What has happened before... (A Game Recap Thread)

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What has happened before... (A Game Recap Thread)

Postby Arawen » Sat Jun 05, 2004 7:41 am

SOULS OF SHADOW
A Memorial Day Weekend sidequest for Castellar and Planewalkers campaign players May 30, 2004

Please read this recap for plot information related to both campaigns.

The Search for the Soul Gem


A young boy, Simon, lies comatose, trapped in a semi tangible dreamworld of his fantasies and nightmares His only hope of survival is for his soul to be rescued by persons willing to travel into his dreamworld. Azir, a sage, offered to help a rescue party enter the dreamworld. However to save Simon he needs a very special artifact, a Soul Gem. Soul Gems are powerful and rare, believed to be relics of the distant past when gods walked the earth. It is said that one who masters a soul gem can enter the souls of others create demi-planes and even achieve immortality. Desperate, Simon’s mother Kerynn appealed to the patrons of her tavern to search out this gem. Her patrons, dockworkers, common people, and sailors scoured the lower city looking for leads. They found, Tiana Yon, an archaeologist with a tale of a secretive cult in the Graveyard District. The cult’s founder had once sought a Soul Gem. Kerynn’s friends, Sayf, Shangwyn, and Sebastian were joined by two others: Tammar, a man in the tavern who offered to help, and Tristo, who was following rumors that Prince Freddi, a member of the royal family had been seen frequenting the Graveyard District.

The group met at Ardan’s Tavern, where Kerynn explained that Simon had fallen asleep and not awakened for week. Unable to eat or drink while comatose, his health was rapidly failing. Azir, a mystic, explained that for Simon’s life to be saved, his soul must be rescued from his dreamworld as soon as possible. To Kerynn’s surprise, Azir claimed that Simon’s dreamworld was real. The powers of the mind, he said, can be as vast as magic. One day Simon may have the talent to create his own world, demi-planes as real as the life we live here on earth. If Simon masters his talent, he could have nearly godlike powers in his dreamworld, if he could learn to control his dreams. His soul has become lost in the dreamworld and for a rescue party to enter, they need a very special key, a Soul Gem.

A Soul Gem is an item of terrible power that can grant immortality or steal the souls of others for nefarious use. They are artifacts of great power from the old days when more powerful magic was common. Tiana Yon, a Halfling archaeologist, discovered evidence of a secret cult that once existed in the Graveyard District. A millennia ago, its founder had reportedly sought a Soul Gem. She did not know what happened to the old cult, but she had heard rumors that a cult of death-worshippers did inhabit the Graveyard District.
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Memorial Day One Shot, May 30, 2004

Postby Arawen » Sat Jun 05, 2004 7:42 am

The Hidden City Below the City Streets

The party then walked to the Graveyard District through Castellar City’s teeming slums. There they found tents and cooking fires of squatters who could not afford to live anywhere else and who took shelter in the crypts of the long forgotten dead.

Upon entering one of the older crypts, the party was surprised to find what the squatters called “the Hidden City” a bustling community of the poor and destitute living among the dead. The local city watchman, Dale, looked the other way since no had complained and no one could even remember who was buried in that crypt. The Hidden City had its own guards, a vendors selling second hand goods, families including the prostitutes Anabelle and Mary, and Anabelle’s little baby Hermes. By night, they worked in the slums and by day they took shelter in the crypts, though they mentioned that there were “nice people” in the crypts who were trying to help them find a “better life” for themselves and Hermes. They directed the party north in the crypts to the Flaming Skull tavern to learn more.

Deeper into the crypts, the party entered a bustling tavern, complete with fire beetles grilling on the crypt’s skull shaped brazier. A burly bartender shouted a greeting, “Roasted fire beetle! Fresh grilled on the flaming skull! Ale!” The patrons, a mix of slum dwellers and crypt workers and one heavily cloaked figure, glanced up then returned to their conversations.

Once the party was equipped with fire beetle and mugs of watered-down ale, the bartender mentioned that Prince Freddi had been a frequent customer. He liked wander the crypts saying the history was fascinating to him. The prince had visited the tavern often until recently, heading north deep into the older crypts and bringing back a fire beetles that he hunted. The bartender had heard rumors that ghosts lived in the depths of the crypts, though he had never been that far in.

A crypt worker in the tavern seemed to be taking a major interest in overhearing their conversation and the party persuaded him that they wanted to join. He explained that Prince Freddi had vanished since his disastrous wedding a week ago. At the last minute, Freddi changed his mind about the marriage and left town. No one has seen him since then. The worker admitted that both he and Freddi were members of the cult, but that Freddi was an advanced learner whereas the worker was a beginner so he did not know much about him. The worker pointed out a heavily cloaked elf as the person to ask about joining the cult.

The party noticed that the elf was completely covered except for his eyes. He looked very pale and smelled faintly of perfume. The elf explained that the tenets of the faith were “watch through time, wait until time and have faith in time,” suggesting that the cult was related to Loso, the God of Time. Using information about Tia, the party persuaded the elf that they were friends of Freddi, so he allowed them to take the tests of membership, which involved persistence, wisdom and knowledge.
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Memorial Day One Shot - May 30 2004

Postby Arawen » Sat Jun 05, 2004 7:43 am

One Life for Another

After the party passed the tests, a guardian transported them to the cult’s hidden headquarters deep below the earth. There they saw more heavily robed elves chanting and praying in rituals around a planar rift that they guarded. Their hoods were thrown back, so the party could see that the elves were actually undead. For a thousand years, since before the Castellar Empire, they protected the city from this rift, a gate to another plane through which evil could enter. Loso requested that nothing shall pass from that passage from another world until the prophesied time. Only when the time returned to an era when gods and godlike beings again walked the earth would the elves be permitted to rest, knowing that others could take on their guardianship. His priests buried themselves beneath the earth, preserving themselves with necromancy, though the wait has been long, and though faithful, they are tired. Through their cult, they attempt to recruit new followers, but few have the ability to master the ancient magic.

The party then spoke with Legona, the beautiful white-haired half-mad high priestess of the cult. She had served Loso so long she often confused the past and future. The necromancy that preserved the elves was not always stable and often unpleasant as well. Legona controlled the magic wards on the rift, but her mind was partially lost from her long guardianship.

Legona greeted them, speaking of their past and future, and welcomed Duggy as well, making him visible. She explained that Tristo and Duggy were both touched by old magic like that which was wielded by the gods. They stored the old magic away because of its terrible power but now it escapes. Duggy said “I recall a battle. I was swinging my axe and then a green explosion. My king,” he looked at Tristo sadly, “was lying there beside me but my hand,” his voice broke, “passed through him.”

“I failed you Duggy…” said Tristo, his voice crackling.

Legona said that it might be possible for Simon to see where Duggy is trapped, but he would have to first master his powers, a process that would take years. At present, Simon is untrained and his powers master him. There is however another way for Duggy to be saved and Tristo healed. He can close the planar gate in the mountains around which they battled in the past pull Duggy through back to life.

As for Simon, Legona knew they came to save his life. She knew he was a very special boy who can make a world with a thought. Loso has decreed that Simon must live. The ancient magic lives in him. If Simon became a follower of Loso, perhaps he could master time itself, if he became enlightened.

“You must save Simon for his destiny,” said Legona, “and protect him from those who might take it from him. One day he may be able to perform what you call miracles.”

Saving Simon however required a Soul Gem. “Loso has decreed that the child must live, but if he lives then I will die.” Perhaps Simon will take her place, or perhaps he is destined for greater things.

Legona then revealed her true form. She was not a beautiful elf with long flowing white hair but a skeleton animated by necromancy. “Once I give you this gem, the last of my life force will leave me. Loso has given me a vision that saving this boy is an even greater task than our mission here. I will give you the Soul Gem if you promise to save him.”

Sayf, Sebastian, Shangwyn and Tristo promised to help Simon. Tammar, desiring the Soul Gem for himself to pay his lifedebt to the unknown woman who saved his life, said nothing. Tristo stepped in front of Tammar as if to block him from the gem.

Facing giving up her life, Legona hesitated sadly.

Seb muttered a prayer and held out his hand. Sayf said, “Should I return to my clan, I shall tell your tale for generations, Legona. Your memory shall not die.”

Tristo smiled kindly at Legona, his eyes looking into her sockets.

Shangywn vowed, “Thank you for your sacrifice mighty Legona. It will not be in vain.”

Legona’s bony hand clasp’s Seb’s offered hand.

Watching silently, Tammar’s jaw clenched. “I’ll do what I can to save the boy,” he said.

“May Nicah watch over you,” said Seb.

Legona handed the party the gem and with a scream, the last of her life force rushed out of her skeleton. As she relinquished the gem, she collapsed into bones and dust. Wisps of magic seeped from the still bones, dispersing into the air.

“So awful,” said Tristo, his eyes closed.

“It is her destiny,” said Sayf, “she accepted it with honor.”
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Memorial Day One Shot -- May 30, 2004

Postby Arawen » Sat Jun 05, 2004 7:43 am

Epilogue

You have the means to save Simon. Will you make Legona’s sacrifice worthwhile? And will Duggy yet be saved? Meanwhile, Tammar offers to keep the Soul Gem safe until the party needs it, but is he sincere?

Thus ends the joint one shot between Planewalkers and Castellar Chronicles. The plots will continue to interact with both parties having an impact upon the same game world and at times visiting similar locations such as Castellar City, Dol Agath, etc.
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Postby Arawen » Sun Jun 20, 2004 3:35 pm

Planewalkers Game 2

To save Simon's life you have entered his dreamworld to save his soul. To your surprise, you have discovered that rifts have opened in that world, allowing other people to enter from a city in the planes called Sigil.

The earth shakes violently as mist surrounds you in the gloomy forest of nightmares, a mass of twisted trees and briars, shrouded in fog. Zu and Qiron, whom you rescued, huddle together as you stand by a cairn lit dimly by jack 'o lanterns.

According to Azir's last transmission, the link between your reality in Castellar and Simon's dreamworld is being blocked by an unknown force. Perhaps it is connected to whatever has trapped Simon's soul? You must hurry to rescue Simon, or else risk being trapped in this dreamworld of nightmares.

The Kuo-Toa Brothers, cruel heroes of a Drow fairy tale, are present here as living creatures, though they have sloshed off to the north for the moment.

You must find and rescue Simon's soul but where could his soul be? And how can it be rescued?

Time will tell...
[/b]
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Postby Arawen » Sun Jun 20, 2004 7:57 pm

Planewalkers: Game 3

In the forest of eternal night, there was no light. Twisted, overgrown branches blocked your sight, and inky mist hid the briars' bite.

Trapped in Simon's Dreamworld, you continued your discussion with the Sensate Cleric Zu and her friend the Satyr Bard Qiron. From them you learned that a rift to Simon's Dreamworld had opened up in a slum in the city of Sigil, a kind of hub of the planes.

According to Tarridus, the planes are places like the heavens or the hells, worlds like the earth as well as everywhere in between. Tarridus admitted that he came from a different world and knew a little about such gates.

To the people of Sigil, Simon's dreamworld was a new plane and hence a subject of much curiosity. Zu and Qiron entered to explore it, but the forest of nightmares was too dangerous. Without a key to the rift portal, they cannot return to Sigil. They are trapped, even as Simon's plane becomes less stable. After giving you healing aid and a dancing lights item that Malston could use to create diversions, they retreated to the lake where it was safer. They hope you will find a key so they can escape before it is too late.

Meanwhile, Malston collapsed from exertion and the old man had to be carried by Sayf. Perhaps Darius could have healed him, but as Simon's dreamworld shook with violent tremors, a planar pocket swallowed up Darius, leaving little trace of him.

Meanwhile, Azir cannot reliably stay in touch with you because something is interfering with Simon's dreamworld. You're still not certain what this might be, whether it's caused by the dream creatures that have minds of their own, or whether some outside force has intruded.

In any case, you did discover that the Dreamworld may not be a good place for "solid" people like yourself. According to a diary you discovered, one former vistor had become weak from eating the insubstantial dreamworld food and had fallen to wolves. You also found Simon's nightmares disturbing. One skeleton wizard that attacked had a tattered purple robe like Malston.

In addition you discovered that in the northern swamp, a witch and her trolls wanted the secret of the party's "solidness" magic. The witch wanted the magic so she could rule the forest as well as her swamp. Until the solid ones came, the witch's trolls had been invincible.

The witch said that the kuo-toan brothers had captured a solid boy and were attempting to get the secret of solidness magic from him. She attempted to extract the secret from the party, but due to smooth talking, the witch was persuaded that the boy Simon held the secret. Unfortunately, the kuo-toan brothers of Drow fairy tale have captured Simon. In this drow fairy tale, the kuo-toan brothers rose from simple origins to cruel domination in the underdark. They also wish to rule the forest so the secret of solidness is of much interest to them. The witch agreed to let you find Simon if you then returned to her with the secret of solidness magic. However, she did not entirely trust you so she sent a troll guard with you.

As you returned through the forest, you took advantage of the troll's lunch break to discuss your plans for dealing with the witch. What might you do about the witch when you retrieved Simon? Could she be lured into a portal, presumably to her doom, or otherwise defeated?

Your contemplations were interrupted by the arrival of a huge shambling mound. As the mound attacked, Simon's mother Kerynn in the form of an angel came to defend you with a flaming sword. When you questioned her about Simon in the Forest of Nightmares, the angel became alarmed and urgently departed.

You then proceeded east, where you discovered the rift from Sigil. Many footprints led out into the Dreamworld, but none led back in. You are not the only outsiders trapped here. A key is needed to exit, so others may be trapped here as well.

Wolves once again dogged your steps. During a wolf attack, a death angel with Kerynn's form and cackling skull head attacked. The death angel seemed near impervious to your blows. The death angel slew your troll companion with a flaming sword and flew off with an evil laugh. How will you explain to the witch what happened to her troll?

Your retreated to a safe forest glade, lit feebly by a healing ray of hope. Then, suddenly, the ground bucked and rumbled, shaking you near off your feet. The forest around you grew a little more hazy, spasming out of focus. Azir appeared before you in astral form, warning that Simon's dreamworld had grown more unstable.

Azir's communication was garbled and brief, but you make out these words:

"Simon's psyche seems to have split into two distinct entities. You may have to somehow join these entities in order to free him." A burst of static phased out Azir's flickering image. "One more thing..." Before he could finish, Azir's projection dissolved into a mass of garbled words and indeterminate light.

Silent and alone, you ponder your next move as the distant howls of wolves cause you to shiver. Whatever you do next, you do not have much time...
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Postby Arawen » Mon Jul 05, 2004 12:12 pm

PLANEWALKERS: DREAMLAND
Game 4


Trapped in Simon's dreamworld plane you wandered the forest of nightmares, where the twisted trees closed in around you like a shroud in the moonless misty night. Here there was no light, only wolves, the dead, and fears come to life.

The Kuotoa Brothers hold Simon prisoner for two solid ones, perhaps other outsiders like yourselves? They have promised to let you enter the pyramid they guard if you obtain their requested bribes, but can they be trusted? And if you do find Simon, what will you do about the witch to whom you promised that you would retrieve the "solidness" magic from him?

As time passes more solid outsiders enter the dreamland from Sigil, including some unsavory characters...

You found more clues to his dreams in the Forest of Nightmares. In a graveyard, every tombstone had his name. A mummy version of his father also shouted that Simon should forget him. When you tried to leave, you found the exit gate had vanished.

The realm of hope however was a place light, with darkness and despair never in sight. Its guardians, Grinder the Wyvern and Avariel the winged elf, said that on Simon's orders only hope could enter. They seemed not to understand your questions about Simon being a prisoner prisoner in the Forest of Nightmares. The darkness seemed beyond their ken. They said that Simon roamed the Realm of Hope rescuing maidens and fighting dragons.

Now you go to collect the Kuotoans' requested bribes and you enter the fantasy side of his dreamworld?

You recall Azir's warning that Simon's psyche has split into two distinct entities, hope and fear, fantasy and nightmare. Where then can you find his soul and how can it be rescued?

Time however grows short. As the real Simon lies comatose and trapped in his dreams, he weakens and the dreamworld grows more unstable.

As you stand chatting with the playful wyvern and the elven guardian, you consider your next move...
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Postby Arawen » Mon Jul 05, 2004 12:17 pm

Kuo-Toa Note

This hastily scrawled note lists the demands of the seven Kuo Toa brothers for passage into the Deep Dank Dungeon.

1. Rainbow Trout -- Crown from the Cloud Dragon's Hoard
2. Swordfish -- The Silver Sword from the Churchyard Crypt
3. Sunfish--a bright colored gem from the Mine in the Realm of Hope
4. Smelt -- Good-smelling flowers from the Realm of Hope
5. Red Herring--an Apple from a Talking Tree in the Sylvan Forest
6. Flying Fish--a Feather from the Pretty Winged Elf
7. Puffer Fish--a Golden Egg from the Farmhouse
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Dreamland Game 5 July 18, 2004

Postby Arawen » Fri Jul 23, 2004 6:54 am

Planewalkers: Dreamland
Game 5

The Realm of Hope is a land of fairy tale characters where Sir Simon apparently roams the land slaying dragons and rescuing maidens. It is a land of light, beauty and friendly talking animals, the opposite in everyway of the dark, twisted, Forest of Nightmares.

Simon however is missing. He has not been seen in the Realm of Hope for a while...

In the trembling caverns of Simon's disintegrating dream world, you are on a rescue mission to save the farmer whose wife owns the golden goose.

Somewhere below in the seven dwarves' mine, a rescue party lies trapped. Two "solid" people like yourselves are down there as well. You wonder what their motives might be.

Meanwhile, Azir has appeared to warn you that Simon's world is weakening as his health fades. Somehow Simon's soul has become trapped in the dreamworld. Azir senses an alien force interferring. Simon's soul also strangely seems to be in two places.

Alas, Azir may not be much more help. While he was speaking astrally to you, he saw a visitor back in Simon's home: "What are you doing here?" he shouted to the unknown assailant. "No! NO..." then cut out in a burst of static.

Will you save Simon's soul in time to save his life and your own? Will you find out what happened to Azir while you were in the Dreamland?

Time will tell...
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Postby Arawen » Tue Sep 28, 2004 6:37 pm

Game 6

While rescuing dwarves from the mines, you the caverns shook, made tremulous by the dreamworld's instability. While there Seb fell under the malign influence of the mummy armor he wore which bound him in bandages and affected his sanity.

Only a strange boy, bound in chains, was able to intervene and call on a creature made of light to free him. The boy, a fearful former slave and his imp companion, claimed to be drawn into the dreamworld by Simon himself. He could feel that Simon was hurting and needed help.

As the rescue effort for his soul gets more desperate, you search for items needed to bribe the Kuotoa to rescue Simon's soul. Alas, ominous signs abound. The dreamworld is unstable. Other outsiders like yourself seem to be seeking Simon as well. Some outsiders like Una and Khythorne, search for Simon out of reverence, believing him to be the One True Dreamer who dreams the universe into existence. Others like the twisted creature you encoutered may have darker motives... The twisted creature claimed Simon as his own and warned you to stay away. However, it betrayed surprise when Sayf said that you finally had met your true enemies. Are Simon's troubles one or many?

Time will tell...
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Game 7

Postby Arawen » Sun Jan 23, 2005 7:22 am

Game 7

You have found Simon, but he is being held prisoner in an iron tower alien to the the Dreamworld. As you enter, you hear the sibliant voice of the demon interrogator in your mind demanding to know your origins and business...

These creatures are as solid as you, and what they intend to do with Simon seems omninous...
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