Male human cartographer and follower of Deneir and Waukeen, hailing from parts unknown

Azil Greyfoot
Male halfling journeyman and avid gambler, hailing from Elventree and loyal to Tymora

Delithanel
Male elf of Corellon Larethian, hailing from parts unknown


The Dark Road


Kall Durstable
Male human Rider of Mistledale, a gaunt-faced man of more than thirty winters

Aodhan Belhelm
Male human Rider of Mistledale, red-haired, rough-bearded and youthful

Adelle Felbren
Female human daughter of Talidor Felbren, Mistran rider believed to have been slain by bandits


Ashabenford


Addledasher
Male half-elf, former member of Soltrius' contingent and [witty] friend to the companions

Antinko Belflaggon
Veteran soldier of Ordulin, Soltrius's half-brother and advocate for peace across the Dalelands

Jolthwen Maraad
Male human (youth) horsemaster and squire to Antinko

Lady Elassidil / Moonsilver
Female half-elf of Elventree, holds the station of High Herald to the Dalelands

War Chancellor Ilmeth
Male human of Essembra, Battledale's delegate to the Dales Council

High Councilor Malorn
Male human leader of Ashabenford, Mistledale's delegate to the Dales Council

Father Theodore
Male human priest of Lathander and aid to War Chancellor Ilmeth, middle-aged and balding

Korshael
Male human mercenary, tall and muscular, recruited by Aodhan


Cormanthor


Sedlend, son of Garethorn
Male human, soldier of Deepingdale and lone survivor at the outpost along the River Ashaba

Wednesday, November 10, 2010

Map of the Dalelands

Below is a map of the westernmost Dales. The Dark Road is a forest trail that leads from Essembra to the riverbanks near Ashabenford: a three-day journey on foot.

Tuesday, November 2, 2010

The Year of the Arch: Uktar

A new camaraderie, formed in Essembra, ventures along the Dark Road on its way to Ashabenford, capital of Mistledale.



Uktar



1

First tenday
2

3

4

5

6

7

"The Dark Road"
8

Kall, Aodhan, and Adelle
9

Goblins, hanging corpse
10

11

Second tenday
12

13

14

15

16

17

18

19

20

21

Third tenday
22

23

24

25

26

27

28

29

30

Part I: The Dark Road (Book II)

Part I (Book II) is currently in progress. A summary will be posted upon its completion.

Friday, June 18, 2010

The Year of the Arch: Eleint

Voyaging aboard the three-masted sailing ship Defiant, the party travels from Elventree to Hillsfar, then on to Melvaunt.



Eleint



1

First tenday; arrival in Hillsfar
2

Chased from the harbor
3

4

5

6

Arrival in Melvaunt
7

8

9

10

11

Second tenday
12

13

14

15

16

17

18

19

20

21

Third tenday
22

23

24

25

26

27

28

29

30

31

Highharves- tide




Monday, May 3, 2010

Part IV: Standing In Harm's Way

The road to Elventree was anything but easy. Hours into its journey, the contingent was set upon by a pair of bloodthirsty ogres, leaving the friends battered, their last remaining coach barely drivable. As they gathered themselves, Luna having broken an arm after being blasted from the carriage, a red, leathery-winged creature appeared before them, threatening that more vile ogres awaited them on Elua's Ride. The fiend then vanished.

The promised encounter occurred a short while later, with large stones raining down on the companions from either side of the forested valley through which they were traveling. The melee was gruesome; five more ogres assailed the contingent, the friends claiming victory only after the dwarf, Spitbeard, was slain, his head caved in by one of the brute's clubs. Their wagon, too, was destroyed in the battle. Wrought with injuries, they continued on through the night (having slept the better part of the previous day), and arrived in Elventree late the next morning. On the streets of the shaded village, Markel encountered Fiernoth Freemantle, the forester first met in the temple of Mielikki in Hillsfar. Fiernoth greeted Markel warmly, and introduced to him his uncle, Sir Regallo Flambaster, a diviner of some local fame, called upon from Yûlash to help uncover the fate of a band of Elventree's hunters, recently gone missing in the forest.

The rest of the companions rented rooms at the Swaying Bough Inn, then all of them called to Moonsilver, High Herald to all the Dales. Moonsilver proved amiable to the friends' cause, pledging Elventree's support; reassured, the friends returned to the inn for some much-needed rest. They slept well into the next day, awoken by a commotion outside: Fiernoth and Regallo Flambaster had returned from Cormanthor, the latter swooning and in desperate need of a cleric. Through Fiernoth they learned that the uncle had been "mind-blasted" by some kind of magical scrying ward, though not before he relayed visions of armored men and a ring of blue fire, which Moonsilver presumed to be a portal.

The friends agreed to accompany Fiernoth back into the forest; at the bidding of Moonsilver, they also accepted the company of one Azil Greyfoot, a slippery-fingered halfling from Melvaunt. Soltrius and Hadrian stayed behind, intending to recover the wagon and spices left abandoned on the road; Luna, too, remained, her arm still badly injured. And so, seven companions delved into Cormanthor, finding the blue portal and the blades of many soldiers defending it. The armored men were Zhents, and they battled the contingent fiercely, but when the companions seemed outmatched, the Zhents' own mage turned against his allies, slaying them with spells and causing several to flee outright, the Zhent swordcaptain included.

The mage, they learned, was possessed by some other being, that believed to be the same black essence the friends had encountered near the Eshen Glade, several days earlier. This "shadow spirit," as it came to be called, proffered the release of Elventree's hunters (who had actually been captured by the Zhents) upon completion of these tasks: that the contingent would travel through the portal to Zhentil Keep, locate a wizardess named Jelescavia Runesurr, and recover a golden artifact from a temple called the Chalice of the Dead Three. After the spirit also informed the friends that the fourth captured hunter was yet imprisoned in the notorious city, they knew they had little choice but to agree.

Left behind were Lefwain, who had remained hidden in a tree during the party's discourse with the spirit, and Fiernoth, who was too grievously injured to contunue on. When finally the gnome tried to escape back to Elventree, he was captured by the Zhent swordcaptain and baited to help the soldiers return through the portal. The plan failed, the shadow spirit slew the Zhent assailants, and Lefwain fed Fiernoth a Zhent poison that he believed to be a curing potion. The forester died there, and Lefwain was ordered by the spirit to fetch back the lone Zhent who had escaped during the skirmish. The Zhent dueled Lefwain, but the gnome's dagger ultimately prevailed, and he returned to the portal grove, still captive and with nothing else to do but wait.

The other end of the portal opened in a store room beneath a Zhent armory; upon exiting, the friends took to the streets of Zhentil Keep and its many taverns, searching for leads. Meanwhile, Penrith and Addledasher arrived in Elventree seeking their friends, but finding only Luna. Late that night, a mostly-recovered Regallo divined the demise of an ally in Cormanthor (Fiernoth's, of course, though the wizard knew this not), and bade Luna to accept a casting that would transport her to the place where the fates deemed her most needed. She agreed, and found herself in a dark and silent chamber.

Not knowing where she might be, Luna set a light and uncovered a long wooden box stowed beneath the stone floor. The box was a coffin, and its ancient skeleton attacked her, nearly to her end. When finally she defeated it, Luna discovered a golden dragon's horn beneath where it had lain; she took it, found an escape passage, and snuck out of the basement of what proved to be a temple. Luna found herself on the streets of an unknown city (Zhentil Keep), alone, and at night.

Meanwhile, the rest of the companions learned little from visiting many taverns, the few leads they uncovered pointing to an area of the city known as the "inner quarter." This was a guarded sector, and the friends made it inside with the help of a goodly priest of Deneir named Halfast Mercantor who they encountered on the streets nearby. The friends skulked about the inner quarter for some time, finding, to their amazement, Luna!

They set up for the night at an inn called the Steadfast's Citadel, exchanging tales and information. In the morning, the party stood divided on its course of action; half traveled the city, visiting the hall of records (and learning that Jelescavia Runesurr had seemingly died decades earlier), and the other half returned to the armory and the portal room in its basement. There was set a ambush by Zhents, who battled the companions fervidly. But when the tide swayed in favor of the Zhentilar and their leader, one "High Imperceptor of Bane," Penrith and Addledasher emerged from behind crates, attacking the contingent's enemies. Penrith was killed in the battle by a cloud of black ash that spewed forth from the severed neck of the imperceptor; solemn, the friends learned that the pair had arrived in the portal room by the same magic used to transport Luna below the Chalice of the Dead Three, cast by the hand of Regallo Flambaster.

This half of the contingent, which now included Vennel, Luna, Halfast, Azil, and Addledasher, returned through the portal to learn what had befallen. Shortly thereafter, Markel, Mercurius and Achran came forth as well. The shadow spirit proved true to its word, releasing Lefwain, the three hunters, and Fiernoth's body. The fourth hunter, a half-elf named Temrillis, was still captive in Zhentil Keep, although the spirit insisted that this was not its own doing. Then, having accepted the golden horn and information regarding Jelescavia, the shadow spirit departed into the woods, still controlling the body of one truly ill-fated Zhent mage.

The following day, the party returned to Elventree to a mixed reception of tears and praise. Soon thereafter, Moonsilver journeyed with a small escort into Cormanthor in search of the Sy'Tel'Quessir, and the companions convened with Lethedluin, Moonsilver's half-elven associate, and Master Vollangar, a mage of local renown, at the cottage called the House of the Harp. There, the contingent determined its course to be Melvaunt, Soltrius for trading spices and all in search of answers to the brooding conflict between Hillsfar, Zhentil Keep, Cormanthor, and the Dalelands.

Thursday, April 2, 2009

Map of the Moonsea

Below is a map of the Moonsea region, showing Hillsfar, Melvaunt, and the northern reaches of Cormanthor.

Sunday, February 15, 2009

The Year of the Arch: Eleasis

As Eleasis begins, the companions find themselves awakened by a strange gnome in the basement complex below The Silver Stag.




Eleasis



1

First tenday; Soltrius' rescue
2

Arrival in Elventree
3

Azil Greyfoot
4

Through the portal
5

"The Blackest Morning"
6

Return to Elventree
7

The House of the Harp
8

9

10

11

Second tenday
12

13

14

15

16

17

18

19

20

21

Third tenday
22

23

24

25

26

27

28

29

30

Saturday, October 4, 2008

Welcome!

Welcome to the site for our play-by-post D&D game. While the campaign itself is run through Gmail, this blog is here to host resources such as maps, calendars, and character journals. For anyone wishing to read the actual in-game content, please contact me for access. Plot summaries of the campaign threads are posted to this blog and can be found easily by clicking the "plotsummaries" label on the right. The game is written as a narrative collectively by all players; below is a sample post from the DM (me).

28 Flamerule, Middark
Cormanthor



After Penrith had been helped to his feet, able to walk with some measure of strength (but little else), the elf woman disappeared into the forest, and the members of Soltrius's contingent followed closely behind. She led the companions down dense paths and—to her credit—out of sight of the bodies of the fallen—though, gods, there must have been many! Was Penrith the lone Plume soldier who'd been spared?

As they walked, Penrith caught in step with Markel, and said to him, "I must thank ye, Good-sir-whose-name-I-know-not. It was foolish of me to leave the cover of your friends. Despite my emotions... I may have endangered you all."

Down through a grove, Selûne's light guided them—and was even sufficient for the humans among the troupe to see, once their eyes had adjusted to the fireless dark. Before long, man, elf, and gnome alike could hear the chuckle of a gentle stream flowing softly nearby. Soon, they came upon it, and at its shore, they saw glimpses of a wiry, barely-clothed male elf, tan and painted like the others that the contingent knew tarried about them, albeit unseen. The wild elf had one leg half-immersed in the rippling water, and appeared to be cleansing a long, bleeding gash.

Around the companions, more longbow-brandishing painted elves came into view, and the cloaked female stemmed her gliding march. "We shall rest here, for awhile," she said, in a tone loud enough for only the contingent to hear. "Take care with your words, for the Sy'Tel'Quessir may not have stayed their bows from your hearts had they ventured to your camp alone."


Feel free to contact me with any questions about this site.

Enjoy!

Matt

Part III: Journey Untold

Seven of the contingent's eight members passed through the gates of Hillsfar on Midsummer's Eve with minimal questions from the guards. Once inside, the friends found their way to The Tangled Vine Tavern, where they drank heartily, conversed with numerous patrons, and met a young, flaunting woman named Cahylie, who openly propositioned herself to Mercurius.

Brother Bevue entered the city separately, distantly behind his companions, and found his way to a modest temple known as the Monastery of the Hallowed Pale. Leras, its caretaker, bid the humbled priest to stay for the evening, and he did, attempting to learn what he may of Hillsfar and its recent dealings with the wild elves of Cormanthor. Meanwhile, the remaining members of the contingent stowed the horses and caravan at a local stable, and sought rest at a low-key inn and alehouse called Ye Olde Trip to Cormyr.

The next morning, Achran reconvened with his companions, then set off again on his own to tarry about the city and gather more information. Markel and Hadrian visited a local shrine to Mielikki, where they met a traveling forester, Fiernoth Freemantle, hailed from Elventree. Luna, Vennel, Lefwain, and Mercurius ventured about the city and located Penrith's brother, a masonry worker named Heseail, while Soltrius peddled his trade-goods in at Hillsfar's market square.

As latefeast neared, Luna and Lefwain headed out to a dinner meeting with Heseail, where they informed the mason of his brother's whereabouts, and of the Sy'Tel'Quessir's attack on the Red Plume camp. Achran, still wandering alone, found himself approached by a pair of soldiers, then escorted into a nearby barrack. To his surprise and utmost horror, Nemmish, the Red Plume wizard thought dead in the forest, was there waiting for him. The evil mage infiltrated the priest's mind with his spells, ere he cast him back out onto the streets. Panicked, Achran fled back to the inn, only to see that his friends were nowhere to be found.

Finally, the priest spotted his companions in the market, and ushered them into a nearby pub where he offered up his tale. The friends headed back to the wagon, but when they arrived, they found that Soltrius, too, was missing. As they scoured the bustling square, Cahylie revealed herself from the shadows, informing the contingent that she had watched Soltrius leave with a man disguised as Mercurius. The friends took to the streets, now fearing too for the safety of Heseail. They hadn't gone far when they were ambushed in a dark alley by a band of crossbow-brandishing sellswords who displayed no outward signs of allegiance to Hillsfar or the Red Plumes. The hoods were defeated, though when questioned, they revealed only that their hirer was a dark-robed mage, previously unknown to them.

Still having no lead, the companions returned to the market, where Cahylie came to them again, this time bidding them to meet her outside a little-frequented taproom on Pale Moon Lane. They convened there, and Cahylie, obviously more than a common barfly, ushered them through the entrance to her secret hideout. Inside, she offered the friends a place to rest, and promised to help find Soltrius. She also introduced them to a half-elven boy named Seminser, quiet and apprehensive, who seemingly had lost his way.

At dawn's first light, the companions were awakened by a gnome called Throttle, who claimed himself an associate of Cahylie and confided that Soltrius was being held in Hillsfar's dungeon, located in the basement level of a nearby gatehouse. The friends ventured there and milled about the building's exterior. Before long, a pair of city watchmen asked Luna and Lefwain inside for questioning, inquiring as to the whereabouts of "a laborer named Heseail." Shocked, Luna offered up her story in truth; when the guards called for their captain, the duo was arrested and imprisoned in the dungeon where Soltrius was being held.

With the help of Lefwain's lock picks and a raucous dwarf jailed in a neighboring cell, the friends managed to escape, just as the others located them by way of the city sewers. Together, they all made their getaway, emerging hours later in Hillsfar's dock ward, far removed from the gatehouse dungeon.

After cleaning themselves meagerly and purchasing a change of clothes, the friends returned to Cahylie's hideout, where they plotted to leave the city. With the help of Cahylie and Throttle, they departed through Hillsfar's east gates that very eve, riding for Elventree on a promise to seek out the high herald called Moonsilver, hoping that she might be convinced to parley with the Sy'Tel'Quessir. Seminser and Spitbeard, the rough-and-tumble dwarf from the dungeon, rode with them, the former hoping to find a new home among the villagers of Elventree, and the latter for reasons known only to the gods.

Locales & Establishments

Essembra


The Green Eagle
A tavern honoring Aklesar the Wind Rider, a ranger of local adventuring fame


Cormanthor


Rauthauvyr's Road
The road through Cormanthor, forged by Rauthauvyr of Sembia some five centuries ago

The Eshen Glade
A small, secluded village-camp of human and half-elven refugees of the Retreat

Falidhara's Grove
A small forest grove east of the Eshen Glade, formerly protected by the elf maiden Falidhara

The Gnolls' Cave
A gaping hole in a jutting rock formation near the Duathamper riverbed

The Standing Stone
A monument to the Dales Compact, standing in sight of Rauthauvyr's Road to remind travelers to always honor the great treaty

The Vale of Lost Voices
A ghostly vale along Rauthauvyr's Road said to be haunted by elven spirits

The Red Plume Camp
A small forest-camp two days out from Hillsfar where the Red Plume contingent was assailed by wild elves

Elua's Ride
The trail leading east from Hillsfar, a day's ride and more to Elventree


Hillsfar


The Tangled Vine Tavern
An ivy-covered limestone tavern near the south gates

The Market Square
Hillsfar's trade square, occupied by numerous merchant-posts, shopfronts, inns, and restaurants

The Monastery of the Hallowed Pale
A narrow, angled structure adorned with old, arching windows west of the city's main market

Ye Olde Trip to Cormyr
A small, lowcoin inn and tavern near the city's market square whose decor is an homage to the feudal country of Cormyr

The Red Plume Gatehouse
A small barrack near the city's south gates outfitted by the Red Plumes

The Temple of Mielikki
A small, isolated structure situated east of the Red Plume gatehouse, overgrown from the inside by towering trees

Tairnor's Fine Brick and Stone Company
A stone and masonry company where Heseail works as a laborer, located near the northern docks

The Hornweather Smithy
An upscale white-limestonehewn smithy, south of the market square

The City Barracks
Hillsfar's main barracks, located in the center of the city

The Goat's Haunches
A small, modest tavern and restaurant known for its mutton stew, located north of the market

Feton's Prowl
A shady tavern of questionable patronage east of Hillsfar's market square

The Silver Stag
An alehouse made up to look like a ramshackle hunting lodge, located on Pale Moon Lane

Cahylie's Hideout
A secret basement complex below and across the street from the Silver Stag

The Main Gatehouse
A two-story building that serves as the city's jail, located near Hillsfar's westernmost wall

The Smiling Scimitar
A weathered, single-story taphouse, located along the docks

The Tired Hobgoblin
A quiet inn with a shingled awning, located a short ways away from the docks


Elventree


The Free Spirits Tavern
A quaint, airy cottage-served-tavern, manned and frequented by halflings

The Swaying Bough Inn
An inn set up within a large oak tree, located deep within the village

Lady Elassidil's Cottage
Residence of the High Herald, located in seclusion beyond the Swaying Bough Inn


Zhentil Keep


Burgem's Battlery and Armor Fittings
An armory whose basement houses a Zhent-manned portal to Cormanthor

Wagonwright's Square
A specific run of shops, inns, and taverns several blocks from Burgem's

The Choice of Arms
A lowcoin tavern said to cater to mercenaries and their ilk

Balorfire Jovials
A rowdy alehouse overwrought with vicious men and half-orcs

The Come Right Inn
A reputed brothel, tended by a heavy-set bouncer

Tethyr Thy Blade and Temper
A dimly-lit tavern proclaimed to be a "Naug-adar mustering hole"

The Lucid Pearl
An out-of-the-way taproom tended by a lithe woman with infrequently flashing yellow eyes

The Inner Quarter
Zhentil Keeps innermost ward, houses governing offices, towers, and minor strongholds

The Steadfast's Citadel
A towering inn grandly decorated inside with historical paintings and sculptures

The Hall of Records
A grandiose library adorned with sconces and stained glass windows, holds records of happenings both significant and mundane

Part II-b: Horizons

"Horizons" tracks Markel, Hadrian, and Brother Bevue as they plot their return to the Eshen Glade.

While the rest of the contingent was on its way north through Cormanthor, Markel, Hadrian, and Brother Bevue set their sights east, to return to the Eshen Glade. When they arrived, they were greeted most amicably, though they found that they were not the first to have recently graced the gladesfolk with their presence; Adraiya and her small circle of druids had already come thither, bearing a warning and a request for aid to the people of the Eshen village-camp.

Adraiya explained that one of the circle's kin was found slain deeper into the forest, several miles away. Coupled with the unexplained murder of Falidhara, the druids' concern for the region and its inhabitants was growing. Adraiya believed the killings to be linked to the spirit of a nefarious wizard, who traveled to Cormanthor over a century ago with a mind to "cleanse" the Duathamper riverbed of the ancient elven treasures the area was said to behold. The wizard was subsequently captured and put to the blade by the wild elves of the Tangled Trees. When the mage's spirit returned after death to lay claim to the treasures once again, it was imprisoned inside a magic pendant, one that until recently had been worn and guarded by the keeper of Falidhara's Grove. With Falidhara's passing, the evil spirit was believed to have been released.

The companions, along with Rillen and Pruatris of the Eshen Glade, accompanied the druids through Cormanthor, where they discovered an old, abandoned tower while investigating the area marking the circle druid's murder. Inside, the friends were attacked by a darkmantle, and during the course of the ensuing battle, the tower began to shake violently. Within moments, the companions heard Adraiya shouting outside before they were instantly transported away by some sort of spellwork, presumably woven by the druids for their collective safety.

Markel, Hadrian, and Brother Bevue arrived among friends, coming to in the midst of the Red Plume camp, mere hours before it would be assailed by wild elves, and its soldiers slain.

In the wake of the attack, possessed of many more questions than answers, the three continued north with the rest of Soltrius's contingent, to arrive at Hillsfar's gates.