Showing posts with label Talamhlar. Show all posts
Showing posts with label Talamhlar. Show all posts

Thursday, October 20, 2011

Fleshing Out NPCs

Chris Perkins says it better than I could, in his new article on 3D NPCs.  I would love to play in one of his campaigns!  Anyways, I'd highly suggest anyone who DMs read this article.

In particular, I'd like to highlight the parallel between an ongoing D&D campaign and a serialized TV show.  Obviously with the PCs being the main characters a lot of the complex relationships will grow organically as the players interact amongst each other, thus making the comparison a lot less daunting for DMs!  However, DMs still must think about this since the PCs aren't the only people populating the campaign world.  Each "adventure" should feature at least a few fleshed out NPCs (more than just background NPCs, like the random shopkeeper or barmaid), and you should have a vague idea of these characters' personalities, motivations, and backstories.  This obviously doesn't need to be too in-depth, but at least summarize each of these 3 traits in a sentence or 2.  It doesn't have to be elaborate either; most NPCs are much more mundane than the Heroes! 

For example, let's look at one of the main NPCs from my Talamhlar campaign, Gaknar (this campaign ended prematurely when I moved away for a seasonal job, and due to the months that passed before I came home we just never resumed it).  To re-cap, that campaign started with the PCs captured in a castle, regaining consciousness with the place in chaos.  A group of mages were doing various arcane experiments in the castle, including the creation of super-soldiers.  Not surprisingly, the mages lost control of the super-soldiers, were largely massacred, and the magical containment was broken, freeing the PCs.  In the room their was also a goblin named Gaknar, and he promised to show the PCs to where their equipment was and how to get out of the castle if they freed him (he'd been a servant for the mages).  He accompanied the PCs throughout the campaign, becoming a valued member of the party (well, most of the PCs liked him).  There were a few times where he acted somewhat suspiciously and was caught lying, and so was never 100% trusted.  He even disappeared "on business" once, refusing to tell the PCs what the business was.  So what was the deal with Gaknar, and what ideas did I have floating around in my head for him?
  • Backstory:  Gaknar was a runt in his tribe, always picked on for it, and some semblance of a conscience (moreso than most goblins, anyways) didn't help matters.  During a raid he left his tribe, but finding it difficult to fend for himself ended up working for the mages.
  • Personality:  Sycophantic, and has quirky ways of showing affection.  Sly and sneaky like most goblins, but with a greater sense of loyalty.
  • Motivations/Secret:  On his errands away from the mage's castle, Gaknar began to see what life was like in the civilized worlds.  He became a spy for someone in the nearby town of Marblemount, helping to gather info on the mages to help shut them down.
Gaknar's secret never got a chance to be revealed in-game, and in fact I hadn't even fleshed out who he would be working for in Marblemount, what their exact goal was, or even whether it was a single person or an organization.  I didn't need those details until an opportunity arose for me to incorporate them into the game, and they would ultimately depend on what direction the campaign was headed.  I didn't plan on when that might be, but for things like that you just sort of know when the time is right.  I just really liked the idea of a goblin double-agent traveling with the PCs, who was ostensibly good but with a shadow of doubt.  And that concept came built in with a possible future story hook for later, even if I didn't know what that hook would be.

Tuesday, February 23, 2010

Talamhlar - Session 6

Cast of Characters

Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Zelmar Tarien - Eladrin Orb Wizard
Gaknar - Half Elf (formerly Goblin) companion character (striker)
Annie Ramsey - Human companion character (defender)

Into the Underdark

After they defeated Finch's debt collectors, the party entered a tunnel that took them gradually down, about 300 feet below the surface. Garret soon learned that the maps that they'd obtained were of fairly poor quality, as there were many side tunnels that weren't drawn in and many blank spaces. Still, the party traveled through the nearly total darkness (phosphorescent fungi and small lodes of glowstone occasionally offered dim light) until they rounded a bend in the tunnel and noticed a brighter (though still dim by surface standards) light up ahead. Alaric scouted it out, and discovered the King's Highway. On the map it showed up as simply a large tunnel, but this unique Underdark feature was carved by the god Torog himself. After being wounded and then cursed by his Primordial rival right before he delivered a death blow, Torog's injuries are unable to heal themselves, and he is trapped in the Underdark. He made the King's Highway in the late stages of the Dawn War as he rampaged, nearly insane with frustration, through his new domain. This section happened to carve through large lodes of glowstone (hence the light), and contained (as is common along the King's Highway) puddles of the god's immortal blood.

After walking several miles, the party heard footsteps coming from one of the side tunnels. They readied themselves at the entrance, and out stumbled Zelmar. He recently escaped a cave-in as his mentor stayed back to battle a rival, and unable to return the way he came he has been wandering through the tunnels for about a day. Alone in a dangerous place, he decided to travel with the rest of the party. He did use Mage Hand to grab a sample of Torog's blood in a vial, though when he turend it upside down it slowly started to dissolve the cork, so he keeps it out while they travel (the Mage Hand holds it, floating beside him). As they traveled further, they were forced to make camp in a small side tunnel just off of the King's Highway. They also heard footsteps and felt a strong mental presence while traveling the Highway, and were terrified as an Illithid passed through a junction in the tunnels opposite them. The intrusive presence that accompanied it seemed to be pre-occupied and in a hurry, which was lucky for the party. It simply looked at them and moved along. A few minutes down the Highway, they found the body of a humanoid that had had its brain eaten by it. Testing the effect of Torog's blood on flesh, Garret and Annie dipped the corpse head-first into one of the puddles. The blood seemed "excited" as it rippled slightly when the head was submerged, but otherwise it had no effect.

When the party finally reached Forgehome they were turned away at the gate. Security was heightened recently, and no outsiders were allowed in the city without being vouched for by a local. They tried to convince the guard to send for Brocc (the Gnome that they were seeking out), but he didn't allow them to pass. As they made camp nearby, they were approached by a Dwarf. His name was Heldrek, and he told the party that if they helped him out, he would get them into the city. He was a mining prospector that was currently working on a small mine nearby. About a week ago, his workers never returned. After a few days he assembled a team to investigate, but they never returned. Now it was the party's turn. They followed him and descended into the shaft. There were dozens of bodies (the miners), and all had been stripped of all metal (the wooden handles were all that remained of their tools). Their hands were all missing, and several large fungal orbs floated lazily about, with some fungal humanoids (Myconids) standing guard. The fight was extremely tough for the party, as the spore orbs floated in and boxed them at the bottom of the shaft. When killed, the orbs exploded. Zelmar's first round in the party was an awful one, as his AoE missed the 2 Myconids but hit 2 spores (catching everyone in the explosion). This was after the Myconids had used AoE's of their own. The party was already low on HP at this point, and it only got worse from their. The Myconids had the ability to spread damage, making focused fire virtually useless. The party never maneuvered out of their corner, making them easy targets for the Myconid's AoE's and the spore's explosions. Zelmar's dice were determined to cursed, as he consistently rolled extremely low (and with all of his AoE's, he had many chances to roll). Even Alaric's normally crit-enchanted dice were of little help. The combat dragged on with the party boxed in and constantly on the defensive, with many characters getting knocked unconscious often. Alaric spent standard actions to perform Heal checks on more than one occasion, and at one point Garret was able to spend a surge after rolling a 20 on his death save. Second Winds were used, and Garret's Majestic Words were all spent. Many potions were also drunk. In the end, Gaknar and Annie were both killed.

Garret was ambivalent toward Gaknar's death and for a while it was assumed that the party just left his body in the mine (after this fight they fled the mine). Heldrek wanted them to investigate further, and Garret finally agreed that if he payed for Annie's resurrection they would clear the mines of all hostile creatures. Heldrek wanted something valuable to keep as collateral. Garret offered the crystal that they were going to show Brocc, but Heldrek didn't think it looked like anything special. So while Alaric and Zelmar stayed with Annie's body at a temple of Moradin, Garret and Heldrek sought out Brocc. Heldrek went to an Alehouse (no outsiders allowed!) to learn the Gnome's whereabouts, and then they headed off to meet him. When Brocc opened the door a bucket of water fell on Garret's head. He then had Garret come inside (Heldrek, distrustful as he is, insisted that the Brocc meet them outside) to prove that nothing else would happen, but when Garret stepped back out a pressure plate caused a black, oily substance to spray in his face. Brocc found the practical joke amusing. Garret said that his friend just died and he wasn't in the mood, but Brocc didn't see what that had to do with anything. He offered to look at the crystal, but then ran into his house and shut the door. Garret simply sat down and cried for about 10 minutes, at which point Brocc came back out grinning, and stated "third time's the charm!"

Brocc was actually very impressed with the crystal. He told Garret that not only was this a Fenorian crystal, but it was a stable Fenorian crystal. The last time he'd seen one was when his grandfather helped Aston Grimslade (now a vampire, as the party discovered at the Grimslade Ruins) figure out how to stabilize them. Normally Fenorian crystals release a steady stream of uncontrolled energy, but once stabilized that energy can be more reliably harnessed (usually as part of a specific magical effect requiring a command word). Stabilized crystals are extremely rare largely because Aston Grimslade and Brocc himself are the only two people who can reliably stabilize them. A few other individuals (namely Vistun Selfeer) are known to be less capable at the process, often being unsuccessful or only temporarily stablizing the crystals. When Garret tells Brocc that this crystal was originally used to augment an Arkhosian sword, Brocc says that given time he can probably discern the crystal's function. He offers to trade it for the only other stable Fenorian crystal that he has - one of Aston's original creations. It's part of a ring that, when worn, protects the wielder from the effects of unstable Fenorian crystals. Garret tells Brocc about the Volksair monster, and Brocc agrees that it's almost certain that much of its power comes from unstable Fenorian crystals. The ring might allow the party to escape should they have another encounter with the monster, but they should excercise extreme caution when confronted by it, as the ring is unlikely to give them enough of an advantage to defeat it.

Satisfied of its value, Heldrek accepts the ring as collateral. The party then waits while Annie's ritual is being completed. Alaric decided that he would miss Gaknar, and Zelmar agreed to provide half the cost to have him brought back to life. Jokes about the two having joint custody ensued. Just for fun, they wanted to have Gaknar Reincarnated instead of simply Raised. So I drew up a Reincarnation chart, set the ritual's level at 6 (2 levels lower than Raise Dead), gave it a lower component cost, and finally rolled the d%. Turns out Gaknar was reincarnated as a Half Elf, and upon the party's request a d4 was rolled to determine his gender. So now Gaknar is a female Half Elf, though he still has the same voice and is still attracted to females (indeed, his new set of Half-Elf hormones have resulted in him finding Annie "cuter than she was before"). If Gaknar had been a source of comic relief before, the Reincarnation just stepped it up a notch. To top it off, now that Gaknar is the same race as the party member who dislikes him/her the most, I even gave him/her a Bard power as his/her Dilettante.

After a night at a very barebones inn (their rooms were a small cave with a boarskin on the floor for a bed), the party re-entered the mine. The next encounter was against several more Myconids. Dwarven bodies littered this area as well, though these seemed to be warriors. A rust monster was also present, and it went straight for metal-clad Annie and devoured her armor. The fight was still won fairly easily, and this is where we called it a night.

Wednesday, February 10, 2010

Talamhlar - Session 5

Cast

Garret - Half-Elf Valorous Bard
Alaric - Elf Archer Ranger
Gaknar - Goblin companion character (striker)
Annie - Human companion character (defender)

Back to Argondale

The party remained in Darhadash long enough for Garret to finally master several rituals which there hadn't been time for earlier. Alaric explored the city and the caverns around it, finding a way out that didn't involve going upstream in the river. Gaerbin decided to stay in the city and study it more thoroughly (the character's player will be unable to play for quite some time, so this was a convenient place for him to part ways with the party--for now).

After leaving the ruined city they traveled for several days along a path that followed the river. At one point Alaric spotted several sets of tracks. Some were barefoot Shifter tracks, and others were light, moccassined tracks (likely Elf). Sure enough, the next day they came upon a clearing that contained a structure of standing stones (akin to Stonehenge), where about a half-dozen Elves and Shifters were meeting. They reported that a local group of Gnolls has gotten extremely organized recently, and took out their respective tribes. They were the only survivors, and planned on dispersing into the forest and laying low for a while. The Gnolls marched onward toward the village of Whitehall after they conquered the tribes, and the PCs decided to follow them. Of course, upon getting to the main road they saw the Gnoll tracks heading north, but an odd set of tracks headed south toward Argondale. The left foot was a Warforged's, but the right foot was narrower and more humanoid-shaped (but very heavily booted). They headed south after this strange creature, and about a mile into their journey they encountered a large crater and pieces of some type of humanoid - just like the craters they'd encountered in Lyria Castle. So the Volksair monster was still running around.

As they travelled along the west side of the lake, they heard a lot of shouting coming from the northern wall of Argondale. They rushed to the ferry to the West Gate, finding an evacuation in progress. Annie knocked Garret out because of his irrational fear of water, and threatened the dock worker with her greatsword to let them onto the ferry on its trip back to the city for the next group of people. They woke Garret up by dunking his head in the water, and then attempted to pass through the gates. There were guards around, however, and they were trying to protect the people and wouldn't let the party pass. Garret tried to convince them that they could stop the monster (though the guard was not persuaded, he let them pass because they may have been the city's best shot against it). They stopped at the Moonveil Inn and found it abandoned (and in a hurry; Gaknar was able to loot several high-end drinks for his waterskin), then continued north toward the Oakroot Inn where Skamos was hiding (they assumed that Tintrim had sent the monster after Skamos). When they neared the North Wall, they saw about a hundred archers shooting down at the outside, and an occasional loud bang against the stone. They quickly slipped into the Inn, finding Skamos frantically trying to get things together from the trapdoor. He fled toward the South Gate, with the party in pursuit.

Once outside the city wall (though still on the island), Skamos turned left toward the eastern wall. Their way was blocked by a congregation of guards. Skamos' annoyance quickly turned to terror as he saw several guards go flying through the air from around the bend. The Tiefling's face turned white, and he fled to the ferries. Alaric, Gaknar, and Annie followed him, along with several of the guards. Garret wanted to try an experiment; he would stand still against the wall and see if the monster would ignore him. Soon the monster came into view; it was an amalgamation of several different creatures stitched together. It's head looked small, as it was from a medium humanoid (Human? Elf? Half Elf?), and it had a cannon attached to one of its arms (though it didn't replace a functional hand). As it passed, it struck Garret, sending him flying ~15 feet into the lake (and Garret has a reason for hating water; low athletics combined with chainmail and a shield). He managed to swim slowly forward, bloodied, until his feet scraped the mucky lake bottom.

Meanwhile, Skamos and the rest of the party made their way into the crowd (violently), and were relieved to find that the monster headed straight into the city via the South Gate. It would be several ferry trips before they could make it off the island though, so Skamos ran back the way he came, explaining that Kaeleth was preparing a private boat for him on the eastern side of the island. They weaved through all of the dead bodies to find Kaeleth dead, but the boat minimally damaged. Skamos, Gaknar, and Alaric set about repairing it while Annie coaxed the sodden Garret up. Skamos launched the boat before they caught up, and a rope was thrown to them (the boat was too small for everyone anyways, so Annie and Garret were stuck clinging to the back of it after pulling themselves along the rope). Annie kicked to help them move faster, but Garret clung in terror, about to pass out. When they reached the far shore of the lake, Skamos ran into the woods. The party followed slowly behind and made camp, deciding to head to Marblemount instead of following Skamos.

Marblemount

The next day the party traveled back to the main road, witnessing the destruction that the Volksair monster had left in its wake. Hundreds of people were camped out in the farmland surrounding the lake, and there was a sickeningly large pile of bodies at the docks on the island - those that didn't make it to the ferry by the time the monster came back out. The journey to Marblemount took 11 days (on foot), and the party was able to stock up on basic supplies (food, rope, arrows) in small villages along the way.

Being a town that sits on a mountain pass, the guards of Marblemount (a heavily fortified city) allowed the party to pass no questions asked (apparently it wasn't out of the ordinary for all races, including Goblins, to travel through the city, as it was the only way over the mountains for miles). They asked about Baern, the Dwarf that Tintrim had planned on sending the bounty hunter Orsir after when he refused to help the Wizard. They learned that he was a very well-respected sage that resided in his own fortress (which has been in his Clan for generations). They sought an audience with him, and learned that Tintrim wanted Baern to allow him passage through the city with a steady supply of slaves. This was the proposal that Baern had refused, and the reason why Tintrim was going to send Orsir after him. Shortly after this occurred, people started disappearing in Marblemount and the crime rate decreased sharply. Baern told the party that if the crime rate goes down that much, then the Shadow Vipers (the most powerful thieve's guild in the city) were busy with something other than crime. Baern suspects that they're working for Tintrim.

Garret also asked Baern about the crystal that Annie had recovered from the Arkosian sword near the Grimslade ruins. He referred them to Brocc, a Gnome expert on magical crystals. Brocc lived in the Dwarven mining city of Forgehome, in the Underdark. So the party split up, with Alaric finding Underdark maps, Garret selling party loot, Annie securing a room at an inn, and Gaknar disappearing on "business," which he simply told the party was "secret" when they questioned him later that night (after a few drinks). The next morning he bought the entire party the best breakfast that the inn offerred, as this "business" had apparently earned him some coin. The party is suspicious of the "shady" behavior that Gaknar is exhibiting, despite the fact that he's saved their lives on multiple occasions.

The party was ambushed on their way out of the city by a group of debt collectors seeking Garret, who owes quite a bit of money to a man named Aaron Finch. When all but the leader (a mage) were dispatched, he fell to his knees and surrendered. Alaric knocked him out and Garret left a note on him, saying that if Finch wants his money he'll have to come get it himself. They looted the mage and headed out of the city. After following a path for about a mile, they entered into a cavern that led deep underground.

Monday, January 25, 2010

Math Problem for NADs

It's no secret that the math behind 4e's non-AC defenses (or NADs, as they're commonly referred) is a little wonky. There's a great post on the blog Square Fireballs that describes the problem. Of course, without a solution, discussion of the problem (while interesting from a theoretical point of view) is meaningless for all practical purposes. Hence, here is the proposed fix from Square Fireballs. Seeing as masterwork armor was already a math fix for AC, a system for masterwork neck items isn't too far-fetched. Instead of conceptualizing it as an item with better craftsmanship (as is presumably the case with MW armor), it makes more sense to envision it as an intrinsically different type of enchantment. Or, alternatively, perhaps you could fluff it as a sort of "lucky charm," the magic of which is separate (but stacks with) the enhancement bonus of the enchantment. Depending on the character concept, divine protection and/or protection of the Primal Spirits might make more sense than "luck."

In any case, I plan on incorporating this house rule into my Talamhlar campaign. And seeing as this is the first deviation from RAW that I've taken for Talamhlar, I might as well add another houserule to fix a feat tax that's always bothered me: Weapon/Implement/Focused Expertise.

So, to recap, here are the new Talamhlar House Rules:

  1. NAD fix (see post above), which includes masterwork neck slot items, lucky badges, and the banning of certain NAD boosting feats (the "tax" ones).
  2. Addition of an "Expertise bonus, which is an intrinsic bonus to attacks that functions as if you have Implement/Weapon/Focused Expertise as a bonus feat. Except that it's not tied to a specific weapon type (want to use an axe and a sword? The bonus works for both! By RAW, you'd have to take both weapon expertise heavy blades, and weapon expertise axes). And so you don't have to look up the feat yourself, the bonus is +1 which you recieve at level 5, it increases to +2 at level 15, and it becomes +3 at level 25.
So players in my Talamhlar campaign can rejoice, as they no longer have to worry about certain "must-have" feats and can instead focus on more flavorful options that help differentiate their characters!

Monday, January 11, 2010

Talamhlar - Session 4

Cast of Characters

Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger (player has enchanted dice that rolls a disproportionately high amount of crits)
Gaerbin Drake - Dragonborn Balanced Paladin
Gaknar - Goblin companion character (striker)
Annie Ramsey - companion character (defender)

Note: The player of the late Urogoth was supposed to show up with a new Wizard PC, but never did. I'll probably refrain from scheduling D&D at 9 am in the future.

Grimslade Ruins - Further Investigation

Last session ended with the party defeating a group of zombies and wights in the basement of an old temple. Stairs led up out of that room, and into a mostly destroyed room at the rear of the temple that contained only a teleportation circle (which Garret copied down for when he gets the Linked Portal ritual). They then decided to explore the other room in the temple (the path to the left from where they first fell into the basement). They found some loot, and noted that the religious art included older depictions of the old god of the dead, Nerull (thus indicating that this temple was at least a few centuries old), as well as newer (but still likely a century or more old) depictions of various evil gods + the Raven Queen. It would appear that even when Grimslade was a thriving community, there were some who secretly worshipped darker gods beneath the temple (the main floor of which depicted the majority of the default Points of Light good/unaligned pantheon).

The party decided that the next course of action would be to deal with the orcs--by unleashing the horde of zombies upon them. Unfortunately, the first snag in this plan occurred when they discovered that the zombies shun sunlight (they broke through the temple door when lured by the party, but wouldn't go outside). The PCs left the courtyard, hidden in the forest vegetation and waiting for nightfall. Because the temple was on the eastern edge of the courtyard, it recieved the last rays of the setting sun. The nocturnal orcs came out to investigate in the evening twilight, and soon found evidence of the party's tracks. As they made their way into the forest to look for them, the zombies emerged from the temple as the sun finally disappeared below the horizon. The orcs fled back into their stronghold (and old guard house), and as the zombies wandered around the courtyard those that came too close were shot at with arrows from the windows and arrow slits. The zombies gradually dissippated into the surrounding forest, though they suffered many casualties as groups of them came too close to the orcs. By midnight the zombies were gone, and the party decided to rest in the forest, keeping 2 watches for each shift. Around 1 am, a group of orcs which were fanned out, searching the forest came upon the party. They were dispatched (2 were killed in one hit when Alaric rolled a critical using Split the Tree, dealing a total of 98 damage to 2 targets in one round), and the PCs decided that it would be best to take over the stronghold while the orcs were "away." They were met with some resistance after barging through the entrance (of which the door was cracked open), but as the last orc stood against the party he shouted for reinforcements (in Giant, which none of the PCs speak). The orc chieftan then sprung an ambush with two orc berserkers and a dire wolf. This was modeled after the final encounter of the level 3 delve in Dungeon Delve, meaning that the chieftan was a level 8 elite brute. Yikes! Most of the fight took place in a bottleneck, with Gaerbin and Annie holding the line below a set of stairs. Still, things were looking bad and the party decided to flee when the wolf (who was blocking the hall that they could escape from) was killed. Due to some unlucky rolls, the wolf took 2 additional rounds to take down. Fortunately, the berserkers and chieftan suffered from a series of low rolls as well, otherwise Gaerbin would have been killed. After some impressive shots from Alaric the tide was turned, and the Chieftan tried to flee (Garret stopped this with Storm Pillar, his Dilettante power). Gaknar ended up dealing the killing blow to this formidable foe. An impressive haul of loot was gained, including a valuable (but non-magical) ring that Alaric insisted be his (for backstory reasons unknown to the other PCs).

The party fortified themselves inside the stronghold for the night. When morning came they investigated the temple one last time (to thoroughly search the room that the zombies had all come from), and when they emerged in the courtyard they saw a group of Lizardfold standing just inside the forest canopy (5 greenscales and 2 blackscales, all from the Blackmarsh Tribe). Gaerbin hailed them in Draconic, and learned that they wanted to discuss the events of last night. They were upset about the horde of zombies roaming their territory, but pleased that the party had taken out the orcs. Still, to prevent further disruptions in their territory they insisted that they escort the party out. The party inquired how they could obtain permission to cross the Lizardfolk territory in the future, and one of the Greenscales gave them a medallion. If they wore that, any Blackmarsh hunters that saw them would approach them without hostilities, and they could request permission at that point. The Lizardfolk led the PCs to an old road, and were told to follow it until they reached the river. The road disappeared, but if they followed the river they were sure to find settlements eventually. They left the PCs at the edge of their territory.

Ancient City of Darhadash

About a half mile after parting from the Lizardfold the party spotted an orc in the road holding an ornate looking Arkhosian sword. Gaerbin is a Chosen of Bahamut, and is on a quest to find the rightful heir of the Arkhosian Empire. Bahamut wants Arkhosia restored to its former glory, before its destruction at the hands of the Turathi and their demon allies. Gaerbin unsummoned his armor to better chase the orc, who fled instantly. After rounding a bend in the road with the party (buffed by Traveler's Chant) rapidly gaining, the orc reached the river. He got into a canoe and tried to quickly sabatoge the raft that was laying nearby. I used the skill challenge "The Rushing River" straight from the DMG2, though I changed the Guardians from Guardians of Nerath to Guardians of Arkhosia. I've always liked the set-up of this skill challenge; it has a good diversity of skills, and the different stages made it very easy to run (and provided and obvious way to hint at which skills would be required next). The first thing that the party did was have Gaknar repair the raft using Thievery and Gaerbin's rope (as much as the party complains about Gaknar, his skills are often useful). During the rapids in the canyon Garret nearly fell off the raft twice, the second time being after the river spirits were calmed and the DCs lowered. He already had a fear of water, and now he'll likely never set foot on a watercraft again.

After plunging underground, the river wound its way through a series of tunnels until it emptied into a large, calm pool. The canoe could be seen on the other side of the pool, and the party rowed toward it as fast as they could. They followed a tunnel into a large, open cavern with a sheer faced wall (of worked stone, definitely not natural). The orc was looking around for something, but Alaric shot at him while Gaerbin charged him. The two knocked him unconscious (Gaerbin planned on questioning him) before Annie and Garret arrived. Alaric searched where the orc had been searching and discovered a square depression in the stone that contained a lever. The lever caused a large portion of the wall to slide open, revealing an ancient city. The sword, confirmed to be Arkhosian in origin, contained a Fenorian crystal where a Dragonshard would normally be attached (in Talamhlar, the Arkhosian Dragonshards were literally fragments of dragon bone carved into a specific shape, which the Fenorian crystal was designed to mimic). The blade was also engraved, in Draconic, with the words "If you hope to discover/where the king can be found/then seek the river/of the thundering sound." Based on the grammar of the Draconic language, it was obvious that the word "sound" was a pun, referring both to "noise" as well as a body of water.

The party entered the city, first looking for a source of light (Garret detected residual magic that was likely used to light the city when it was occupied, but it had long since been tapped out). The party split up into two groups (though they stayed within voice range): Garret, Annie, and Gaknar and Alaric and Gaerbin. Based on their exploration of the city (and their historical knowledge), Garret and Gaerbin determined that this was the ancient city of Darhadash, a legendary location in Arkhosian Lore. The legend goes that when Bahamut first created the Dragonborn race, 5 patriarchs were sent out to find a land worthy of their empire (the Legend of the Five). One of the Five, Arjhan, founded Darhadash (which was not chosen by the Dragonborn people to be the land of their empire). A statue depicting Arjhan in the town square confirmed this. It could also be inferred that the city had not been settled for very long, as all of the art depicts events that occurred very early in Dragonborn history. Likely, after the "official" Arkhosia was chosen the Dragonborn probably abandoned Darhadash to migrate there.

As the party moved deeper into the city, they eventually came to an area where they heard a deep, throaty growl coming from between two buildings. They moved into advantageous positions and prepared for a combat, only to find that their positions were meaningless; a young red dragon flew out from the alley and blasted everyone but Alaric (who had cover behind an old fountain) with his fiery breath. He stayed in the air, just out of melee reach for Gaerbin and Annie. The party lured him into a partially collapsed building, staying under the roof so that the dragon couldn't fly. A difficult fight ensued (the defenses of red dragons are insane!), but eventually the party got the dragon down to about 60 HP, at which point it fled the confined area (provoking some OAs) and then used its second action point to fly off into a tunnel behind the city. This brought the PCs up to 4th level, and we ended the session here.

Thursday, January 7, 2010

Talamhlar - Session 3

Cast of Characters

Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Urogoth - Half-Orc Bleak Disciple Assassin (deceased)
Gaerbin Drake - Dragonborn Balanced Paladin
Gaknar - Goblin companion character (striker)
Annie Ramsey - Garret's childhood friend, companion character (defender)

On the Road Again

Last session ended with the PCs questioning Skamos, and then retiring to their rooms at the Oakroot Inn. At the beginning of this session the players woke up to the sound of arguing coming from downstairs. When they went down to investigate, they found Skamos arguing with Orsir about a bounty on another captive from Lyria Castle (Gaerbin Drake). Orsir had gone back to investigate (whether by breaking through the tar on the doors or entering through a secret entrance the PCs know not--they didn't ask), and found a recently awoken Gaerbin wandering about. Skamos insisted that he'd severed all ties with the Order, and that he wouldn't pay Orsir for Gaerbin's release. Garret had been aquainted with the Dragonborn in Helmund, and so they party paid for his release (using the gemstones in the party loot that Martok had found).

Since Garret's map of the surrounding area didn't include the Grimslade ruins, the party asked around and eventually learned that an archaeological expedition had occurred 6 or 7 years ago, and that one of the archaeologists, a Dwarf named Norvi Grimmordaen, still resided in Argondale. They sought him out and he agreed to be their guide. He insisted that they visit the Cave of Good Fortune a few miles north of the West Gate, and an eel spirit from a pool in the cave upgraded 1 magic item for each PC (though Gaknar was deemed "unworthy" by the spirit, Norvi obtained a magical archaeologist's pick that would allow him to dig faster).

As the party headed north the woods grew denser and the elevation steadily decreased. The terrain became more and more marshy. In the morning of their third day on the road the party came across a giant spiderweb blocking the remnants of the road (which was, at this point, a strip of land elevated about 4 inches above the surrounding wetland). Three large deathjump spiders jumped from the surrounding canopy, attacking the party with a surprise round. Two spider swarms (a custom creation of mine) also emerged from the webs during the surprise round. The Deathjump spiders won initiative by quite a bit, so they attacked first and then used their 10 square shift power to jump away back into hiding. This ended up being an extremely tough fight for the party, as Gaerbin was unable to lock down the spiders and the party was ill-equipped to deal with swarms (aside from a few AoE's that Garret has). Urogoth and Alaric both ended up dying, though Alaric was raised with a Raise Dead scroll that the party had found in Lyria Castle (I'd given them this because I knew they'd have a tough time without a defender; ironic how 2 players died in the first encounter with a defender). The player of Urogoth decided to roll up a Wizard because the party was definitely feeling the lack of a controller (he had to leave early though, so the Wizard hasn't seen play yet. I'm wondering if I'm going to regret pointing out Winged Horde and Enlarge Spell to him...). Urogoth was buried in the swamp and his gold and any useful gear were taken. Though Urogoth was consistently outdamaged by Alaric, I'm going to miss the assassin antics of teleporting at-will, etc.

The party had to fight their way through 2 more encounters as they made it through the swamp. The first was a fairly easy respite against a Vicejaw croc and 3 Bullywugs (the Bard's various slide abilities made the croc's grab completely useless). The second encounter was difficult in a very frustrating way. It was against three bullywugs and two (de-leveled) Vine Horrors. Yeah, the Vine Horrors have a close burst 5 attack that restrains and deals 10 ongoing damage (save ends both), and it's at-will. Most of the party spent most of the battle completely locked down (Gaerbin didn't get to use a single attack, though Alaric has amazing luck with foiling DM dice, as I tend to roll a disproportionate amount of very low numbers when attacking him). Yeah, I think I'll avoid encounters like that in the future because it really wasn't all that fun, especially for Gaerbin and Garret. Also, Norvi the Dwarf was killed. After the encounter the party decided to sit put (there were ruins of an old house nearby) so Garret could master the Comprehend Languages ritual before they took an extended rest. Norvi's journal detailing the route that the expedition had taken last time was written in Dwarven, which nobody in the party could read.

The Grimslade Ruins

After another day of navigating the swamp using Norvi's journal as their only guide, they eventually made it to drier ground. They camped, and reached the Grimslade ruins by late morning. They saw the castle, which was mostly crumbled down, though there was a tunnel leading underneath it that was apparently dug by the archaeological expedition years ago. There was also an old guardhouse with bones, weapons, etc. lying outside and graffiti depicting the Eye of Gruumsh all over the walls. Seemed like Orcs had taken up residence here. There were a few other small ruined buildings, as well as a temple that was in fairly decent condition. The party decided to go into the tunnel first. It led to a door that was warded with magical energy (I used the skill challenge Opening the Ninth Ward straight from the DMG2 here). I found it very difficult to describe successes achieved through Arcana, especially since 4 were used to break down the warding magic. Oddly, I found it easier to make the successes via History believable as I just said that the character recalls a short incantation that they read about, and each success used a different incantation. Perception checks I described as the character (Alaric, in all cases) noticing blocks near the door that could be slid, clicking into place. In any case, the door was opened and the characters continued onward, down a set of stairs (lighting a sunrod for a light source). They ended up in a large room, and those with low light vision could percieve a tall man standing next to a unicorn just outside the radius of the sunrod. While they were nervously greeting him, he stated that he was hungry and stabbed the unicorn in the neck with a dagger. Blood poured from the dagger, which was hollow, into a cup that was in the man's other hand. Once filled, he removed the dagger and the unicorn instantly healed the wound. Garret noticed fangs, and the characters all realized that he was a vampire. Alaric quickly glanced around the room, seeing only a pedestal in one corner with a broken urn on it. The party learned that the vampire was none other than Aston Grimslade, and that the urn had contained the essence of Vistun Selfeer, now a lich whose phylactery was never located by Aston. Aston was stationed in this room to guard the urn. Obviously, someone else had found the phylactery and used it to free Vistun (naturally, the party immediately suspected Tintrim, the leader of the Order who Orsir is quite certain was not killed in Lyria Castle). Extremely nervous, the PCs decided to bid the vampire farewell and leave the premises without questioning him further.

Next they decided to inspect the temple. They entered into a hallway, which ended with a door on the left and a door on the right. The left door led them into a room with double stacked sarcophogi lining the walls, and an altar at the far end. After investigating the altar (which had components related to necromancy on it), the party turned back but someone (probably Alaric) noticed a faint shimmer in the air which stretched across the room like a wall or a curtain. Garret recognized that it was some sort of arcane "trip wire," and Gaerbin sent Gaknar over to see if he could disarm it. After failing, Gaknar walked through it and awoken zombies in each of the sarcophogi (there were dozens). The PCs ran to the door, Gaknar jammed the lock, and Gaerbin tried to hold it against the assault. The rest of the party entered the next room, which simply had a few religious relics as well as a hole in the floor. After checking the hole, Garret recognized Annie, unconscious on the floor of the room 30 feet below. Meanwhile, the zombies had nearly shattered through the door. Gaerbin moved into the next room, yielding the hall (their only known escape route) to the zombies and barricading the second door from the inside (once again, Gaknar jammed the lock). The others tied a rope to one of the pillars and headed down into the hole. As the zombies started breaking through the second door, Gaerbin joined them. The zombies stopped at the edge of the hole, likely too stupid to know how to pursue them.

Garret revived Annie, who was a little disoriented. After some brief talk in which Annie asked the party if Aston had any crystals, they decided to continue onward (the room they were in had a door on the left and one on the right; since left had failed them last time, they went right). They found themselves in a room with a staircase leading up on the opposite side, and with pillars, rubble, and a large statue in the center of the room (which high Religion checks from Garret and Gaerbin revealed to be a statue depicting Nerull, a dead god who had ironically been god of the dead before the Raven Queen, over 2 centuries ago). The room also contained 4 zombies, 2 wights, and a deathlock wight (caster).

The session ended after this relatively easy fight. About halfway through the session, the players reached level 3 (it was one of the swamp encounters that did it). I'm pleased with the pacing so far, as I generally prefer characters to level each session (as both a player and a DM). Note that our sessions usually last about 8 hours, though experience gain might still be a bit faster than in an average game (part of this is because I usually run a lot of difficult encounters).

Monday, January 4, 2010

Talamhlar - Session 2

Just as a reminder, I'll list the PCs at the top of every session summary. Martok, the Goliath Barbarian, was not present for this session, leaving:

Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Urogoth - Half Orc Bleak Disciple Assassin
Gaknar - Goblin companion character who allied with the PCs in Lyria Castle

The plot thickens. Whereas session 1 was essentially a dungeon crawl through Lyria Castle--full of fairly difficult encounters--session 2 took the clues planted throughout the dungeon and developed them into cohesive events that the PCs had a direct part in.

Escape from Lyria Castle

The session began right where the last session left off; after a tough fight against a group of Warforged near the castle entrance. Unfortunately, the player of Martok (the Goliath Barbarian) has gone back to school and so I employed somewhat corny hand-waving to account for his absence. A flaming bird spirit appeared before him and spoke in some language that the other PCs couldn't understand. Martok turned around, said "I hope you guys can do without me for a little while," and the bird proceeded to fold its wings over the Goliath and they both teleported to parts unknown in a spiral of flame. Yeah, I'll deal with the repercussions of such a theatrical exit later. At least he wasn't "with the party but not fighting," and it's in theme for the character to have close ties with various fire-related Primal Spirits.

Anyways, the room where the party defeated the Warforged was the only entrance to the castle, and there was a closed drawbridge. Unfortunately, the winch to lower it lay unassembled on the ground. There was a large set of doors that had been bashed open by something large, and the party decided to go through these. Two dead mages lay on the floor, which was also littered with broken glass and spilled liquids that were mingling and bubbling. There was a large stone slab bordered by 3 crystals on either side, and heavy duty looking restraints were broken. And most importantly, a cloud of black smoke (think the smoke monster from Lost). The smoke expanded to fill the room, and then flowed into the next room, covering all other doorways with a thick tar-like substance. The players were locked in the room, with their only exit being the drawbridge. I used a modified skill challenge here, with the winch being assembled and the bridge lowered over the course of 10 rounds. A standard action could be used to assemble a piece, but thievery or dungeoneering could do 2 rounds of work in 1 round, while Arcana could be used to ward one character against the smoke, making them invisible to it. Which brings me to the "modified" part. Instead of failures, I had the smoke affect each character in a random way. On a D6 roll, a 1 did nothing, a 2 stunned, a 3 dominated, 4 caused a surge to be lost, 5 caused an AP to be lost (re-roll if none were left), and a 6 was a 1/enc power (re-roll all subsequent times) which caused a Daily power to be lost (Garret lost his in round 1). As far as skill challenges go, I thought this one was interesting and engaging, albeit simple (since the list of skills was small). Alaric didn't really have any relevant skills (which I was worried about), but it turned out that he spent the whole time dominated or stunned anyways.

Once outside, the PCs verified that there were no other obvious entrances to the castle (and the moat filled with bubbly purple liquid made investigating any a suicidal endeavor). After taking the only road away from the castle, Alaric and Urogoth's passive perception allowed them to notice a backpack that had been torn, though it still contained fresh trail rations and a page torn from a diary. The entry was dated March 17 (the day that the PCs were originally kidnapped from Helmund was February 22), and read: "I've had enough of this. Tintrim is going too far. I'm going to leave tonight for Argondale. Hopefully I can find a safehouse there. Perhaps Kaeleth would be willing to reconcile." The name "Skamos" was written across the top of the page, and he is presumably the author.

On the Road

After about 45 minutes of travel, the party spotted a lone figure coming down the road toward the castle. They dove into the underbrush, but Garret and (ironically) Urogoth were both spotted for rolling low on their Stealth checks. The Eladrin addressed Garret when he approached, and asked him to take a message back to his boss that Orsir had arrived. Garret played along, and Orsir followed him to the castle. Urogoth and Alaric followed behind, though Gaknar (the goblin companion character) stayed hidden because he had 0 healing surges left. Once they all got to the castle, they tried to explain to Orsir what had happened after he threatened to turn them back in to the mages for a reward (for returning the escaped captives). Satisfied that they were telling the truth after seeing the tar that the smoke had left on the doors, Orsir left (but not after revealing to the players that he was seeking more details about a job that Tintrim had for him in Marblemount. In the previous session, the PCs had found a letter which explained that Tintrim was thinking of hiring Orsir to "deal with" a Dwarf named Baern, which was presumably the same job). The PCs also learned that the current date was May 16, the closest town was Argondale, and that Baern was in Marblemount.

The next day as the party continued onwards they heard some voices just off the side of the road. They were speaking Goblin, which only Gaknar understood. It was a Hobgoblin raiding party which the PCs decided to sneak up on and kill (Gaknar was ambivalent, but warned them that if they killed every goblinoid they saw in this region that they would run into trouble really fast). Later on a red arrow was shot, landing right in front of Garret and seemingly coming from nowhere. Nothing else happened so the party continued. Further down the road Alaric noticed what looked like pressure plates in the road. This was a spear trap set up by a Hobgoblin ambush party, but since the PCs decided to walk around the trap the Hobgoblins never sprung the ambush. Unbeknownst to the PCs, the Hobgoblins instead sent scouts out to warn a larger force comprised of dozens of soldiers and archers. The party soon found this out though.

The escape from the Hobgoblin warband was another skill challenge, though it didn't really seem as engaging as the first one against the smoke monster. I still haven't run many skill challenges, but I'll get used to them eventually. This one used Athletics as an option to sprint well out of arrow range or Endurance to steadily move just out of arrow range. Alternatively, Stealth could be utilized where cover was present to travel at a normal pace (within arrow range), but hidden under natural cover. This skill challenge was also modified, in that instead of 3 failures I simply had each failure cost the PCs a healing surge (which represented being peppered with arrows from the archers as the PCs were unable to gain enough ground). The PCs were pursued across a series of ridges, and as new terrain was encountered different skills came into play. Nature was utilized in some areas to choose more efficient routes (negotiate a scree slope, take a shortcut through boggy terrain, and locate a fordable section of river), and in rocky areas Thievery was used to set up makeshift deadfall traps that would slow the Hobgoblins down. During the beginning of this skill challenge, the party was rolling poorly and ended up failing a lot of checks. It's telling that by the end of the skill challenge Urogoth was down to only 1 healing surge (when I set up the skill challenge I defined failure as occurring when one character ran out of surges, which would have required the PCs to march through the night, as they had failed to outrun/outmaneuver the Hobgoblins before that). I eventually let Garret use Bluff to lead the pursuing Hobgoblins in the wrong direction (by running the wrong way in a convincing manner, getting to cover, and then doubling back), since he didn't really have any relevant skills and wasn't contributing much. At one point he led some Hobgoblins in the wrong direction, straight into a trap that Urogoth had rigged up. This actually completed the skill challenge, slowing the pursuers down enough to let the party get a safe distance away.

Where the skill challenge ended, a new decision had to be made. The road from the castle (which was largely in disrepair) joined a main road, resulting in a west fork and a northeast fork. The players decided to take the northeast fork (which led to Argondale, whereas the west fork would have taken them to Marblemount). While camping along this road, the party was attacked by a group of Halfling thieves. They got a surprise round, and rolled higher initiative than the PCs in the first round (since all but Alaric, who was on watch, were asleep and thus prone, this resulted in easy CA for enemies that get bonus damage when they have CA). The fight looked pretty bad after that first round, and I was starting to think that at least one PC would die. The fact that each of the opponents had Second Chance, which turned 2 critical hits into misses over the course of the encounter, didn't help either. Eventually, after 2 of the 6 Halflings were killed and 2 more were bloodied, the Halflings fled in different directions (pursuit was unsuccessful). I honestly expected the players to use this opportunity to capture a Halfling and learn more about the area, but they didn't take advantage of this (I did give them a magic item and a bunch of gold as loot for a consolation prize).

In the morning the party continued down the road, when Alaric spotted a figure stooped high in a tree overlooking the road. The Elf identified himself as Roedyn, and had the same tattoo scarred into his left cheek as Alaric has on his back. After cryptically referring to Alaric as "the lost one" he fled through the treetops, but shouted back "be seeing you soon." There is a large chunk of Alaric's past that he can't remember, though apparently Roedyn knows something about it. Soon after that they ran into a guy driving a cart pulled by two mules, coming toward them. His name was Lars, and he was a potato farmer. They told him about the Hobgoblin "army," and he decided to return to Argondale (where he was coming from with a load of potatoes) and warn the guards. Garret used Traveler's Chant to speed them up. During the journey, Lars droned on about various pests which affect potatoes and how to combat them, the advantages of planting and harvesting and different times of the year, etc. Garret said that he was attentive, in case he ever encounters a Sphinx that asks a riddle regarding potatoes. Oddly specific, but I just may incorporate that into a much later session and see if he remembers it ;)

Note: Essentially, I created Lars on the fly to give the PCs an opportunity to once again choose between going to Argondale or Marblemount. I wasn't satisfied with the generic fork in the road as a branch point, since the PCs didn't know where they were so it was really just random chance. This way, at least they knew which city they were headed for. Had they been more interested in investigating Baern's significance they could have let Lars warn the guards at Argondale about the Hobgoblins while they turned around and took the road toward Marblemount.

Arrival in Argondale

Argondale is a walled city built upon an island in the southern edge of Lake Lassen. A ferry was taken to the city (Garret paid Lars for the fare, and then some) and the party stayed at the first inn they encountered (the Moonveil Inn, a pricey establishment that caters mostly to the wealthy). As adventurers, the PCs may look grungy but they have the cash to enjoy some luxury. Unfortunately, after taking one look at Gaknar the innkeeper simply stated "we don't serve their kind here" (yes, sometimes I just can't help slipping a Star Wars reference into my game, so sue me. No don't sue me, that's the opposite of the point I was trying to make). Gaknar was thus locked in Garret's room, though Garret gave him a steak as a treat. During the night Gaknar curled up at the foot of Garret's bed (where Garret learned that he purrs in his sleep), and in the morning the Goblin was cuddled up against his leg, with obvious evidence of having an inappropriately exciting dream.

The next day Alaric sought out a tailor to replace his torn cloak (which had revealed the tattoo on his back to Roedyn) while Garret searched for information (and Urogoth drank at the Moonveil Inn). Garret soon ran into Edwin Crow, his former mentor from Tynus City (the oppressive city-state that he's from). A guard captain, Thaddeus Knight, had supposedly hired someone outside of Tynus to capture Edwin, though obviously he evaded his captors. Garret's childhood friend, Annie (a rash, aggressive girl) left town to hunt this person down (leaving a note with another friend, Barry, who notified Edwin). Edwin is now looking for Annie because he thinks she's in over her head. Since Edwin had been in town for a few days, Garret asked him if he recognized the name Kaeleth (from Skamos' diary entry). Edwin directed Garret to the Oakroot Inn in the government district (heavily patrolled by guards), where (after setting Alaric, Gaknar, and a drunken Urogoth up as sentries outside) he inquired about a friend he was searching for (Annie) and mentioned Lyria castle. Kaeleth (the Half-Elf barkeep) became deeply suspicious, excused herself, and then went into the back. Garret heard a trapdoor opening, and footsteps going down a set of stairs. She returned 10 minutes later and offered Garret a free night's stay at the inn. When Garret rolled well on his Insight check, I informed him (in my best Admiral Ackbar voice) "it's a trap!" Garret politely declined the offer, and reported back to Edwin (who had gone to the Moonveil Inn to wait for them).

After some additional information gathering by Edwin and Garret, they discovered that Annie had entered Argondale through the South Gate, but left about a week and a half ago through the West Gate (the road leading from this gate winds around the lake, heading north). The cities of Whitehall and Goldridge are the biggest cities in that direction, though Edwin wasn't convinced that Annie was headed there (besides, she had obviously learned something in Argondale, and Edwin was convinced that they too could uncover this information). Garret decided that, though risky, spending the night at the Oakroot might lead to some answers (he suspected Skamos was hidden in Kaeleth's basement, and the party was eager to question him). So Alaric and Urogoth rented rooms (Kaeleth hadn't seen them yet) while Garret claimed his free room. They set up a drunken Gaknar (he was given "the boozes" as a reward for his sentry duty) in the free room and waited. When Kaeleth and Skamos burst into Gaknar's room, the PCs rushed into the hall to confront them.

The trap had been set up because Skamos thought that the PCs were from Lyria Castle (he wasn't aware that everyone was dead, though he suspected that it would happen eventually). After this mix-up was sorted out, Skamos answered some of the party's questions.
  • Tintrim was the leader of the Order of the New Dawn, which is what the mages called themselves.
  • Karek was in charge of the Volksair Project, the goal of which was to create an aberrant super soldier (likely the entity that had killed everyone in the castle)
  • The sentient smoke was a side effect of the process used to create the Volksair super soldier.
  • When asked what the super soldier could have been looking for as he rampaged through the castle, Skamos stated that he was supposed to be 100% loyal to Tintrim, and if he'd gone rogue there was no telling what his intentions could be (the PCs considered that perhaps Tintrim isn't dead, but used the beast to destroy all other witnesses--except Skamos).
  • The fissures in the rear of the castle and the drill are part of a mining operation to extract Fenorian Crystals (essentially, there's a subterranean rift into the Feywild below the castle which infuses the crystals with Arcane energy). Azers were used as workers in the geothermal vent.
  • He is unsure what Tintrim may have wanted from Baern, but suspects that the Dwarf possesses some kind of artifact.
  • He also mentions that Aston Grimslade and Vistun Selfeer (see clues from session 1) somehow modified Fenorian Crystals in the past. Some of these modified crystals may still reside in the ruins of Grimslade Castle, and Skamos mentions that he's sent an adventurer to scope it out. Garret is horrified to learn that Annie was that adventurer.
Wow, that was an incredibly long summary! I guess that's what happens when so many story elements are revealed in one session. There were many questions that needed answering, given the circumstances that the PCs began their campaign in. Importantly, the PCs now have a proactive goal: get to the Grimslade Ruins and see what's going on there. Prior to this their goals have been 1) escape from captivity in the castle, 2) figure out where the hell they were, and 3) gather information in Argondale. Now they finally have some control over their travels, which will hopefully make the campaign a bit more interesting. Looking back, I'm actually glad that they chose to go to Argondale before Marblemount. Either one would have worked, but now the PCs have more information about the Order of the New Dawn earlier in the game, and there were more character background elements introduced earlier (Roedyn, Edwin, and Annie).

Sunday, January 3, 2010

Talamhlar - Race update

I've updated my overview of races, namely adding a description of Dragonborn. This concept was solidified by the backstory of Gaerbin Drake, the Dragonborn Paladin who will be joining the group when available. I'd been tossing around the idea that Dragonborn would be desert dwellers, and reading Gaerbin's backstory evoked a lot of Egyptian imagery to me. I'm not sure if this was the intent, or if I just interpreted it as such since I was already thinking "desert." So Arkhosia is loosely based on the Egyptian empire, which will mostly be cosmetic (Arkhosian ruins, Dragonborn art, etc. will be reminiscent of Egypt).

I was unsure whether I wanted to stick with the default "canon" backstory of the Dragonborn ruling an empire called Arkhosia, but I kept Bael Turath for the Tieflings so why not? The main difference now is that in the default Points of Light setting, Dragonborn are a common race, whereas in Talamhlar they're rare. I may also develop a connection between Dragonborn and Yuan-Ti (perhaps the Yuan-Ti took control of the former Arkhosian territory?), but I'll flesh that out when (if) the party gets to Paragon.

Despite the fact that during large chunks of the year the group may not be able to get together, I would like to run the campaign at least up to mid-Paragon (I have an aversion to the concept of Epic Tier play, so if the group makes it that far then the PCs will be retired at some point in Paragon).

Saturday, December 19, 2009

Talamhlar - Session 1

Today I DMed the first session of the Talamhlar campaign. We basically played the whole day (from 12:30 pm to 11:30 pm), with our only substantial break being to get pizza.

Cast:

Garret Kahneus - Half-Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Urogoth - Half-Orc Bleak Disciple Assassin
Martok - Goliath Rageblood Barbarian

Summary:

As was outlined in the campaign brief, the PCs had all recently taken up residence in the town of Helmund, with their last memory before the campaign being walking alone, with a feeling that someone was watching them. Then, blackness. They all woke up to the sound of a crackling noise, and they regain consciousness within circles of blackened (spent) residuum. The crackling sound came from another circle with an unconscious human suspended above it, surrounded with energy which seemed to be fed into a giant crystal in the center of the room. Then blood began to pour from his nose, eyes, and ears, and he collapsed on the ground. At that point the PCs noticed that each of them was bloodied, and they were down on healing surges. Not surprisingly, they were also missing all of their gear. The room was in shambles, with bookcases and tables turned over, and various alchemical fluids spilled on the floor. Against one wall a Goblin was chained. He asked the PCs to help him out, as he knew where their stuff was probably hidden. The Goblin, Gaknar, explained that some strange monster had torn the room apart, apparently looking for something. It was something he'd never seen before. He also informed the PCs that he was a lowly worker to the mages that had taken up residence in the castle, and that the mages perform various experiments (many of capture people like the PCs). He warned them that "the servants" had joined this monster in turning on the mages, and that various other creatures may have escaped containment.

The PCs spent surges to regain some HP, and then searched for some improvised weapons to use. Gaknar explained that they were in the north tower of a castle, and that their stuff was probably in the south tower. He led them out to an open-air bridge connecting to a wing of the main castle, which continued out the other side of the wing to the south tower. Bodies that looked like they'd be bludgeoned to death included some hobgoblin and human soldiers, as well as mages. Along the bridge and in many rooms of the castle, motes of blue and white energy, as well as black and purple shadow energy, floated through the air. Below the bridge the PCs could see a moat surrounding the castle, filled with strange, bubbling purple liquid. Yellowish smoke issued from windows in the ground floor of the rear wing of the castle. As they entered the wing (on the second floor), they had their first encounter. Some corpses were lying on the floor, being devoured by rats (2 dire rats, 2 giant rats, and 2 rat swarms). Terrain features included a bookcase that had been knocked over, a bookcase that was still standing (but could obviously be knocked over), a lit torch, and a smashed oil barrel that had spilled oil over several squares. Once violence ensued, the floating energy motes coalesced into energy orbs. Shadow orbs debuffed the attack modifiers of adjacent PCs, while the blueish orbs shot rays of radiant energy and exploded upon death (both types were minions). Given that the fight was with improvised weapons, it was fairly difficult (especially the swarms). Toward the end of the encounter the party was finally able to maneuver the swarms near the oil, push one in, and set it on fire.

The party eventually made it into the South Tower, but an "improved" goblin (with Bugbear arms and embedded with various crystals) guarded the tower (on the orders of "master"). This was a custom solo creature, with more energy motes present. There was also a weapons rack in the room, which allowed the PCs to at least fight with something useful. Luckily, the solo fight didn't drag. The PCs then recovered their gear and took an extended rest.

Fully refreshed and with their gear recovered, the party decided to explore the castle at their leisure. Various points of interest included the following:

  • A room with the floor on fire, apparently fueled by a viscous, orange liquid. A spiral staircase going down was on the opposite side of the room, but the players (wisely) didn't attempt to run through the conflagration (which would have resulted in certain death).
  • A room where a binding ritual had been attempted, using 4 large crystals, one of which had shattered and caused electrical energy to lash out at random, all around the room. A roof hatch discovered earlier led to a lightning rod, which Martok decided to retrieve and stick into the room (while holding it). He took a massive amount of damage and was knocked back, prone. Urogoth used his shade form to reduce damage taken as he ran to the other side of the room to retrieve some treasure.
  • A three-room encounter (a dining area, a food storage area, and a kitchen, all connected by halls and open doors) against flail-wielding Bugbear skirmishers and (leveled up) Goblin Cutters. Some energy motes coalesced into orbs, as usually happened in the castle during encounters, and a green slime that had been feasting in the storage area joined the fight in the second round. The slime spent the entire fight trying to engulf Gaknar.
  • An encounter against a decrepit flesh golem, a storm shard (lightning elemental), and several motes in a room with several teleportation circles and a broken obelisk with an aura of damaging necrotic energy (which the enemies were immune to, save the storm shard which avoided it).
  • After making it downstairs (which required finding a couple of keys to open locked doors), the party faced off against a wight, some skeleton archers, zombie minions, and (of course) the ever-present energy orbs. A pillar in the center of the room allowed the orbs to summon more orbs, all of which winked out of existence once the undead all perished. Patches of necrotic ground covered roughly half of the room, and it granted undead within it a damage bonus and reduced surge healing by half. The fight was surprisingly easy for the PCs, who were able to avoid the necrotic ground, keep the undead largely out of it, and didn't need to use much healing.
  • The ground floor of the rear wing contained some sort of generator which seemed to be powered by crystals, and in turn powered a drill. Fissures opened directly through the floor, and were spewing out the smoke seen from the bridges. Three Azers were dead on the floor.
  • The party decided to go the other way, toward the front of the castle. This was the final encounter of the night, which brought them to level 2 (they gained 150 XP from backstory, and fought 6 encounters, most of which were 3rd or 4th level. They took 2 extended rests). It was against a (modified) Warforged soldier, 2 Warforged Resounders (artillery), and a custom creation of mine, an Ironwood Warforged (Elite Soldier). The soldier had a recharge daze attack, and the Ironwood Warforged had a minor action (Iron Kick) attack which dazed as well. Tough encounter, as the artillery did substantial area damage.
Notes on Treasure

I roughly followed the parcel system as is laid out in the DMG, but I handed out many more healing potions over the course of their exploration (many of which weren't needed), and I gave each PC a magic item. I never really liked the idea of 1 player getting the shaft every level (even if it is a different player each time). This may result is slightly overpowered characters, but I tend to run difficult encounters and if it becomes an issue I'll just either forego magic items for a level to even it out, or provide lower level magic items for a level or two. Either way I don't think it will be a problem.

Clues Discovered

During the course of their exploration, the party discovered several documents (mostly letters or books) lying around the castle. I'll list these clues here as a reference, because some of them will tie into events later in the campaign.

  • Loose Page from a largely destroyed book found near the body of a mage on the north tower observatory. Reads "They've decieved us. They don't have what we need, so we've begun to look below."
  • A Book titled Geneology of the Selfeer's. Essentially, a quick skim (and a History check made by Garret) revealed that the Selfeers were the rulers of Lyria Castle. About a century ago, there was a city-state called Lyria that was conquered, and the region has remained largely unsettled since then. In the margin of a marked page on the last ruler, Duke Glenn Selfeer, is the note "see nephew." Another marked page revealed that he had 2 nephews, Clor and Vistun. Vistun's short bio showed that he was exiled for collaborating with one Aston Grimslade. No further details are provided, but this was clearly of interest to the mages.
  • A letter, which reads "Baern refuses to cooperate with us. Arrogant fool! He thinks his status and fortress can protect him. The Dwarf will suffer. Perhaps we can pursuade Orsir to deal with him. It would be an expensive bounty, but it would be worth it. Alive, if possible. Signed, Tintrim."
  • A letter which reads "their first attempt was mere NECROMANCY! I made it clear to Karek, et al. that we needed to take that extra step. I don't care what the smoke's doing now, we've almost completed a beta Volksair specimen! Signed, Tintrim."
  • Yet another letter, reading "Tintrim, we can't continue with the Volksair Project. The Smoke was an unexpected side effect, but we can't get rid of it. And now it's starting to do some...strange things. Signed, Karek."
  • A chapter in a book of local history titled A History of Grimslade Castle, with a note scrawled in the margin "Is he still there?"
Further commentary may come later, when it's not quite so late.

Sunday, November 29, 2009

Talamhlar - Player Resources

First thing I'd like to point out is the official errata. This document contains the most recent updates, as well as all of the past ones in one convenient PDF. No need to look through all of this, but as you're making your character you might want to check to see if any class features/powers/etc. that you chose have been changed (the doc is organized by book).

Second, if you have some free time on your hands and enjoy reading about such things, the Character Optimization Guides on the WotC forums are a pretty good resource. A lot of the specific builds are built around Epic tier concepts, but the individual class guides give a great overview of your options and really help to narrow things down now that there's a huge amount of feats and powers to choose from.

Saturday, November 28, 2009

Talamhlar - Campaign Brief

This document is designed to be an introduction to the Talamhlar campaign, and to help facilitate character creation.

Introduction to the World

The game world is called Talamhlar (derived from the Irish talamh [land] and lar [middle], as a hidden reference to the Old Norse Midgard, Old English Middangeard, and of course Tolkien's Middle Earth). It's not uncommon for people to refer to it simply as The World, though this term sometimes refers to Talamhlar as well as its two mirror planes, Faerie (the Feywild) and Umbria (the Shadowfell).

The Town of Helmund

This medium sized city (pop. approximately 8,000) lies 2 miles north of Lake Nevrir in the Brumewold. Helmund was originally founded by Dwarves centuries ago, but is now a racially diverse city. All of the common races are well represented, and all of the uncommon races are present in small numbers as well. Rumor has it that a crossing to Faerie lies nearby, so transient Eladrin and Gnomes are fairly common. If you are a member of a rare race, you may be the only individual of that race in town. If you're a Shifter or a Half-Orc, you are grudgingly tolerated but not made to feel welcome. Travellers stay in a large inn called the Granite House, which was carved from a single block of granite by the cities founders.

The Brumewold

The terrain surrounding Helmund
is comprised of rolling hills with patches of forest and agricultural land within a prairie matrix. The climate is temperate with 4 distinct seasons. Several local tribes make use of land in the Brumewold, which is largely free of monstrous races. A Quenyar (tribe) of Elves (pop. approx. 300) inhabits the Brumewold year-round, keeping a small amount of livestock but largely hunting and gathering. They are on good terms with the people of Helmund. A band of Halflings make use of the Brumewold's abundant game from late autumn through the winter during most years, occasionally taking refuge within Helmund during severe weather. There is also a wide-ranging nomadic tribe of Humans, Elves, and (not surprisingly) Half Elves that usually show up once a year, though when they appear and how long they stay is generally unpredictable to the people of Helmund.

Religion

The pantheon in this campaign is identical to that in the PHB. A variety of minor gods exist, generally ruled by the major gods, but they are not well-known and not often worshipped. Various Celestials (Deva, Angels, etc.) serve the gods (though they rarely answer to minor gods). It's not uncommon for Deva to leave the Astral Sea (the Divine Plane, where the gods and their servants dwell) and strike out independently. In the youngest days of Talamhlar, the Dawn War raged between the Gods and the Primordials. The Gods wished to rule over their creation, which the Primordials sought to destroy (their motives are not known). The war repeatedly scarred The World until the Primal Spirits (see Primal Power) intervened, banishing both the Gods and the Primordials shortly before the end of the War (which the Gods eventually ended up winning, though their stewardship over the World had been revoked). Thus the Gods are worshipped, but their ability to affect Talamhlar is very limited. The Primal Spirits, manifestations of aspects of the World itself born out of the calamity of the Dawn War, are guardians and maintain balance. Some say that their numbers are infinitely numerous, though they keep their affairs hidden from the sight of most mortals and do not accept forms of worship. Individuals that commune with the spirit world (e.g. Primal characters) are viewed as allies rather than servants by even the mightiest of the spirits.

Character Creation


See my post on the overview of races; any unlisted races are not available for Player Characters (PCs). There are no restrictions on classes, including those available only through DnDi (Assassin, Monk, Psion). If you want to make an Artificer, you're responsible for obtaining the Eberron Player's Guide. Characters will start at 1st level, and must be created using standard point buy (22 points) or one of the equivalent arrays (PHB p. 17). Alignment should be unaligned, good, or lawful good. Companion characters (NPC party members) will be present for portions of the campaign.

Miscellaneous

Most regions of Talamhlar are somewhat low-magic. What this means is that there are no "magic shops" where you can purchase any magic item that you need. Items can be created with the Enchant Magic Item ritual, obviously, and most cities will have a ritual caster capable of doing so (though not necessarily one of high level). It's recommended that at least one party member can cast rituals, because having an NPC do it will cost more than the market price. Magic was more common in the distant past, so magic items are more common in ruins or cities that have existed for a long time.

Though you're encouraged to create whatever type of character you want, I will not compensate for weaknesses in the party with encounter design. For example, if everyone decides to be a striker you will feel the lack of the other roles (in this case, mostly defender). I would also recommend striking a balance between melee and ranged.

Going along with this, I'd like to state the disclaimer that I may occasionally present the party with challenges above their abilities. Don't assume that all fights can be won (especially if the encounter is a result of some other failure or bad decision), and roleplay your characters realistically as people with a sense of self-preservation. Sometimes fleeing may be the best option.

Your Last Memory

I'm putting this out there just so that there's no surprises when the campaign starts, and so you have some idea of what to expect.

The last thing your character remembers is going about his/her normal business. You're alone, and suddenly, you have a strange feeling like you're being watched. As you begin to turn your head to look over your shoulder, everything goes black. Now your head is throbbing--no, your whole body is throbbing--and you wonder what awaits you when you open your eyes...

Talamhlar - Character Backgrounds

The following is an outline for developing your character's background in the Talamhlar campaign. Feel free to go as in-depth as you want, as long as these minimum elements are addressed.

Players Handbook 2 Backgrounds

The PHB2 provides examples of different background elements from 5 different categories (p. 178). When you create your character, choose elements from at least 3 of the 5 categories (listed below). You are NOT limited to the examples given, which are just examples presented in the PHB2.
  • Geography - Describe the environment in the region where you were raised (ex. desert, forest, mountains, urban, wetlands).
  • Society - Describe your social and economic status (ex. poor, wealthy, nobility).
  • Birth - Some characters may have unusual birth circumstances (ex. among another race, blessed, cursed, omen, prophecy, born on another plane).
  • Occupation - This is what you did before your adventuring days (ex. artisan, criminal, entertainer, farmer, mariner, merchant, military, scholar).
  • Racial Background - Use the racial overview for ideas, I'm not going to list off all of the examples from the PHB2.
Backgrounds come with minor mechanical perks. Background elements each have some associated skills, but these are flexible. Basically, if you choose a skill just make sure that it makes sense in the context of one of your background elements. You gain a background benefit from ONE of your chosen background elements (if you have an idea that doesn't fall into one of the 5 categories, feel free to use it). Your background benefit can be one of the following:
  • +2 bonus to checks with a skill associated with your background.
  • Add an associated skill to your class's skill list before you choose your trained skills.
  • Choose a language associated with your background (Common, Elven, Dwarven, Draconic, Deep Speech, Giant, Goblin, Primordial). If you're a member of some organization and it's appropriate, you may choose a "secret" language (for example, the members of some Druidic circles learn "Druidic," certain thieves guilds utilize secret languages, etc.).
Additional Details

In addition to the background elements presented above, provide the following information about your character.

  1. All starting characters have been living in the city of Helmund (or, alternatively, in the wilderness surrounding it) for at least a year (see campaign brief for details on the city). Describe how you came to be in the city, and what you've been doing there.
  2. List two goals that your character has. At least one of them should be one that you'd like to see developed over the course of the campaign.
  3. List two secrets about your character. One of these secrets your character is aware of, and the second is something he/she knows nothing about.
  4. List and describe 3 people associated with your character in some way. At least one must be friendly toward your character, and at least one must be hostile.
  5. Choose at least one other player character and describe a connection that your character has with him/her. This can (and probably will) be completed after all characters have been submitted.
Magic Item Wish List

This step is optional, but is highly recommended if you want to customize some of the magic items recieved as treasure. Note that if any PC has the Enchant Magic Item ritual, items of your level or lower will be available for the market value listed in the books (if you buy magic items from NPCs who can create/enchant them, the cost may be between 10-40% higher). Items recieved as treasure will be higher level than your character, and most likely out of your price range.

Your wish list can contain up to 5 different magic items. If you recieve an item that was on your wish list, you may add a new item to the list. You may realistically find items up to 6 levels higher than you, but lower level items are more likely to appear. Listed enchantments may not appear on the same weapon that you use, but the 4th level ritual Transfer Enchantment (AV) can, obviously, transfer it. I recommend you pay special attention to "The Big Three," which are 1) Weapon/Implement (attacks), 2) Armor (AC), and 3) Neck Slot item (NADs, or Non AC Defenses).



Friday, November 27, 2009

Talamhlar - Overview and Demographics of Races

I've been mulling over a campaign idea in my head for a while, and I'm finally planning on actually implementing it. I've tentatively decided to name the campaign Talamhlar (derived from the Irish talamh [land] and lar [middle]), as a hidden reference to the Old Norse Midgard, Old English Middangeard, and of course Tolkien's Middle Earth. This fits well with the D&D cosmology of The World sitting between its two mirror planes, the Feywild and the Shadowfell.

I'm not sure how often I'll be able to organize sessions (nor how consistent player participation will be), but it's hard to organize D&D these days so I can either make an attempt at it or not play at all. The campaign world will be more free-form than I'm used to running, with just local areas being detailed at first and the world being expanded as the game progresses. Usually I map out an entire game world and choose a small corner of it for the PCs to start in. As I map I conjure up images of what certain places are like, and sometimes during play I find myself constrained by this (plus the fact that I don't use the majority of my ideas). Anyways, before I detail the starting region, I'll give an overview of the races in my campaign world.

The following is a list of races available for PC's. In general, only the races in the PHB and PHB2 can be chosen (I'll reserve judgment on PHB3 races after it's released, but regardless all will be placed in "Rare Races"). Races from the back of the Monster Manuals exist in the campaign world, but cannot be chosen by players. Genasi, Kalashtar, and Bladelings
do not exist.

I've tried to keep the "default" flavor of each race largely intact, so most of these descriptions shouldn't come as a surprise. I do, however, clarify their origins and social tendencies, including how a given race is viewed by others.

The Common Races
Members of these races can be found in most regions, and are always well-represented in large cities. All are natives to the World.

Humans - Culturally varied and highly adaptable, humans can be found virtually everywhere. Along with Dwarves, they are the race most likely to build large, permanent cities and are usually the dominant race in racially diverse cities. However, they are just as likely to be pastoral or hunter-gatherer.

Elves - The ancient ancestors of the Elves strayed from the Feywild when the World was young, and finding it to their liking they stayed permanently. Their love of Talamhlar is so great that as a whole, their race has a deeper connection to the World and the Primal Spirits than any other. They are largely nomadic to semi-nomadic hunter-gatherers, though some pastoral Elven tribes (or Quenyar, as they call them) exist. They never build cities of their own, though they can be found in appreciable numbers in the cities of other races. Organization varies from Quenyar to Quenyar, and usually from season to season as well. They are adaptable, and commonly occupy virtually any environment.

Dwarves - Dwarven society revolves around Clans, which are extended family groups, but Dwarven cities comprised of multiple allied Clans are common. Clans tend to be sedentary, but Dwarves are skilled at the preservation of food and can exist comfortably even where food is only seasonally available. Often, they trade with agricultural or hunter-gatherer societies (their stone and metalwork being prized commodities). They are most common in mountainous regions, though they may settle in landscapes dominated by caverns, karst, or canyons. Dwarven merchants travel in large caravans, often staying in their host cities for extended periods of time.

Halflings - Halflings have adapted to their small size in the opposite way as Gnomes; instead of hiding and relying on secrecy, they are gregarious and often openly aggressive. Whereas a Gnome will often use stealth and illusion to disappear or protect himself, a Halfling will use stealth to catch opponents unawares and set up ambushes. They are ubiquitous in cities, often travelling in large groups, though they also commonly form large, nomadic bands. They are skilled with horses, which they'll use to pursue large game. In areas with tribes of savage or monstrous humanoids, their bands will, on average, be at least twice as large as their competitors and enemies. They will attack significantly smaller groups without provocation, to the point where creatures like Gnolls and Orcs have grown to fear them. They are exceptionally quick, and will rarely handicap themselves with large weapons and heavy armor.

Uncommon Races
These races are either migrants from other planes or variants of native common races. They can be found in large cities in appreciable numbers, and may be present in isolated communities/tribes in the World.

Eladrin - Common migrants from the Feywild, some Eladrin settle temporarily (or permanently on rare occasions) in the World. In places where they're not commonly seen, they're often feared, believed to be wild, unpredictable, and prone to sudden fits of wrath. In truth, most Eladrin are ambivalent to other races, with the exception of Elves and Gnomes.

Half Elves - Half Elves are the offspring of a Human and either an Elf or (more rarely) an Eladrin or Drow. They often have reduced fertility, and pairings between Half Elves and Humans or Elves almost always result in a Human or Elven child. Different cities and tribes vary in their treatment of Half Elves, though they're only very rarely outright ostracized.

Gnomes - Very common (though rarely encountered) migrants from the Feywild. They'll often form secluded colonies in forests, sometimes on the outskirts of civilized areas. They get along fairly well with some groups of Elves, Dwarves, and Halflings but most individuals avoid members of other races. They are exceedingly talented practitioners of Arcane magic, and thus they may settle in cities where such magic is prevalent and/or prized (and transients are common).

Tieflings - They are the descendants of a long-fallen empire, Bael Turath. The empire was originally ruled by a triumvirate which included a Human, an Elf, and a Dwarf whose names are long forgotten. The human and a small faction of his relatives made a deal with a mischievous devil who delights in watching mortals destroy each other. He gave the humans a vast amount of power, allowing them to achieve complete control of the empire while at the same time retaining a degree of popular support. Elven and Dwarven factions retreated beyond the bounds of the empire, but Bael Turath began to quickly expand. The Elves and Dwarves united, and a group of heroes were able to infiltrate the High Palace and held the devil captive. The human ruler, driven nearly insane by power, professed that he didn't need the devil anymore and if they wished they could kill him. The devil immediately placed a curse on the Turathi, stripping them of their power but leaving its scar with them and their descendants. For generations the Turathi were hunted down, easily recognized by their fiendish appearance, for the crimes that Bael Turath commited. The survivors retreated to secluded places, and once the furor subsided into the misty past most peoples began to take pity on the Turathi (most of which were ashamed of what their ancestors had done). There are still some areas where Turathi are largely disliked, contributing to the heterogeneity of their distribution.

Rare Races
A few individuals of these races may be present in large cities, and small communities/tribes may be encountered in isolated regions. Most commoners have either never come into contact with individuals of these races, and may not even know of their existence.

Deva - Deva are by far the rarest race in the World; they have no known settlements, and most individuals seen are merely passing through. To most common people they have the same eerie, unearthly quality as Eladrin, though their presence usually has a calming effect. They are said to be the surviving servitors of the gods, no longer needed after the Dawn War (the war between the Gods and Primordials). It is said that there are still Deva in the employ of many gods, but most that are seen in the World are independent, seeking to merely do as much good as they can without divine orders. Though they often go out of their way to help the mortal races (as Deva reincarnate, they are the only truly immortal race), they are rarely able to relate to them. Though each of their lives is about as long as a human's, they find most mortals to be too fleeting. Even the exceptionally long lived races (Eladrin, Gnomes, and Elves) find them odd, as each of their lives are as fleeting as a human's, and in their next life (though it still be theirs) they rarely remember anything from their pasts.

Dragonborn - The Dragonborn once commanded the great empire of Arkhosia. Though powerful, the empire was localized in the Arkhori Desert. The Arkhosians were an extremely advanced people (as a race, the Dragonborn are young; Bahamut sought to create a perfect mortal form, blending the strengths of dragons and humanoids), and wisely held no desire to conquer beyond the lands that they already controlled and spread their power too thin. This wisdom eventually turned to folly as the Arkhosians became more and more isolationist. They were unaware when the human emperor of Bael Turath made a deal with a devil, but the Turathi nevertheless feared Arkhosia. Allying with a demonic legion, a force of Turathi secretely marched to the Arkhori Desert and swiftly defeated the Arkhosians. Even after the fall of Bael Turath, the demons (pursuing their own agenda against Bahamut) continued to hunt down the surviving Dragonborn until very few were left. The once proud people mostly became refugees and slaves, scattered throughout the world. Few Dragonborn communities now exist, and their locations are unknown by most people.

Goliaths - Goliaths are alpine specialists, rarely leaving their mountainous homelands. Tribes tend to be small (sometimes consisting of just an immediate family group) and scattered because food is scarce, especially at the high elevations which they prefer. Some tribes have domesticated mountain sheep and graze them at the highest elevations that the season permits, whereas others simply follow their prey to the lowlands for the winter. Individuals sometimes come to cities for supplies, and they are usually held in very high regard by the citizens.

Half Orcs - Humans and Elves are capable of breeding freely with Orcs, though the exact origin of Half-Orcs as a breeding race is unknown (see the description of the race in PHB2 for some possible explanations). The few Orc tribes that have historically incorporated Half-Orcs became largely dominated by them through outbreeding, probably because Half-Orcs are more intelligent and often rise to the top of the tribe's heirarchy (which results in more breeding privelages). In wilder lands Half-Orc tribes may stay in good standing with tribes of the common races (and individual Half-Orcs will sometimes join them), but they're very rarely encountered in cities (where, like Shifters, they're typically shunned).

Shifters - They are the result of a hybridization between an isolated tribe of humans and lycanthropes that occurred generations ago. Though many hybrids were sterile, there were some that exhibited simultaneous morph expression (a form intermediate between humanoid and the bestial form of the lycanthropes) which were able to breed. Thus, a small population of what are commonly known as "shifters" came to be. They are often not welcome in civilized societies, as they are extremely predatory by nature and won't hesitate to take humanoid prey opportunistically. They're typically nomadic, occasionally living solitary but usually forming small packs, coalitions, or tribes. They'll occasionally join groups of mixed race when they're accepted, leading a disproportionate number of Shifters to become adventurers.