Waking the Denizens of Quastalia - A Pathfinder Homebrew World Campaign


Campaign Journals


Hello everyone,
I am DM-Eraser: Welcome to my World
I worked for 16 months on a world that I could call my own. After several beta test mini-campaigns and many changes I finally succeeded.

This is the story of the first adventuring party to walk the Realm of Quastalia

For more details check out my Blog at: dmingforlife.blogspot.com

Let us introduce the Players shall we:

Human Undead Lord Variant Cleric of Malfea - The Machageer
Human Universalist Untested Wizard - Rasitlin
Elf Myrmidarch Variant Magus - Tarasil
Kitsune Kitsune Trickster Variant Rouge - Namsuri

Our story begins with the players meeting in the bustling metropolis known as Chrysan City. It is the capital of the nation of Chrysanthus, and the location of the Palace of the King of Chrysanthus, King Dearol Chrysan.
The King had sent word far and wide that he was seeking adventurers for an important quest, and after meeting with several qualified candidates he chose the four players to undertake his quest.
THe King's Quest was to find his brother, who he had exiled 25 years previous, for the King feared his own mortality, and feared more leaving his nation without a proper ruler.
Given directions to the monastery where he was sent during his exile, and a note to grant them passage across the Inner Sea, the party left the King's presence, with the promise of gold and enchanted weapons upon their successful return.
Having been given a team of horses, a wagon, and a spare horse by the King, the party left Chrysan city to begin the 3 day journey to the small port city of Puotii. It was on the first night that the players began to see each other as teammates, and not as strangers....although it was strange that the cleric killed the spare horse, stripped it off its skin and meat, and then raised it as his undead companion.

The trip to Puotii was mostly uneventful, and soon the party had reached the port. Wasting no time they boarded the ship that had been instructed to wait for them...The Midnight Run...and that very evening they left with the late tide. It was to be a two week trip across the Inner Sea, and it was a calm trip until the storm came.
With waves crashing across the ship from seemingly everywhere the party assisted the crew in keeping the ship afloat. I scary moment when Tarasil fell overboard was quickly resolved by Namsuri and a (pair of good reflex saves) to get a rope to Tarasil. While the crew was pulling Tarasil out of the rough water, it was then that the call came from the crow's nest...PIRATES!
The Midnight Run was under attack, the pirates having used the storm to hide their presence until the last moment. The pirates were already swinging across on boarding ropes by the time that any of the players had any idea what was going on.
It was a hard fought battle, but the party acquitted themselves well. Trading blow for blow with the pirates as they protected the crew and their teammates alike. On the quarterdeck it was The Machageer pronouncement of Doom for the enemy captain that gave the captain of the Midnight Run the chance to end his threat once and for all, and on the main deck, Raistlin was busy avenging Master Thomas, the Ship's Mage who had been slain trying to defend his companions from the vile pirates. Namsuri would not be left out as he took out a pirate right before he could stab Raistlin in the back, and Tarasil, still wet from his dunking in the ocean, fought valiantly to the quarterdeck to keep the captain of The Midnight Run from being flanked. All in all a rather heroic first encounter. (The one exception being The Machageer's channeling of negative energy which although killing 4 pirates, killed 2 crewman as well)
Arriving in South Portsmith at the end of the 2 week journey across the Inner Sea, the companions set out toward their destination across the desert. On their first day out however they ran into a group of thieving bandits. Although they drove them off easily enough, the bandits did succeed in stealing their horses, and forcing them back to South Portsmith.
While in the town for the second time, they picked up a rumor of a haunted structure just 2 days north of the town. Raistlin learning that it was Master Thomas's former residence, along with Namsuri's eagerness, convinced the group to take a despite from their quest to take the short side journey to the now abandoned tower.
As Raistlin used the key he had been giving by the Mage as he succumbed to death, the door opened....
and that is where they ended their first session in Quastalia

I will be posting once a week with the groups progress across the landscape of Quastalia.

For my information on the World of Quastalia
more information about the players or their characters
or for some of DM-Erasers DM Hints and Tips
please pay a visit to my blog at dmingforlife.blogspot.com

Until next time...may your quivers be full, your swords sharp, and your spell components close at hand...

- DM-Eraser

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