Dark Water Game #19

This was the first game of the Paragon Tier, and occured after a one month break.

The characters at this point are as follows…

>> “Henif” – Human, Monk*
>> “Rolan” – Elf, Fighter
>> “Lystia” – Half Elf, Ardent*
>> “Aelar” – Elf, Ranger

*These are new characters, though the Players are not new to the campaign

After the conclusion of the previous game, the players were brought to the “Watchers” at the Calling Stone in Havenshore. The King of the Gadarian Empire was upset that his son (Merrik) was killed, but did not have the power to do to the PC’s as he wished – at least not in Havenshore under the protection of the Watchers.

While there, the Watchers told them that the bell they had recovered was thought to be the “Voice” of Califane – aka the “Bell of Califane” and that his followers beleived it needed to be brought far to the West, to the Broken Lands. Somewhere out there, there was said to be a temple where the bell should be rung. This would call upon Califane to ‘set things right’.

Due to recent events, the story of the “One God” was slowly beginning to crack which could lead to great instability. On top of that, there were rumors that the mountain Dwarves to the North were being stirred into action by a dark force (presumably the work of “Kas”) – their possible intent consisting of the taking or destruction of Havenshore thus weakening the power of men – bringing them to their knees. If there was ever a time to call upon the help of Califane, it seemed as though now was the time.

To that end, the followers of Califane, his Disciples, and even the Watchers agreed that the bell must leave soon. IT would be put aboard “The Morning Sun”, the largest of the nine airships. They also sent the players (as well as a Captain, an engineer and some crew members) to recover an airship (discovered in game #12) located deep within a mountain-top lab to the West.

Which brings us up to last night’s brief “Prologue” game.

The players were read the following…

4 days ago, you arrived at the Strahld family barony and began your ascent up the mountain.

3 days ago, you entered the underground lab to find no one in sight and a massive hole beneath the spot where the ship once stood

2 days ago, after some exploring, you discovered the ship hovering some 200 feet down the hole. A hole that appeared to continue down endlessly.

Yesterday, your pilot was killed as you boarded the ship when you were suddenly attacked by ghosts and giant skeletal bats.

Moments ago, the ship lost most of its power when the engineer attempted to make an adjustment on the control box and something exploded. He now lies motionless on the deck. The ship’s descent, initially slow, is now picking up speed. The clicking wings of giant skeletal bats echo above you as they move in for the kill.

What followed was an encounter that had the players attempting to put crystal balls back in their holders (at each of the 3 masts of the ship) after they fell out from the sharp descent of the ship (and it’s light collision with a wall of the shaft nearby). All of this while fighting off Giant Skeletal Bats, a few ghosts, a Banshee and a Lingering Spirit.

They were successful in keeping the crystal balls in place enough that the engineer (after coming to) was able to keep the descent somewhat controlled – when they eventually splashed down into an underground lake, the damage was lessened significantly. Currents eventually brought the ship out through a cavernous opening to the sea and they sailed back to Havenshore.

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Dark Water Game #18

First of all, let me say that what follows will be confusing. It’s a confusing thing to explain, and on top of that I’m probably not the best equipped linguistically to do it… but I’m all you got. I did draw a diagram that may help though, so hit that up for a full version.

Picking up moments after the end of the last session, the group was on the move, weaving through “The Mounds”, an area peppered with large piles of earth excavated from a newly dug tunnel which they quickly stumbled across.

Descending into the tunnel, the eventually arrived ‘under’ the mass of land that now occupied this dimension. As they neared the exit, gravity seemed to gradually shift (reverse) – so though they were underneath the land mass, they were now standing upright with a new “sky” above them. On this side of the landmass, as it was ‘scooped’ from Havenshore, it rose in elevation to a peak in the middle, atop which stood what looked like a tower.

Quick diagram

Quick diagram

They made their way there killing a patrol, and dodging others on the way. What they discovered was that the tower was actually a building (essentially upside down) – it was deep enough in the earth to extend through to this side.

Inside, they ‘ascended’ a spiral staircase to the top (aka basement… confusing yet?) where they found the man they had been looking for… Merrik.

The basement here had no ceiling – it had been destroyed it seemed. Above them the murky atmosphere (which was close to them here) swirled and within it, they could see Merrik’s ship… as if above them was a portal through which they could see it. Part of the ship extended into this realm, though it looked as though it had been destroyed on this protruding end.

Merrik was kneeling near a black stone that sat upon a table in front of him. Near him was a bell, and next to the bell an older man lay on his side – maybe dead.

The group confronted Merrik, who was near death. He tells them they should run. Kelvyn touches the black stone and immediately drops to the ground… zero hit points. We run a mini skill challenge as his essence returns to it’s home within Califane’s realm where he remembers that this is his real existence… that Kelvyn is simply a form given to him to push the will of Califane. He decides to fight his way back to the form of Kelvyn and faces trials to accomplish this (the skill challenge). He does well, which helps give him a bonus to the death saves he is about to attempt. He will get three rolls and he needs to succeed on 2 of them!

He does, and recovers with one HP in time to see the group suddenly assaulted by a large demon. For a brief moment, he associates the demon with a name… Kasyn… but the thought is fleeting, and all memories of the other existence he has is gone, but the name sticks with him.

The group kills the demon, the atmospheric ceiling descends down upon them, forcing them through the portal and on to the deck of Merrik’s ship which seems to have crashed onto the streets of the 5×5 block of Havenshore they had made their way around earlier… only now it was back in it’s place in Havenshore (still very much destroyed for the most part though).

The group stood from the deck taking in their surroundings where we concluded the game.

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Dark Water Game #17

The next morning, the man (Krynt) gave them his map of the area and they set out trying to cross the area to get to likely positions Merrik might be in. Along the way, they came to a place on the map labeled “The Wall” and “Alazondro’s Wall”. Here, at the edge of the land mass, the land seemed to float off into a cloudy fog-like mist. However, in this area there were also what could only be guessed as “thousands” of bodies floating through these mists… a ‘wall’ of bodies. The man had told them that Merrik’s men went building to building killing everyone still alive after the area was struck from Havenshore.

At the wall, they found some undead and eventually continued on.

They came to an area on the map they hoped to find some sign of Merrik at. As they emerged from the ruins and entered a nearby alleyway, they were suddenly attacked by a tall, tree-like creature and a lieutenant of Merrik’s. Kelvyn (Gnome Bard) was dropped and eventually brought back up, but not before failing 2 death saves. They eventually won, but then had to run and hide from an alerted patrol. They left off in an area called “The Mounds” nearby, hiding, barely getting in a short rest… and that’s where we left it.

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Dark Water Game #16

This was my 130th game of 4e, as either a player or DM

The players enter the “Wavecrusher” tavern seeking a path to Merrik.

They ask around and are pointed to a large, imposing man. He ignores them for the most part and eventually leaves.

They follow him to a nice tavern in another part of town – one they can not follow him into, and are not allowed into. They set up a small bomb on the corner of the building as a distractions. It goes off early and they end up fighting and killing the door guards. Eventually they make their way inside and lock everything behind them. The people inside, mostly wealthy nobles, seem oblivious to the ruckus that occurred outside.

They approach the man they spoke with earlier and offer him money. He takes it and them back to the Wavecrusher, pointing them to a portal in the back of the tavern.

This portal ends up being a kill box, dropping them into deep mud in the middle of some ruins, from which they are immediately attacked.

After defeating their attackers, a man emerges from the ruins and begins to pillage some crates their attackers had neaby – apparently, it had wine he wanted. They soon discovered they were no longer in Izz Al’Dinn. They began asking him about their new location as he lead them through more ruins, back to his hidden-away home.

As it turns out, they had come to be within the 5×5 block area that was once located in Havenshore, but now existed in some kind of pocket dimension. According to this man, Merrik was in charge of this area and it was crawling with Red Mask.

He leads them to his “home” (a hideout amidst the ruins) and they sleep

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Dark Water Game #15

The group arrives at the camp of the “38″ who are looking for a temple, said to have been created by Califane’s people as a ‘safe house’ of some kind.

A child who can sense the temple has lead them near it, and the players help discover the entrance. Upon entering, they are separated from the group. Walking in along a long marble hallway, they see reflections of themselves in the walls, only their reflections are different in various ways.

Eventually they get to a room with a raised pool, surrounded along the rim by a dial of sorts. Positioned around the dial are words they can not read, perhaps hundreds of them, many of which have been scratched out.

Aelar (the Elven Ranger) touched the water and falls immediately unconscious. Just then a very tall hag-ish woman emerged from the darkness. She was tasked with watching the pool, and protecting those on the list. She can see them all in the reflections of the water. She claims that Merrik is about to discover a secret that will allow him to kill those on the list – make them fall dead wherever they stand. She wants them to get to Merrik and offers to help them get to him. She also warns them that when they hear the tolling of the bell, their time will be running out.

They agree to go to Merrik and she sends them instantly back to Izz Al’Dinn, near a tavern where she says the path to Merrik can be found.

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Upgrading LastLands.com

I’m about to switch over to the wordpress 3.0 default theme which I will be customizing so hold tight over the next few days while things get tweaked.

Also, a note. Most of my downloads have now been copied over to theweem.com. They will not be available here for much longer so head over there and check it out!

Thanks,

Weem

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An interview with yours truly over at Emerald Press (CA)

I was interviewed a while back for Combat Advantage and it’s now live on their website. You can check it out here!

Mostly it covers what I have been up to here, as well as the content here now from my previous projects dndcraft.com and dndfile.com.  We talk about how I came to first play D&D and a few other things as well.

Check it out!

From their site: “Combat Advantage is our FREE bi-monthly PDF magazine spotlighting independent 4e, including new material suitable for nearly any campaign and previews, interviews, and highlights of other material scattered throughout the web.”

Combat Advantage from  Emerald Press

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Dark Water Game #14

[FIRST GAME WITH MARK AND HIS ACTUAL CHARACTER]

Flying south, Rayleena suggests stopping in Sandstone Pass to look for her friend Salazar. He is not there, but two others (Rolan, Mark’s character and Kelvyn, Brad’s NEW character). They join the crew at the request of Rayleena. Dervin and Jez disappear, taking the casket with them (that Goris had been carrying around).

Continue flying, arrive in Izz Al’Dinn.

Here, the group looks for information about a ship of human cargo that might have arrived from Havenshore while Rayleena and Taiz head out to look for more help.

Clues lead them to a warehouse now empty, but when a young man shows up unexpectedly and runs, they give chase. He is pretending to be a member of Red Mask. It turns out he is with followers of Califane who have brought people here from Havenshore to protect them. This young man (Leyton) says he will take them to the rest of the followers and the 38 “list” people from Havenshore. The game ends as they cross the desert on the back of a Torteran guided by Wild Elves.

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Dark Water Game #13

[RHIANNA MISSED GAME - Mark played as Jez]

Goris is killed immediately by Spade when trying to exit the fort. Big fight which ends in the deaths of Spade and Merrik’s Advisor (devil creature) as well as two of their crew “Smitty” and “Fen”. Head south, Dervin (Brads character) is visited by a ghost whose body is in a casket the group now possess (once Goris’s).

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Dark Water Game #12

[RHIANNA SKIPS GAME AS CHARACTER IS GONE]

Head south, pass over snowy mountains, meet icewalkers, continue south, arrive at fort where goris is, hand him knife, he says its a message for him to kill the pc’s but will not do it, heads up out of tower to leave with PC’s.

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