Sand School

Session Five
Heat and Altitude

A chance encounter with slavers brought the party into conflict along a hot silt slip trying to free captured muls moving from Glug to the liberated Tyr. After battling their ettin body guard and bee-casting leaders the rest dispersed, likely to perish in the particularly fatal noon heat.

The six saved slaves help scour their former burdens of honey for supplies while everyone gathered water from the near by cactus as a biblical swarm of bees gathered on the horizon. The group fled east across trecherious boulder fields and after a small earthquake made it to the border of the Tyrian mudflats – the run off flat lands of Tyr’s fertile farm land.

This border was the long, deep canyon known as Sheath. Within this section of well build rope and metal bridges lived thri-kreen highway men who used special techniques to disrupt the wind in the canyon using magnetic rock to intimidate travelers into leaving their weapons an money. Despite a nearly fatal fall (Vertimer caught a hemp bridge at the last second) they defeated the insects and bartered succor and shelter from them, as well as their magnetizing weapons.

View
Session Four
Escape from the Feather Princess

Players slipped into the Lands within the Winds to re-rescue the captured Snake. Upon her emancipation (and killing the Knight Robin Red), she admitted to coming to the dangerous land on purpose looking for the Vanishing Tide, the key to finding the Last Ocean and giving the people of Athas access to enough water to make them free from the tyranny of the Sorcerer-Kings.

Eager to help, the party formulated a snatch and grab plan, at once setting up to steal the rod from the slumbering Feather Princess and securing their exit via a frozen pool heated to allow passage. After a escaping a Roc and defeating the second of the Princess’s Knights Avian, Dove; Atarax boldly allowed himself to be sacrificed to Snake’s empowering ‘Killer Frost’. The duo and fended off the remaining Knights and stayed behind to keep the portal open. Snake returned to Tyr bearing only his sentient mask and a grim expression.

View
Session Three
Roost

The party found themselves balancing atop the uncomfortably small surface of a sheer mesa overlooking Roost, locked in combat against an orange-clad goliath and his kobold brethren. These nefarious ne’er-do-wells had dammed the town’s water supply, and our heroes rose to the occasion to reclaim what was rightfully Roost’s.

Despite a few solid hits — including one that temporarily turned Toli into an impromptu aviator, aided by their aquatic amigo — and a nasty side-effect of the kobolds’ strange powers that stole the water from their bodies, the party held their own. The dwarven brothers that accompanied them succeeded in their demolitions, destroying the dam, though one of them nearly lost his life in the process thanks to tripping over their own equipment while fleeing the blast radius.

Thanks to a flurry of ferocious strikes from the bite-sized barbarian’s oversized instruments of obliteration, a vindictive vendetta against a kobold’s face fueled by the fracturing of the minotaur’s favorite weapon, and an unorthodox medical fix by the khopesh-wielding goliath, the party was able to achieve their goal with no losses.

They triumphantly returned to Roost, where Gyn’s eyes began to sparkle in that way that made the ladies uncomfortable as his mind began to work on ways to more efficiently supply the city with the source of sparkling water that they had liberated. He drew up his plans and the party scattered, some intent on finding ways to assist, and some intent on just staying out of the way.

Toli and Malik recruited Snake’s assistance in seeking out some satisfying spirits, soon joined by a crestfallen Vertimer who had decided it would be in everyone’s best interests if he occupied himself with something other than assisting the artificer. They stumbled upon the traveling caravan of Dr. Bones, a gaunt, pale fellow with a bit of a chip on his shoulder and questionable taste in facial hair. After a bit of bartering, they walked away with whiskey, insisting that Snake sample it and only remembering when it was too late that she had a particular effect on the liquids she touched. The three of them sadly stared at their new bottle of sparkling water as they trudged away.

Meanwhile, Atarax and Annora had chosen to help Gyn with his architectural adventures, the former donning a supervisory role and the latter displaying more of her inexplicable bouts of impossible strength. They worked through the day, even as strange visions of dead birds began to float behind their eyes. As the project neared its completion, the visions became reality, as the air around them filled with the ghastly avian apparitions; quick-thinking by the templar remedied this, as he used a turqouise as a medium to block the specters from assaulting them. Still, no one understood why the birds seemed so terrified.

As night fell and the party settled down, Snake uncharacteristically floated off on her own, trailed by a couple of concerned party members who witnessed as she curled up around a tree and vanished. Confused, the party bedded down for the night, none of them suspecting that when they awoke, they would find themselves sequestered in the center of a silent hurricane, with only a sharp-dressed crow there to greet them.

View
Session Two
Cryptic

Consuming their few meager supplies the party ties Garad up to a sled and crosses the rocky table lands. The journey was hard but bearable, everyone contributing to the navigation of the wasteland. In the end the steep cliffs took their toll, depositing the party in front of an old mausoleum that the skeleton from before stands outside. After refusing his offer to make them into undead themselves they fought off a horde of skeletons whose greedy hands snatched and grabbed their possessions as they attacked.

There was no time to recover from the onslaught. Hearing the psionic screams of the being in the water (and also fearing their water being contaminated), the player’s rushed in and clashed with zombies made of silt and sand who shrugged off their attacks. Forcing their way into the inner sanctum, they foiled the skeleton’s ritual to consume the elemental’s power and with it’s help, used frost to solidify the sands of the brutal sand zombies and turn the tables on the skeleton. With his last defiant act he swore vengeance and shattered the tank of water, revealing a psionic angel-mermaid creature inside…lamenting whatever fate these newest masters might subject her too…

Treasure

  • 70gp (Balic)
  • Three-Section Flaming Maul +1
  • 150 residuum
  • Potion of Healing – Orange
View
Session One
Dragonfear

The party traveled with the caravan leader Garad toward Tyr off road when the caravan was attacked by the Dragon. With Garad drawing the Dragon’s ire, the players gathered most of their weapons and a few resources before taking cover in a ravine cavern.

Waking up to find the remainder of their gear being destroyed and looted by undead elementals, the party divided into two teams to handle the immediate threat and rescue the captive Garad who defended them. Once the dust had settled they nursed the injured Garad back to health and promised to help him survive his wounds and find his “Serpent”.

Treasure

  • 200gp (Balic)
  • 100gp Turquoise
  • Potion of Healing – Avocado
  • 4 Survival Days
  • One Unbroken Weapon
  • 100 residuum

Listen to this session now!

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.