PDA

View Full Version : Walls and more walls. Labyrinthia Campaign Journal



ImNotTrevor
2015-01-05, 07:48 PM
33 years ago, the continent of Bellai experienced a cataclysm of a magnitude that no one ever expected to experience.

It came without warning. A flash of light in the distance, then a wind that made sparks fly through your hair and made your tongue taste something sweet and savory and made every fiber of your being hum with energy and fear. Then the walls exploded from the ground, spreading outward from the flash. Within an hour, cities had been isolated and even split by walls. Villages found themselves exposed to the wind and rain as they found themselves stranded atop gigantic walls, some a mile thick.

Forests overgrew into massive walls made of the trunks of massive trees. The mountains were carved to suit the expansion of the walls.

Hundreds of thousands died in the earthquakes and in the falling of the earliest, weakest walls. More died after as they became lost in the maze.

Decades passed. Cities struggled to carry on as the survivors huddled in fear of the labyrinth outside their walls. Unknowing of what could await them out there.

This is the campaign journal for a campaign I'm running on Roll20.

Our heroes are newly added members of the Cartographer's Guild in the city of Domus. The guild is currently dedicated to exploring and mapping the labyrinth, and so has become the place to work for would-be adventurers.

Our adventurers are part of Group 7. They are...

Dia, an Elven Druid
Tharvoil, a Halfling Rogue
Minhir, a Human Cleric
Ibrahim, a Human Ranger
Ryssa, a Gnoll Barbarian

OF MAZES, KEEPS, AND BIG-ASS LIZARDS

Our heroes begin in the Cartographers Guild headquarters in the city of Domus. While they waited, they had an...insightful conversation with a surprisingly clean goblin named Boomclamp. He offered them some advice, which basically boiled down to: Don't die. They universally agreed that the advice was sound.

After a while they were called in to speak with Captain Gideon, who gave them a few options to pursue for their first assignment. Among the options were investigating an Orc camp, identifying a shack located on top of one of the walls, or finding whether or not a nearby keep has been commandeered by a dragon.

Obviously, the smartest course of action was to go to the keep and try to hunt a dragon.

After a day and a half of navigating, the keep came into view. As they approached, they noticed a small house outside of the keep that likely belonged to the groundskeeper.

As they approached, they discovered that some Lizardfolk were actively rummaging through the various remaining scraps left inside. Attempts were made to assure them that our intrepid heroes meant no harm, but a lack of common language lead to a more hands-on and permanent approach to calming the lizards. By killing them.

After another series of brief scuffles with Lizardfolk inside the keep, our heroes stumbled upon the dragon they were searching for. Garifex was a young-adult Green Dragon who seemed highly amused that his lizardfolk entourage has been murdered, rather than angry. As an extension of uncharacteristic mercy, Garifex vowed that he would let them live, so long as they agreed to help him with a little problem.

Something in the basement had been making a horrible racket and Garifex was sick of hearing it. Unfortunately, Garifex was too big to fit through the door and his Lizardfolk followers were apparently too stupid to be trusted with the task.

And so the group ventured into the basement of the keep. They were greeted by a dark and dusty stone passage and a trail of blood both new and old. The crew decided to not go that way first, and to instead try all other options first. This lead to the discovery of the servant sleeping quarters, now without use and littered with cobwebs. They managed to gather up a prince's ransom of 15 copper pieces before going into the storage room where they found a broken shelf and a few gold pieces.

They then decided to follow the blood. Tharvoil checked the Janitorial closet for traps, and everyone was shocked when that door was left unprotected.

Next they noticed a large room with many webs and a dead giant spider in it. They left quickly.

From there they inspected a door that had been jammed shut. With a hearty shove, they managed to get the door open. They immediately regretted this decision as a horrifying stench overwhelmed them. They found themselves standing in a kitchen with food that had been rotting for more than a decade, which was now acting as soil for molds, mildews, and fungi. As they explored, Minhir the Cleric was bitchslapped by a yellow ooze that slipped out of a crack in the wall. The fight was brief but chaotic, as the ooze split several times since hardly anyone dealt bludgeoning damage.

With the ooze dead and no more options, they finished following the blood trail to discover a door that had been nailed shut. Behind the door, they learned, was a man named Sir Reginald. Sadly, Sir Reginald had been mutated by whatever energies caused the Labyrinth to rise and locked in the basement to rot. Now the party faced a decision... Kill the innocent Sir Reginald and be square with the dragon above, or leave Sor Reginald alive and try to save him despite the potential ire of Garifex...


This post will be continued!