It’s all happening in our Dungeons and Dragons game at the moment. All. Happening.
The previous two posts gave alternate accounts of how we first found and then lost the Left Eye of Varrien (after two and a half years of searching!). The first account was from Zillah (my ranger) and then Calwyn (mage), both of whom died and resurrected during the action.
Both accounts left our alter-egos cold and shaken on the snowy banks of a river, contemplating our next move. What now?
We’ve pledged to find the Right Eye of Varrien. (How? Where?)
We had the Left Eye in our grasp… Where did those clerics of Varrien take it anyway? They rode off on their horses, tracks in the snow. We decide our next course of action will be to follow them.
No one could have predicted what happened next…
Today’s account comes from Ammonite*, our fighter, who starred in this episode as they who retrieved the Left Eye of Varrien (spoiler… sorry).
*Ammonite is an itinerant warrior of indeterminate gender, who makes jewellery in their spare time. Ammonite is very attractive.
What a strange week it has been.
After Glynd was slain by the Priests of Smoke and Fire, all of us believed the Left Eye of Varrien to be lost to us forever. Calwyn and Alix were especially bereft, since they have been searching for the Eye and known Glynd for some time; though we were all very sorrowful and did our best to farewell her with the proper rites.
Imagine our astonishment and confusion when, only a mile or so along the river in pursuit of our attackers the next morning, we came across the very horses they had been riding. Zillah was outraged to see that the beasts had been tethered without food or water, and she was quick to fashion rough halters from the ropes and lead them with us to find some good grazing.
Their rightful owner, stablemaster of a nearby town, soon came upon us. He was angry at first to see us with his presumably stolen horses, but then was grateful we had rescued them. He even offered us the use of them to ride into town where he would reward us with ale, but Calwyn politely refused, saying that he would prefer to walk. After weeks of trudging about the land on foot, I for one would have welcomed the loan of a horse, however briefly. Foolish, fearful mage!
A stroke of luck (or intervention of the Gods?)
In town we found a crowd of folk discussing a recent accident on the river. It appeared that, two nights ago, a barge was sunk under mysterious circumstances. A barge carrying the very priests who had slain Glynd and taken the Eye! There was confusing talk from the sole survivor, one of the barge-folk, of lights and explosions from the Captain’s cabin, where the priests had been entertained – which made Calwyn and Alix certain that magic had been used.
Could the Eye of Varrien be still on the sunken vessel?
Learning that a search party was to set off at first light, we made our way along the river that very night in hopes of finding and searching the barge ourselves. After several hours of searching, Zillah found what she suspected to be the place where the survivor of the wreck came ashore. Calwyn cast a spell which showed there was indeed a powerful magic item beneath the water. This had to be the barge we were searching for.
Among our party, I appear to be the strongest swimmer – as long as I am not wearing my splintmail, of course! So I would be the one diving into the cold, murky, possibly treacherous water. Ah, the life of a warrior. My companions proved to be a great help, however. Alix blessed me with a spell by which I would not feel the cold, Calwyn gave me both dark vision and mage armour in case the worst might happen, and Schill tied his ropes about my waist.
Underwater search and retrieve mission
On my first dive I saw the barge laid out beneath me with no visible sign of damage on the hull – dark vision is indeed a wonder! In a series of dives I first got one of the hatches open, then entered to find a choice of two corridors. One ended in a door I could not budge. On advice from the rest of the party, I swam the whole way around the outside of the barge and found a place on the side where it looked as though some damage had been done. Finally, a clear target!
Up for air once more and then back down into the hatch and along the second passage. Only this time a dark shape, or possibly even two dark shapes, loomed at me from the shadows. Startled, my breath left my lungs in a cloud of bubbles and I fled from the boat and back to shore. There was much discussion of what the shapes might be – undead priests being the most loathsome of our guesses. No one was very keen on me going back under the water to find out.
As we talked, however, I began to doubt my first, startled reaction. Had the shapes been coming towards me or simply floating in the current? Were they creatures intent on harm or simply the corpses of those on the barge? Though Zillah and Schill both advised against it, I decided it was worth the risk to return below and chance further investigation. Schill lent me the necklace I had made him, upon which Calwyn cast a daylight spell in case it was indeed Undead I might face.
In which courage and strength pay off
Thankfully, when I dived back down I saw that the shapes were merely two corpses, lifeless and about as dangerous as drowned rats. I swam past them and found myself in the scorched wreckage of what must have been the Captain’s cabin, surrounded by another four corpses.
And there on the floor beside a wooden chest, miracles of miracles, was the Eye of Varrien!
Carefully, I picked up the small gem using the cloth that Calwyn gave me – he had cautioned me most seriously again touching it with my bare skin – and thrust it into my pocket. For half a second, I considered looking inside the chest, but my lungs were burning and, besides, I had already found the most important treasure.
But here is a peculiar notion. If I had not been so shocked by the corpses and retreated, then Calwyn would not have insisted on casting the daylight spell on the necklace. And if I had not had the extra light to illuminate my search, I doubt that the dark vision spell alone would been enough to spot the dark little gem amid the mud and debris on the cabin floor.
The machinations of the Gods are a strange force to contemplate.
Oh yes, the Gods are strange indeed.
There is more to come from our adventures the other night, but that’ll be in a another post. All I will say at this juncture is that there’s a BIG change in direction, Eye in tow.
Stay tuned for more D&D Chronicles soon (or go read the story so far). A huge thank you to Kirstyn McDermott for channelling Ammonite for this post.
11 thoughts on “D&D Chronicles: What was lost is now found”
In reading these posts, it sounds like you guys get a pretty interesting mix of different types of encounters and obstacles in your adventures. Does your DM run commercially-available pre-written adventures, or does he or she come up with it?
My impression is that he has conceptualized an overarching campaign based on the mythology of the fantasy world he’s made up (for his novels) and that he’s invented many/most of the lesser campaigns we undertake. I do know, however, we’ve played a few pre-written/commercial modules he’s adapted to fit the overall campaign. So sometimes it’s more standard dungeoneering, but other times it’s very exploratory — like last session, when we did not experience a single melee conflict. (The DM was sick, so I think he forgot to roll for wandering creatures half the time!!)
We are also apparently very unpredictable, so I think he has to think on his feet a lot of the time!
I thought about doing something similar with some sort of RPG and my own fictional worlds, but I can’t imagine when I’d find the time to make something like that happen unless I picked a game that relied heavily on improvisation and didn’t need as much preparation in between games.
Seems like your DM does a good job with your game. Sounds like a lot of fun 🙂
That it is. Does seem like a fair amount of work to be DM, though… However, I think he’s got another group running the same general campaign, although they’re 1.5 yrs ahead of us. But maybe he only had to do the prep once…?
I would think he’d still have to prep, because your group undoubtedly makes different decisions that the other group did, so the game would have to respond to that. But I bet he has loads of maps and encounters and NPCs and stuff he can repurpose to make it easier to do so.
Or he could be a wizard at improvisation. Some DM’s do an excellent job going into a session with nothing more than a few rough ideas in mind, and taking input from the players and turning them into an engaging game on the fly.
I shall direct him to this thread and see if he’d like to comment… 😀
Hey, Mike… If you head back to the post the DM has deigned to grace us with a reply…
Okay, it’s the DM here. Ellen has pretty much summed up what’s going on – although I did not forget to roll for wandering monsters! It was a highly settled area with a very slim chance of any random encounters of the creature variety. (There were 2 rolled encounters of the human variety.) Now that my reputation has been restored…
Having your own world is a fantastic prerequisite for being a DM. There has to be a reality, a solidity to the world. The greatest campaigns exist in a world where characters don’t feel that if you move the wrong way you will come up against a painted stage backdrop. Ideally, that means you have to know the politics, the economics, the history, the religion, the languages and culture… everything. It is the Silmarillion underlying Middle Earth that gives that world such enormous credibility and resonance.
So, first, know your world as well as possible; second, improvise! That comes with DMing experience. But if you have 1 it’s a lot easier to achieve 2. The raison detre of the DM should be that the characters write their own story. That they feel the experience as keenly and emotionally as possible, and that they are constructing THEIR adventure, not moving from set encounter to set encounter like actors playing parts in a sit com.
But third, have a good, overarching story in mind. One with the broadest parameters and possibilities for variation, but one that ties everything together with hints and clues and red herrings and dead ends and everything else that life throws at us. In the case of this campaign, it was always the Eye of Varrien. The one thing characters can’t do is construct their own narrative.
Hope this helps/clarifies. Huzzah to the TPK!
Hey, there will be nor more TPKing!! In fact, no more killing of key characters!
Thanks for the clarification, Mr DM sir. 🙂
Cool, thanks for dropping by and talking a bit about your game. I’ve been following Ellen’s posts and it sounds pretty fun.