Amas & Oras

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Departure

Three individuals boarded and ship setting sail for a new land. Along the way their ship was beset by pirates and the individuals joined together to protect themselves, the ship, and the crew. After repelling the pirates the newly met comrades in arms were asked by the ships captain to escort his teenage daughter home once they arrived at their destination, the continent Oras.

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Chasing the Rider

Chasing the rider (& Kayla), who does not appear to be heading towards the city. Zephyr gets stopped at the river. Rider heads toward the swamplands. Strelok uses Haste to get in range. Woman was a Cheitan. The letter was not found.

(Strelok and Zephyr joined the party during the previous session… I think.)

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Tracking Solas

Tell Kayla that we are taking her back, and no, she can’t come with us to chase down Solas. Return her to grandfather. He asks the party to go after Solas to retrieve letter, offers monetary reward. Kayla advises us on the path through the swamp. After a few hours of sleep, we set off in pursuit of carriage. Strelok and Hayden split off to follow two humanoid riders. One is killed; the other is questioned, deemed not a threat, and let go.

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We fight

We pick a spot to intercept Solas & entourage. Strelok and Zephyr hide; Hayden, disguised as a guard, has “captured” Sheila. When the ploy doesn’t bring out Solas, we kick their asses. Two guards are left alive. Looting happens.

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Onto the Next Adventure

We question Solas. Then we take him and the two surviving guards, plus the survivor from two sessions ago, back to Ardova. We collect the reward and arrange for Orion to be released. Zephyr heads to the library while Sheila heads back to her “mojo hut” to “see her peeps”. The Mother (Sutta) tells Sheila that they have lost contact with a member of the order who was near the Rift; she had also heard from her sister stories of horror. A brother in the order (Javid) apparently returned from the area a changed man (“different”). Sheila tracks down Zephyr and Strelok, who then track Hayden to the bar, where they are fawned over. 56 hr later, we set out. Later, we encounter a crocodile in the swamp. Hayden does a ridiculously flashy move and kills it, we take some parts, and move off to find a camp site.

Research about Rift area:
Faramil’s maw, one of most magically charged areas on the coast, harbor on the rift. Lots of anomalies. Where the separation was when magic returned to the world.

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Camping in the Swarsh

We camp for the night. Strelok takes first watch, then Zephyr, then Sheila. During Zephyr’s watch, she notices a lightning storm in the distance. The next morning the storm is still going. We set off Northward, about the direction the storm came from. Later on, several of us realizes there are pockets up ahead where the storm is more intense. Strelok feels like he’s being watched, but says nothing for the moment. Our path takes us into one of the pockets. We are attacked by a Shambler. As we are fighting it, another rises up out of the swarsh behind Hayden. We take out the original Shambler, and a third appears. We hightail it out of there. Strelok is able to figure out where they are likely to pop up, and we avoid additional Shamblers. We make it out of the storm shortly before nightfall. During his watch, Strelok finds the remnants of a campsite, probably from the night before. He finds the hilt of a broken dagger with an Olvandian mark on it. The next day we reach the border. We are each searched before we are let in. As we head North, we see ruins of homes and farms. 1 in 10 is inhabited. We travel the Main Road. From time to time we travel with others headed in the same direction. We reach Drasuc, a dim and grungy city that Hayden and Sheila had been to before. Described as “could almost be perfect”, but everything having a thin layer of “despair”; everything in slight disrepair. Everyone is “almost happy”. Has the best market in Oras.

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Beyond Drasuc

We arrive at Drasuc. We find an inn towards the north. Talking to travelers, Strelok finds out the way will be cold, rocky, and snowy.

Zephyr’s Research — Might find in mountains: Frost drake, frost worm, frost and rune giants, glacier toad, huldra, irlgaunt, ice linnorm, shantak, shobhad, thunderbird, ice and mountain trolls, yeti, great cave lions, lantern goat, others.

We stock up on supplies and leave on the second dawn. We have a wagon, drawn by two horses. Zephyr rides in the wagon making potions; two people can be in the driver’s bench, and Strelok has his own horse. (Note: Zephyr can make 1 potion of Cure Serious Wounds for one 3/4 of a day, costing 325gp. Made so far: 4, sold 3 to Strelok at 600 apiece). It is currently midspring; it took two or three months for us to reach Drasuc.

The road is barren, and seems too quiet. We are headed to a place called “Timber”… ironic, since the only wood at this point is scrub. We come across boarded up, abandoned towns. Zephyr notices that the air begins to smell metallic. Food is very scarce, and there seem to be no birds. After traveling for 2.5 weeks, we find a village with people. Only 1/4 of the population seems to be present; all are skinny, underfed perhaps? They seem not to notice us. They go about daily routines in an absent-minded manner. No one is saying anything. When Sheila tries to speak to a woman: the women looks up but seems to look past her, then goes back to sewing, although the hole she is mending has long since been fixed. Sheila does a “lay on hands” sort of healing thing; the woman squirms, jerks as if she is being electrocuted; her face splits open from bridge of her nose to tip of chin. Zephyr detects no magic. The “people” suddenly all look at Sheila, seem to focus for a moment… then go back to what they were doing. Zephyr examines the body; still warm, split is clean and perfect, as if with a laser. There was NO BLOOD when the face split! The woman looks like she was in perfect health, aside from being a bit too thin. Skin tone is slightly off; waxy. Hayden cuts one of her wrists; blood flow is slow, and viscous.

Sheila tries to get the attention of another one, with the same result (looks up but doesn’t focus, goes back to what he was doing). She dabs holy water onto the “man”; no effect. Shaking person also has no effect, except for some drooling. Going into houses in search of rations, we find some places with tables set for a meal but abandoned; some are several days old. Knowledge Arcana checks do not reveal anything; this does not fit the profile of any magical afflictions known. We take some food supplies and head out.

We travel four more days to reach Timber. Still no birds. The metallic scent in the air is getting heavier. Can’t really distinguish more than that. There is a sign on the main road that directs us up a side path towards Timber. As we head up this path (4mi), we can distinctly smell blood. Timber is drenched in blood. The largest body part found is a pinky.

Zephyr casts Blood biography: Sea of voices from many corpses. Mostly human; suspect most of town is dead. How = terrible violence; sense of “being eaten”.

No carrion birds. We hear something that seems like voices coming from the center of the town. Zephyr can hear moaning from many different voices, along with squelching sounds. A knowledge Arcana check to determine the attacker(s) gives Zephyr a sense of “humans”, although the spray of blood implies something more animalistic. We see some footprints in the blood; they look like they were shuffling.

As the stealthy ones, Strelok and Hayden creep towards the noise/center of city (Hayden gets a blur extract beforehand). They begin seeing larger people-chunks. All organs, however, are gone without a trace. They turn a corner and see what look to be humans. They are clustered together and seem intent on something in the middle. Strelok uses Mage Hand to break a window on the other side of the clearing. The things stand up slowly. Their faces are split in the same manner as the dead woman from the previous village; a worm-like thing protrudes from the hole. They have sharp teeth and long tongues. As they rise, Strelok and Hayden see what the creatures were intent on: the corpses of the rest of the villagers, which they are devouring.

Strelok sends a fireball into their midst, and he and Hayden run. Zephyr and Sheila hear the explosion and see the smoke. Hayden and Strelok appear and yell at us to get into the wagon. As we take off, we look back to see the creatures coming after us; they are singed and moving slowly. After the tale is related, Sheila hypothesizes that Brother Javid may be in the gestational phase like the people in the last village… in which case, the “parasite” is now on the other continent…

We travel back the way we came. A week in (about a mile from the first village), we start smelling pennies. Crap. As we get closer, we hear screaming. Sheila feels compelled to help.

In the village, we observe a creature stumbling; it focuses on a living human, then breaks into a sprint towards them. The humans being attacked seem anesthetized; although they scream in pain, they do not try to get away. The creatures here have face splits, but not worms yet. When they notice us, they begin moving (“meandering”) in our direction. Strelok suggests that we go now. Several of us see one creature that looks different from the rest: it seems as though it is developing a ridge; hands are split down the middle, a gooy finger-like tendrils are creeping out of the split; mouth is much larger than the others. Does not seem at all disoriented, like the others. We drag Sheila back to the cart. Zephyr thinks she hears the ones from the other village coming (they don’t need sleep, so could catch up with us). We get in the cart and take off. Strelok’s gun jams. We see a second large-mouthed creature joining the first in pursuit of us (faster than stumblers, but still slow). Strelok casts fireball; doesn’t seem to have much affect. Zephyr fires a lightning bolt. One lesser-mouthed one falls, charred, but then gets back up.

We realize that if the group from Timber followed us, the other group will as well. We decide to cross a river and take out the bridge; Hayden and Strelok observed that they do in fact breath. When we stop to rest, we occasionally catch glimpses of them. We see that more and more are getting the larger mouths and split hands; they are maturing. We don’t stop to take any more rests. At the end of our second full day of walking, one of our horses dies. When we reach the bridge, we estimate that they are four hours behind us; we rest for that time. Sheila waits for them on the bridge. The biggest ones now have entirely new limbs growing from their old arms. They have become hunched. The head split has increased, and the frontal skull has bulged outward. They come within 30 feet of Sheila on the bridge, and she unleashes Channel Energy, which is essentially what killed the “woman” we first encountered. The creatures do not respond negatively, but rather seem almost rejuvenated. Strelok uses Fire Ball and Zephyr throws a bomb as Sheila flees the bridge. The ones on the bridge fall into the water, seem to be drowning. We take off again, but take a rest, keeping a careful watch. We rest for an entire night, but see no creatures. We travel on, continuing to take out bridges behind us; we do not see them for the rest of the trip back to Drasuc. Sheila goes to her shack; a low-ranking cleric of her church is waiting for her, and seems relieved to see her. She says to pack up: she needs to report to the high council. Something has happened with Brother Javid. Strelok and Hayden plan to go back to Amas just to get out of Oras.

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Strong and Charybdis

Ret-con: A lower level cleric (Polena) was the one sent to fetch Sheila.

We all board the one ship heading to Amas. Zephyr seeks out Sheila, wanting to know if she has news of Javid, and requesting to come along with her (for the purpose of finding out what has happened with Javid). Meanwhile, Hayden breaks into the grog.

Sheila asks for more info from Polena, but she apparently knows nothing. She was apparently sent by Chaplain Strong. All Sheila could find out was that the new clerics learned “channel positive energy” techniques early.

As we pass the Broken Isles, warm weather shift causes thunder storms and turbid seas. One morning, we hear yelling and stomping feet. The crew appear alarmed. Zephyr goes up on deck (Sheila is already there); sailors are readying weapons, seem to be preparing for something. There looks like a swirling whirlpool forming. Hayden and Strelok also come up on deck. Listening in, Zephyr hears that it is a charybdis. The species tries to suck things into whirlpools to eat them. But it is unusually that this particular one is starting its whirlpool off to the side instead of directly below us. Sailors are armed with hand cannons and harpoon guns. We see lots of fish jumping from the water. Strelok and Zephyr are aware that these fish are migrating at this type of year, and suspect that the charybdis is going for them.

We hear another commotion from behind; a large group of sailors is gathered toward the stern, pointing into the distance. We see the water begin to ripple and we see another large group of fish, and another swirl of water. This whirlpool is forming very close to us. Strelok cuts himself free and heads to crow’s nest. We hear a high-pitched whistle. The sailors run toward the rigging, mostly abandoning the weapons in order to work with the sails. Hayden grabs weapons and joins Strelok on the main mast. Luckily, the sailors get wind in the sails and we put distance between us and the new whirlpool…. but closer to the original. Another ripple appears towards ahead and to the starboard side. It forms quickly, and we see a huge fin of a Dire Shark caught in the eddy. As we pass this third pool, the ship slows, the stern pivoting towards the pool. We see the head of the charybdis in the center of the pool. The wind has died down. Zephyr casts lightning bolt, but the suction pauses only momentarily, and we are still caught in it. Strelok shoots and hits it, and we lurch forward a bit as the suction is again interrupted.

Polena comes up on deck and stumbles over to Sheila, who is strapped to the ship. When she reaches Sheila, she clings and screams and such. Sheila ties her to the ship. Polena confesses that she has some wizard training, but isn’t supposed to use her spells; she asks Sheila what she should do. Well, if you value you life… and you are serving Iomadae… Polena pulls out a book at casts a spell that shoves our boat beyond the whirlpool (hydraulic push). Zephyr bugs the sailors because she wants to learn more about charybdi; Sheila reassures Polena.

We sail through the Broken Isles and dock in Ilirra. Smells like fish and happiness.

Charybdis come this time of year to eat the migrating species. Territorial but put aside differences if enough food. A wealthy city, trade capital of Amas, hub of rail system.

Sheila’s Order’s headquarters is to the SSW. It is a six day journey. The Order’s headquarters is a small town that sprang up around a monastery; quaint, peaceful, with a wooden wall around it.

Polena and Sheila go to the monastery to see “the important people”. Polena directs Sheila to Chaplain Strong. He asks for details on what we found. Sheila relates our journey. Strong orders a paige to fetch the rest of the party, as well as “any that they have come into physical contact with”. Sheila asks about Javid; is told “Javid is not your concern. What happened to him was tragic, but medically informative”. All missionaries from Oras are being recalled, but if any can’t make it back within the next three weeks, “they will be stranded”. When pressed, Strong says there seems to be some sort of plague, or hex/curse, or something…. on ship to Amas, Javid showed signs of repetitious behavior. By the time he reached monastery, nearly comatose. Within 10 weeks, face split. They thought Javid had died. The new creature seemed desperately hungry for organ meat. Three nurses who tended him showed signs of “disease”. They put them into quarantine and thus stopped further spread. The bodies were examined, but little was determined (they killed the creatures, or did they die on their own?). When finished with the tale, Sheila is told not to talk about what is going on.

A paige fetches the rest of the party. We are escorted to a waiting room. We are lead to Chaplain Strong one at a time; Sheila passes Hayden on the stairs, tells him not to panic.

Mahogany desk. Mahogany.

When Strelok doesn’t take off his mask, he is put into a room without a handle on the inside of the door.

Zephyr’s interview with Strong yields some information: Swords are the only way found to kill the creatures. They absorb spells. Strong admits that he doesn’t know too much; all the details are known by higher-ranking officials. The order intends for a large magical tactic to take out the large populations of creatures in Oras… but the higher ups are not available to communicate with. A memo with a suggestion to join forces and intel will be sent to them.

Strelok agrees to take off mask, and is questioned. Strong tells him that the creatures “like spells”.

The four party members meet at the town’s only inn. While discussing the “interviews”, Sheila receives a summons for an hour after dawn the following morning; Zephyr receives a summons for two hours after dawn.

Intel Zephyr gave Strong: need to eat, unknown if they can starve. Need to breath, seem to be able to drown. Do not bleed when the split occurs. Go down when shot in the face, but we did not confirm that they didn’t get back up. Did not specify that the river seemed to keep them from crossing (may indicate running water is an issue, or just breathing + not smart enough to construct bridges, or did not pursue by choice in which case may have a food source remaining in the area OR do not NEED food as much as we would expect. Did not tell about the larger variation of creature, which seemed less disoriented (adult form?), and had new arms.

Veil is mainly uncharted, has many magic toxin clouds, twisted beasts, chaos, teleportation fields; not much is known about it.

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New Mission

Strong tells Sheila that they’ve got an alchemist working on a weapon to fight the creatures, but he has disappeared in the veil while collecting materials. Strong is sending us on a retrieve/rescue mission.

Zephyr’s appointment: Irvald Hornswaggle, her mentor, is the one missing. 15 days late in returning from the Veil. Strong will compensate us and pay for supplies, but we’ll need to provide our own “Veil suits” (required to survive in veil atmosphere).

Journey from here to the Veil ~12 days: 2 days 5 days (retcon) by train to North of Vuresca, 10 days walking. Veil is cold, craggy, has no obvious border (just suddenly… odd). Creatures are somewhat aberrant. Lots of pointy teeth. Many varieties of toxic gases, fields of magic (like entering a touch attack), teleportation fields that change unpredictably.

Sheila consults with Hayden and Strelok about what would be appropriate compensation for the mission. She negotiates with Strong, and they settle on 6k per person. We are scheduled to leave on the train at 6 pm. A later appointment with Strong gets us 2k in advance (each).

After 5 days on train, looking to get Veil suits. Strelok has one, Hayden steals one, Sheila gets discounts for herself and Zephyr, and Zephyr pays for both as a loan.

We leave the town and head towards the Veil. Strelok leads us to his family home (a 2-story cabin in a meadow, boarded up). We stay overnight. We are close to the crystal sea which we must cross to reach the Veil.

Everyone levels!

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