I’ve finished the Uldra Cthon; now it’s time to head out into the world.
Goals for this session:
The party spends the day resting in Caer Morag. Hraegosh recovers d6=3
HP, back to full.
I did a quick inventory check on their supplies:
As a result, Aerona purchases 2 more javelins. Eleri purchases another hooded lantern. Also, Aerona upgrades from ring armor to chain mail, and Elgar upgrades from leather armor to ring armor. No new rations until they plan where they will travel next.
Hraegosh examines the spellbook he acquired from Dreezindole’s quarters. While the wizard had significant knowledge, this tome only represents his travelling spellbook, leaving his much more valuable library behind in his tower in Heryngard. This book contains the following spells:
These could be used as scrolls to cast the spells individually, but they are more valuable if copied into Hraegosh’s own spellbook. He is not yet ready to memorize spells at level 2 or higher, but this does fill in some gaps in his knowledge of first-level spells (namely, charm person, hold portal, and light.) That will cost him 3 sp for the ink required to copy these spells into his own book.
Meanwhile, Aerona and Elgar check in with the village’s leaders. Captain Misai is grateful, but the recent raid has left her forces weakened. She asks the party to travel to the nearby town of Tem Kantra, which is situated on the shores of Lake Ilberis to the north, and deliver her request for reinforcements. She is willing to pay them 200 silver for this task. (As a small quest, it will qualify as a minor feat of exploration.)
Gwaine is concerned about the internal state of the village, having heard stories that there is some corruption. He is uncertain of its nature at the moment, however, and simply asks the adventurers to keep an eye out for anything suspicious.
Eleri and Eptan spend time among the villagers to learn the current state of affairs among the regular folks. They hear of a destroyed temple to the northeast, an area where more monsters have been seen recently. They also mention that Tem Kantra occasionally has political issues with Heryngard, but that’s not something they know much about. The focus here is on survival.
With the 200 silver from Captain Misai, the party can acquire riding horses, which cost 40 silver each, matching exactly. That will allow them to travel to Tem Kantra more quickly and with less fatigue.
Caer Morag and its environs, based on the map from Domain of Heryngard and recreated in Hex Kit
Before they leave, Hraegosh rises early and prepares sleep in case they run into any hostile bandits or similar during their travels. They have 9 trail rations, which should be enough to get them to Tem Kantra if they don’t have any delays or detours. With that in mind, Eptan purchases another 6 trail rations, which should be enough to last them a full three days. (Aerona keeps Claymore with her, but he does not need to eat.)
Horses in S&W are listed at Move 18, which is enough to travel 18 miles on clear terrain per day. There’s a small river that flows from a spring a few miles north of Caer Morag and leads directly to Lake Ilberis, which should make navigation relatively easy. Unlike the Yarzu Hills, this area is considered a “civilized region” so it should be safer, relatively speaking.
I’ll include some of the mechanical notes this time as I refamiliarize myself with this part of the system.
It’s late when they arrive in Broken Cask. A barge is tied up at the small river dock.
I don’t know what the cost should be, but between lodgings, food, and drink, they’ll spend 5 silver total (remembering that I am using the silver standard in this campaign). They spend the evening in drinking games with the local dockworkers, and a woman named Maya drinks them all under the table. She is an aspiring actor with a “treacherous” temperament that could lead to trouble in the future.
It’s a warm day, about 80 F, when they travel the last few miles to Tem Kantra. The town is situated on the shores of Lake Ilberis, from which the Heryn River flows to Heryngard. The town isn’t particularly welcoming, unlike Broken Cask to the south, and so the party gets unfortunate looks as they ride to the militia headquarters.
Captain Amhar Bryn, a man with long, wild hair, greets them politely. He receives the message from Captain Misai and agrees to send a small contingent of soldiers to help reinforce Caer Morag. He asks them about the raid and makes careful notes about the situation.
They ask about any additional work he might have for them, as they come with a recommendation by Captain Misai.
This puts me in the mind of a Skyrealm / flying island, so I want to use a related map from Dyson Logos and stock it more or less randomly. That will likely be in the next session.
There’s a flying island some distance away that has been seen in the vicinity of unexpected thunderstorms. Captain Bryn would like them to reconnoiter the island and figure out what it is or what’s on it. They don’t need to take any actions against whoever or whatever is there, but they should report back with their findings. He can get them onto it in a couple of days. He offers them money as well as access to some specialized equipment for the task.
However, the group just bathed well the night before in Broken Cask, so they just shake their heads and keep moving.
These city encounters come from the City Encounters for Swords & Wizardry supplement.
The adventurers are out drinking and seeing the sights. Some of them have been here before and are showing the others their favorite spots. The sergeant at arms recognizes them from their stop by the militia headquarters earlier. It’s just small talk; maybe he’ll see them around.
It’s a clear day as they meet with Captain Bryn to prepare for their journey to the flying island. The island has been seen out to the northeast in the direction of the Cendri Hills. Sometimes it’s accompanied by a thunderstorm, and occasionally people have reported seeing figures moving around the edge. He starts to tell them about a new type of flying vehicle that can get them close to it, and after a moment Hraegosh interrupts and points out that it’s basically a balloon that he’s describing.
That said, the balloon will have crossbows on it that can fire bolts with cables attached. Once they fire them into the underside of the island, the crew will reel them in and pull closer, then guard the balloon while the party explores the island for a few hours. They’ll leave tomorrow, weather permitting. That gives them a day to check into what other equipment they may want to take.
Everyone should take rope and a grappling hook, depending on what they find on top of the island, as well as a signal whistle.
Why does Wonomir talk to this party? Perhaps he knows one of the members; Hraegosh is a magic-user, and he’s good at games, so they can know each other from some previous encounter such as a social club or work at a library. Hraegosh takes him seriously and goes off to discuss his concerns while the others prepare for the mission.
The group needs to acquire rope and grappling hooks for Aerona, Hraegosh, and Elgar, which will cost them 2 silver each. For the signal whistles, they’ll need to spend 1 silver each (I thought they already had some, but that must have been for the prior campaign.)
So at the moment, the party has the following quests:
There are some additional background threats that could potentially tie into some of the above:
I haven’t decided exactly how to do this, but quests or threats that go unaddressed by the party may advance in the meanwhile. Even better, connecting some of those threats and quests will pull the world together and give it more verisimilitude. At the minimum, combining ideas from different tables gives me less to track and more specificity in what essentially are story prompts.
Fortunately, there are no storms on the horizon today. But scouts have reported the position of the flying island, and it’s close enough to attempt the mission. The party boards the balloon, which is large enough to accommodate all of them and a crew of three (one navigator and two guards). The crew is not going to leave the balloon, but the guards can provide some support if needed when the party is getting back on board.
This of course was not an XP-heavy session, so the party only received 200 sp / XP.
That said - I think I might pause this campaign while I figure out how I want to build the “dungeon”. What’s more, I don’t think the science fantasy stuff is working the way I wanted it to. Simple reskinning doesn’t do what I want it to do, so either I’m going to just keep adding little bits of it here and there, or maybe play a different game with a different setting. Regardless, I think the flying island is next.
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