#But! That man is a warlock. And Ram avoids dealings with them - or at least avoids becoming attached. does his best to keep them from-
Explore tagged Tumblr posts
Text
lil Ram piece. It's not good but it's been rattling away in my mind since hitting That Conversation with him last night
"You have potential, but you're a little naive."
The line repeated itself in his head all night. It felt like insects crawling over the back of his neck. For once, he'd just like to sleep easily.
Astarion was right, though, wasn't he? Agreeing to save the day because he didn't know how to say no. Wasting precious borrowed time on people he didn't know, and who might not look as kindly upon him if they knew what he really looked like under the glamours. Hells, if he was going to waste his time, didn't he deserve to waste it on something fun? Or at least something less deadly. He's not an adventurer. Every battle won so far felt like a test of luck, and just because he had learned defensive magic in his studies doesn't mean he's practiced in it. If he didn't have Shadowheart consistently picking his sorry body off the ground - Shadowheart, who seems to hate his guts, Shadowheart, who he wouldn't put it past her to give up on him when it becomes convenient. Hells, even Lae'zel seemed to care about Ram more than Shadowheart did, and Lae'zel hates everyone.
But the purpose of that conversation was not just to call him naive. It was…a proposition. Power, shared. Agency. Control.
Ram doesn't want to rule the world. Just ruling a city sounds exhausting and not at all empowering. He's afraid of the tadpole turning him, and it would be a dangerous game to leave it in and trust controlling the Absolute to keep it permanently at bay - but their little dream friend was insistent that removal would kill them. From what dead ends they'd hit, that seemed to hold water. Not surprising, really, given how deep he felt the damned thing burrow. It was a miracle he didn't have pudding inside his skull at this point.
So maybe Astarion was right. Maybe it was time to put themselves first, and to make anyone who would stand in their way step aside by whatever means necessary.
#bg3 ///#the tragedy of this man is like. there's a good kindhearted man in the party. someone sweet and caring and who could be so so good for him.#But! That man is a warlock. And Ram avoids dealings with them - or at least avoids becoming attached. does his best to keep them from-#-knowing him too.#The second he holds merit...he becomes a potential sore spot for a patron to prod.#So instead he listens to the man who he *knows* is playing with him because he'd still rather that attention.#All he has to do is nod along and smile and call him beautiful and let him take the lead. Offering his neck feels less of a sacrifice than-#-playing with warlock patrons. But it's just another path to losing his soul really.
7 notes
·
View notes
Text
Gatekeeper Session 1-3
Decided to share some recaps I wrote on the last few sessions of the current adventure in my campaign. The writing style is a bit more casual than I usually go for, but I think it sums up stuff well.
This’ll be under a readmore, because it gets long.
Session One:
It is the Waithdyd, the fourth day of Khelek, the month of Ice, in the year 1550 Anni Zylla. On the island of Ludum, a nation torn and divided, deep within Vindred Forest, three destinies slowly intersect. Two months since the adventuring family called Thunderclan lost one member to a life of piracy and another member to a life of performance, Equaarion Tarkus the druid and Rae the elf sought out answers within Simona Village. They've heard a call for help, a unique one that piqued their interest. From here, they will encounter new allies, new enemies, and new adventure.
For the uninitiated, Ludum is an island within my campaign setting of Yalda, and it's a nation in crisis. The royal family and their Hallow Knights vanished from the capital city of Hamlet mysteriously almost a year and a half ago, and since then, the nation has been in chaos. Brigands have run of the woods, evil creatures close in on unguarded villages, and a host of ambitious nobles seek a claim on the throne. Within this chaos comes Thunderclan, a group of mercenaries.
The group was originally Equaarion Tarkus, the human druid folk hero, played by my friend Cam... Rae, the elven ranger, played by my friend Michaela... the half-elf eldritch knight pirate Salty Martine, played by my friend Cal, and the human bard Sasha Sabotage, played by my friend Jacque. But Cal and Jacque had to go and study abroad in Prague, so a newcomer has joined our D&D group, and you'll find out who that is in a second.
The heroes are all about mid-level now, which means that they've been through the shit, they've made some friends, made some enemies, seen stuff that gives them new perspective, and they’re approaching infamous status, which is pretty much what every player wants, imo.
But on with the story.
Rae and Equaarion approach the gates of Simona Village. The rain has drenched them completely, and the guard is delaying opening the gate as he waits for a new figure to roll up.
The two heroes are eager to get inside the village walls, find warmth, and a place to sleep, but they turn to meet the figure joining them.
Standing three and a half feet tall, clad in a noblewoman's dress and walking with a long staff, ankle-deep in mud, comes the next part of their adventures. Freesia Flores is her name, and she is a halfling warlock of the archfey.
The heroes introduce themselves politely to their diminutive friend as the guard exits the gate to check them in. The players are anticipating a quick pat down and an interview, but that's not what they get.
Dunstan, the guard, needs to take a blood sample. The town has been plagued by demons and fairies in disguise in recent months, and local superstition holds that if you bleed red, you're the real deal.
The heroes are confused but comply, hoping to avoid making a big deal of it. Their blood is taken and their eyes are examined and they're asked their names and motivations. Dunstan shrugs, figures they're fine, and lets them in. Freesia immediately races off for the tavern while Rae and Equaarion help Dunstan get the gates shut through the mud and rain.
Within the Blue Vine Tavern, Rae examines the letter that summoned her and Equaarion to Simona Village in the first place. It's from a logger named Elsha, who nervously talks about the predicament the village is in. Bandits from the south calling themselves the Redhoods have set up camp outside the town. Word is they're looking for an artifact in an ancient Wengwith ruin called Tir Dyffryn. Elsha is afraid that with enough time, the Redhoods will get bored and just ransack the town, killing and stealing whatever they find.
On top of that, there's the demon problem. Demons have been spotted in the woods, upsetting the status quo of fairies and neutral beasts.
Freesia Flores, meanwhile, didn't come here for that. She came separately, she came with her own motivations. She's a warlock, she's on the search for knowledge and understanding her pact, and fairies in particular.
In time, Elsha meets up with Rae and Equaarion in the tavern, and Freesia Flores begins to sidle up, hearing word about fairies and the Black Thicket tribe, a group of druids that may know a thing or two.
As they discuss the bandit situation, Michaela, as Rae, asks, "Well, do you want us to just go into their camp and kill them all?"
But Elsha says no, they can't do that. "If you kill the Redhoods, their allies will hear of it, and take vengeance on the town, you'll only cause more problems."
The solution, Elsha posits, is for Thunderclan to go and search for the artifact themselves, stealing it from underneath the Redhood's noses.
This is appealing to Rae and Equaarion, because the artifact that's being discussed is a celestial artifact of tremendous power. This artifact alone is believed to be an egg that could transport people across dimensions.
Also, they’re playing Dungeons and Dragons and who doesn’t want to go looking for treasure?
This is appealing to Rae and Equaarion, because they're hot on the trail of Rae’s missing girlfriend. Her name was Emilia, and she was a Hallow Knight of Hamlet. After some scrying and investigation, they've realized that the Knights, including Emilia, have become trapped in another dimension.
So they are VERY interested in getting this artifact.
Meanwhile Freesia is interested because this is an opportunity for more knowledge, and the three of them are each aware that if they split up and adventure around these woods, they are most certainly dead.
So the heroes, having talked with Elsha, get the picture. There's a band of Redhoods, they gotta get away but we can't just kill them. There are demons and fairies in this neck of the woods, and our best bet for more information on the location of the artifact and the supernatural stuff going on is the Black Thicket Tribe of druids. Got it.
So the heroes thank Elsha, finish their drinks, eavesdrop a bit, and head out.
It’s a lot of information but who gives a shit, fairies and demons and bandit rings are all cool and it’s my personal philosophy when running a game that players should at least know what sort of stuff they can get up to.
The heroes exit the tavern and are about to look for the Black Thicket encampment when they see an old man in a hood and robe moving a wheelbarrow and calling out for help. Everyone in the street seems to ignore him, but the heroes approach regardless and start asking him for help because they’re oh-so-good people.
This conversation ended up being hilarious, because the man, who was Obviously evil, the halfling could see up his hood and see his pitch black eyes, kept on making absurd lies and speaking in a ridiculous old man voice. The heroes are rightfully super suspicious of this guy and as he reaches out for Rae's shoulder. She jumps back and discovers that he has black claws.
Eventually Freesia decides to use a warlock ability to make him Frightened of her, and he casts away his cloak, revealing horns and a little tail, as he sprints away. He manages to escape, but the heroes all suddenly aware of the shit the town could be in.
But from the shadows comes a voice. "You shouldn't do that in public."
This is Ragweed, the halfling elder of the Black Thicket tribe. He brings the heroes back to his encampment with the rest of his tribe and hears their concerns. Ragweed is essentially a short freckled mess of ginger hair and an eyepatch.
The Black Thicket tribe have agreed to help the Master of the Town in these trying times, defending them and serving as guardians, so they're definitely good guys, they have the interests of the villagers at heart, but they've got their own issues.
The heroes want to know more about Tir Dyffryn and this mysterious artifact. Ragweed tells them that they don't seem like they're going to run over the town and kill everyone, but he's the keeper of this secret as to where Tir Dyffryn is and he's not just going to give it up for free.
So Ragweed tells them, "My tribal brethren lost something very precious to her in a battle with demons. Maybe if you retrieve it with her, I'll trust you a little more."
This is a super classical fetch quest, it's a little gamey, but this session to me was just about simplicity and defining the new group dynamic, so I'm fine with some basic stuff.
The tribal brethren in question is Poppy, an earth genasi woman. She's friendly and sweet and has a little bit of a slow and nice friendly voice.
The heroes head out, but before they go, Rae uses her ranger abilities to sense the woods around her, and detect what kind of creatures are out there.
I describe the normal souls and presence of various civilized races, or kith, as they're called in my setting. But at the end of her abilities range I describe a pure unfathomable darkness and boiling hatred. I call it 'necrotic rot', which Michaela really hitched on to. I think she repeated it a couple times, it was pretty descriptive.
So they know they're gonna fight some demons.
Sure enough, the heroes end up at Pwigra Pass, where Poppy tells them she lost her Codex Terragnosis, a sacred text detailing the beasts and fairies and interplanar travel of this setting.
And pretty much every single person in the party wants to see that book.
I could describe the fight that they had at Pwigra Pass in an attempt to retrieve the book, but overall it was pretty easy. They faced off against some demons. They were ram skulls with spider legs, but those spider legs could suck up into themselves and become bat wings. Freaky stuff,
Rae is a hardcore as fuck ranger that never misses and never does minimal damage.
Meanwhile Equaarion is a conjuring and shapeshifting druid. He recently got a hold of a figurine of wondrous power of a Griffon that he recently named Honeyduke, and in this fight, he detected the enemies, summoned the griffon, and jumped off of a 60-foot high bridge to be caught by the griffon. Which is fucking awesome.
Freesia Flores is the newcomer and is pretty much totally decked out with weird fairy warlock powers. So far she’s pretty much a generalist that can shore up all of the group’s weaknesses.
Anyway, they win the fight, grab this arcane book, and begin to head back to Simona Village. But more adventure awaits.
Session Two:
The characters returned to Simona Village to find that Ragweed had departed to meditate. The heroes chose to find Ragweed first before looking at the book.
The heroes visited Ragweed, in a meditation spot he fancied in an abandoned tower, and had an insightful conversation about Wildshape. It was really about Equaarion. Just about his aims, how he felt that adventuring was the natural choice for him.
It’s the age old compulsion for adventure, the feeling that there’s nothing for you but the road and the desire to seek more.
Ragweed is a good man and while he's a bit eccentric, he really does love the world and wants to protect the life within it. So Ragweed shares with the heroes the location of Tir Dyffryn and the Angel Egg, this mysterious celestial artifact that may allow the heroes passage to the realm of Concord, where the heroes believe they will find Emilia. Ragweed warns them of the dangers, pointing out that the Wengwith heavily trapped and guarded their buildings with constructs. Instead, Ragweed asks them to stay in the village and help out. The elven ranger Rae knows, even as close as she is to Emilia, that she cannot abandon these people in their time of need, and solemnly nods.
Rae heard a voice call out in Wengwith, asking whether they were friendly. After a brief deliberation, Rae invited the voice up. The group discovered he was a tiefling clad in all sorts of trinkets and fine robes and jewelry, but as soon as the tiefling saw their map, Equaarion got antsy and said that they needed to kill him -- in Common, which Chem couldn't understand. Freesia says that's absurd and barbaric and they don't need to do that. I'm feeling like between Sasha and Freesia, the charismatic ladies are always going to be the voices of reason in Thunderclan.
Eventually the heroes had a weird conversation with Chem of Longquest about his travels, the dangers of the woods, and a strange obsidian idol Chem of Longquest had in the shape of a bat before they decided to head back, whereupon Equaarion heard a slithering liquid-like sound coming from outside of the tower. Rae moved to inspect the sound, bow drawn, and Chem of Longquest strokes the obsidian idol, tosses it to the center of the tower, and punches Rae in the head.
It's initiative, and already the heroes have problems. The black idol is in the center of the tower and it starts leaking out black gas that deals poison damage to the heroes. Chem of Longquest begins using his spider-climbing magic item to attach himself to the inside of the wall and get a good vantage point on the heroes.
They manage to deal some damage to him, but soon enough a shadow demon answering to Chem slithers in and the situation gets more complicated than the heroes would like. Equaarion orders Honeyduke, the griffon, to carry the idol out of the tower, but the poison cloud still lingers for two rounds. The heroes break out of the tower and into the open meadow, followed by the shadow demon.
The heroes struggle, and Rae goes down, but Honeyduke carries her to safety and Ragweed's healing word brings her back up. Freesia and Equaarion battle the shadow demon while Chem of Longquest hides out of sight, uncovering its many resistances and immunities before Rae puts the final nail in the coffin and kills the demon. Freesia charges back into the tower and with two swift eldritch blasts knocks Chem unconscious.
The interrogation of Chem begins. The heroes strip him down and tie him up, only to find that he is a demon worshipper and a bit of an edgy creep. He's forthcoming about information. He serves She-Who-Walks-Away-Alone, the Crimson Bat, a demon slain by Prince Laurence that now slumbers and regains her 'flame' beneath the Tomb of the Ancients -- the undead city of Necropolis. Chem also says, very plainly, that "my master answers to the one you call King."
The heroes look at one another. King Ezra? What's going on? Could these be the answers everyone is searching for? Chem states that Ezra abandoned his family to seek greater power with demons and dragonkind in order to further advance his own nation. Meanwhile, according to Chem, Queen Rosaria's hubris dragged the Hallow Knights of Hamlet into a harrowing nightmare (Knightmare), in a bid for her children to become more powerful.
This is big news, and it only makes sense for a demon worshipper to be clued into these sorts of things. But these answers are only revealing new questions. When did this schism happen? Where is Ezra? Who's the bad guy in this situation? We know more about what Ezra's up to and this is in line with what Agrippa or Rend said a long time ago, but all this news about Rosaria is very opinion-based and unclear. Was she trying to cure her son Ludwig's sickliness or ascend them to Godhood? What's going on?
In the end this is a huge moment for the heroes, but they still are wondering why Chem of Longquest is so forthright with all this information. And the answer is very simple. Chem of Longquest points out that this information is meaningless to him because in the end, the strong will rule, and he believes that his mistress, the Crimson Bat, is the most powerful. So these secrets are really meaningless to him. Meanwhile, why isn't he afraid of Rae holding a bow and arrow up to his head? Simple, he's in service to a demon queen. Death is also meaningless to him. He states very plainly, "Upon my death I will rejoin the Abyss, and I will be taken through the Wheel and reborn." Which is at least partly true. Freesia basically raises an eyebrow at this and correctly observes that while he's right about eventually being reincarnated... the rest seems like religious belief.
Rae says, "Give me one reason I shouldn't kill you."
And Chem replies, "Only your own weakness."
And the arrow is loosed, Chem of Longquest is killed.
The heroes and Ragweed agree to return to Simona Village to rest up and look at the book in the morning. The heroes are a little shaken by all this information, but rest will do them good. The heroes rest in separate rooms, Equaarion and Rae in one and Freesia in another, and in the morning they examine the Codex Terragnosis with Poppy.
The heroes learned all sorts of things about the other planes of existence, fairies and their origins, angels and their search for the true meaning of life, the universe, and everything, and a ton of beasts, including the Aguila Thunderbird, a legendary storm phoenix.
After geeking out over books, though it's mostly nerd warlock Freesia geeking, they decide, based on Poppy's advice, to tell the Master of the village, Pickford Pine, about them clearing Pwigra Pass. So they go, and they have a really pleasant conversation, mostly thanks to the heroes having a good reputation all around, but also definitely thanks to Freesia being super charismatic and very honest about everything. She didn't sugarcoat why she was in town, no pretenses to coming just to help with the struggle, which actually made Pickford Pine happy. He's a no-nonsense kind of guy, he's 34, married with two kids, he's a master of a small village and a proficient hunter, so he just says, "You adventurers have a good reputation in this forest, so as long as you're not making friends with the bandits, then I won't have you arrested and run out of town."
He offers them a gold ingot as a reward for clearing out the demons at Pwigra Pass and tells them that there's more where that came from if they manage to keep things peaceful in town and use that goodwill to improve relationships between the Black Thicket Tribe and the villagers. If that happens, and the village is unified and strong together, then Pine is less worried about the Redhoods ransacking the town, and Thunderclan will be good people in his eyes.
So the heroes decide to formulate a plan, a creative solution to the problems plaguing Simona Village, that doesn't involve bloodshed and drawing the attention of the Redhoods allies. And also hopefully doesn't get them run out of town.
Equaarion observes that he's both a druid and a civilian in many senses, and his reputation as a folk hero may allow him to serve as the bridge between those two peoples and to solidify that and maybe strengthen the town through peace and diplomacy.
Meanwhile, Freesia is wondering whether the Redhoods could be tricked into believing that Tir Dyffryn and the artifact isn't anywhere near Vindred, and get them to depart the village and give the townspeople time to prepare and defend themselves, or maybe just permanently mislead the Redhoods.
Rae, meanwhile, just wants to find her girlfriend, but her heart knows that sometimes what you want and the right thing is not always the same.
How will these plans be enacted? Will the heroes run into trouble? Will they uncover more secrets about the Royal Family soon? Will I ever remember to make a concentration check without being reminded? Probably not.
Little Moments from this Session:
Freesia being adorable just constantly with a little fear of animals and being super haughty and highbrow about everything, while still having this insatiable thirst for knowledge. But she's a warlock. So of course.
Equaarion saying some really deep shit about his character and his motivations for becoming an adventurer. Equaarion basically became a hero and learned to be at peace with nature not for any desire for power or because it was his tribal identity, but simply because it was the right thing for him, purely as an individual.
Rae reminding everyone that while she's absolutely a badass that will kill at a moment's notice, her character is fundamentally motivated by love.
Session Three:
Last session one of our players was forced to be late so we opened with just Freesia and Rae planning. Equaarion had gone off into the woods to 'meditate', which (comically) nobody believed.
The two of them rolled over possibilities in their minds for how to trick the Redhoods into leaving Simona Village alone. They poured over a number of possibilities and ended up deciding that the best solution was to forge a map that indicated Tir Dyffryn was elsewhere in the woods, leading the Redhoods astray just long enough for Thunderclan to scoop up the artifact and get out of dodge.
Wandering a bit, they found Elsha and talked details and specifics with her. Apparently Elsha isn't too popular around the town, what with her trying and failing to sneak up on the Redhoods and possibly drawing their ire even more. Thunderclan (or at least the two lesbians) did get some more pertinent information though: the trade route to the east that has been patrolled by bandits since the crown left.
...It's a strangely cold day outside.
They decided that it'd probably be best if they tried seeking out somebody who could actually help them with authentic mapping skills. The two of them don't have proficiency with cartographer's tools or anything of the sort, so they were just wandering back to Rae's room when Rae hears a noise on the other side of the door. Marble footsteps and ocean waves.
It's Chess.
Chess, the black and white dragonborn wizard and scientist, professor of the Brigmore Institute at the Academy up north. He's surprised to see Freesia, whom he's never met before. As she moves to shake his hand, his hand passes through hers. "I'm not actually here," he says. Project Image, a high level spell. Pretty useful.
This is one of those things that wizards just do in fantasy. They show up for weird reasons out of nowhere, have cryptic things to say, and disappear after sending their love.
Chess is here to check on Thunderclan, tell them that their old partner Salty Martine sends her regards, and fails at concealing a bit of secret information from Freesia: the immortal warlord Vander Coil has returned from the World Below to rejoin Chess and his husband Set on their mission to restore independence to Ludum.
Chess and Freesia basically stare each other down and pick apart everything the other says. So by the end of the conversation, these two genius scholars have pretty much totally figured the other out. Chess is a revolutionary and a bit of a prick, Freesia is a witch. The basics.
After Chess gives them some advice about Wengwith ruins and fails to conceal important information, he disappears without a goodbye.
The adventurers agree that Ragweed is the best bet for making a good convincing map, and they pawn it off to him as Equaarion arrives.
They notice a small druid boy, about a teenager, shivering neurotically. His name is Osvyn, he's mute, and a little asocial. Equaarion is kind enough to summon a black bear to keep him company in his discomfort, though.
Equaarion is prickly and stubborn, but these are the moments that endear him to everyone.
The temperature in town is steadily dropping.
The plan is formed: They're going to wait for the town to be occupied at a local temple tonight, then they'll sneak off and drop the map near the Redhood's camp. They do this by summoning a giant eagle and having it leave the map, like a fairy omen. Ludum, and anybody who's spend serious time in Vindred, is aware that fairies often do weird stuff like that, but it's pretty weird one way or the other. But the heroes don't want to leave it up to chance, so Equaarion turns into a cat and dashes toward the Redhood camp to see their reaction.
Ludens know that cats are supernatural creatures, and that hurting them is horrible luck, so they greet Cat-rion and allow him to dash around the camp, figuring him feral. He explores a bit and gets a good look at the leader of the Redhoods - a drow woman, but he doesn't get her name.
The group heads back to the town, where Osvyn is panicking outside the temple. After some debate, the heroes open the doors -- cold to the touch. The inside of the temple is freezing, all the visitors are shivering and yawning.
Osvyn bursts through the doors to the temple and begins barking and panicking, trying to push people out of the door. There's a violent burst of snow and ice and a creature appears in the center of the temple.
It wheezes, "Deshperim..."
Freesia casts mage armor. Equaarion turns into a dinosaur. Rae is guiding the villagers out of the temple.
The villagers are screaming, crying. "The druids have brought the Abyss upon us all!"
Maybe the whole 'improving relationships' thing has a ways to go.
The battle is an uphill climb from the get-go. (But honestly, have I ever run a serious combat that’s been perfectly straightforward and not at all immediately harrowing?) The demon's weakness to fire is clear immediately, and the heroes are pumping tons of damage into it. But the snow and pure aura of despair the demon gives off makes all melee attacks at disadvantage. Equaarion has to drop his dinosaur form and switch to conjuring fire. Freesia casts Blink and begins phasing in and out of reality, popping off fire bolts whenever she can.
But the demon launches a lightning bolt into the crowd, and five villagers go down. The demon begins to fly away.
Oh fuck, right?
Equaarion immediately runs to the villagers, where Ragweed and Osvyn are trying to help them get up. Freesia follows the demon and sees the cellar door of the temple flung open, a trail of ice leading within.
Rae, recalling the cold of the Deep that struck her down months ago in the Bullroarer's Ritual Room, barely has the strength to go on.
Equaarion saves the lives of five villagers, a task they'll never forget, and chases after the rest of the party, who have descended into the cellar to find a rift in the stonework leading to inky blackness.
The two of them are transfixed by the rift. Freesia makes her save thanks to her Lucky feature as a halfling, but Rae, corrupted within by the Abyss, falls into the darkness.
Equaarion drops down. Freesia is panicking.
But Equaarion would never abandon his friends.
He summons Honeyduke, grabs Freesia off the ground, and they all dive into the rift.
They fall for minutes, and land in snow.
They are at the top of a tower, ruined, overlooking what appears to be thousands of structures all collapsed on top of one another. Below that, a black and endless sea. There is no light in this horrendously cold place.
In the distance, a giant red bat shrieks into the perpetual night, and flies through a portal. The party has followed the demon to its home... the entropy of the waking world, that which all shall fall to in time. The very base of the Abyss. The source of Rae's trauma.
Welcome to the Deep.
3 notes
·
View notes