Welcome, adventurers, to the second part of our grand tour across Mystara!
We've changed the format of the site, and we're changing the format for the adventure logs as well. We might play with a few different models in the coming seasons, but it's all aimed at making these things not such terrible walls of text. One method on the table is to publish an update post on Sunday night to the main blog containing that session's notes. The links could then be compiled here in the main log, as well as any story concerns or developments that affect the campaign at large.
Tell us what you think! For now, we continue our D&D Basic game, and we've changed it up a little to keep it fresh and exciting. This section of the campaign picks up directly after the last session of The Face of Mystara, Part I.
The Sea of Dread, 1000 A.C.
The open seas of the Known World hold many secrets. One such secret is the location of a fabled island, shunned by those who do know of it - the Isle of Dread. Like many well kept secrets, a certain mystique surrounds the tiny volcanic island that lures intrepid adventurers to its' shores with the whispered promises of riches beyond their own ambition. Yet, a certain feeling of darkness surrounds the island and the dark jungle within. This sense of dread pervades the waters around it, and gives the island its' name.
Recently, a group of adventurers landed once more upon the shores of the Isle of Dread. A great many years had passed since the islanders had seen mainlanders, and the welcomed the chance to trade and share tales. After a few expeditions beyond the great wall that keeps the wilds of the northern jungle from overtaking the small southern villages of the islanders, the adventurers concocted a plan.
Now, though their group has suffered massive casualties, the remnants of that party now return to the mainland to gather the support they need to enact their plan. The adventurers intend to conquer the island, and take it as their own domain. However, they will face many dangers along the way. More so than danger, they must negotiate the dangerous terrain of politics in order to gain everything they need to make their mark on the Known World.
The Face of Mystara, Part II is a Dungeons & Dragons Expert campaign that is a continuation of the tale began in Part I. However, there has been a major change in theme: the players now intend to spend more time in the Sea of Dread, and to also visit Minrothad to gain support for a new trade lane. It's an ambitious project, and as Dungeon Master I'm more than happy to release the reigns holding the players to see how it plays out!
As to the original idea of using progressive modules, eventually we will catch back up to that vision. Some of the modules will be slipped right in, as soon as players move into the correct circumstances to enter one. So don't worry - there's still plenty of room between here and Master level!
Current Player Characters
Total Party Levels: 44
- Wickwar Davis - Halfling: 6 (L)
- Blanith Grigix of the Light - Magic-User: 6 (C)
- Alexandria Postoak - Fighter: 6 (L)
- Gorlon Talloak - Fighter: 5 (C)
- Todd Decos - Fighter: 7 (N)
- Utho - Fighter: 7 (L)
- Oliver Duncan - Cleric: 7 (L)
Total Party Levels: 5 (+22 Normal Men)
- Captain Blanith Grigix - Player Character
- The Sea Heifer (Large Sailing Ship)
- Guild Pilot - Dwarf: 2 (L)
- 12 Sailors - Normal Men
- Captain Ioran Barlowe - Fighter: 3 (L)
- The Drake (Small Sailing Ship)
- 10 Sailors - Normal Men
Deceased Player Characters
- Methra the Magus - Magic-User: 4 (L)
Campaign Log
Total Game Time (Part I): 66.5 hrs
Total Game Time (Part II): 27.5 hrs
Cumulative Total Game Time: 94 hrs
Last Update: 12.10.2014
A Powerful Ally
10.19.2014
Total Session Time: 5 hrs
A great many tasks have to be completed in order to enact the ambitious feat of colonizing the Isle of Dread. A new adventuring party must be formed, with new agreements. Ships must be secured, workers employed and fed, soldiers hired and transported. In addition, the Drake carries a large shipment of fresh goods from the Isle.
In addition to all of this, the project must be kept secret until the newly created trade lane can be protected. Given the proximity of the Minrothad Guilds to the Isle of Dread, as well as their expansive trade network and the protections extended to guild ships, it's only natural our adventurers wish to reach out to the guilders. However, the archipelago is shrouded in mists that conceal many dangers to ships that approach without the proper guidance. Hidden shoals, whirlpools, tornadoes and waterspouts are also terrible threats that blanket Minrothad. Only a ship with a guild pilot will be able to negotiate the obstacles and safely bring a ship into a guild harbor.
The Drake lands in Karameikos, ready to secure new crew and sell its' cargo. Most importantly, a guild pilot must be found and hired. Yet, within the "safe" harbor of the mainland's cities, laws, taxes and tariffs may prove the adventurer's greatest adversary yet.
- Session 1 (10.21.14)
Ignoring most of this, the party returns to the Isle of Dread to rescue the specialists that were hired to complete this plan, and escape once more with their lives. However, the presence of dragons around the island has intrigued them. Currently, the party is investigating the appearance of a possible red dragon upon the island.
Known World Level Select
10.26.2014
Total Session Time: 5 hrs
After dithering for an unhealthy amount of time on the Isle of Dread, the party is uncertain what to do next. It's time to select a new course for the campaign.
Into the VortexKnown World Level Select
10.26.2014
Total Session Time: 5 hrs
After dithering for an unhealthy amount of time on the Isle of Dread, the party is uncertain what to do next. It's time to select a new course for the campaign.
- Session 2 (10.26.14)
All is right in the world. The party has unity and purpose. Currently, that purpose is hunt down and bring to justice the notorious Captain Kronk and his pirate crew.
The Sea Heifer
11.02.2014
Total Session Time: 5 hrs
Hired by a wealthy Thyatian, the party embarks on The Drake to capture an elusive quarry.
The Sea Heifer
11.02.2014
Total Session Time: 5 hrs
Hired by a wealthy Thyatian, the party embarks on The Drake to capture an elusive quarry.
- Session 3 (11.07.14)
With Kronk dead and Todd Decos in the hold with the other prisoners, the part sets off back to Thyatis City. With the Sea Heifer intact, the party now has a larger vessel at their disposal. A mighty prize in and of itself, the large sailing vessel is taken as the new flagship of the tiny fleet.
11.09.2014 to 11.30.2014
Total Session Time: 12 hrs
"I wish him nothing but pain in his silly travels, especially if they wind up in my octagon. Clearly I have defeated this earthworm with my words -- imagine what I would have done with my fire breathing fists. There’s a new sheriff in town. And he has an army of assassins.”
Back in Thyatis, the group convalesces and divides the spoils from Castle Dulvantir. The Warlock left a crate full of booty as well. Now, the adventurers can turn their sights northward...
Campaign Resolution
The party consolidates in Thyatis City. Their ships and men are made ready for the long journey north, to Vestland. There, they hear that domains can still be carved out of the rugged land by those willing to brave the dangers of the frontier.
In the Northern Reaches, our party will once again be brought forth to conquer the dangers and challenges still waiting for them on Mystara. The group has shown that Fate is with them, but the toughest challenges still await. Will new domains on the fringe of the Known World become the lands ruled over by our intrepid adventurers? Will The Warlock Charlie Sheen's visions be made real, or be the cause of ruin to our heroes?
One day, they will return...and all will be known.
Until then, adventurers...Mystara will wait patiently.

No comments:
Post a Comment