Difference between revisions of "Beyond the Gates"
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==Campaign Resources== | ==Campaign Resources== | ||
* '''[[NonPlayer Characters of Khadin|NonPlayer Characters]]''' | * '''[[NonPlayer Characters of Khadin|NonPlayer Characters]]''' | ||
+ | * '''[[Divinity of Khadin|The Gods & Primordials]]''' | ||
+ | * '''[[Languages of Khadin]]''' | ||
+ | * '''[[Timeline of Khadin|Timeline]]''' | ||
+ | |||
* '''Races & Nations of Khadin''' | * '''Races & Nations of Khadin''' | ||
** [[Elves of Khadin|The Elves of Sedas]] | ** [[Elves of Khadin|The Elves of Sedas]] | ||
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** [[Halflings of Khadin|The Hobbits of the Vale]] | ** [[Halflings of Khadin|The Hobbits of the Vale]] | ||
** [[Kobolds of Khadin|The Kobolds and Chosen of Nir]] | ** [[Kobolds of Khadin|The Kobolds and Chosen of Nir]] | ||
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==Key Locations== | ==Key Locations== | ||
* '''[[Ree|The Town of Ree]]''' | * '''[[Ree|The Town of Ree]]''' | ||
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==Setting== | ==Setting== |
Revision as of 15:51, 29 June 2012
A Pathfinder Campaign
Connections. Fate, inevitability, chance, whatever one wishes to call it or believe in. The cards are cast and these connections crafted in the past, present & future that will draw six individuals to find each other. Together they shall forge their own destinies and will possess the power to reshape and change the future of the world of Khadin.
Or not. We shall wait and watch the tale unfold.
Contents
Player Characters
- Sorlandira Amneshai, elven wizard/magus, proud Knight of the REAL Order of Nine Stars, played by Joe
- Aidan Stormcrow, human warrior & humble blacksmith *cough* Emperor of Gir *cough*, played by Mandy
- Barron, quarter-Nirish dwarven pantheon cleric of the people & pubcrawler, played by Keith
- Bran the Blade, "human" urban ranger/skirmisher and Keeper of the Way of the Sanctified Blade, , played by Chris
- Gerrin, Halfling rogue & rightful king of the world, the universe & everything, played by Eric
Former Player Characters
- Marak Bolduum, dwarven cleric of the nameless, investigator & The Daughter's Right Hand, played by A.J.
Campaign Resources
- Races & Nations of Khadin
Key Locations
Setting
The lands of Khadin. Most of the "known world" is located between the northern Olora Moutnains and the southern Taren Mountains. This region is called Ilren and is home to the nations of Sedas, Gir, Hana and Kanith and the swamps of Kuth. North of the Olora Mountains is nothing but tundra and ice, dominated by savage gnolls and giants. South of the Taren Mountains is largely unexplored. To the east is the Green Vale, home of the halflings and far to the south was the once great port city of Al-Lorin, now an evil ruin haunted by the dead.
Timeline
- The tale begins in the remote town of Ree, located just beyond the southern gates of the once great dwarven city of Nir within the Taren Mountains. The annual caravan from the north has just arrived in Ree, heralding the start of the Winter Festival. This is traditionally a time of joy & celebration for all of Ree and the many people from beyond the town who come to trade with the caravan and enjoy the festival. But this year is different, a problem has arisen in the depths below the city that will require a skilled team of adventurers to solve.
The tale begins in the remote town of Ree, located just beyond the southern gates of the once great dwarven city of Nir within the Taren Mountains. The annual caravan from the north has just arrived in Ree, heralding the start of the Winter Festival. This is traditionally a time of joy & celebration for all of Ree and the many people from beyond the town who come to trade with the caravan and enjoy the festival. But this year is different, a problem has arisen in the depths below the city that will require a skilled team of adventurers to solve.
- 14th Day of Cedik
The annual caravan from the north arrived in Ree and the Winter Festival officially began following the Mayor's speech of welcome. Old and new acquaintances and friends are united and an audience at the Mayor's office is requested. The newly associated party is informed of a problem with the waterworks within Nir that will soon cause dire consequences within the town. They are tasked with a mission to enter the town Archives, sealed off a decade ago due to a vermin infestation, and retrieve a map of Nir in order to locate and plot a route to the ancient waterworks within.
- 15th Day of Cedik
Early in the morning, the party gathers at the entrance to the Archives, where Apprentice Thane seals them in until their mission is completed. Or until it's pretty clear they're dead. The guards place wagers on their survival. Guard Jimmy is the only one casting in their favor.
- 16th Day of Cedik
Oh groovy day, the party has survived, killed many bugs and rats and brought forth treasures for themselves and treasures for the town, including the highly desired map. We are glad. Oh, and a dirty, crazy "rat-man" that Barron shall keep as a pet. Guard Jimmy, now considerably wealthier says "Yay!"
- 17th Day of Cedik
Aidan discussed a most disturbing book with Sorlandira, for she is wise and knowledgeable of the lands to the north, not to be confused with the North, for there she is astutely lacking in knowledge. Marak has a prophetic dream and speaks to the Daughter. Barron has a giggling visitor who lures him from his cozy home and gives him a green gift. It is not cruel.
- 18th Day of Cedik
Escher hires Sorlandira to find his kidnapped sister. They find the trail of the kidnappers, rogue rogues it would seem, and track them down. Poor blond boy is dead. The Mayor will be very disappointed. Hex-wolves attacks! Then hex-wolves attack Skull and Malda! The party helps because they're nice that way.
- 19th Day of Cedik
They find the sinister lodge where rogue rogues hide behind a wall of walking skeletons. Barron holds off hordes of the undead while his companions beat up young boys who have been very naughty. Their leader playing at being an elven necromancer is thoroughly burned to dust by Marak. Barron goes kinda crazy for a moment and the girl is rescued (but covered with creepy primordial hunger symbols she refused to discuss). The boys are spared and taken back to Ree as Barron's new flock. The party finds a most curious magical doorway. The potential uses are limitless!
- 20th Day of Cedik
The party, after having been rested and more importantly cleaned, approaches the Most Esteemed Mayor, the Apprentices and the Witch...and an engineer or three, and discuss the next phase of repairing the hot tubs. Or "more importantly" the water in general. The path is chosen and a plan is decided upon. They're so clever. The engineers I mean.
- 21st Day of Cedik
Adventure! The party enters and negotiates with the Strong Clan. Big Boss commands his sniveling vizier to take them to the air shaft they require and they begin their travels into Nir. A great many things come to pass this day. They fight a gelatinous cube. Then a bunch of kobolds and half-ogres. Then they find a Zazaz. Then fight more kobolds and Sorlandira frightens away a half-ogre with a cleric. Then they encounter an elven knight, like Sorlandira, but evil! He's also her brothers squire. Or was. It's not very clear anymore. And they kill a goblin snake cleric of murder and capture his bff, a prissy half-janni named Ashtir. He has fabulous hair and he damn well knows it. They are bounty hunters sent by Andaro & the Prince to capture a cat girl. They activate Alfred's cell in the waterworks and chat with him. Alfred boots Bran out of the woodland bower. (they all knew). By the way, Aidan has two shadows! They stab it until it's dead, revealing a rather suspicious message of loyalty... The half-janni makes an escape attempt. It was lame. He didn't get far, too busy cramming his dead buddy in a bag. The hobbit wants to kill him. Bran disarms him. Now the hobbit wants to do nasty things to Bran. No killing happens & Ashtir promises to be a good prisoner.
- 22nd Day of Cedik
After some rest and recovery time and divine goblin- snake preservation magic, the party starts down the maintenance tunnel to Ree. They find kobold lacedons! They are very gross, but they dispatch them without much difficulty. Then they find a barricade with startled kobolds beyond it. The kobolds bow and praise Barron. This does not amuse him. He's already been grumpy and having bad dreams. Hey! This barricade is made of not only the pipes that feed water to Ree, but the actual foundation stones build up around the dwarven district of Ree! These bitches are planning on invading Ree! Bran keeps going on about being a bat. Best to smile and nod. Then a really big monster kobold shows up, his name is Jeffrey. He's another mutant-kobold, kinda like Zazaz but made of suck. The party takes him down, but he's regenerating - then Barron eats his soul. It was...kinda cool in a creepy way. Oh, and he had chained sorcerer kobolds. They all fell down and Aidan fell in love with them.
- 23rd through 25th Day of Cedik
The engineers are hard at work repairing the Ree portion of the waterworks under the protective eye of Marak, Gerrin & Bran. Meanwhile the others deal with their assortment of prisoners.
- 26th Day of Cedik
Marak, Gerrin & Bran escort the engineers back to Ree. The others? I don't know what they do yet - it hasn't happened.