Showing posts with label slumbering tsar. Show all posts
Showing posts with label slumbering tsar. Show all posts

Wednesday, May 31, 2017

The Slumbering Tsar, Session 3



That day the rest of the party explored the mound, its last guardians a shadowy bear which was incorporeal but could not fly (thus making it susceptible to an extradimensional pit), a skeleton-bearing undead ooze filling up a tunnel, and a group of berserkers-turned-wights. The party discovered that this burial mound was for the great warlord Tark, who fought alongside the Army of Light and managed to turn the battle in their favor when the forces of Tsar sought to dig under the army encampment and burst up from the ground in the middle of the night. Digging up in the middle of the barbarians' tents, it was a terrible disaster...for the devotees of Orcus.

And so even though the mound was made to honor the fallen, even in death does the Desolation's taint spread. After securing some magic items and a ceremonial armor for Alexis, the party headed back to the Camp and sold off their wares for the local iron bits. While selling their wares, the party gathered some information. Arliden heard rumor of an unlucky cursed troupe of merchants wandering the Desolation to this day, as well as a sleeping army beneath the ground who will wake up one day to finish the job of cleansing Tsar. Alexis got word that the local hermit is in fact a vampire who came to town to take back the bar stolen from him by Lucky Bjorc. Finally, rumors of a mysterious midnight peddler, who seems undeterred by the land's many dangers, only sells to people he chooses and those who buy from him are blessed with good luck.

Deciding to pitch a tent and stay the night, the party was awoken when the corpse which hung from the gallows was now up and about, seeking fresh blood. A steady stream of magma and rock  from Nobu rent its soul from its flesh, and soon the party became known as the people who took out the "Hanged Man" who wandered the Camp at night.

Shortly after doing so did the party come to find Griswald, the town's literally ghoulish undertaker, who was oddly well-dressed and polite for a creature of his kind. Grateful for the party "taking care of that local inconvenience" he said that as adventurers they might be interested in a local druidic grove in the Ashen Waste of fellow folk seeking to cleanse the Desolation of its taint. He also mentions that unknown forces have taken an interest in Tsar and are defending its outer walls, the most obvious a huge dragon spotted near the sandpits on the outskirts.


Griswald


Thanking Griswald for this info, the party decides to visit this druidic grove, who found a way to blossom in the middle of a lifeless wasteland. While venturing in the Ashen Wastes the party found evidence of a struggle of a dwarf and human warrior who killed each other, while a third survivor's tracks led northeast, all the way to the grove.

The grove itself was a marvel, a miniature forest with pines as tall as 80 feet and thick undergrowth. After fighting off a pair of dire tigers, the party found a thorny hedge of demon skulls decorated around the entrance. Inside the party came face to face with Skeribar, the local ranger guide from the Camp. He at first claimed ignorance of any recent visitors, but when called on it explained that the woman would not recover and the only merciful option was a quick death. After some clever lies of omission, the party earned the rangers' trust, and he explained how the growth of the grove is supernatural in nature, but requires the blood of the living to flourish. He said that this was a necessary evil, for the grove does manage to hold back the supernatural taint of the Desolation.



The Reclaimers

Skeribar and the newly-arrived druids came out to show the party the specifics of their ritual, which apparently involved gathering the tears from a nearby wooden shrine in the shape of a humanoid face. Nobu recognized the "face" as the head of a stick giant, a symbiotic plant/giant hybrid whose sappy tears where being used to magically accelerate plant growth in even the most barren of environs. Reddish spots on the ground lead to another nearby grove, where Alexis' faerie dragon familiar flew off covertly to investigate.

Warned of the shrine's true nature telepathically, Arliden at first offered and then forced his way into the giants' minds. The creature was capable of sapient thought, but decades of imprisonment and torturous pain rendered him full of hatred and vengeance, uncaring of whether or not his powers were being used for any greater good. "Desolation or no, there will always be wickedness," he said.

As for the other grove, an elven maiden was inside the hollow oak of a large tree, kept in place by a rootlike cage. As the draconic familiar attempted to speak to her, she warned it not to come any closer, for the tree was a trap. At this point the tree came to life with a loud moan, alerting the druids that their grove has been sabotaged, and being none too trusting of the newcomer PCs.

And so our session ended on a cliffhanger.

Sunday, May 7, 2017

The Slumbering Tsar Saga, Session 2




After a partial foray into Old Death's lair, the party finishes up camp and makes a second venture. Going further into the canyon, they come across an odd statue garden with a living golem, as well as an insane derro sorcerer and the real Old Death inside the cave proper who ambush the party. True to his name, Old Death was a half-dragon basilisk who can just as easily kill with a lightning breath as his gaze attack, while the derror sorcerer utilized trickery and illusion to make it look like his spells were coming from inanimate statues. After a vicious battle the party's victorious and lays claim to the dungeon's many treasures.

Finishing up, the party decides to head for the Pillars of Chaos, the other realm mentioned by the gargoyles. But before doing that, they come across a pair of troll entrepreneurs by the name of Otis and Lortis operating a winch elevator for folk seeking to delve the rift's lower reaches. Trusting in their spells and athleticism, the party turns down the trolls' offer and makes their way to the Pillars.

Pulsing green electric arcs of pure chaos, an in-depth observation by Alexis notices that a hidden passage up the Pillars leads to Orcus' layer on the Abyss, but little beyond that is known. Deciding not to risk it, the party decides to depart, but not before being attacked by a pair of chaos beasts! Thorgrim's lizard companion is momentarily cursed into a shapeless, but not before it recovers in time thanks to Arliden's help.

After exploring some outer fissures with little to show for it beyond an easy way up, the party makes their trek back to the Camp, but decide to pay a nearby grave mound in the Ashen Wastes a visit. The outer guards of dread ravens and basilisk were trivial, but the huge barrow worms further inside were a tough encounter and even managed to overpower Thorgrim and his companion. Even so, the party's veteran experience saw them through, ready for the horrors beyond.

GM's Thoughts: This was a shorter than usual session, in small part due to the Pillars of Chaos being a bit of a red herring. But overall I more or less played the encounters straight. The barrow worms were a surprise difficulty spike, especially in light of the barrow's other guardians. While such encounters do have a place in many RPGs, in Pathfinder they often feel like temporary speed bumps.

Monday, April 17, 2017

The Slumbering Tsar Saga, Session 1


Welcome to the Edge of Oblivion


The party arrived at the Camp, just in time to notice a maddened hill giant rampaging through town, with the PCs right in the way. After dispatching him, Thorgrim used his knowledge of the environment to track down his last movements, along with Arliden's brief mental connection to get a sense of the giant's fate. It turns out that the giant was the leader of a mercenary band of ogres, offering to escort representatives from Bard's Gate to a fissure in the Chaos Rift, only to be ambushed by gargoyles. The giant said some things in his native tongue, a language none of the party knew but could remember a few choice words for later reference.

Following the trail, the party set sight on the Chaos Rift, a deep series of trenches seemingly slashed into the land itself. Although their attempt at sneaking into the gargoyle aerie failed, the party's fast reflexes got the drop on several of the winged monsters. After wiping out 8 of their number without suffering any casualties, the gargoyles offered a truce. They not only will stop fighting and give their only prisoner (an elf from Bard's Gate named Holcolm), they would give one piece of hidden treasure to the party if they can find their lost leader. The party accepted, venturing deeper into the cave, only to find the gargoyle leader's fate at the hands of a fungal slime colony. After readily dispatching it and a close call with an infestation of said fungus, the party returned. Alexis conjured up a wild tale of heroism to the assembled gargoyles, explaining how after valiantly dying in battle, the gargoyle passed on leadership of the tribe was granted to him. Amazingly the gargoyles fell for it, and from then on became loyal minions. The party decided to use their knowledge of the Rift first, deciding to call upon them for battle only when the time is right.



Arliden offered to take Holcolm back to the relative safety of the Camp, while the rest of the party followed up on rumors of a monster named Old Death who managed to do in a few of the gargoyles. They also heard word of two stony pillars where green lightning pulses from on a plateau in the middle of the canyon, but first came the monster.

The party hardly entered Old Death's canyon before coming into view of legions of petrified adventures, and was promptly attacked by an abyssal basilisk. Using spell-conjured mud and fog to blind it they kept the fiend's foul gaze at bay while they slowly worn down its defenses. Afterwards the group came into contact with a giant spider corpse made to look like a living being in the middle of a giant web and killed its two ettercap architects. But at this point the day was growing late, and so the party decided to retreat and make camp.

The Slumbering Tsar Saga, Cast of Characters


Aside from Northlands, my other weekly game is Slumbering Tsar with an entirely different group. It started about a month earlier than Northlands, and the adventure has a very different feel to it which keeps things interesting. A dark fantasy vibe in a desolate region scarred by the lingering taint of evil, where the only major center of civilization is a tent-city of outcasts and refugees. The central feature is the city of Tsar, once a grand and evil temple-city of the demon god Orcus now dusty ruins from a long-ago battle.

This post focuses on the PCs, our possibly-doomed, possibly-victorious heroes who dare to set foot in Orcus' once-greatest domain!

Meet the Cast




Nobu Itoma: An ascetic exile who trained in a Stoneheart Mountains monastery, his wanderings brought him to Tsar, driven by both personal motivation to master his elemental talents and to rid the world of the Desolation's spreading vileness.

Mechanical Information: Kineticist from Occult Adventures.  Calls upon the powers of stone and fire to barrage enemies in a hail of elemental fury.


Alexis Karamazov: An exile from the Wizarding Academy of Endholme no longer welcome due to his participation in conspiring to overthrow a noble dynasty (thus violating Endholme's policy of political neutrality). Aside from his fellow PCs, his other steadfast companion is his faerie dragon familiar who oddly seems to be as magically powerful as its master.

Mechanical Information: Sorcerer specializing in area of effect and debuffing spells. Fond of creating pits, summoning monkey swarms, and using telekinetic water-filled barrels as cover and the occasional siege weapon.



Arliden (Arl) Penthe: an Orange-ranked cleric of Solanus (god of healing), Arliden was dissatisfied with his higher-ranking peers' reactive measures against plague, maladies, and other causes of suffering. Hearing of the Desolation's reputation, he sought to travel to this region to stem the tide of foul magics and cleanse the hapless souls trapped there. But unlike many healers of the cloth, is more than willing to turn an enemy's own life force against them in a near-vampiric fashion.

Mechanical Information: a psychic Vitalist, Arliden is the primary provider of the silent telepathic network the group uses to communicate with each other. He is fond of delving into the minds of enemies and aiding the party with healing and morale boosts. Can fire off a bolt of energy in a cinch.


Thorgrim Stoneborn: a duergar veteran of the deep realms of the earth, Thorgrim's original reason for coming to the Camp was rumors of a Silverhelm Clan war party searching for the bones of their former king who fell during the Battle of Tsar. His frosty demeanor makes him a peculiar ally, but such a mindset has served the party well in this dreadful land.

Mechanical Information: Hunter with a penchant for physical combat and a mighty giant lizard animal companion. Is the most physically-inclined member of the party, Nobu coming in second. Use of teamwork feats and Eternal Guardian maneuvers (Path of War Expanded) allows him to exploit enemy movements and attacks by turning threatened squares into difficult terrain and provoking attacks of opportunity for those who try to fight him or his trusty lizard.