Party = Aislyn (Lvl 3 Ranger), Aurelia (Lvl 4 Cleric), Berana (Lvl 4 Mage), Livy (Lvl 3 Cloth Gollum), Rir (Lvl 4 Fighter), Rivery (Lvl 5 Rogue)
Thursday Continued
They pack the stone Wicked carefully. In the next room they defeat
the mutated Bugbears and are puzzled by the vases. In the next room Aislyn
is attacked by the Giant Leach and they defeat it. They meet the Ogre Magi
who flys over them, plugs them with a Cone of Cold, and then goes gaseous.
They find a piece in his study.
Trying to get back out they are stymied by the rolling floor which is
now moving very fast. Their rope is gone. They pull out their wand of Stone
Shaping and disable the floor, but consume most its charges.
They find only the door to the Library open. They go in and see the
Lammasu who has prepared lunch for them. He tells them bluntly that he wants
out and will trade them his piece/key for some of their magic items,
especially those once owned by Zagyg. He hopes they can get to Zagyg,
bargain for everyone's freedom, and by keeping some stuff that the party
wants to keep they are likely to come back to free him. A long
argument/bargain ensues. They all agree that it not likely that anyone
is going to be fighting with Zagyg, so bargaining power is what will
really matter. Eventually they give up a good number of Zagyg
items and their Wand of Stone Shaping. The Lamasu gives them a piece
in return.
They go into the ballroom and defeat the mimic and the gelatenous
cube. As they place the last piece the room disolves and they find
themselves standing in a cozy cabin. A wizened man is sitting in a
comfortable chair facing them. Wicked, the worlds smartest cat, is
sitting in his lap, purring. He is, of course, Zagyg, and all of
this has been an illusion. He tells them that he is
very pleased with their progress, that he has been watching them
and preparing them for their next adventure. He has been working with
the pieces for a number of years, but they keep slipping through his
fingers. He is very interested in knowing what they do, but he has come
to realize that the pieces themselves are preventing him from assembling
them. He first tried to get Alwine to gather the pieces for him, but
Alwine betrayed and used Zagyg, and, as they have seen, was punished.
Then the Skaven, apparently one of their grand wizards or some such,
also got interested in the pieces, and broke long standing agreements
to not have any contact with the surface world around here and also
began gathering pieces. Zagyg has dealt with them, and they will no
longer be troublesome. Indeed someone else is also after the pieces,
but he is unable to tell them anything about that person as that would be
violating "the rules." They know where to go, Venga, without him
having to tell them. That is why he had to grab the Duke to make
sure that they would come here first for a last bit of training before
they headed off the Venga. Wicked points out that the party was good
to her, except perhaps Rivery, and she too thinks they are ready.
He looks at Livy, and notes that Copelius is very impressive and that
from examining Wicked, Copelius can take his creations to a new level.
They explicitly asks what the pieces do and he says he is not
sure. They have been damaged and he guesses that they have become
more powerful than they were at their original construction. Rir
talks about a table or board that goes with them. Zagyg does not
know what he is talking about, but suggests that since they are a
chess set the obvious thing to do when they are all in hand is
to start playing a game of chess with them.
Speaking of the Duke they now notice that he is asleep on a cot
behind Zagyg. Zagyg says that the Duke has been asleep since Sunday, but
that he has to hurry back to Caron as events there need his attention.
Zagyg awakens the Duke, and an argument ensues. The Duke is upset that
Zagyg has broken some sort of agreement, Zagyg apologizes, but says
that now it is important for the Duke to get back to Caron. Zagyg
says that when things have settled down, the Duke should send him
a note to let him know how he can make amends for his transgression.
To get them back quickly to Caron Zagyg will be happy to give them
a ride on his Dragon.
The Duke turns to the party, who identify themselves as the
Ripper 5. They tell him that he has been away from Caron since
Sunday morning, Thornsby sent them to find him, and that an army
will be along in a day or two. They convince him that they are not
working for Zagyg, but that Zagyg has clearly manipulated them for
purposes that they do not understand. They too want to get back
to Caron and would also like to get a ride on the dragon.
The dragon ride takes a few hours. During the ride the
party asks the Duke to help them take over the Ten Bells. He
says that while he is the Duke, his absolute writ does not extend
to the city of Caron. There is a council that he appoints
with the consent of the Vale Lords and they run a bureaucracy
that even he has difficulty controlling. He will do what he
can to expedite matters. That usually does help.
As they approach Caron they ask to do a fly over. They note
burned and damaged areas in the Low City. It is very
public with people recognizing the Duke and Ripper 5 and cheers break
out among the people of the city. They land a bit away from the walls,
the dragon flys off, and they are met by a troop of cavalry from the
Guardians. They escort them into the city and tell them of the
events of last few days. They see the Warjack, called Savior, marching
about the Low Square. People are thanking it and throwing garlands
of flowers on it. As they head up to Castle Caron people come out
cheering the Duke and Ripper 5.
They get up to the Castle and are ushered in to a situation
room where Sir Charles Thornsby is in charge. He tells them that
apparently the Red Hats took advantage of the reduced number of
forces in the city after the Guardians sortied out to recover the
Duke to launch a raid. They took advantage of a tunnel that was not
well guarded by the Town Guard, and suddenly appeared all over the
Low City via the sewers. At this point they began looting some
businesses of the sort that would not be terribly missed. Thornsby
expresses some admiration at how well this was done. This went so well
that they then tried to invade the Upper City. This is when things
began to go wrong. Dr. Copelius' thing was clearly a surprise as it
smashed their heavy troops and well organized defense by the citizens
defeated their attempt to take the Upper City. Thornsby opines
that if someone with military experience would have been in charge
the incident could have been ended that night by a determined attack.
Instead they called for the army and sat tight. He arrived late that
night and prepared for a dawn attack.
He guesses that the Red Hats mostly fled over night, leaving a
rear guard in some barricaded positions in the Low City. The assault
went well and the city was retaken fairly easily the next morning.
Since then they have been carefully searching the Low City and finding
no trace of the Red Hats. The Guardians have taken control of the
tunnel which the Red Hats used to enter the city. He thinks they
can lift the curfew tomorrow or the next day.
The Duke tells Thornsby that Zagyg apologized for breaking
the agreement and that they needed to think carefully how Zagyg could
make amends. They thank the Ripper 5 for their help, give them a pass
to move about the city after dark. Thornsby tells them that he sent
some fast riders to the Cracktow after he was forced to return with
the army to Caron. They will gather anything, such as the horses,
that got left behind when the Ripper 5 returned on the dragon. The Duke
tells them to come back tomorrow for a letter in support of their
bid for the Ten Bells.
The party goes to see Dr. Copelius who is elated by the
events of the last few days. His creation is a great success and
he expects to be inundated with requests for more and he is occupied
with thoughts of how he can turn his prototype that took years to build
into something he can produce more rapidly. He thinks he will have to
talk to some Dwarves. They go together to collect Savior who Dr. Copelius
tells them has to be periodically refueled. It is another triumphant
march as they return to Dr. Copelius home. He will work on Livy
and thinks it will take a few days to repair her. He is
happy to have her continue working with them as it has worked so well
for everyone.
As the curfew starts to fall they decide to go the Temple of
Athena. There they are healed up. They meet with Biassy. He confirms
much of what they have already heard. Wednesday night the Town Guard
came to the temple and said that Fell Creatures were loose in the
Low City and that Temple guards and any able bodied should turn out
to defend the city. Biassy gathered up people from the temples
on the Corniche and they defended one of the routes up from the Low
City. Some 50 or so goblins and a few bigger creatures attacked and
they were turned back loosing a dozen or so before they retreated back
into the Low City. They remained on the defensive as the Guardians
showed up. The next day the Guardians led a successful attack. The
temple folks have since been searching an area of the Low City for
Fell Creatures and have not found anything.
----------------------------------------------------------------------------
Thursday: Under the Heel and Caron Chronicle Special Joint Edition
Order Restored After Fell Creature Attack
This is the second joint edition of these newspapers in less than
a week. The terrible events of the last week require that all the citizens
of our city and nation unite, and we hope the we can be an example.
Sometime during the night of Tuesday or early Wednesday the infamous
gang of fell creatures, the Red Hats, invaded the city of Caron. The Red Hats
are primarily a band of goblins, but they also include a smattering of
more fearsome fell creatures such as gnolls and bugbears. They are led
by goblin priests who proclaim the imminent return of legendary fell lord
The Horned One. The Red Hats apparently entered the city via an underground
passage and used the sewers to move unseen around the city and strike in
unexpected locations. By the time the Guardians of Galba and the Town Guard
were even aware that the city was under attack the Red Hats were in control
of much of the Low City.
The Red Hats then mounted an assault on the upper city. The
defense by members of the security forces had key aid by noted citizens.
Dr. Copelius, noted builder of magomechanical creations, lent his latest
creation to the effort. It is a metal construct that stands over 15 feet
high and wields a giant battle axe. Dr. Copelius's creation defeated a
troop of Red Hat ogres and led a counter attack into the Low City. The
creation, dubbed Savior, now stands vigilently in the Low Square. Master
Uthnel of the Mage's Guild led a group of mages and Elves. High Priest of
Athena Biassy organized the priests and acolytes of the temples. Master
Smith Fahet led a troop of ax bearing Dwarves. The noted Factor Amaer led
a group of Judges, Lawyers, and clerks from the High Court.
Vergo Lister, noted Low City bussinessman, provided guides through the maze
like passages of the Low City for the forces of liberation. Odilia Halstromm,
recently named Chancellor of the University of Caron, organized the members
of the University community to aid in the defense. This contribution
is especially note worty given the travails the University has undergone
this last weekend.
By the end of the day Wednesday the Red Hats only occupied a small,
but heavily defended enclave in the Low City. At dawn this morning a final
assault was launced on the fell creatures led by Sir Charles Thornsby of
the Guardians. Thornsby credited Bancel Ashton for leading a squad of men
in an attack from outside the city and over the wall on the rear of Red Hat
position for being the decisive blow leading to final victory. We note
that Bancel is the brother of Aurelia Ashton, a member of noted adventuring
group the Ripper 5. The Ashton family is clearly one to watch.
The Duke of Galba reminds the citizens of Caron that a curfew from
the hours of 10:00 PM to 6:00 AM remains in effect. No citizen
is allowed out of their homes between these times without written permission
from the Guardians of Galba. The city gates will be closed between the hours
of 8:00 PM and 8:00 AM. All citizens are urged to be vigilent and report
any unusual activities to the Guardians or the Town Guard. Sir Thornsby
urges all citizens to cooperate with the authorities as the entire city
is being swept for any remaining Red Hat's who may have survived this mornings
assault and are holed up or are trying to escape.
Our newspapers continue to support these drastic measures.
We urge all citizens go about their normal business
and cooperate fully with the authorities.
----------------------------------------------------------------------------
Friday
The party scatters to their respective homes. Rir sees Fahet
who confirms the general story. Fahet is proud and happy that the Dwarves
of the city were able to help. It reminded him of fighting in the
Underdark. Rir tells Fahet that the Duke was out of town, but Fahet
tells him that he saw the Duke on Wednesday morning praising the
volunteers for their help. Fahet spent yesterday searching the Low
City, but the volunteers were dismissed at the end of the day. Rir
writes a letter to his father:
Dad
My friends and I have found more pieces of the puzzle and
I am curious about the table you showed me. What is it's
story? Watch yourself. Skaven are rising and Red Hats
attacked Caron. We are heading to Venga next. Do you
know anyone in Venga who you could contact that would look for
the Ripper 5? Stay well.
Rir
Berana and Aislyn visit Uthnel. He has a similar story.
He too saw the Duke in the time between the attack and yesterday,
but admits that it could have been anyone. "The Duke" was surrounded
by Guardians and never got close enough for someone to verify
his identity. He had a note from Berana's father in Marnor. He has
found a Kodan ship that will take him accross the Western Ocean.
Marnor is about the most chaotic place that Kalabash has ever seen.
It takes weeks to travel across the Western Ocean. It will be weeks
before they have any word from Berana's parents. They also go see
Darthia at the small Temple of Artemis. She also participated in the
defense of the Upper City with Elves and mages led by Uthnel. She
guesses that she saw some scores of goblins and ten or so of them
were killed before they broke and fled back to the Low City. She
too saw the Duke in the last few days.
Rivery goes to the Bookshop and finds it in ruins. He asks after
Osburn and learns that Osburn is dead. He goes to the brothel to find
Alsiga and Adeliza. They were unharmed during the invasion, and are happy
to see him. After getting reaquanted with them he is directed to Theros.
Theros has taken over from Osburn and tells Rivery that the Red Hats attacked
via Drakthar's Way. Apparently Drakthar had survived the Town Guard attack
on Drakthar's Way and had taken over someone in the Town Guard. So their
entrance into the city acheived complete surprise. The Red Hats then
attacked and looted locations related to the Thieves Guild. Virgo is very
angry and suspects an inside job. As far as they know Drakthar and
most of the Red Hats evacuated the city before the Guardians recaptured
it. Theros questions Rivery closely on his relations with the Red Hats
but Rivery says that he and his friends have been fighting the Red Hats
for some time. Theros tells Rivery that there is no work and it is
best that members of the Guild should just lie low until things return
to normal.
Aurelia asks after her brother Bancel and is told that he is
on assignment outside the city.
They go see their Factor Amaer. He focuses on business. He
tells them that on Monday a Dwarf from Yggsburgh in a flying boat
came here about their mining claim. Apparently there is tunnel between
Yggsburgh and their mine claim that by passes some rough terrain.
Their claim is thus quite valuable and there is lucrative offer
on it from some people in Yggsburg. They tell him to investigate
the value of the offer and that they are inclined to sell their
claim if the price is fair. He also has a note from Odilia Halstromm
who is the new Chancellor of Caron University. She would like
to speak with them. They recall her slutty behavior at the Charity
Ball. They inquire after the Ten Bells. He tells them that all
the paper work was filed, the hearing went well and he thought that
in about a week they would take possesion. A letter from the Duke,
which the Ripper 5 present, will help, but of course everything
has come to a halt with the crisis in the city. They visit the
Ten Bells and note that the Town Guard are using it as a base.
They warn them to not bother the ghost, and the guards say that
she has not been much of a problem with so many of them around.
They go to the University and are ushered into the Chancellor's
office. She seems all business, but they note her skirt is rather too
short. She wants to thank them for the service they have done for the
University. If there is anything she or the University can do for
them, they have only to ask. She admits that at the moment the University
is in reduced circumstances, but that their memory is long and they
hope they can be of more help in the future. The party asks about
Venga, telling her that they are planning to travel there. She
excorts them to Professor of Divination Highill. He calls Odilia
the "provisional Chancellor". He gets them to
ask a specific question, "Who has what we seek in Venga?" He gets
out a silver bowl, fills it with pure water, and some herbs.
He chants a spell and says, "He that is who should not be."
He admits that this is not very helpful. "should not be"
typically refers to something unnatural such as an undead
or some sort of magical creation. Often in these parts it
can refer to a Twisted One. The party immediately thinks
of the Horned One.
They learn more on Venga by going to the library. They
get a map, learn that Venga was one of the north most cities
of the Moran Empire. It exists as a sort of gateway to the
Wild Lands and stands at one of the few passes over the
mountains. It also sits on the Nor River and boats
can travel from there to Marnor on the Middle Sea. It is
ruled by three merchant families. Fell creatures can be found
in the city and slavery is allowed. Dwarves in the mountains
to the East and Elves over the mountain ridge to the West.
The journey should take 2-3 days and is generally safe although
there is some danger at the northern end of the road before it
passes into the valley of Venga. There are frequent caravans
between Caron and Venga. Venga (15-20k) is about half the size
of Caron (35k). They plan to leave for Venga in the next
few days, once Livy is patched up.
The Caron Campaign
Twenty Third Session Comments
I truncate the Palace of Shadows to get the story back on track. They wisely elect not to fight it out with Zagyg and we have a lively interaction as the party tries to figure out what is going on. They don't get much, but
we havea good time.
They meet the Duke and focus on a parochial matter. Very strange.
Exciting time back in Caron. Lots of stuff happened and the people that they know roll very well and must have figured prominently in the ultimately successful defense of the city.
And finally I catch up. We had this session a couple of weeks ago and plan the next session in about four weeks.
Next post from me will be a review of how the campaign is going.
we havea good time.
They meet the Duke and focus on a parochial matter. Very strange.
Exciting time back in Caron. Lots of stuff happened and the people that they know roll very well and must have figured prominently in the ultimately successful defense of the city.
And finally I catch up. We had this session a couple of weeks ago and plan the next session in about four weeks.
Next post from me will be a review of how the campaign is going.
Very nice. I like how you have Zagyg manipulate them, etc... Lots of players complain that is "railroading", but I think it helps players "see" how often they are manipulated in real life.
Besides, they had a choice, they could have fought Zagyg. They just decided staying alive, and manipulated, is better than being dead.
I also like the affects of your newspaper articles, each telling its own version, etc.... So it does an excellent job of showing to very differing opinons of the same events, and forces the players to wonder where the truth lies. Excellent campaign tool, I hope they appreciate it.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Besides, they had a choice, they could have fought Zagyg. They just decided staying alive, and manipulated, is better than being dead.
I also like the affects of your newspaper articles, each telling its own version, etc.... So it does an excellent job of showing to very differing opinons of the same events, and forces the players to wonder where the truth lies. Excellent campaign tool, I hope they appreciate it.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Campaign so far: Self Review
Events, Sessions, Level Advancement, Comment
Meet up, 1, +0, Home brew stolen from the Usual Suspects. Worked great and gave party a good reason to work together.
Halfling Hall, 2, +0.4, Excellent beginning adventure.
Blacktooth Ridge, 4, +0.8, Excellent adventure. $1 pdf add ons are a great value.
Return of the Ripper, 1, +0.8, Excellent adventure.
Drakthar's Way, 3, +0.2, Excellent adventure.
Ambush, 0.5, +0, Homebrew using NPC's from Slag Heap.
Dark Chateau, 2, +0.8, Very good adventure. Imaginative.
Castle Zagyg Environs, 2, +0.4 Great value. Lots of hooks.
Skaven Ambush, 0.5, +0, The unexpected terrifies the players.
Revenge of the Rat King, 1.5, +0.4, Excellent adventure.
Unhallowed Halls, 2, +0, Very good adventure, but things go wrong.
Palace of Shadows, 3.5, +0.8, Good; too random and repititive for my taste.
Totals, 23 Sessions, +4.6 Levels (most of the party is 6th Level),
3 Homebrews (not rated)
4 from the Troll Lords, 3 excellent, 1 very good
2 Goodman Dungeon Crawl Classics, both excellent
1 from Pazio, excellent
1 from Atlas, excellent, but I mis-handled
1 from Goodman, good
9 modules, 7 excellent, 1 very good, and 1 good
It takes 5 sessions/2 modules to level up. It takes about 2.5 sessions to complete
a module. Neither of these count the homebrews as those are typically short encounters
that advance the plot. I had estimated 1.5-2.0 sessions per module when I planned
this campaign to fit in a year of real world time. I did figure 2 modules to
level up. My original plan had 4 other modules which, because the party level
got out of whack with the module or for plot reasons, were skipped, and 2 modules
got added on the fly as the campaign unfolded.
I picked good modules. Troll Lord C&C and Goodman DCC products are
uniformly excellent. The only module I was not completely happy with was Palace of Shadows.
I blame myself for not getting as much as we could have out of Unhallowed Halls.
The campaign is going really well. I do wish we would have gotten it finished
in 2006, but the players are eager to see it continue. C&C works great. Once the
basic mechanics are in hand everything flows smoothly. We typically only have to look
up the details of spells and magic items during a session.
I am eager to start a different campaign based in Detroit, but besides greenbadge
am having a hard time getting a group together. Contact me if you have
any interest. The Caron Camapaign is scheduled to have another session in
three weeks when my friends from Chicago come up to Detroit for a visit.
I will report on it then.
Meet up, 1, +0, Home brew stolen from the Usual Suspects. Worked great and gave party a good reason to work together.
Halfling Hall, 2, +0.4, Excellent beginning adventure.
Blacktooth Ridge, 4, +0.8, Excellent adventure. $1 pdf add ons are a great value.
Return of the Ripper, 1, +0.8, Excellent adventure.
Drakthar's Way, 3, +0.2, Excellent adventure.
Ambush, 0.5, +0, Homebrew using NPC's from Slag Heap.
Dark Chateau, 2, +0.8, Very good adventure. Imaginative.
Castle Zagyg Environs, 2, +0.4 Great value. Lots of hooks.
Skaven Ambush, 0.5, +0, The unexpected terrifies the players.
Revenge of the Rat King, 1.5, +0.4, Excellent adventure.
Unhallowed Halls, 2, +0, Very good adventure, but things go wrong.
Palace of Shadows, 3.5, +0.8, Good; too random and repititive for my taste.
Totals, 23 Sessions, +4.6 Levels (most of the party is 6th Level),
3 Homebrews (not rated)
4 from the Troll Lords, 3 excellent, 1 very good
2 Goodman Dungeon Crawl Classics, both excellent
1 from Pazio, excellent
1 from Atlas, excellent, but I mis-handled
1 from Goodman, good
9 modules, 7 excellent, 1 very good, and 1 good
It takes 5 sessions/2 modules to level up. It takes about 2.5 sessions to complete
a module. Neither of these count the homebrews as those are typically short encounters
that advance the plot. I had estimated 1.5-2.0 sessions per module when I planned
this campaign to fit in a year of real world time. I did figure 2 modules to
level up. My original plan had 4 other modules which, because the party level
got out of whack with the module or for plot reasons, were skipped, and 2 modules
got added on the fly as the campaign unfolded.
I picked good modules. Troll Lord C&C and Goodman DCC products are
uniformly excellent. The only module I was not completely happy with was Palace of Shadows.
I blame myself for not getting as much as we could have out of Unhallowed Halls.
The campaign is going really well. I do wish we would have gotten it finished
in 2006, but the players are eager to see it continue. C&C works great. Once the
basic mechanics are in hand everything flows smoothly. We typically only have to look
up the details of spells and magic items during a session.
I am eager to start a different campaign based in Detroit, but besides greenbadge
am having a hard time getting a group together. Contact me if you have
any interest. The Caron Camapaign is scheduled to have another session in
three weeks when my friends from Chicago come up to Detroit for a visit.
I will report on it then.