Showing posts with label Travar. Show all posts
Showing posts with label Travar. Show all posts

19 May 2016

Earthdawn: Adventure Log 37 - Something Old, Something New

This is the thirty-seventh Adventure Log in an ongoing series about Earthdawn. Introduction and Index.






Adventure Log – 037 Something Old, Something New

Written By: Bogani Kreskas

Date:  11 Riag - 18 Riag, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

(1)The letters we found in the antlion's stomach are intriguing - they speak of a doomed expedition seeking the disappearing city. What a find! Our first task is to track down these mysterious adepts - Forest Fire, Tamlin, Jesser, Krassa, Jenneth, and the unnamed author of the letter.

Ting discovered, by careful questioning, that Krassa, the ork Swordmaster, was found dead in an alley. We discovered the name of the last member was Lyra, the sad contents of the antlion's stomach. Forest Fire died in the Badlands from the poison of a terrible beast. That leaves Tamlin, Jesser, and Jenneth possibly still alive, but if they are they are likely still in the Badlands. That is not an encouraging state of affairs! Perhaps we should ask some equipment merchants to find out if the Ancient Blades stocked up for their fated journey.

While working in the forge, Honeysuckle was approached by a violet-haired elf with something to sell. How mysterious(2)! She asked him to visit us that evening at our inn, the Gilded Toad.

He is a pleasant, purple-haired elf, a well-appointed man. Honeysuckle was able to read the coin's history, but the specifics of its bloody history(3). We made arrangements to research the object the next day. Perhaps it will illuminate this mystery!

During the night, a mysterious visitor carved a cryptic symbol(4) into the wall above his bed. I was able to determine that the carver used a blade not suited to the purpose, but I could find no evidence of how the artist managed to make his mark without disturbing the elf(5).

Elmod attempted to find a lead on our mysterious coin, progress was slow. Uriel, however, was able to find Shilpi the Dwarf(6), a collector of rare antiquities. His shop was pile high with doodads and knickknacks of all varieties. Uriel took the lead, proving his worth by making friends with the collector(7). he told a tale of a forgotten empire from before the Scourge, hidden from the world(8). The dwarfs knew of the way to return the empire to this world, but they are understandably secretive. Shilpi mentioned Kaelgrose, the clan of Baere, as well as Kussin. Baere is in the northwest of the Badlands - mines containing true earth and rich farmlands. The Ancient Blades often returned to Kratas, as one member was a blood elf(9).

Shilpi was very helpful, and eventually we returned to the Gilded Toad to discuss our next move. Elmod requests that we watch over him in the night. Uriel offered to guard him with his magic, while I listened from the next room.

In the midst of the night, a creature crawled into Elmod's window. Uriel watched it with his astral sight, finding the pattern unlike anything he had seen before(10). How strange! The creature became spooked and dashed from the room, but we will surely meet him again.

Honeysuckle spoke to her people and found that Forest Fire was a windling trickster Thief that had a weakness for arson(11). Honeysuckle had an enjoyable time while Elmod returned to the library, but alas made no additional progress. Where are the remaining Ancient Blades? Where are the keys?(12) The disappearing city eludes me, but I feel compelled to find it. In that way it has a sort of power over me.

We set a trap for Elmod's nightly visitor. Uriel cloaked the others in shadow as I waited outside in the street. Alas, the creature did not appear. We prepared for our journey to the Badlands, but in the process discovered that the clever Lyra had hidden a gem, some sort of spell pattern(13), in the bottle with her notes! A wonderful find!

Alas, we discovered that Shilpi had been murdered! Uriel was able to avoid the guards and enter the shop, but the authorities were in the process of investigating the crime. He took a jungle t'skrang mask to remember him by, then investigated the body. How unfortunate that I was not there to uncover the mystery.

We quickly went to see our friend on the Travar Council, who we brought up to speed.

And then we ventured into the Badlands. We do not have a lot to go on, but it might be enough for me to find the glorious dragon city. On the third day of our trip, we find a crisis in the desert - 12 desert espagra devour what is left of a poor woman. We leap into action!

We reached the poor woman, too late, but not too late. The wretch turned out to be Jenneth, who has been surviving (barely) for days. She spoke of a terrible black mantis with a poisonous bite. She spoke of a Horror-domain, a land of darkness and madness. She is hurt and disoriented, so we return to deliver her to safety.

Then she gave us a magic sword(14)!(15)

*     *     *
(1) This log got lost, then misfiled during the submission process. It was recovered when a junior librarian attempted to file it, became confused and disoriented, then Zamrica was kind enough to direct the junior librarian to me.
(2) This seems like an understatement. Only this group would react so nonchalantly to this information.
(3) I take whatever was done to the back half of this sentence as a personal affront. What about the specifics of its bloody history? What is bloody about its history? This is important information that needs to be preserved because adepts always die with this rattling around in their head and not written down! We are also treated to a rendering of the coin. It features a dragon on one side, and a marketplace (?) on the other.
(4) In a bizarre twist, this symbol was actually drawn on the log. At least, what is claimed to be the symbol. It is to parallel, vertical lines with space between them. Seven lines are array from the top at increasing angles and five similarly from the bottom. It looks a little like a stylized tree.
(5) I have read enough of these to know it's probably not a notable accomplishment to escape the notice of that elf. Especially if he's sleeping. Also, my guess is magic. It was probably magic. Because it's always magic.
(6) Shilpi was actually somewhat famous. Also, no one ever called him "the Dwarf" as a title. No one.
(7) I was hoping this log would provide some clue as to where this guy came from. No, he just suddenly shows up one sentence. Did he use an illusion to make them think he had always been traveling with them?
(8) I have read a lot of logs about this topic. They always end up with the adepts either dead or insane. There is definitely something out there, but I don't know if it is actually a disappearing city. It seems more like an elaborate lure for a Horror.
(9) Based on the Ancient Blades logs, that would be Tamlin. This is by process of elimination because virtually nothing is written about her.
(10) Details!
(11) I guess that technically counts as a trick.
(12) Now you know my pain.
(13) What sort of spell pattern? By my count, every major spellcasting discipline is represented. Someone should be able to give me more information!
(14) Of course she did.
(15) Received and edited by Ela Pono

Confession time: I lost this adventure log for a while, to the point where I thought it didn't exist. There was also an extremely long gap between sessions in real time.

Most of this session was continuing the thread of the lost city the group has decided to find. Building up the mystery, providing some hints and leads, also evidence something exists out there. The other parts were to introduce some new plots in the background and have call outs to previous events. One of the latter is the black mantis. There were quite a few more details that did not get recorded, but immediately after it was discussed, everyone at the table immediately knew where from where it came. The culprit is still taunted about there part in introducing that particular black mantis into the world.

This session would have benefited a great deal from having the subsequent session follow much sooner. Much, much sooner. There was over half a year between them. Just way too long. I think I'm honestly pretty lucky my players are still interested with such a large gap. Many games have perished over less.

31 May 2013

Earthdawn: Adventure Log 17 - Tournament Troubles

This is the seventeenth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

Typically, I take this opportunity before the Adventure Log to relate some information about the Earthdawn setting, often through the lens of this campaign. This time, however, I am going to be a little selfish and use this to relate where the various setting elements currently stand. Which is a fancy way of saying the trouble that is happening and the trouble that is brewing.

The most direct threat that has been encountered is the influence of a still unknown Horror. It has been active in some form or another along the northern Serpent River, to Bartertown, down to the southern Throal Mountains and the Servos Jungle. They have seen it's Mark and know something of methods (objects; crystal, metal and stone).

Next they encountered a troll Sky Raider, Korrolis, that they thwarted in exacting his revenge. He seems to have transferred that old grudge on to them because of it.

There is also considerable trouble going on in Bartertown that they have become involved in. In particular are the growing hostilities between two different factions within the city, the libertarian "Consortium" loosely united behind Auntien Tighe, a Swordmaster from Jerris, and the populist "Patrol" that have been gathered behind a local Weaponsmith, Maester Bleys. The conflict has boiled over into violence on more than one occasion, particularly with the shadowy support of Tarr, who controls the local Thief activities. Not only that, but there is also an underground slave trade and gladiatorial arena under the nose of Throal and a growing drug problem that may have connections to Horrors.

Ardanyan is a continual hotbed of racial tensions. Getting freed from the pressure cooker of the Kaer has done little to calm anything, particularly once the treachery of the followers of Raggok had been revealed. It is still a city divided and ripe for plucking by an increasingly organized and brazen Scorcher tribe united under a very skilled leader.

Even the Servos Jungle is a place of concern. Two Theran expeditions have been seen there, working with their old t'skrang allies, House K'tenshin. They were looking for something, and although it is uncertain what exactly they were looking for, it seems that they found it.

While Blood Sworn to secrecy, they also discovered a long lost passage from under Throal to the Serpent River. It turns out that they were not the first to make this discovery, as House K'tenshin had already established a foothold under the mountains. Much of the nature of that expedition still remains a mystery.

A new power has moved into the province from the North. Calling themselves urshan and riding the formidable urgarlshan, this could be the one bit of good news they have encountered. While not overly aggressive, these new Namegivers represent the vanguard of their population, refugees from the vulfaider, with no real explanation as to what that is. The stoic obsidiman, Sogun, decided that maybe he didn't want anything to do with whatever bears riding bears were running from.

With this new tale, it is clear that external powers are moving pieces to exert influence in Travar through their t'skrang proxies; Iopos through House Ishkarat and Thera through House K'tenshin. Even the vaunted tombs of Travar play host to corruption and the undead. 

Above and beyond all of this, the very nature of one of the boon companions is in question. What is his role in all of this? Is he a new threat, gestating in their midst (Horror Jesus, as so eloquently put by one of the Group), or is he their salvation? (No one really thinks that last one, but everything sounds better when you put it in terms of a juxtaposition, so there it is.)

Adventure Log – 017 Tournament Troubles

Written By: Sogun of Ayodhya and Honeysuckle Sunspray of Glenwood Deep

Date: 25 Mawag – 16 Gamhil, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger
Ting the Swordmaster


We start our adventures in Travar. The festival(1) is about to start and the shops increase prices and stock up on wares.

We set up camp in Travar for about a week. I take this time to stretch my legs and make a trip to K’tenshin(2). So far my Group seems to have the heart of an obsidiman: Very slow pace. They love taking their time in the towns we visit.

We spent most of the week pouring over texts and scrolls to uncover the history of a few items we found(3).

Elmod had quite a few questions about my Messenger abilities. I feel he is planning something.(4)

We are approached by an elf that seems a little too well informed about our team for my liking.

We agree to help him in the tournament.

Like any great adventuring group, we hit the bar! Then the next day we continue our bar crawl to a bar named the Broken Cutlass. We meet a man Named Bokin who proved to be a dead end.

The first day of the tournament was deceptively easy. Windlings are easily able to cross the paths and the questions were easy.


During our celebration we were approached by the man accused of murdering Torvak – Koll was his name(5). He denies everything and says that Galonar is part of an Iopan conspiracy. Wasn’t sure I believed him until a poisoned arrow went through his throat. Assassins aren’t typically called in to silence those that are guilty. We attempted to track down the assassin, but she was too fast for us. Seems like an elf Archer.(6)

The second day of the tournament was a chariot race. Sogun was our valiant driver and the rest of us were dedicated to destroying the other chariots. I cut the reigns to many chariots. Elmod was magical artillery, causing pain to those around and Ting was able to flip onto the other chariots and cause havoc. In the end, by the skin of our teeth, we won the race.

The finals we faced off against a Warden Group of t’skrang and the Winds of War. We knew we wouldn’t win, but we didn’t want the t’skrang to win. So, while we were greatly outmatched, we managed to allow the Winds of War(7) to be victorious and the incumbent magistrate to continue her place of power.

We were victorious in being the surviving underdogs. That was a sweet victory.(8)


*     *     *

(1) This refers to the Games that elect one of the ruling council of Travar every year.
(2) The t'skrang House. Also huge assholes that sided with Thera over Throal.
(3) Why can't they ever include any information of historical significance? If we don't know where legendary items have been, it's harder for future generations to make use of them. They generally end up in some horribly dangerous place with no survivors, after all.
(4) He's an elf and a Nethermancer. The question isn't "is he planning something", but "what is he planning?"
(5) We heard about this, it was a big deal and still is. What does Iopos want with this?
(6) Details! What else happened here? I have not seen any of this information from our other sources and I have seen a lot of the intelligence on this situation.
(7) The winners aren't that surprising. Not many mercenary Groups are as uniquely suited for this type of activity. Impressive that Mismatched Steel made it this far for a Group so young.
(8) Received and edited by Ela Pono.

This was an adaptation of a published adventure of the same name from Shards Collection Volume One. The overarching plot fit nicely into the web of power that I have been slowly putting together in the background and the tournament would represent a nice change of pace to the game. Particularly the covert elements and the intrigue.

So, of course, the players ignored any potential cheating. Not interested. Most of the actual plot of the adventure wasn't recorded, which includes all of the intrigue and power plays by outside factions (including their own patron). With all of the skulking out of the picture, I quickly whipped up some more extensive mechanics to handle the chariot racing.

The chariot racing (with expanded rules and detail) was a big hit. Every player got to meaningfully contribute to the event and it was honestly a hard won battle that came down to the very last die roll. No punches were pulled on my part and they were clearly the underdogs - there was no guarantee they would make it to the next round and things may have turned out poorly if they hadn't.

In the end, they were given the opportunity to play spoiler and absolutely delighted by that. To be fair, they didn't want to win - not trusting their patron at all. They got to generate some buzz about their Group; even if they didn't win, who doesn't love a Cinderella story?

20 April 2013

Earthdawn: Adventure Log 16 - Trilogy of Terror

This is the sixteenth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

As per usual, the information presented here regards how things exist in this particular campaign and is not necessarily indicative of the canon Barsaive. That being said, feel free to borrow any of it you like - that's why it is here.

Travar is an amazing sight to behold. It was wondrous prior to the Scourge and one of the few major Citadels to survive unscathed. This city of brilliant white towers whose golden caps reach to the sky is where fortunes and legends are made. As a nexus for trade, this is where airships and riverboats from across the province bring adepts seeking fame. A place where fortunes are made and lost. A place where legends are born.

The powers that be in Travar do all they can to attract adepts to their walls. They are exalted as heroes and many Troubadours spend countless hours researching history and legends, penning new works, and learning forgotten tales. Nearly every major city within Barsaive has a particular specialization to what knowledge can be found there; legends and heroes is the specialty of Travar.

Adepts are so important to Travar's existence that they are critical to the "election" process. Ruled by three citizens each with a term of three years (one year off to "take care of private matters", which of course means "fully exploit their position monetarily"), their position is gained the Games when one of the terms ends each year. The events in the Games are a closely guarded secret every year and truly fantastic to behold. Their draw is a powerful one to any Namegiver that can afford to attend. As well to any adept looking to build their legend - many found were catapulted to fame from a stunning showing in the annual Games. Groups with a strong track record are often courted each year by those who covet a seat.

Not only do the Games serve a political function and boost the economy through trade and increasing the status of the city as a whole, but all adepts that take part in the Games are bound to serve in the protection of Travar. The formal requirement is for a year, but it is considered poor form to shirk on the duty if there is a need. Poor form in a city with that many Troubadours looking to be noticed is dangerous (just ask the Brave Sir Robin). In the end, Travar has a fantastic, if completely unconventional military, that serves as a strong deterrent to any potential aggressor (who knows what adepts are in the city at the time ready to just wreck things) and is free, allowing them to continually invest in making Travar a destination.

At the center of Travar are a series of massive mausoleums. These beautiful structures are ringed in statues, gardens, libraries and other impressive and important buildings. Within these crypts that extend far underneath the city are the remains of heroes that have fallen in the service of Travar. Those who are truly great are immortalized in stone in the surrounding area, carefully tended so that their legend may live forever. This is part of the true currency that continues to draw adepts to the city. Here are stories of the past (Key Knowledge) and a chance to live forever in the hearts and minds of future generations.

Despite the fantastic nature of Travar, it is also a place of terrible lows. Just as fame and fortune are won, so can they be lost. For every story of success, there are more of terrible failure. While it is illegal to sell slaves within the city, it is not illegal to own them and a vast slave market exists just beyond the walls. The fickle nature of the populace ensures that what was once a thriving community within the city, may shortly become unfashionable and home to downtrodden and soon-to-be unsavory individuals. Even many of the famed tombs have been closed for a very long time.

Somewhere between our Los Angeles and Las Vegas is Travar. It is easy to miss the corruption and darkness amid the majesty and glamour, but it is plain to see if you look.

Adventure Log – 016 Trilogy of Terror

Written By: Jak’Tak

Date: 09 Mawag – 24 Mawag, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger
Ting the Swordmaster


We return to find Elmod stitching on his doll. He invites us to his Blood Ritual. Elmod gives life to his child and Names her Regia(1). It is good to see Elmod committing to family life(2). He researches our tools as we wait for Ting.

Ting returns from Sky Raider adventures. Elmod finds that the Semi-Charmed Life is of pre-Scourge elf make. He finds that the apron is ancient and of elf-make.

Travar sounds like a good destination. The Confederation hires some Swordmasters called the Judges. Thugs, nothing more(3). Ardanyan is having issues with the dwarfs being racist isolationists(4). Our friends are having trouble keeping the peace. The elf Weaponsmith has been abandoned by her heartless mentor.

We head to Lake Ban. We stop off at Ban for a few days speaking with the obsidimen and t’skrang.

Travar is beautiful from afar. White towers and golden roofs. The city is full of activity. Thing found a t’skrang who recognized “Graduate”. The tombs might know more, but they are sealed. We find Arthu, who has become guide for the bear men(5). We wish him luck.

The mausoleum is for the glorification of the heroes of Travar. We look for ways down. One of the statues is of a t’skrang Weaponsmith, but the Name is lost(6). There is also a windling Swordmaster. We find an obsidiman statue with a strange gauntlet.

We visit the library to research the heroes. The obsidiman is mysterious, died in the defense of the city, entombed under the city.

Tools are purchased to break into the tombs. We attempt to bribe the guard. Sogun has to smooth things over. We break down the wall and make our way down. There are sounds of movement. The denizens of the tomb attack. Cadavermen emerge, but we retreat to a choke point and construct barricades to hold them off(7).

A sphere of ancient weapons and bone joins the fray. We smash it to splinters! We dispatch the remaining cadavermen, then find the tomb. The obsidiman has a gauntlet, but his name is not listed. The t’skrang and windling bodies are not present but we find his name: Kyyven Cotagin. We stay in Travar for a time.(8)



(1) This is by far one of the creepiest things that I have ever read.
(2) I love an ork with an actual sense of humor!
(3) Very true. This is becoming a problem out there, but no one in the Kingdom wants to do anything about it. Not until it's way too late. As usual.
(4) That sounds familiar.
(5) We have been receiving some spotty reports regarding these Namegivers, first cataloged in these logs (if you want the whole number, ask Zamrica). There have been incidents with scorchers, but so far they don't seem hostile. So far. The Eye needs to watch this development carefully. Find out more about this Arthu character.
(6) That is surprising and unusual. What would cause someone to deface the statue like that?
(7) Something we have suspected for a while, but now we have confirmation. No wonder they keep it under wraps - that's incredibly embarrassing for them!
(8) Received and edited by Ela Pono
*     *     *

The title of the session was emergent during play from the revelation of what Regia had become. Prior to then, she was simply a doll off of a belt from a noose. Which was creepy. It was unanimously decided that she did not get better when ambulatory. Along with the events below Travar, there were some unsettling events taking place.

To be completely honest, this session was never really one the rails in the first place. The original intention was to continue with the mess that Bartertown and/or Ardanyan were becoming. Clean things up. Make some change. Or make it worse. Instead, the plan devised after starting was to head West. The way of Horatio Alger and the Donner Party Crossing. What actually occurred was not according to any plan.

With all of that said, it went well. Some things that I had been saving for later were rushed to the front lines for deployment. The first part was exploring a new city, I've always quite liked Travar for it's incredible highs and devastating lows. Following that was planning the caper. Even though it's the penultimate paragraph, it was more involved. In the fashion of every gaming caper ever, it went terribly wrong. In no small part because they couldn't figure out how to bribe a guard that was totally willing to be bribed. In the end, it turned out... well, it turned out really badly.

Once in the tombs, it didn't take long to figure out why the place was thoroughly sealed: Horror constructs (which are generally a strong indication of Horrors). The fight scenes were connected and involved significant movement throughout the crypt as they searched for the right tombs. It had a great pacing with holding actions and retreats once the enormity of what they were facing was clear - they couldn't just resolve this by murdering everything.

The shatterspikes (spheres of bones and weapons) added some considerable tactical elements, though they were supposed to be countered by Elmod, the Nethermancer. However he left during the majority of the combat scenes to attend other events in town. This made things more difficult than I originally intended, lacking a clutch combatant when dealing with the undead. Nonetheless, everyone pulled though, though rather bedraggled. They came out of it with Key Knowledge and a new Thread Item. Also, they may have release some undead onto the streets of Travar and gotten some corrupt night guardsmen killed as they fled the scene. Oops.

In all, it was a good session. When facing a situation with no real plans, focusing on tempo becomes the most important element for me. Ensuring that the pacing is good, nothing dragging out too long, keeping scenes tight and interesting, plays an important role in the tempo. There wasn't much in the way of metaplot this session - it was specifically avoided - but I did work on two of the major themes of the campaign: mistakes of the past and the darkness under the surface. Those were where I decided to go with this session as it unfolded.