Monday, June 9, 2014

Azandir Campaign Log #1

I knew ahead of time that I wouldn't have time to prep for my Pathfinder game last week, so I sent out an email to the group about what to do that day instead. Andrew volunteered to start his own campaign... a gestalt Pathfinder game set in a world of his own creation. Gestalt campaigns tend to be pretty epic, and this one proved to be no different.

Unfortunately, nobody had wet erase
markers, so these ghost grid posters
had to make do. The silly stars and
ribbons were a little ridiculous, but I
didn't realize they were there when
I bought them.
Cast:
  • Fash - Whisper Gnome Fighter-Rogue (Stetson)
  • Kid Curry - Halfling Fighter-Rogue (Jake)
  • Snapdragon - Kender Wizard-Alchemist (Jammie)
  • Telamar - Half-Drow Ranger-Cleric (Me)
All of the characters were from various planes, and all had chosen for their own reasons to travel to Azandir. They traveled together through portals* to Celestia, a massive city in Azandir that also functions as a hub for planar travel. Arriving in the center of this metropolis, they were surrounded by massive white buildings and crowds of people. It didn't take long for them to realize that something was terribly wrong.

*The portals as Andrew described them reminded me of stargates.

The hustle and bustle of the crowd died down to a whisper, as peoples' gazes shifted skyward. Comets were streaking by in the sky above... at least they seemed to be streaking by at first. Then the first one hit, the crowds realized that the sky was falling, and the world erupted into chaos. These were not mere meteors as they seemed to be in the sky. Each time one of them crashed to the ground, it stood up and began attacking the crowds of people around it.

Shadow Giant
by NickNightshade
One of those monstrous
creatures that kept falling
from the sky.
In a strange city with no clue what to do next, the four travelers stood together amid a mass of panicked people. Then they noticed a hooded figure in the crowd, beckoning them to follow him. Not knowing what else to do, they did so. He led them through the streets toward safety, but monsters crashed down in their path. Going to confront it, the hooded figure just said, "Run, you fools." Ignoring his advice at first, the heroes decided to help, but their attacks seemed futile against the beast that had fallen nearby. When two more arrived, they did as they were told and fled.

He caught up with them a few moments later, and led them to a gate. The guards there obeyed him and left their post to defend the city from the falling invaders. Meanwhile, the hooded figure (now known to the group as Gaun Spelloyal) headed through the gate and down a massive stairwell to the subterranean Gray Quarter, the slums of Celestia. Gaun cautioned that if they needed supplies, the heroes should get them in the Gray Quarter because there wouldn't be many opportunities in the near future, but no one seemed interested, so they proceeded to the sewers.

Elder Thing by NathanRosario
Another of those foul beasts
that kept falling from the sky.
At this point, Gaun charged the group with finding a man named Zanben Hawklight, someone who would know more about what was going on. He gave brief directions (through the sewers to the mountain pass, then north on the road), and then left them to go help defend the city.

The sewer itself was full of danger, including tentacled creatures, adherers*, and human thugs that seemed to want to knock the heroes unconscious and sell them. Our heroes were up to the task, though, and survived multiple assaults by monstrous foes before finally coming upon a guard post.

*Adherers will henceforth be known as duct tape golems.

The guards stationed at the post had no idea what was going on above and were naturally skeptical, but mentioning Gaun seemed to lend credibility to the heroes' tale. The guards left for the surface to help defend Celestia, but agreed to allow the heroes past the gate to the mountain pass first. However, they didn't want to wait around for the heroes to rest, and insisted upon closing and locking the door behind them. Reaching a "compromise" of sorts, the heroes decided to go ahead and rest, but Kid Curry lifted the gate key from one of the guards as he rushed to leave for the surface.
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