Tuesday, October 31, 2017

Happy Halloween!

Well, another Halloween!  As the kids run around in their costumes, getting charged up with all sorts of sugar, and parents hand out candy and scare little kids, I hope you all have a fun and a safe day!
Happy Halloween everyone!

Monday, October 30, 2017

The Vase of Katzu Part 2

The Vase of Katzu Part 2
The island itself is overgrown with tropical trees, underbrush and strange wildlife.  When the group lands, (or crashes as your GM decides) the group finds traces of a very old paved road.  The paving stones, for it isn't smooth, are missing in places, or trees and other plant life have burst through the road way, though the group can see where it was once traveled heavily.  There are heavy ruts in places where the stones are still in place, so heavy freight traffic must have once run on this road.  It heads east from where the group lands/crashes. 

For the GM, on the way to the ruins this would be a good time for the group to be attacked by the local wildlife and you can hint, subtly, at the possibility of people on the island. More on the "natives" to come.  There is plenty of fruit trees to gather food from, but you should have the party make gathering rolls to ensure they know, (or don't know) the fruit is good for them to eat.

Thursday, October 26, 2017

The Vase of Katzu

The Vase of Katzu
The vase the collector found has a map to an island off the eastern coast of Taina and north of the Dwarven Islands.  This island is supposed to hold a city that has been forgotten to time, though it does not say why it was abandoned or who originally lived there.  The collector wants to send an expedition there to see what can be found.  Though he's sure there is all sorts of treasure, he would like those he hires to bring him back precious items such as vases, weapons, or other sort of mundane items.  The gold coins and the like are of little interest to him.  He plans on paying for any equipment a group may need and the boat that needs to be hired to get there.

For the GM you can have the party make it without issue to the island or be attacked on the boat ride by all sorts of monsters or pirates, that's up to you.  There is always the option of smashing the ships when they reach the island too and having them have to figure out how to get back home.  More to come on the island itself next post.

Wednesday, October 25, 2017

Timeline for After Chaos (AC) Part 246

Year 246 AC
Water flows out of the banks of many rivers this spring because of the good snow pack and very warm spring.  Some areas are unable to plant crops and food, though not scarce, is not as easy to come by for winter supplies.

A vase is bought by a collector and he finds a map wrapped tightly inside.  It supposedly leads to an ancient city who was known for its magic.

Monday, October 23, 2017

Expanded Timeline For After Chaos (AC) Part 245

Year 245 AC
A migration of griffins brings scholars, mercenaries, trappers and elves to the central plains of Taina as they fly from the mountains to the sea.  Thousands of the animals migrate to the cliffs of the eastern oceans  for their ten year breeding event.   The need for mercenaries to protect nobles and scholars is high and paying good.

Wednesday, October 18, 2017

Expanded Timeline For After Chaos (AC) Part 244

Year 244 AC
This year's Gathering is almost three months long, instead of the month it had been in previous years.  Several small villages on the way to Gathering has almost as much custom as Gathering, because of the sprawl of the participates.  The largest, and most lavish, event is a marriage between Hector of Notitia and Serena, daughter of the line of Karoon.  The wedding is three days long, thousands of gold pieces are spent on presents, food, and wine, and treaties are cemented by the wedding.  With so many presents, there is a need for mercenaries and guards to make sure they make it to the ships awaiting them near Landshire.

Tuesday, October 17, 2017

Expanded Timeline for After Chaos (AC) Part 243

Year 243 AC
Rabbits decimate crops in south eastern Taina, causing famine in that area during the winter.  Some villages are able to trade for food, but those furthest from trade routs and shipping lanes fare poorly.

A strange vision of Tinaka appears in a glade filled with willows and other healing herbs in western Taina.  The vision says nothing, but thousands of healers make their way to the glade to pay respects.  A small temple is erected, making sure not to kill any of the healing plants, to have caretakers permanently take care of the grove.

Thursday, October 12, 2017

Expanded Timeline For After Chaos (AC) Part 242

Year 242 AC

An entire village's children disappear over night after a wizard demands payment for protection.  The village assumes the wizard has stolen them and are pleading for help to find their children.

Tuesday, October 10, 2017

Expanded Timeline for After Chaos (AC) Part 241

Year 241 AC
Dragon's Fire opens up a small outlying school in Karoon to teach the basics such as reading and writing to those who wish it, from rich to poor, since they think that will make life better for everyone.  It is not accepted by everyone, but many of the poor love the idea.

Storms near the Dwarven Islands land lock the Islands from the mainlands for most of the year, making anything dwarven made very expensive and putting food hardships on the islands.  Those who can make it through all the storms with cargo are richly rewarded.

Monday, October 9, 2017

Expanded Timeline For After Chaos (AC) Part 240

Year 240 AC
A pack of wolves runs rampant through small villages near the Tsalagi Mountains.  Many think a werewolf leads them.  Aid is called for, but few heed the call.

A troop of bards and gypsies crossed Ariella criticizing Notitia's leadership.  Notitia tries to find the troop to take them out, but they always seem to disappear before being caught.  Those who agree with their thoughts dub them the "Ghost Caravan" and their legend grows.

Wednesday, October 4, 2017

Ruins of Tymara Sea Part 6

Ruins of Tymara Sea
The room beyond the solid locked door is a huge auditorium. There are hundreds of pews, (all of which seem strangely intact) with more murals of elementals and suns along the walls.  Columns intermix with the pews and the room is lit by what appears a diamond sun set in the ceiling.  Clearly that is magical.  There are also five angelic looking guardians standing between the door and the room that extends for such a long ways in all directions.

For the GM the angelic figures are warrior class, (or a fighter class that has some magic use) with the angel/holy template.  They can be reasoned with.  They don't have to be fought, which of course is up to your party.  They are the guardians of the temple and are protecting the remains of the temple along with a major relic important to the priests of Tymara.  They will not hesitate to kill the party if they try to take the relic.  They will give the relic to the group if they promise to take the relic to the nearest temple of Tymara, (especially if the party harbors a priest of Tymara), where they would be greatly rewarded.  If the party does attack them (without being provoked), you might think about adjusting their alignments, if they are good or lawful good or stripping any priest of Tymara of their powers.

Tuesday, October 3, 2017

Ruins of Tymara's Sea Part 5

Ruins of Tymara's Sea
The grand hallway leads to a solid door which looks to be in very good condition.  The door has all the elemental symbols upon it circling a large sun.  The door is locked and blocked by some sea debris.

For the GM, the door is magically warded and locked.  The lock is difficult and the magical ward is also a difficult level of dispelling.  Not unlocking the door just doesn't let the group in, but the magical ward will bring two guardians of elemental nature to attack the group if not dealt with.  The elementals are random and the hardest level possible for your group.

Monday, October 2, 2017

Ruins of Tymara's Sea Part 4

Ruins of Tymara's Sea
The grand hallway heads south for a hundred yards, with large, stone archways every ten yards on each side.  Each doorway is blocked by large, warped wooden doors, and many are blocked by sea debris from years of being underwater.  Each door, after much study, has a different element stamped upon their faces, along with a large sun.  They are locked, but they do appear to be so broken down because they were under water that they may be kicked in, as well.

For the GM each room was dedicated to one of the major elements.  There were libraries within each, and there is soggy messes of what once might have been books, but there are also some items used to study each element that have survived.  There are also protectors in each room which are summoned when a rune on the floor is stepped upon.  So the fire room would summon a fire element, the water room would summon a water elemental, etc.  The disarming of this trap is difficult, but may be aided by the wear and tear caused by the water.