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The Caron Campaign
Posted: Mon Jul 09, 2007 2:05 am
by cinabro
This is a campaign I ran in 2006 when I was visiting Chicago. I'll start
with character back stories and then run through the campaign diary.
Since I got back to Detroit in 2007 the campaign has crawled forward
due to how hard it is for us all to get together. If any one is interested in
C&C in the Detroit area, let me know. I would like to start a Detroit based
campaign set in the same home brew world.
David
Elf Ranger Back Story
Posted: Mon Jul 09, 2007 2:13 am
by cinabro
Aislyn of Sapir it is lost in the depths of time, even to the
long lived Elves, as to how and when they came to live on this world.
The oldest among you speak of their ancestors telling them of a home
world that is a paradise that they were abruptly torn from by capricious
gods. For a while this world seemed a paradise. Elves shared the world
with beasts and fey creatures. The Elves call this the Idyllic Age.
This age came to a horrible end when out of the Chaos Lands fell
creatures ended the Elvish idyll. There was a great slaughter among the
Elves and evil ruled the world. The survivors hid themselves
in the deepest woods and learned powerful magic which
was much easier to learn on this world than the old
home world. This age of defeat and seclusion is called
the Bitter Age.
After a thousand years of darkness the Elves were ready
to retake their place in the world and as they boiled
out of the forests led by their most powerful mages
they found that the evil creatures were already under
assault by Dwarves. They too had been ripped from their
home world by the gods, and they joined the Elves in
the War of Vengeance. The two races working together
were unstoppable, and the fell creatures were driven from
the fair places of the world. Not being satisfied with
this the Elves and Dwarves decided to cleanse the Chaos
Lands of evil. Great armies were outfitted and powerful
magics prepared. They marched off to great fanfare and
with hope of ridding this world of evil. They disappeared
into the Chaos Lands and for 250 years the world knew peace
and prosperity. The great armies may have disappeared,
but apparently they had succeeded as the Elves and Dwarves worked
together to build a world spanning civilization untroubled by evil.
This rapturous time came to a horrible end when out
of the Chaos Lands armies of even more horrible fell creatures descended
on the forests of the Elves and the excavations of the Dwarves. Most
foul was that these evil armies were led by the Elves and Dwarves who
had years before entered into the Chaos Lands to rid the world of evil.
They had been twisted into the Black Elves, the Red Dwarves, and things
even more foul. They are known as the Twisted Ones and they trouble the
world even to this day. The Mad Armies led by the Twisted Ones were
eventually defeated at great cost. A second Idyllic Age dawned as the
Halflings appeared in the world. They also were ripped from their home
by the capricious gods.
The sages among the Elves and Dwarves studied carefully
the history of their people and aided by great magic came to understand
that that this world waxes and wanes between chaos and order. They
surmised that after a thousand years of idyll, evil would rise again out
of the Chaos Lands to trouble the lives of the Dwarves, Elves and
Halflings. The Chaos Watch was founded, being the Elvish Order of the
Vigilant, the Dwarvish Unbreakable Stone, and the Halfling Warders of
the Bounds. They felt prepared for the next horror to arise from the
Chaos Lands.
To Elven, Dwarven, and Halfling shock and consternation, sowing
confusion that reins until this day, at the appointed time rather than
an invasion of evil from the Chaos Lands, men appeared in the world.
They arrived on great oared ships telling stories of being tossed by
horrible storms and when the end seemed near suddenly the waters became
calm and they found themselves in a world not their own. The capricious
gods had struck again.
The Elves took pity on these refugees and taught them
much. The Dwarves mistrusted the Humans and became estranged from their
Elven allies. They were certain that the Humans were the latest wave of
evil, and counseled making war on them. The Dwarves left the Chaos
Watch and the Unbreakable Stone was abolished. Over this issue the
Elves and Dwarves disagreed and occasionally came to blows. Finally they
were reconciled when a wave of fell creatures attacked the mighty
Dwarven excavations from below. The Elves, Halflings, and Humans rushed
to help, but the Dwarves were grievously lessened and many of their
excavations were abandoned to evil before the invasion was defeated.
There followed a series of Human Barbarian invasions from the Chaos
Lands. The Elves came to learn that these were ripped from
the same world as the sea faring Humans but at different times and
brought here at the same time. These Barbarians devastated the Elves
and the Halflings in the forests and plains. The Chaos Watch was
broken. The sea faring Humans who built walled port cities withstood
the Barbarian assault, and in time after many bloody wars came to
conquer them and construct Empires that rivaled those of the Idyllic
Ages. The Humans, advised by surviving Elves, even saw the wisdom of
reforming the Chaos Watch. Humans, unfortunately, are constantly
restless and nothing they do seems to last. Eventually their great
Empire, centered on the city of Mora, descended into Civil War and
succumbed at the hands of yet another invasion by Barbarian Humans, and
the watch on the Chaos Lands sleeps again.
From an early age such stories stirred your blood. It seemed
clear that you are destined to be a member of the Order of the Vigilant.
The mages who lead your clan cast predictive magic on you, and despite
muttering that their vision was clouded by something they did not
understand they agreed that you would best serve the Elves by training
as a member of the Order. It was five years ago that you left your
father, Alfre, and your mother, Vessa, in the Elven metropolis of Sapir
to train with the Order. Your mentor is Mortain, who affects a sour
disposition, but as you have come to realize is by nature cheerful. As
you hear his stories you begin to realize that he fought in the
Barbarian Wars, and was a Captain in the Moran Army until the Moran
Empire could no longer defend the Elven lands of the Northern Forest.
You train far from home in the Galban Hills just west of the
human city of Venga. The Jura mountains separate the cultivated lands
around the
city from the Northern Forest, the realm of the Elves. You spent many
long months patrolling the Wild Mountains that form the eastern border
of the Elvish Northern Kingdom north of Venga. You learned the ways of
the Humanoids (kobolds, orcs, etc.) and Mortain trained you well in how
to fight and defeat them. The Elven way of war is to remain hidden and
strike your enemy when he least expects it. You can spend weeks
surviving off the bounty of the
forest, tracking your foe, leading him astray, and then silently
finishing him off. After a recent arduous patrol Mortain tells you that
he has no more to teach you. The clan council must decide what to do
with you. You and Mortain return to Sapir, you reunite with your proud
parents, and meet with the clan council. The mages are even more
puzzled now than they were five years ago. All they can see is clouded
by powerful magic, but they council that you remain in the Order of the
Vigilant. All others agree and is it coincides with your wish it is
decided. Mortain takes you to the headquarters of the Order where a
female Commander called Turola meets you and Mortain. Mortain, Turola,
and you review your skills and accomplishments. She looks weary and ponders long in
silence. Finally she gets up and begins to pace about the room and
talking rapidly, "We have so many problems on the Eastern border. You
two well know that Wild Mountains are filled with evil. Fortunately
they do not seem to be organized, so we can afford to send one as
talented as Aislyn somewhere more pressing. Venga is a problem. Not
only are the humans encroaching on our territory, but something
unspeakable is stirring in that city. I have people on that. The mages
have been
squawking about this." She pulls out a 1.5 inch tall gold statue,
encrusted with semi-precious stones of a foot soldier and slightly
taller statue of a round castle tower clearly of similar make. "Take
these and go see Master Thorakil. He will explain. They want someone to
go to Caron to investigate. Apparently they can be quite dangerous in
the wrong hands. They have already caused some trouble here."
Mortain takes you away from the Commander and says, "This is not
good. When the mages want something done and do not want to do it
themselves it usually means big trouble."
Master Thorakil is found in a well appointed
lab. He is a wizened figure and you think he may be the oldest Elf you
have ever met. Mortain is very differential as he introduces you to
Thorakil and explains Commander Turola's orders. Thorakil mutters,
looks at a crystal ball, and chuckles. "I see why Turola wants to send
you. If anyone is going to get to the bottom of this it is going to be
you. You are awfully green to be sent to a cess pool like Caron, but
the signs are clear. These little statues have quite a history.
About two hundred years ago I was working late in the lab, and suddenly
they teleported in. Needless to say I was shocked. I spent the next
twenty years or so investigating. Whoever built these was a genius."
He pauses, fingering one of the statues, "Completely insane, but a
genius. Apparently there are 30 more statues like this. They are all
magically linked. When they are brought together, placed on a grid in a
certain way, and moved about according to some simple but arbitrary
rules, they activate a teleport spell. As you move them more and more
following the rules the spell gets stronger and stronger allowing the
teleport to go farther. Genius. It would be very useful to gather the
whole set." As he tells this story he seems to get more and more
excited with his voice rising and gesticulating wildly to emphasize his
points. Despite his excitement he does not seem capable of rising from
his chair. "Unfortunately something happened to them. I think they got
hit by a burst of magical energy just as they were full of a very long
ranged teleport and it caused their magical circuits to short out. I
have no idea what it might do now. It could be very dangerous. Besides
their main function they have secondary functions. The little one and
the big one both seek out the other statues. Here, take the little one
in your hand, and close your eyes." You do so and in your mind's eye
you see a ghostly arrow pointing at Thorakil. As you open your eyes you
see that Thorakil is holding the other statue. He continues, ignoring
your bewildered look, "You get more range on the seeker when you hold
more of them in your hands. I managed to enhance
the effect, and was able to locate 29 of the other 30 statues. Then I
forgot
about it. I figured that one of the statues got destroyed in whatever
shorted them out. With one destroyed no one would be able make them
work. The big one can cast a Haste, without any bad effects, once a
day. With the damage it works kind of randomly. It seems that three of
the other 30 are specially linked to the big one and if you have them
together you can cast more Hastes. Very valuable in combat. Following
me?" he asks, but
does not miss a beat waiting for your answer.
"Just last month one of my assistants decided to investigate
them again. That is already a bad sign. Powerful magic items have a way
of manipulating those who come into contact with them for their own
purposes. My assistant got obsessed with the statues and tried to steal
them. He is still with the healers recovering from the protections I
put on these when I put them away so long ago. He'll never do magic
now. Hopefully he will be able to walk again. Those healers can work
miracles. Anyway, that caused me to check them again and I discovered
that many of the other 30 statues were concentrated in Caron which is
not where they were last time I looked hundreds of years ago."
He stops his rant, realizing that he is barely making sense, and
says slowly, "These things are gathering in Caron, and someone, you, has
to go there and investigate. I cannot send an apprentice. It is likely
that a mage would be taken over by the statues and start doing who knows
what. I cannot travel myself as in the last hundred years I have grown
too infirm to travel." His words begin to tumble out, faster and faster.
"That bitch Turola is only willing to send an apprentice, but I
convinced her it had to be you. Something big is swirling around you,
and this could be it. Gather as many of these statues as you can by any
means, fair or foul, and get them back here. This thing is very
powerful. We cannot let it fall into the wrong hands, I have to have it
to be sure it won't hurt the Elves. You will need help. Take these two
statues to help find the others and this letter to an old friend of
mine,
Leofwine, a great mage in Caron. He can help. Go. As soon as possible.
I have not got much time left." As he finishes he slumps down in his
chair, and his eyes close. While you think it is impossible he seems to
look even older than when you first came in.
Mortain grabs your arm and drags you out of the magic lab. You
start to ask questions, but Mortain motions you to be quiet and
continues to hustle you out of the mages area and back towards the
chapter house of the Order. You note a look you have never before seen
on his face-terror. There he continues to not allow you to speak and
drags you into a room deep in the center of the building. You note that
the room is lined with metal, and finally he lets you speak. He ignores
whatever you say and finally responds, "I had no idea this what they
intended for you. Thorakil knows more than he is telling you. If he
thinks this thing is dangerous then why not just destroy the ones he
gave you? He must want whatever it is they can do. He can't send his
own people, so he bullied Turola into sending you. No one argues with
Thorakil. I would tell you to look at that letter, but if a mage
apprentice nearly got killed messing with something Thorakil thinks is
important, he has likely made it sure that no one but his friend in
Caron can open that letter. You are going to need the help of someone
you can trust. I too know a friend in Caron. She is a priestess of
Artemis called Darthia. Tell her I am your mentor and she will help in
any way she can. If you are searching for more of these things, then
someone else is likely searching for the two you will have. Hold them
in this." He gives you a heavy metal box. "While in here no one will
be detect the magic these things radiate. I am sorry how this worked
out. I thought they were going to move you to deal with the troubles on
the Jura, but you can never tell. Let me help you pack for the
journey."
Mortain spends the rest of the day helping you prepare for the
journey. He will not let you ask questions about the statues shushing
you whenever your conversation strays that direction. At the end of the
day he tells you to say your good byes to your family, and that he will
meet you first thing in the morning to start you on your journey. "Say
nothing of this to anyone," Mortain warns as you part.
Your family continues to gush over you, which is a welcome
respite from the unease which is beginning to over take you. You sleep
fitfully and in the morning meet Mortain. You ride out towards the
west. He offers much advice about how to get along in human cities.
Stick close to the clerics of Artemis who are predominately elves.
Elven mages are highly respected by humans, but can never be trusted as
their long association with magic and veneration by humans makes them
arrogant and
haughty. Rarely will they lift a finger to help a fellow elf without
expecting something in return. Elves can usually be found in rural
areas making their living as hunters and foresters. Mortain escorts you
to the eastern border of the Elven lands. You arrive late in the
afternoon and see the ridge of the Jura Mountains rising out of the
Northern Forest. The Elves manning the border crossing advise you to
end your journey for the day here. "Night is coming and something in
the Mountains and creeping into the Woods is merciless with our folk.
Stay with us for the night, and push on to Venga first thing in the
morning." You and Mortain take the advice and learn that over the last
20 years or so Elves have been disappearing near the Jura. It started
with single Elves disappearing randomly, but in recent years it has
grown into entire families taken from their tree houses. No one has
ever seen anything and the mages council that the evil stems from
something in the city of Venga, but all efforts have failed to find
anything and some of those brave enough
to try to find out what is going on in Venga have also disappeared.
They tell you not to tarry even a day there and continue on to Caron.
The next day you and Mortain crest the pass and see Lake Venga
spread below you glittering in the morning sun. You see the city
clustered around its southern end. Mortain says his good byes and
wishes you good fortune, adding
that he suspects that you will need it. You head down the pass, the
forest gives way to fields well tended by Halflings. You pass over the
great bridge over the River Nor and into the city. Despite what you
have been told the city is bright, clean, and bustling. While there are
few Elves, no one bats an eye as
you ride through the town and catch the southern road that leads to
Caron. You pass out of the Vale of Venga and back into the Galban Hills.
On this side of the Nor the Galban Hills are ruled by the Duke of Galba
from Castle Caron around which the city spreads. At first the Duke's
lands look much like the Elven lands in which you trained, but gradually
you find an increasing number of villages in the river valleys amid the
hills. Mostly there are humans, but many villages have a Dwarven smith,
enclaves of halfling farmers are not uncommon, and the occasional single
Elf or Elven family can be found on the fringes. There is often a shrine
to Artemis and by asking there you can find shelter for the night with
Elves eager for news of their own kind. Failing that the larger
villages have Inns where your coin is accepted without question.
After a week of travel you see Caron rising above the trees.
Caron sits on a low, gently sloping, cone shaped mountain. You pass
through city gates without minimal trouble and ask after Leofwine. He
is apparently well known as you are immediately directed to him. On the
north side of town is an up scale commercial district surrounded by the
homes of the rich and powerful Leofwine has an ostentatious magic items
shop there, and as you enter a well dressed human asks if he can help
you. You tell him that you want to see Leofwine, which elicits
laughter, but when you hand him the letter from Thorakil, he suddenly
goes rigid, and escorts you to the rear of the shop. He gently knocks
on a heavy, ornate door, and a commanding voice bids entry. Inside is a
room empty except for a large desk, behind which sits a human who is
dressed as in a cliche costume of a wizard. "What is it?" he asks
impatiently. Your escort hands him the letter. Leofwine's eyes grow
wide and he snaps at his flunky, "Leave us."
When you are alone he takes off his pointy hat, pulls off his
star covered robe, and turns to you. "Just the thing to disrupt my day.
A dust covered elf from the sticks. Still when Thorakil says to pay
attention to something, one is forced to pay attention. He is right
about this. Something is stirring with Kuttner's Game. I have seen one
of the pieces recently. Of course I did not notice what it was, but
Thorakil knows exactly the right spell to jog the memory, break through
the fog that the game is throwing to stay unnoticed, and to make me want
to help you when I would rather do something else to you." This last is
followed by a creepy leer, that induces a shudder in you. "I was seeing
a woman who got a job with a hustler doing a cheap magic shown down in
the Low Square Since she was so fine I did sully myself by going down to
that section of town to take a look. He calls himself Kalabash and he
has a piece. A knight I think. He does the show every afternoon. If
you hurry you can catch the next one. Here is your letter back.
Thorakil says that I will forget all about this, and that two more times
you can use this letter to get someone to help you. He advises you not
to see me again, as I am a nasty piece of work. Go now, as the effect
wears off quickly," he stands holding out the letter to you.
You snatch it from him and flee the shop as quickly as possible.
Confusion boils through your head, but you follow your lead and ask
directions to the Low Square. You see the seedier side of the city as
you descend the mountain and arrive at a square crammed with market
stalls. Off to one end an ornate wagon proclaiming "Kalabash the Great"
forms the backdrop to a stage. Already a crowd is gathering in
anticipation of a show. You tie up your horse and join the crowd.
Posted: Mon Jul 09, 2007 7:55 am
by Treebore
Nice! Very nice. Looking forward to more. Welcome to the boards. Again?
_________________
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
Halfling Rogue Backstory
Posted: Tue Jul 10, 2007 2:34 am
by cinabro
Thanks for the encouragement. I lurk on the boards. I will post the
back stories one by one to build some tension. Then on to the campaign.
You are Rivery Gammond, a halfling from the village of Crofton,
which is somewhere in the Galban Hills. It is a sleepy, tiny place with a
petty ruler called Roger DeLace who lorded it over the cowed locals.
There was not a permanent contingent of Guardians of Galba, just a small
tower that was visited once a year by a contingent of troops whose arrival
always heralded the dreaded tax collection. Besides the excitement of tax
collection the wanderings of beasts were the only moments out of bounds of
law and order. During the spring, summer, and fall a small fair was the
only time that visitors from outside the local area would be seen.
Crofton is not along any of the major trade routes. Unusually Crofton is
home to a large contingent of halflings in the village which did make for
well cleared fields and tables groaning with food. You never knew your
father and your mother was mean and bitter. You had an older sister
called Hazel who married young to get out of her mother's house. You had
a better idea. At the close of one the fairs you broke into Roger's
manor, helped yourself to some small valuable objects and hitched a ride
with the departing fairsmen out of town. Eventually like most of the
restless in Galba you ended up in the teeming capitol of Caron. To enjoy
the pleasures of the capitol takes money and your haul eventually ran out.
As you helped yourself to the five fingered discount to continue your high
living you were caught by Osburn, a fellow halfling who brought you into
the Guild.
Osburn and his friends refined your raw skills and gave you a
support network of spies for good scores, of bought town guards and
magistrates to be sure that the legal system will not be a problem, safe
houses to lay low when the heat is on, and trusted fences to turn your
booty into ready cash. They seem to have steered you into jobs in the
ritzy north quarter of Caron on the Upper Scarp. Apparently the Guild has
turned a private security service that protects many of the homes in the
area, thus the jobs have been simple breaking and entering. The hardest
part is usually getting over compound walls with the large sack of booty
taken from the main house. While the money is good you are getting a bit
bored.
Your last job went well and you went to Alwine's Book Shop, which
is your usual fence. Alwine is a plump human who for some reason has
taken a liking to you. You enter and Alwine greets you, "Kid, good to see
you. It's been too long. I pay you too well, and you don't read enough
to visit between jobs." You make some chit-chat as he sorts out the
booty. He stops at an ornate puzzle wooden puzzle box. "You open it?" he
asks gruffly. You have not, but your experience is that these things are
usually a waste of time. Valuables are usually better protected than
this; puzzle boxes usually have valueless trinkets or worthless objects of
great sentimental value to the former owner. The boxes themselves are
usually more valuable that what is inside. This one is not particularly
nice and you cannot recall why you grabbed it. Alwine works at the box,
mutters, "Not been opened in a long while." and exclaims in triumph as he
manages to open the box. Out falls a silver, semi-precious stone
encrusted two inch high statue of a Priest of Zeus. It is faintly
glowing. Alwine turns the silver statue over in his hands, his eyes grow
wide, and he sharply draws in his breath. He discards the box, gathers
the statue in his right hand, mutters something inaudible as he passes his
left hand over the statue, you notice a ring on his finger glow brightly
as it passes over, and the statue left behind is glowing brightly.
Alwine looks up at you very gravely and says, "I know this is breaking
the rules, but where did you get this?" You and he haggle back and
forth, but you eventually reveal where you found the box. He asks you
stay put and leaves the room. You hear him muttering and note that he
is moving about his shop apparently rummaging among the books. He
returns placing the statue on the desk in front of you.
"The people who had this, probably had no idea what it is," he
begins. "There is no record that they collect magic items or dabble in
the arcane arts. I probably would not have noticed if I had not seen
another one recently. Can you read?" You nod, and he continues, "I knew
you were ignorant, rather than stupid. Read this, and come back to talk."
He hands you a book, which is a sheaf of scrolls bound together.
Back in your garrote you open the scroll. It is not very ornate,
in contrast to most scrolls you have seen, but is written in a bold, clear
hand. To give you some context the Black Duke was the ruler of the Galban
Hills about 200 years ago. His rule is generally thought to have been
benign, but it was marred by a terrible plague, thus earning him his
alias.
The Game of Kuttner by Gaetan of Caron
Among the Black Duke's most heinous crimes was the waste of
public money on a series of insane arcane projects. Criminal not only
because of the lost money, but also in how he treated those Sages,
Wizards, and Illusionists who took up the work. Many came from the other
side of the world attracted by the Duke's reputation as a philanthropist
and the rumors that were spread by Guardians of Galba of the altruistic
nature of the projects. They came to cure disease, protect the innocent
from evil, and make the Galban Hills a paradise on earth. It was called
the Great Work. Instead they were made virtual slaves forced to work on
projects meant to flatter the insane Duke. I was one of these
unfortunates. Trained in Caron by the Wizards Guild I was thrilled to
join the Great Work even if my effort was limited to assisting the senior
researchers. It was only after years of being locked in Castle Caron
that I came to realize the truth. I saw effort diverted from the Great
Work to the petty, and set back or failure being rewarded with death or
fates that to this day I shudder to recall.
One of the most impressive of these Sages was one called Kuttner
who came from the farthest east. His skin was brown and he spoke the
common tongue with a accent such as I have never heard before or since.
While Kuttner came to cure disease he was soon working on the Elixir of
Life, the legendary arcane process that grants eternal life. One thing
the Black Duke feared was death as he knew his likely fate was eternal
torture in the nether regions. Kuttner who knew much of potions and
elixirs was able to achieve early success by making Mayflies survive one
week instead of the usual one day. Kuttner's Elixir of Life Extension
soon became the Duke's drink of choice. All others working on the Elixir
of Life were killed, "To encourage the others." I joined Kuttner as an
assistant at this time and being one of the few surviving who understood
magic Kuttner confided closely in me.
First he told me that his Mayflies were simply a trick. He had
purchased a Time Slow scroll which on the short lived Mayflies extended
their short lives. On humans the effect of Time Slow is maddening as it
caused the target to be out of sync with the surroundings. Probably this
was why the Black Duke grew increasingly insane and incoherent in the last
years of his reign. In any case Kuttner confided in me that he had a
plan to escape and return to his homeland. He would have to build a
magical device that would enable him to teleport away upon completion.
Key was to have the power of the device build gradually as it would not
attract the attention of the Duke's spies and rats. He also planned to
base the device on the game of chess which was a passion of the Duke's.
Basically the pieces of the game would each be magical, and as the game
was played with the pieces the power would build until at a certain point
the teleport gate would open. The longer the game was played the longer
the distance the teleport would be. The details of the last move, what
piece and in which direction, would control the location of the target of
the teleport.
Kuttner's plan was sheer genius. In its execution the staff of
the Duke's Great Work were kept busy manufacturing the chess pieces, one
side in gold the other in silver. They were encrusted with semi-precious
stones which were used to hold the pieces of the spells that created the
magical effects. Enchanters were constantly busy as each gem had a spell
fragment embedded within. Craftsmen who earlier had prepared the gems and
statues had to then precisely and carefully place the gems in an exact
order and with precision timing on the statues. Failures were legion and
we spent more than five years on the project as Kuttner kept the Duke at
bay with Time Slow and steadily producing chess pieces that had
demonstrable effects.
[There follows a detailed description of the chess pieces, what
each gem is enchanted with, and the effect and use of the individual
pieces. If you do not know there two colors (silver and gold) each with 8
pawns, 2 knights, 2 bishops, 2 rooks, 1 queen, and 1 king). This section
is summarized in the following table:
Type-Look-Effect
Pawn-Foot Soldier-
Detects other pieces by glowing and user sees a
ghostly arrow or arrows which points towards other
pieces with a length indicating the distance away.
1 pawn detects to 100 feet. 2-3 pawns to 1000
feet. 4-7 pawns to 10,000 feet (2 miles), 8-15
pawns to 100,000 feet (20 miles), and 16+ pawns to
1,000,000 feet (200 miles).
Knight-Mounted Knight-
Blink as the 3rd Level Wizard Spell, 1 Knight
1/day, 2-3 Knights 2/day, 4 Knights 4/day.
Also detects other pieces and can be combined
with other pieces and pawns for this effect.
Bishop-Priest of Zeus-
Spider Climb as the 1st Level Wizard Spell. Use
as Knight.
Rook-Castle-
Haste as 3rd Level Wizard Spell not including bad
effects of age and possible permanent loss of hit
points. Use as Knight.
Queen-Lady-
All effects of Knight, Bishop, and Rook. 1 Queen
4/day, 2 Queens 8/day.
King-King-
Mass Suggestion as 6th Level Wizard Spell. 1
King 4/day, 2 Kings 8/day. Also detects as
pawns and can be combined with other pieces and
pawns for this effect.
After this section there is a description of how to use the full
device. Basically the pieces have to be arrayed as if on chess board as
if at the start of a chess game. The board must be flat. Below is a
cartoon (N = Knight, E = empty square):
R N B Q K B N R
P P P P P P P P
E E E E E E E E
E E E E E E E E
E E E E E E E E
E E E E E E E E
P P P P P P P P
R N B Q K B N R
Then a standard game of chess is played. After 10 legal moves the
teleport gate can be opened next to the chess game. The maximum distance
of teleportation is controlled by how many moves are made:
Moves Distance
10 100 feet
11-12 1000 feet
13-14 10,000 feet (2 miles)
15-18 100,000 feet (20 miles)
19-26 1,000,000 feet (200 miles)
27-42 10,000,000 feet (2000 miles)
43+ Gaeton is not sure what happens
The direction of teleportation is controlled by picking up the king of
appropriate color that is due to move, touching it to the center of the
board, and them moving it in the direction of the desired teleportation.
The board limits define the maximum range and the king is moved the
appropriate distance on, above, or below the board to define the direction
of the teleportation.
If an illegal move is made or the king moved not in the
prescribed manner the gate will not be opened and the game has to started
over from the beginning. The chess set automatically also passes through
the gate as it is being used. The chess set works once per day and takes
a full 24 hours to work again after one successful use.
Gaeton then spends a considerable amount of time warning about
the dangers of teleportation to an unknown location, etc. The text
continues:]
I will never forget the fateful day when the chess set was
finally ready. Kuttner displayed much more discipline than I am capable
of, and waited until late at night to do a test. Kuttner assembled the
pieces, played a short game and stepped into the portal. I was amazed and
excited that after our long years of work that it actually worked. The
chess set followed him in and disappeared from our lab. Mages showed up
within the hour and questioned me about what was going on in the lab. I
told them a well practiced story that Kuttner and I had prepared in the
previous days. It seem to convince the mages who left, but threatened to
return in the morning. Kuttner awoke me early. He declared that the
chess set had been a complete success, and that he would be leaving that
evening. He thanked me for my long service and told me where I could find
a reward. At this point the alarm was raised in Castle Caron. The Duke
had been murdered in the night by someone who had some how managed to
enter his private chambers.
It was a tense day as chaos gradually took over in the castle.
The Duke's secret police were settling accounts, but the spell of fear
that they had brought over the Duke's household and the land was broken by
the Duke's death. Servants and courtiers banded together and fought
pitched battles with the overwhelmed guards. Looting broke out. Kuttner
seemed to be well prepared and using magical devices plus the unswerving
loyalty of those of the Great Work we defended our lab. Finally as night
fell, an attack led by mages threatened to break us. Kuttner abandoned us
at a critical moment to power up the chess set, and his leaving allowed
the mages to penetrate into the lab and begin to wreak their vengeance on
us. They spared me and forced me to lead them to Kuttner's private
chambers. He was finishing his game, the portal appeared, and he began
to step in. A mage launched some sort of fireball at the fleeing Kuttner,
I heard him scream, there was a loud explosion, and all of us crumpled as
a wave of magical energy swept over us.
I woke hours later as morning broke amid a scene of carnage.
Many of the mages were killed as the magical backlash they had unleashed
overloaded and exploded their brains. I had a terrible headache.
Apparently I was saved by my lack of magical talent. Of Kuttner I could
find no trace. The chess set was apparently the center of the explosion.
I found a pawn and a king in the wreckage. I fled the castle where order
had completely collapsed. It did not take long for the city to also
descend into chaos as the long suffering people realized that the Black
Duke was dead and a general rising erupted. I found myself "rescued" by
the Guild, and eventually forced to reveal all I knew of the Great Work
that had been going in the Castle. Apparently they had known for some
time that Great Work was a lie and burned to know the truth of the matter.
The king and pawn that I saved from the Castle never pointed to
another piece for as long as I had them. They have been taken from me and
I do not know what happened to them. I never heard anything of Kuttner
again.
I swear by Skyfather Zeus that this is a true and accurate
account set down by my own hand in my own words.
Gaeton of Caron
You stare in amazement at one of the Bishop's of Kuttner's game.
You barely sleep and the next day hurry back to Alwine's shop. He ushers
you into an office, and looks at you with a serious visage. "I don't have
to tell you how valuable what you found is. Of course the value grows
with more pieces. Notice yours is glowing." It is, but it is hard to
notice in the bright office. "Hold it and close your eyes." You do and
see in your mind's eye a short arrow pointing at Alwine. As you open your
eyes you see that Alwine is holding similar statue of a foot soldier,
shorter than yours. "I have a Pawn. The Guild has more. Hold them both
and look again." You do and see a faint long arrow pointing towards the
south side of the city. "There is another piece. I have seen it, but it
did not realize what it was until I saw yours up close yesterday. There
is a guy called Kalabash, putting on some kind of show every afternoon in
the Low Square. I think he has a Knight that he uses in his act. He
also has one of the best pieces of tail I have seen in a long time working
with him. She brings in a big crowd. Take these, get down there, and
come back with the other piece. Don't talk about this to anyone. Not
your buddy Osburn, not your girl Lauret, and not the one you are cheating
on her with. Sherelle is it? She dances at the Golden Parrot?" You nod
feeling a tinge of fear that Alwine knows so much about your business.
"I'll have to catch her act. It must be true what the girls say about
halflings if you've two hot girls on the string, or maybe they like the
money I have been paying you. Well, if the wrong people, like the
Guardians or, the Gods help us, the Orphans, or someone even worse,
although I cannot imagine anyone worse, find out that some of Kuttner's
pieces are in circulation it would not be good."
You ask what he means by the Orphans, and he looks away with a look on
his face as if recalling a bad meal. "Thank the gods you don't know,
and pray to them if you ever find out, as they will be only ones who
could help you at that point. It is best not to speak of them."
He continues, "I'll make this worth your
while. It'll make any other score you've had look like chicken feed. Try
not to attract any attention. Good luck." You leave in a daze, clutching
the Bishop and Pawn, heading for the Low Square, and wondering what
exactly you have gotten yourself into.
Posted: Tue Jul 10, 2007 6:07 am
by Treebore
I love the womanizing halfling! I don't think I have ever seen or heard of anyone playing a halfling like that! Great!
_________________
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
Human Cleric Back Story
Posted: Wed Jul 11, 2007 12:45 am
by cinabro
Aurelia is the youngest daughter of Trevelyan and his wife Bodigga
Your father is the Vale Lord of Ashton, which is a prosperous
town located west of the City of Caron. As you have come to
realize your parents relationship must have been exceptional
as you have three brothers and two sister. One brother is slated
to inherit the Vale and the other two have joined the Guardians
of Galba in hopes of eventually be rewarded with their own Vale.
Your two older sisters have been married off in hopes of expanding
the family's holding. Even from an early age it seemed clear that
you were not going to fit into the mold your family has set. Your
father doted on you and said that he could never give you up to
a mere man. Perhaps this is what started your fascination with
the gods. Also the clerics identified you early has being one
of the rare individuals that possessed the talent to contact the
gods and preform miracles on their behalf.
Those great ones that dwell on lost Olympus are separated
from their children here. No one knows how humans came to this
place. The Elves say that the gods are capricious, which is certainly
true, and that Elves, Dwarves, Halflings, the fell creatures, and
everything else in this world have been brought here to amuse them.
No one really knows, but those with the talent and devotion to the
gods can preform miracles in their name even across the void that
separates us from them.
The king of the gods is Zeus the sky father who rules
Olympus and is the patron of nobles and controls the weather.
His wife, Hera, is the patron of mothers and families.
His brother Posiedon rules the seas and his other brother
Hades rules the lands of the dead. The sisters Athena, learning
and cities, Demeter, Agriculture and Halflings, and Artemis,
Nature and Elves, and brothers Ares, god of war, Hepheastus,
industry and Dwarves, and Hermes, travel and communication,
serve under their elders. Mother to all the gods is Hestia
who looks after hearth and home. Still powerful, but exiled
from Olympus are Aphrodite, Apollo, and Dionysus who have come
to be worshipped by barbarians and generally shunned in the
civilized lands. Note that this is basically the Greek myth, but
imagine that it has survived and been strongly buffeted by invasions
of barbarians driven insane by their contact with the chaos that
brought them across the void to this world. Those gods who were
most close associated with the excesses of the barbarians,
Dionysus patron of wine and excess, Apollo whose
clerics entered drug induced trances to vaguely prophesize about the
future, and Aphrodite who endorsement of unbridaled sexuality
have been driven by the others from Olympus. They are only
worshipped sureptiously along with the foreign gods of the
barbarians and the easterners. The remaining Olympians are
worshipped in the western lands. In even the smallest village
there is a shrine where sacrifices are made to Demeter for a
bountiful harvest, Skyfather Zeus for justice and good weather, Mother Hera
for healthy children, Poseidon for calm waters, Hades for safe
passage to the lands of the dead, Athena for wisdom, Artemis
for the animals and trees, Ares for prowess in battle, and
Hestia for a safe and happy home. Priests and Priestesses
dedicated to a god or goddess serve the needs of the people,
at least one in every village and a traveling corps to
insure that all the Olympians are represented to all the
people.
In these Galban Hills there is a great academy for the training
and education of the priests and priestesses in the town of
Thesala. Thesala is quite near the capitol, the great metropolis
of Caron. You entered the Olympian Academy when you were twelve
and have been there since, much to the pride of your parents.
Your love of knowledge and your sophistication led you to devote
yourself to Athena. Athena has many aspects. She is the patron
of knowledge and learning. Most of her devotees without the ability
to contact the goddess and perform miracles are trained as teachers
and large villages and towns have temples of Athena that act as schools.
Those, like you, with the ability and devotion to contact the goddess
study the ways of magic and try to understand the arcane knowledge
of the Elves and the fantastic mechanical constructions of the Dwarves.
You were quite adept in this area and you have learned Elvish and
Dwarvish to further your study of the arcane arts.
After ten years of study you were taken by your mentor Junya
to see the High Priest Ganz who runs those devotees of Athena who study
the arcane arts, called the Order of the Owls. The three of you discuss your training and your
future assignment. Ganz mentions an arcane mystery that is most intriguing.
"Kuttner was one of the mystics from the east who came to work on the
Black Duke's Great Work." To give some context the Black Duke ruled
the Galban Hills about 200 years ago. He is known as the Black Duke
as a horrible plague struck the area during his rule. The Great Work
was a magical and technical effort by the Duke to ease the suffering
of the people in the wake of the plague. You have been taught that
the Black Duke did his best to help the people in this time of horrible
troubles. "Apparently he was working on some sort healing or life
enhancing device. Something must have gone wrong as it seems it
never really worked, at least no one has ever heard of it beyond
what I have to tell you. I have here a plan, apparently written by
Kuttner himself, of what the device was meant to do, and how it was
supposed to have worked. Also we tracked down a component. Read this
and I will have you posted to Caron. You two talk to me before you
go. Be ready to move in a week."
He hands you a box in which is a faded manuscript and a
small silver statue encrusted with semiprecious stones of a foot soldier.
Over the next days you read the manuscript which is clearly a summary
of some more complete document:
Method of Desease Eradication and Life Enhancement
My earlier experiments have been quite successful at enhancing the
quality and length of life of small creatures such as insects and
mice. To further this and enhance the life of creatures as large
and as complex as humans a much larger device has to be built. The
magical power required is order of magnitudes beyond what can be
generated by even the most skilled single mage. The method is to
emulate many mages working together in concert to cast a very
powerful spell. Thus game pieces of various powers each represent
a mage and they interact with each other obeying simple rules
to produce an infinte array of increaslingly complex patterns
resulting in exponentially growing stored magical energy which can
be released to acheive the most powerful possible magical effects.
A human targeted by this device would have even the most horrific
desease, such as the Field Plague, cured. A healthy human would
have his life enhanced or extended, but this would not be the
primary purpose of the device. Limitations include the difficulty
and expense of manufacturing the device. Each game piece would
have to be manufactured by skilled artisans and made of noble
metals such as gold and silver. To control the magical energies
stored within them the pieces would have to be encrusted with a unique
pattern of magical nodes made from semiprecious stones. Each
node would have to be specifically enchanted in a specific order and
precisely emplaced to achieve the desired magical effect. Each
piece would be a unique construct and would most valuably include
specific magical effects to ensure that the piece continues in
working order. Another limitation is on how often the device
could be used. Such a large amount of magical energy would
take a certain amount of time to build up. I calculate that
each use would require 24 hours for the stored magical energy
to recharge. Thus when complete the device would be able to cure
or enhance one human each day.
[There follows a summary of the materials required to build the
device, a list of the skilled artesians and mages who would
be needed, an estimate of how long it would take, and the cost.
The estimate is the device would cost about 1M GP, take five
years to build, and occupy the efforts of about 10 mages,
4 precious metal smiths, and 4 jewelers. The document ends
with a signature in the script that you recognize to be used
in the far east. The name is Kuttner.]
You cannot help but be astonished. While the device
sounds amazing, the effort and expense required to create it
are astronomical. If the goal was to cure the Field Plague
it would be far more economical to train clerics than to build
Kuttner's device. It is beyond belief that anyone would make
such an effort. Yet the statue in the box exactly fits the
description of one of the pieces. Clearly someone at least
started on Kuttner's device.
Also in the box is a recent report from a mage in
the employ of the Olympian Academy. He notes that statue is encrusted
with 33 stones. 31 of them apparently activate
when in the presence of other parts of the device. The 32nd is always
active drawing on the natural magical energy around it. He has
forced this to turn on and it causes the statue to glow. He
guesses that this statue has some sort of light spell on it
which will activate when some certain condition is met. This
spell would get stronger if more parts of the device were nearby
this one. The 33rd is apparently turned on only when the device
is assembled, attempts to activate it have failed as it requires
more magical energy than can be supplied, and it apparently only
contains part of the complex spell that is the device's main
purpose. He cannot hazard a guess if it functions as described
in Kuttner's note as there is just not enough of the main spell
in this one small part to tell what it actually does.
He guesses that there must be 31 other parts and all
must have similar appearance encrusted with at least 33 precious
stones. He concludes that without more information or more parts
of the device it is impossible to figure out if it actually does
what Kuttner's note says it does. He suggests that further
investigations should take place in Caron. Probably some
records of the Great Work survived the events at the end of
the Black Duke's reign and could be found in the library of
Castle Caron or in the Library of the Temple of Athena.
On your next meeting with Ganz you are presented with
a letter of introduction to Biossay, the cleric who leads the
Order of the Owls
in Caron. You are told that within about six months you should
report what you have found about Kuttner's device.
You make a quick trip to Ashton where your parents are distressed
to learn that you are going to Caron. They warn that it is a wicked
place and that despite your noble blood you should avoid getting
involved with Duke's court at Castle Caron. Your father says,
"Many good men and women have come to ruin at court. They
get caught up in the petty intrigues and are destroyed, or worse
they get lost in the vices that run rapant. Stick to the scholars
in the Temples and University." Your mother tells you that no matter
what happens you can always come home. One of your brothers, Bancel,
is posted in Caron, and you should visit as soon as you can.
Your trip to Caron is a revelation. The squaler of the
lower city is a stark contrast to Castle Caron and the Temples
dedicated to the gods which occupy the top of mountain on which
Caron is built. It is raucous as Caron is a free city ruled by
its people owing to the Duke a troop of foot soldiers and the
proceeds of a tax on trade rather than the usual feudal service
obligation and 10% tithe from the harvest as is common
for most Vale Lords, such as your father.
You find your way to the Temple of Athena and meet Biossay.
When you tell him of your project and show him your statue. He seems
to zone out, and you have to grab him as he almost falls over.
After recovering he says, "Every few years someone digs up this
old story and wastes some acolytes time on it. Normally it is
harmless, they learn a great deal exploring the libraries and the
best students actually try some experiments. There is an undercurrent
of danger. Powerful magic items are dangerous, but Kuttner's
Device has apparently been broken so it was safe. But I think it is not
broken any more. Look what happened to me. Seeing your statue
I realize that I have seen another one recently. I had not noticed.
I suspect Kuttner's device, or someone who is trying to assemble it,
is trying to keep the other pieces hidden. Even though I
am familar with the story and had seen your statue before I failed
to remember anything when I saw another one. There is a conjuror
who calls himself Kalabash, and is using another of Kuttner's
statues in his show. He does it down in the Low Square every
afternoon. I happened to see it when I was ministering to the
poor in the Low city. You should go and have a look. At least
you will have something different to tell Ganz than the usual
stuff in the libraries. You should try to get a hold of the other
statue and I suspect that we will learn much more than we have
in years of library work. Get going now and you should
get down to the Low Square in time to catch the show."
After getting hasty instructions on how to get there, you
hurry from the Temple District, down the mountain, to the Low
Square. It is surrounded by the teeming slum of the lower city.
The square is crammed with market stalls selling all manner
of goods. Off to one end an ornate wagon proclaiming "Kalabash
the Great" forms the backdrop to a stage. Already a crowd is
gathering in anticipation of a show. Not knowing what else to do
you join the crowd, and wait for the show to start.
Half Elf Mage Back Story
Posted: Thu Jul 12, 2007 3:04 am
by cinabro
Berana's earliest memories are of your father trying
to teach you to do magic. He taught you Cantrips that you
could do by the time you were five years old. It is around
then that you began asking for your mother. Your father never
gave a satisfactory answer. As you got older he told you that
she had to return to her people and that she promised she would
be back for you some day. Her people were the elves and your
father is a human making you a half elf. Now your father tells
you that your mother is in the Elven Lands. He claims
not to know why and not to know when she will be back. He
does assure that she will be back.
You live in the great city of Koda on the eastern
side of the Northern Continent. Koda is a cross roads city
standing between the lands once ruled by Mora to the west
and the lands to the east across the Koda Narrows on the
Eastern Continent once ruled by Kanar. Koda was a great
prize in the struggle between these great powers and the city
changed hands depending on the ebb and flow of the conflict.
As the two empires battered themselves into exhaustion,
fell into civil war, and finally succumbed to barbarian invasions
from the Chaos lands Koda finally threw off its foreign
rulers and became independent.
Koda is a great port and its ships ply the Middle
Sea and the Northern Sea. The intrepid sail into the far Southern and
Western Oceans. Trade goods from all over the world can be found
in the markets and shops of Koda. It is also the center of
learning and knowledge. The tides of war and trade have made the Kodans
open to all who can add to the glory of the city. Besides
humans from all three continents there are Elves, Dwarves,
and Halflings, and all are welcome as long as they maintain
the peace of the city. All the religions of the world are
practiced in Koda.
Your parents met at the University of Koda. This great
institution not only teaches magic, but all the other arts and
sciences. Your father has never really told you where your mother
was from. There is a thriving Elvish community in Koda, but
apparently she was from elsewhere. This is not unusual as
talented student come from around the world, but as you have
grown older you begin to wonder why your father has not
been forthcoming about your mother's origin.
Your father on the other hand was originally from
Mora, but he had talent for magic. He left Mora for the
more cosmopolitan University at Koda. He has said that
the Morans were too driven and all their efforts were
focused on the recovery of their lost empire. Thus their
mages were being trained for battle and other pursuits
that the Moran military would find valuable. He has
consistently said that it would not be long before the
Morans would be trying to recover their empire. Indeed
recent news in Koda tells of a revived Mora on the march
under their new emperor Devit who has begun rebuilding
the Moran Army and recovering the territory Mora once
ruled. The response in Koda has been to strengthen
the city walls and build new war ships for the navy.
Your father's talents would clearly not be
appreciated in martial Mora. He is skilled at illusion,
and uses his talent to create things that are pleasing
to the senses. He has various personas that he uses
to provide entertainment. His most popular is Kalabash
the Great. Kalabash is a comical figure, dressed as a
caricature of a sage from the Eastern Continent. He wears
a brightly colored turban, white robes that trail ridiculously
behind, and enormous sleeves out of which are pulled just about
anything that Kalabash could require. Kalabash is a
popular figure on the stages of Koda where his performances
are greeted by gales of laughter. You both live comfortably,
you have had the best education, and you look forward to
entering the University. You plan to study magic.
This idyll is interrupted one day when an elf appears
at the door of your home. He asks to see your father, but does
not say why. They meet in private for a long time. The elf
finally emerges as you have anxiously waited. He pauses as he leaves
and looks you over. Finally he says, "So you are Berana. I see
the resemblance to your mother. We are anxious to have you
join us. I am sure your father can see the wisdom of what
we are suggesting. We are all your servants if you just say
the word." After these cryptic words he bows deeply to you
and leaves.
Your father comes to you. He looks pale and distressed.
"Berana," he begins haltingly. "We have to go on a dangerous journey.
That elf brought news of your mother's family. We cannot stay here. People
will come looking for you. I have hidden this from you, hoping that
a day like this would never come. Your mother is a member of the
Elvish Royal House. Apparently her branch of the family was on the
wrong side of a dispute which is why she made her way here to Koda.
Apparently something is reviving this dispute. That elf wants you to
come back and lead some sort of rebellion. Your mother always wanted
to shield us from this, and that is why she left. She was trying to
resolve it. I have not had word from her in over five years. This
elf says that her enemies have found out about you, and that they are
coming. I have no idea what they intend. Your mother and I were aware
that something like this could happen and have a plan. We have to
go to friends of hers who can help. Pack a bag for a long journey,
and this is for you." He hands you an envelope. In an ornate hand
written on it is "For my daughter". Your father leaves you alone.
You are shaking as you open the envelope. You begin to read:
To my dearest Berana
I know that no words can make up for the time I have been
separated from you. You have to believe that this is the only way
to ensure that you could grow up away from the shadow that haunts
me. I am cursed to be born to a family that contends for the
rulership of the Elves. This contest among the three great
clans has been going on since the Elves came to this world thousands
of years ago. It waxes and wanes and our family was
much aggrieved twenty years ago. It was decided that I should
leave, gain skills in magic in Koda and return to the struggle.
I did not expect to fall in love with your father, and certainly
did not expect to have a child. Duty to my family compelled me
to return at the appointed time. I managed to convince your
father that you and he had to stay behind and not to get swept
into the endless conflict. I could not bear to see your father,
and you my precious girl scarred as I had been. My years in Koda were
the happiest of my life and I could not tear your father away and
wanted you, my daughter, to grow up there.
If you are reading this it means that you have been
discovered. There is nothing but danger in this. My own family
will want to use you as a pawn in the endless struggle, and the
others certainly have an even worse fate planned for you.
Your father and I agreed that if this day came to pass
that you must flee. I have prepared a safe refuge for you in
the city of Caron in the Galban Hills. The Mage's Guild of
Caron has long ties to my family and there you must find the
mage Uthnel. This elf you can trust and he will ensure that
you and your father are safe and hidden from those, whoever
they may be, who are looking for you. Show Uthnel the enclosed
ring, and he will know you.
I realize that you may not want to follow this course
of action. Your father has a second letter which details the
struggle for the rule of the elves, my part in it, and who
among the elves you can trust, those you cannot, and those
who I am uncertain about. He will give you this letter
when you are ready to stand on your own and make your own
choice on the course of your life. I have left it to him
to decide which letter to give you, but I have begged him
to do whatever he can to keep you from getting involved
in the struggle. If he is doing as I ask he may even deny
the existence of such a letter. I beg you not to make his
path even more painful than it has already been. He was
broken when I had to leave, but he recovered due to his love
for you. If he looses you, he may never recover. I could not
bear having caused this, so again I beg you to respect his
choice for you.
Finally, and I know that mere words are inadequate,
please forgive me for the years that I have been away. Know
that I did it out of love for you and your father. Once you
are safe in Caron word will be passed to me, and I pray
that I can see you.
With all my love...
Your Mother
Princess Zaria of the Aleanadeth
Tears well up in your eyes. You are confused. You clutch
at the ornate signet ring that was enclosed in the letter.
Eventually your father returns and comforts you. He
tells you that he is prepared for this journey. He has a wagon
that can serve as a traveling stage for Kalabash's show. He will
hire some mercenaries to escort you both to the west. He suggests
that you prepare yourself to leave in the morning. He never mentions
a second letter, and refuses to answers any questions you have.
You pack your
things, you notice your father casting spells and packing too, late
that night he tells you it is time to leave, and you enter the ornately
painted wagon and leave the only home you have ever known. As you leave
the house the elf who visited during the day approaches, shouting at your
father and drawing a sword. To your complete shock your father reaches
into a pocket, and throws
a bag at the elf. The bag explodes as it strikes the elf covering him
with dust. The elf screams and falls rigidly to the ground. Your father
leaps off the wagon, approaches the unmoving elf, and casts some spell over
him. He rushes back to the wagon, telling you that the elf is unharmed,
will forget that he found you due to something your mother left behind,
and handing you the elf's sword.
It takes days for you to recover from the shock. You barely notice
that four men on horses join your wagon as it leaves the city and rolls to
the west. You barely stop in the first month. It takes that long to get to
the Canvil, another port city on the Middle Sea where the River Oran drains
into the sea. There your father dismisses his guards, and arranges to give
some performances. They are very popular, and he incorporates you into the
performance as his assistant. You note that the climax of the performance
is when Kalabash shows to the audience a statue of a mounted soldier which
is made of silver and encrusted with semi-precious stones. He says that
he found this magical statue far to the east and then he disappears,
reappearing at some other spot on the stage. He then does other
disappearance tricks, with a combination of magic and prestidigitation,
using you as a distraction. He claims that all this is enabled by the
power of the statue. He tells you that he found the statue in Koda, it
has some magical power, but he has no clue what. It makes a good prop as
in the darkness it glows faintly.
After two weeks the wagon is loaded on a barge and you are poled
up the river to the city of Oran. It takes about a week. There you spend
two weeks giving performances. Oran is on the eastern side of the Lombard
plain. The city was once much larger and you learn that it suffered greatly
during the Barbarian Wars. They swept down from the north, out of the Wild
Lands, over the Palian Mountains and into the plain. They abhorred structures
and any town they took they would level. Oran never fell to them, but the
rich farm land around was depopulated and Oran's only connection to the
outside world was via the river. The city's population fell leaving
neighborhoods within its walls empty ruins. Compared to the vibrancy
of Koda, Oran is a rude shock.
Your father hires more guards and the wagon is loaded on a river
boat and heads further up river to the north west. As the river dwindles
your boat can make it no further, it stops at a small town equally populated
by Dwarves and Humans. You give a performance there, which is, as usual, well
received. You and your guards follow a very well maintained road that runs
north. Eventually it goes to the very feet of the towering, snow covered
Palian Mountains. Your father pays an enormous sum to the Dwarves and your
wagon enters their underground kingdom. The guards do not accompany you
and a group of Dwarves act as your escorts. They tell you that you are
following the Underground Way which runs for 2500 miles from the city
of Venga at its western end to the Northern Sea north of Koda at its
eastern end. You turn west and follow the Way until you get to the Dwarven
city of BarFluge where you turn south. The entire journey is a revelation,
as the Dwarves use engines and gadgets of a sort that you
have never seen. You do not even understand how some of their machines
work, and any questions you asked are met with silence. Your father tells
you that the Dwarves have mastered a different sort of magic and combined
it with their prowess at metal and stone working they can produce devices
that are incredible. At the Dwarven underground town of BarFluge you exit
the underground kingdom you join a caravan that is heading south to Caron.
You pass through the Galban Hills. The caravan guards are very nervous,
and tell you that you are passing the Cracktow. They explain that this is an
area of rough country on the eastern edge of the Galban Hills. It is infested
with fell creatures who have no greater pleasure than robbing Dwarf
caravans. The Duke of Galba has been unable to clear it out, but some of
his troops meet the caravan and help guard it. Fortunately you arrive without
incident.
Caron rises out of the forests being cited on a low mountain rising
above the Galban Hills. You pass through the gates of the walled city. Gate
guards thoroughly inspect your wagon. They find the Elven sword you gathered
in Koda, they marvel at it while your father gives an evasive answer as to its
origin. They tell you that no long or missile weapons are allowed within the city,
and leave you a token for the sword. Present the token at the gate and you can
recover your sword when you leave the city. They warn you that magic use is
strictly forbidden within the city unless a permit is obtained from the Mage's
Guild. Your father protests and they give him a "Temporary License to Practice
Magic" which is good for a week. They collect 10 GP for this. They also charge
you 10 GP for the wagon, 1 GP for each of your horses, and 1 SP for the two people
to enter the city. Your father asks after Uthnel, and the guards know of
his shop and they direct you there.
This city is much more to your liking. It bustles with activity and
you see a good number of Elves, Dwarves, and Halflings mingling among the
dominant Humans. As you climb towards the top of the city you pass through
an area of large homes and smart shops. Uthnel apparently runs one shop, called
Uthnel's House of Rare Magic. There you are ushered to the rear when you ask
for Uthnel. He is a wizened elf, and when he speaks with your father, they
turn to you, your father saying, "Berana, show him your mother's ring." You take
it out on its chain that you have been wearing the ring around your neck. Uthnel,
an older, but elegant elf, stares in amazement at the ring, falls to his knees
saying, "Lady, I am yours to command." Your father pulls him up, admonishing,
"Restrain yourself. If you act like that then it will not be long before everyone
knows who Berana is. She needs to remain hidden until we can figure out what is
going on. This is as Zaria commands."
The name of your mother seems to strike Uthnel like a blow, "Of course,
anything you say. Where are my manners, but Lady," he nods to you, "your family
has directed our folk here for countless years. It is difficult to not show the
deference that you are owed. Forgive my presumption, but as usual the commands
of the Aleanadeth are laden with wisdom." You spend the next days in near seclusion at
Uthnel's home. You learn that there is a colony of Elves here in Caron, that
are held in high regard by the humans. They lead the University of Caron,
the Mage's Guild, and are held in high regard by the Duke of Galba who rules
the city and the lands around. Uthnel tells you and your father that the elves
here are divided into factions, miniature versions of the wider elven society, and
thus councils you and your father to stay hidden. You and your father argue that
it would look for strange for Kalabash the Great to disappear and thus should
give some performances. It is very unlikely that anyone will be able to connect
you with Kalabash. The only elf who knows for sure was left paralyzed in
Koda. Eventually after but a few days your father and you prevail. Kalabash
gives a performance in Caron.
Kalabash is a smash. In fact demands for his performances are so high
that you and your father almost forget the intrigues of the Elves over the next
weeks as you seem to be constantly appearing before adoring crowds. Your father
is swept up by this. The crowds are much more boisterous than those in Koda, and
in fact both you and your father grow uncomfortable by the unwanted attention
they give to you. To distract them from you he hires a beautiful young woman,
Susan, who is willing to dress provocatively on stage. The crowds take to Susan
and in fact many of the patrons seem far more interested in watching her than in
Kalabash's tricks. Uthnel frets over this unwanted attention, but both you, your
father, and Susan are swept along by the enjoyment of being the center of
attention in this very exciting city. Uthnel continues to try to investigate why
it is and who from Elf society is trying to find you, and to contact your mother. He has seen
to it that you and your father are registered with the Mage's Guild and are allowed
to use magic within the confines of the city. He notes that it is not a good idea
to try to recover your weapons while in the city, as that would arouse the suspicions
of the Town Guard. You also make plans to continue your education at the University
here.
As spring arrives Kalabash plans a benefit performance out doors in one
of the city's great marketplaces, the Low Square. As the three of you prepare
for the show, your father remarks, "It has never glowed that brightly before." He is
holding the statue of the mounted soldier that has become one of the highlights
of the show. It is glowing noticeably in the dim light of the wagon that
you use as a dressing room. Foreboding washes over you, but Susan says, "Too
bad it is not night time. That would be a great effect. Come on we best get
started. Can't keep them waiting. Crowds at the market can get ugly." Indeed
the crowd is chanting for Kalabash and Susan, and your father waves you towards
the stage.
Dwarf Fighter Back Story
Posted: Fri Jul 13, 2007 1:03 am
by cinabro
Last back story. Tomorrow I start with the campaign diary.
The Servants of the Great Smith themselves do not know why
the people we brought from their home to this place.
Some say our ancestors delved too deep, and that in punishment
the people were sent here. Others laugh at this pointing
out that the Elves who only delve in the magical realm and
the Halflings who delve into nothing beyond the soil
and their next meal share
the "punishment." Punishment also seems to be an extreme
description. While this place is troubled by Fell creatures
that contest with the people for the under surface realm, it
is hardly worse than home where battle has raged from time
immemorial. The Elves claim to understand, but they talk too
much and do too little.
The Humans are a puzzle. They arrived only a few
hundred years ago, but they have come in a bewildering array
of sorts. Some are allies in the struggle with evil and chaos,
while others are evil and chaos incarnate. Initially we were
wary of them. The Elves taught them magic, as they did us
when we first arrived here. This
angered the Servants of the Great Smith, and harsh words and
even some blows were exchanged between the people and forest
dwellers. Fortunately cooler heads prevailed and all united
in the struggle. The Humans are energetic and in fact some began
to lead the fight. They ruled from the city of Mora and we
were happy to join their Moran Empire and work under their
leadership for the good. Eventually they fell to petty squabbling,
and to waves of Human barbarians who swept down from the Wild
Lands. The people were safe in their mountain realms.
The magic of the Elves is strange; shouting and gesturing
to produce something that lasts but an instant. The Servants
of the Great Smith have learned their own way. The making of
things and improving their function with magic is more suited
to our tastes. We have produced great engines that carry cargo
and people around our underground realms. We have weapons the
likes of which are unknown to the others. None can stand against
our armies. If only our underground homes were secure. Constantly
the Fell creatures attack from below as we burrow for the resources
and secrets that we need.
Thus our lot is difficult. We need to dig, but digging
brings our enemies closer. All help is welcome, and the Servants
of the Great Smith seek knowledge and resources wherever they can
be found. Thus every Dwarf before he can claim his full place
must find something out or increase the resources available. Most
dig, some follow another path and go out to the surface world.
The Elves, Humans, and Halflings have their own ways, and learning
from them can often open up new paths beyond the imagining of the
Great Smith.
It is your time, Rir, to find a secret. Digging in the mines
does not suit you and you appeal to your father, Mir, to be allowed
to go out into the world. Your father is great crafter and is well
known among the people as a great weaver of magic into seemingly
ordinary things to create wonders. "You are not patient enough for
my way, Rir, but too smart to waste in the mines. Going out and
learning from the surface dwellers is your path." He takes you
to his shop which is lit by Lightstones. Wondrous variations of
this ancient invention are your father's signature creation.
He rumages on a work bench and pulls out a statue of human soldier.
It is silver and encrusted with semi-precious stones. "This arrived
in our lab long before I was an apprentice. Apparently it was attracted
by our magical work. For many years no one knew what to make of it. In the
last weeks my thoughts have turned to it. This already is an unusual
sign. I have discovered it is part of a larger device. Whoever made
it was favored by the Great Smith as it is not only intricately made,
but also magically complex. It is part of a magical machine. There
are many other pieces but with only this one I am unable to figure its
function. It must have something to do with travel through space
and time given that it got to our lab. Look at this table." You see
a great stone table in which is a deep scratch leading to a circular gouge.
Your father takes the statue and fits it into the gouge. It fits
perfectly. "This table has stood here since this Undercity has been
built. Look at this map."
The map he shows you has the location of your Undercity of BarFluge.
On it is a rectangle, circle, and line presumably representing the table.
The line is extended and you see it going south through the hilly region
south of Pelian Mountains and reaching a large dot labeled Caron. "Caron
is a great Human city. It is built on the slopes of a volcano, and the
Elves long ago knew it was a place of power. Long ago in the Mad Wars,
the Elves used the place to train Mages. The Morans built a city there
as it dominates the Galban Hills. They were not fools. We trade with Caron,
and our caravans regularly travel there. I am guessing that
the machine that this is a part of was in Caron. Its pieces got flung
away by some powerful magic. Maybe something went wrong with the machine
or some powerful magic hit it causing a malfunction."
He stops, growing thoughtful, "In any case, the machine is stirring
again. I have no idea why, but powerful magic items have a way of making things
happen. That is probably why I started working with it these last weeks. You
should take this, go to Caron, find more parts of the machine, and see if you
can figure out what it does. I did figure out one thing. It seems to seek
out other parts of the machine. Take it in your hands and close your eyes."
You do, and notice that the statue is strangely warm. With your eyes closed
you see in your mind's eye a spinning arrow. "I think that that arrow would
point at a nearby piece of the machine. Here under the mountain we are too
far away to get a signal. If you get to Caron, you should be able to find
more parts. Take it my son, find out this great secret. Make me and your
clan proud."
Your father has apparently prepared for this moment as he leads you
to a room well stocked with traveling gear and some weapons. He also gives
you an unusual device. "I have been working on this in my lab, and you can
try it. It is called a Luminous Lance." It looks like a glass bottle with
a handle on which there is a trigger. Inside the bottle you can see wires,
metal disks, and crystal disks. Your father grasps the lance by the
handle, and aims the spout of the battle at the wall and depresses the
trigger. A beam of intense light shoots
out, melting a crater in the wall, and leaving a burning smell. He
explains that it is technomagic device. It needs to be fueled, typically
with lamp oil, but anything that burns will do. It has three power settings
and a full charge can fire six low power shots, three medium power shots,
or two high power shots.
Your father says that there are Dwarves in Caron, and that a former
apprentice of his, called Fahet, is there. You can look to him for help
an guidance on your quest.
Later that day you are traveling with a caravan south to Caron.
While you have been outside before this is the first time you have been
away from the Dwarven lands. The caravan takes about a week to travel to
Caron. On the first days of the journey the caravan is tense. Those
that have made the journey before tell you that Cracktow, an area of
broken land on the eastern edge of the Galban Hills, is filled with Fell
creatures which the Duke of Galba has been unable to clean out. Each
night you arrive at a town or village with a well used stopping ground
for the caravan. Rich travelers stay at the town inn, while others
rest in the wagons of the caravan. The towns are walled, clean, and
prosperous. Merchants in the caravan do a brisk business trading Drawven
manufactured goods for food that is abundant even though it is early
spring and planting has just begun.
You arrive at Caron, a great walled city set on the slopes of
a low cone shaped mountain. The human guards at the gate are polite, but
they collect a tax (10 GP/wagon, 1 GP/animal, 1 SP/being), and confiscate
all long and missile weapons. They leave you a token that can be redeemed
for the weapons when you leave the city. They have no clue what to make
of your Luminous Lance and let you keep it. You ask after Fahet and are
directed to his shop. As you walk through the city you recall your
quest, you grasp the statue, and close your eyes. You see clearly an
arrow leading you on. You follow it, and eventually find yourself in
market square. Half the square is full of merchant stalls vending all
manner of things. The other half of the square is full of people mostly
humans, but there is a smattering of Dwarves, Elves, and Halflings.
They are gathered in front of a stage. The backdrop of the stage is formed
by a large wagon on which a garish sign proclaims, "Kalabash the Great".
The crowd begins to chant for the show. With your eyes closed you see
one bright arrow pointing at the wagon, but there are other fainter
arrows pointing in all directions.
Your quest seems to be beginning, as you begin to push into the
crowd to get closer to the stage.
First Session
Posted: Sat Jul 14, 2007 2:55 am
by cinabro
Party = Aislyn, Aurelia, Berana, Rivery, Rir
In Caron
In the Low Square where Kalabash the Great is putting on show. It is
going not well with much of the crowd being more interested in the beautiful
Susan who is on stage with Kalabash and his daughter Berana. As the show
nears the end Kalabash pulls out his Kuttner Knight and says that this statue
from the far east allows him to disappear and move at will around the stage.
As he begins his routine a cross bow shot from a roof top hits him and he
tumbles to the ground with the statue rolling to his right. Berana rushes
to his side to find him unconcious and bleeding. The bolt was coated with
Baneberry, he made his saving throw and will be unconscious for 20 days.
Susan flees to the wagon. Rir saw the whole thing and fires his Luminous Lance
at the shooters, which he notes as two figure. It does not have the range
and has no effect.
The others head for the stage and see three "men" in cloaks jump
on to the stage. Aurelia is moving to try to heal Kalabash and is impeded
by one of the figures, which she recognizes to be a skeleton. Aislyn picks
up the fallen statue. The others close in on the stage. The skeletons menace Berana,
with short swords who responds with a Magic Missle which strikes home. Aurelia
tries to Away the skeletons and fails. Rir and Rivery strike at two skeletons
with little effect. Aurelia sees to the fallen Kalabash, Aislyn, Rir and Rivery
battle one each, and Berana finishes one off with a Magic Missle. The other
two are killed one by Rir and the other by Rivery.
The town guard steps in and sweeps up the party, Kalabash and Susan bringing
them to the South Tower. There Captain Andretta questions them. He gets little out
of them, but does reveal that they are all carrying a magic item. He gets Rivery to
reveal his one bishop, but no one speaks up. A doctor comes and says that Kalabash
will be OK, but out for at least a week. The Captain questions Susan, she reveals that
she has a past, but claims to know nothing about this incident. Working with Kalabash
was a great deal and she mentions that Kalabash and Berana are known to Uthnel.
A town guard comes in saying that they trailed two persons fleeing the scene to a mauselium
in the cemetary. Captain Andretta looks distressed and asks for volunteers, but saying
not to take anyone with a family. He looks to the party with exasperaton saying that he
knows that there is more to the story than they are telling him, but that he would be
willing to not pursue it further if they were willing to explore the cemetary with
him. Some months back he had led an expedition to the cemetary and lost some men. He
does not want to have that happen again. The party agrees and Andretta sends out
some men to collect their weapons. Uthnel shows up, shows great deference to Berana
tries to convince her to come with him, but she is firm in wanting to find the people
who did this to her father. Aislyn notices the old elf mage following orders from the
young half-elf women. Weapons arrive and everyone notes Berana's fine elven sword.
Aislyn notes that it is the sort of sword carried by elf nobility. Also great defference
is paid to Aurelia, who is recognized as nobility.
The party plus Captain Andretta heads to the cemetary. Aislyn sneaks up on the
mauseluem and is overwhelmed by the stench of rotting bodies. Rivery thinks of throwing
a lit torch into the mauselium and they see a wrecked interior and a tunnel entrance at
the back. As they pass in with Rir in the lead Rivery and Aislyn are distressed by the
stench, but they move slowly through the tunnel. They are ambushed by a skeleton who
jumps Rir. He and Aislyn finish it off after a brief fight. It does get a good hit
in on Rir. They follow the tunnel until it joins the main sewer. Aislyn is able to
see that someone got here and turned right which is out of the city. Captain Andretti
is delighted and tells them that the sewers under the city are very dangerous with
something horrible living under the main city. They come to a grate that is bent open.
Going out they are in a ravine at dusk. Berana smells smoke and in a nearby
copse of trees they find a small hut burning down. Rivery rushes in and recovers a map.
Aislyn is unable to find any helpful tracks. After a discussion where Andretti tells them
that he will not go back into the sewers and it is his guess that whoever attacked Kalabash
has fled the city, and he cannot help them beyond the city. He thanks them for their efforts,
wishes that again that he will be more forthcoming with him, will pass on a report to the
Guardians of Galba. They decide to head back into the city, have their weapons confiscated,
and plan to meet for breakfast the next morning. Rivery uses his pieces to scope for more.
He finds them on all but on Berana but sees a confused mess at her. To be clear he did this
while exploring the hut when Berana had both the ring and sword.
Aislyn visits Darthia, a priestess of Artemis, who lives at the Temple of
Artemis, which is not on the Corniche. Darthia knows nothing about the statues, but gives
her a place to stay.
Aurelia returns to the Temple of Athena and speaks with Bioassay. He is excited
to hear about the discovery of more statues, but is not much more help. Examining the map
he identifies some locations in Caron as the Temple of Athena, and Castle Caron. He identifies
"Z" as Zagyg, a mage who left the Mages Guild of Caron and went rogue. The rumor is that
he is in the Cracktow. He also notes that one of the locations outside of Caron corresponds
to a Halfling village near Caron, and another is near the city of Yggsburg on the Nor River.
He also suggests that the church would love to gather all the pieces available and analyze
them. If they are some sort of super healing device, as they believe, then they would be
willing to pay handsomely for the extra pieces.
Berana returns to Uthnel's. Kalabash is resting comfortably and his own doctors
agree that he will be unconscious for at least a week. Uthnel listens to her story, asks
if Elves could have been possibly involved, and both are stumped. He looks at the
map and ID's Blacktooth Ridge as a nearby town recently beset by goblins and have asked
the Duke for help. He also IDs Zagyg describing him as a rogue mage who left the Mage's
Guild of Caron. The Z is his chateau. For some reason she does not pass this along.
He councils her not to go out, but she seems firm in her desire to get to the bottom
of who tried to kill her father. Uthnel mentions that he has hired Susan to be an
"ornament" in his shop. Later he gives her some history of the Elvish royal houses
and cautions her to be careful showing around the ring and sword. He also notes that
he suspects that Susan has more to do with this than she is letting on.
Rivery sees Alwine. He has noted that one of the locations on the map corresponds
to Alwine's bookshop. He also uses his pieces to scope out the locations in Caron finding
the Temple of Athena, Castle Caron, a grocer in the Low City and a non-descript house in
the High City. The house has a larger than normal "garage". Confronting Alwine, who is
very excited to see that Rivery has gathered more pieces, Alwine tells him that yes he has
more pieces, but he is not willing to hand them over unless they can make eight and be more
useful for finding others. Rivery asks after the grocery store. Alwine tells him that that
is a location of the Orphans and tells him to avoid it. Rivery asks for plans of the house
in the High City, and tells him that it will take at least a day.
Rir visits the shop of Fahet, a Dwarven smith. He knows nothing about the pieces,
but he offers Rir a place to stay and work if he needs it.
They meet the next morning. They agree to work together to find the pieces.
All put theirs on the table, Rivery holds back a pawn. Rivery says that his only
interest is the money. Rir asks about other parts of the "machine" and that he
thinks it was made by elves. Aislyn disagrees and mentions that she has been asked
to retrieve it by an elven mage. Talk turns to Berana. Now she turns up nothing
when looked at with the pieces. She shows them her ring, and tells them it was
from her mother who was an Elven princess. They check the map for magic and see
nothing. They conclude that Zagyg is behind the attack in the Low City.
They decide to check out the grocer.
It seems ordinary. They buy food for a day trip. Aurelia commands the
clerk to give them the jeweled statue. He is confused, goes in back, and comes
back without the statue and forgotten why he is trying to help them.
They decide to head to the halfling village.
First Session Comments
Posted: Sat Jul 14, 2007 3:22 am
by cinabro
Idea for the first session is obviously stolen from "The Usual
Suspects". It went very well with a good fight in the square
and tense moments in the cemetery, tunnel, and sewer.
Of course Kalabash had to be out to cut off one source of information,
and they had to find the map to give a focus to the campaign.
Good role playing as they warily decided to work together
after the excitement of the previous day. C&C works great.
Everyone picks up the rules pretty quickly and there is minimal
paper shuffling and looking things up. The rules are simple and flexible
enough that I have little trouble making things up in response
to unexpected player actions. No one complains about unfairness
or silliness. Lots of plot hooks for them to follow, but they make the
choice that will lead them to "Shadows of the Halfling Hall".
Posted: Sun Jul 15, 2007 12:48 am
by Treebore
Very nice. I have always liked chess and to see such a cool magic item made out of a whole chess set has always been cool.
Its also nice how, now that the time is right, pieces are showing up and being seen by people all over the place.
Do you have any write ups for your various orders, like the order of the Owl, etc...?
_________________
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
Reaction in the newspapers
Posted: Sun Jul 15, 2007 1:29 am
by cinabro
Thanks again for encouragement. The chess set magic item is also a stolen
idea from Katherine Neville's novel The Eight. I started home brewing
this world when I was a graduate student in the early 90's. I made
notes by hand in a lab notebook. Thus for some things there are not
electronic versions of the write up. I will have to dig around for the
Order of the Owl.
In the meantime, I would produce newspaper stories based on campaign
events. We were meeting once overy two weeks so it kept the players engaged and hopefully entertained between sessions. Here are two from
the first session.
Under the Heel - Newspaper of record in the Low City front page headline
------------------------------------------------------------------------------
Town Guard Breaks Up Public Performance in Low Square
=====================================================
Yesterday afternoon in the Low Square a free public performance by
the popular prestidigitator Kalabash and his lovely assistant Susan was broken
up by the Town Guard. Guardsmen cleared the peaceful crowd in response
to their enthusiastic response to the performance. At least 20 citizens,
including a number of women and children, were arrested and brought to
the dreaded South Tower for "questioning." Their fate is as yet unknown,
but this newspaper fears the worst. Kalabash
was seriously hurt in the incident, but his representatives decried the
Guard's heavy handed tactics as further evidence of the Guard's, "...
over reaction to the people having fun."
Captain Andretta of the Guard, well known to the readers of this
newspaper for numerous reports of his use of excessive force,
claimed that undead attacked the stage and the Guard moved in response
to the ensuing panic. The undead were defeated by the Guard, and some
were seen fleeing the scene. Subsequent Guard action forced whoever
was in control of the horrors to flee the city.
We do not need to comment on the implausibility of the official
story from the Guard. We continue to call for citizen control of the
clearly out of control Town Guard, which is clearly demonstrated
by this display of brutality. The Duke continues to ignore
our petitions for redress from this an other problems such as, the
high cost of food, lack of proper educational opportunities, lack
of affordable health care, and decaying infrastructure in Caron's
Low City. How long can these conditions be expected to last
before this newspaper is forced to call for citizen action to
remedy their miserable conditions? This brutal regime is not
even able to temporarily relieve the people's suffering with an
entertainment without revealing its true face when the people show
even the slightest sign of enjoying themselves.
------------------------------------------------------------------------------
Caron Chronicle - Newspaper of record in the High City front page headline
------------------------------------------------------------------------------
Riot in Low Square
==================
Yesterday a riot broke out during the performance by the famous prestidigitator
Kalabash and his lovely assistant Susan. It was a free performance supported by the
good graces of our beloved Duke offered to the denizens of the Low City. Apparently
the crowd was not happy with the performance and attacked the performers. Kalabash
was badly injured before the Town Guard intervened. A number of the rabble were
taken to the South Tower for punishment, and have been remanded to the mines.
The Town Guard claims that undead within the crowd attacked the stage and tried
to assassinate Kalabash. They claim to have chased suspected perpetrators from the scene and
out of the city via the sewer. The crowd did panic when the performance was interrupted,
and that the precipitous flight from the square was understandable given the circumstances.
Besides Kalabash the Guard claims that no one else was seriously injured. Currently
no one is in custody in connection with this incident.
We do not need to comment on the implausibility of the official
story from the Guard. This riot in the Low Square is yet another example
of why the authorities must adopt a no tolerance policy towards the continuous
criminal behavior by the denizens of the Low City. They cannot even show
proper thanks for largesse from our beloved Duke, and this newspaper again calls
for ending such wastes of money. Such attempts to elevate or enlighten are simply
wasted in the Low City. Such resources could be better spent on more Guardsmen,
stricter enforcement, and more severe punishment for the guilty to ensure that
they never darken the streets of our beloved city again.
------------------------------------------------------------------------------
Second Session: Shadows of the Halfling Hall
Posted: Mon Jul 16, 2007 12:45 am
by cinabro
Loose ends in Caron. Aurelia picks up potions of Heal Serious Wounds
and Holy Water for each member of the party. Rivery meets Osburn who is suprised
to learn that Rivery is doing a job for Alwine. Rivery goes to Alwine and asks if
all is well. Alwine says to forget about it and leave it to him. Rivery tells
Alwine where he is headed, and Alwine directs him to pick up a package from Kyann.
Rir learns the use of the Luminous Lance, and packs some Lamp Oil. Fahet gives him
two lanterns using Lightstones. The lightstones last about one month. Aislyn
gives Kalabash's Knight to Berana and asks her for more information. Berana says
that she is from Koda, raised among humans, and she and her father journeyed to Caron
to visit relatives of her mother's. Pointedly she declines to tell them the origin
of her sword.
They head out to Newbriar, the nearby halfling village. They do not expect
to make it by the end of the day and plan to stop for the night. On the journey
they encounter a troop of the Guardians of Galba. They have been on patrol, but
have no valuable news for the party. They stop for the night in a nameless village
staying at an inn in two rooms. They experiment with Berana, her ring, and sword.
They figure out that all three of them are required to get a signal from the
pieces. Otherwise nothing. Berana casts Summon Familiar. In the morning
she is awoken by an infant Gold Dragon that is dubbed Enya. Aislyn begins to
recall the Prophecy of the Return.
They arrive at Newbriar just before noon. They meet Janice Grayice, who
is a priestess of Demeter. She thanks the gods that they have come, expressing
suprise they have arrived so quickly. She tells them that the Mayor, and other
local worthies including her superior have disappeared into Willoc Brambletoe's
home. They were attending a party on Friday night. As of Saturday noon the Reeve
and two town guards went to investigate. When they did not return as of that
evening the town worthies sent a plea for help to local villages and Caron. The
party claims they learned of the problem here from a passing Galban Guard company
and came here. She leads them to the Inn, the Portly Partridge.
There they meet Redd Softfoot who owns the Inn and is the deputy mayor.
He tells them what he knows. Willic is the newphew of Janos Brambletoe. Janos
was an adventurer, died a year ago, and left Willic alot of money. Willic used
the money to buy some land and build a large home north of town. He spends too
much and owes the Inn and others money. He then finishes the rest of the story
as Janice. He offers them free room and board, and says the town will give
them 100 GP/persons if they figure out what happened to the mayor and company.
While this is going on Merrin Fireheel, the Deputy Reeve shows up. She expresses
displeasure at hiring the party, but agrees to help them get to the place.
Redd does tell them that he heard that Old Man Longbottom was paid a bunch
of money by Willic to deliver some sort of message the day before the party. No
one knows what the message was. Redd gives them directions to the Longbottom
place. They go and find Longbottom. He does not know what they are talking about,
and has three sons who are desperate to joins the party on the expedition to Willic's.
Aurelia Commands him, and he expresses distaste at Willic saying he would never
do anything for Willic. As they leave the boys show up with a pitchfork, shovel,
and pick eager to join the expedition. Heading back into the center of town they
meet Janice, who directs them to Brambletoe, and takes the boys back home.
On the grounds the party sends Enya to scout the out buildings. They find
the barn filled with unhappy ponies, and are unable to get into the locked shed.
They enter the hall, and are attacked by Zombies. Aurelia successfully aways
them and the party sets about killing five of them with holy water. The spider
lands near Rivery and they surround and kill it with Berana delivering the killing
blow. They methodically clean out the first floor. Rir uses his Luminous
Lance to kill the Zombie Dogs, all smash on the beetles (Aislynx2, Aurelia, Berana, Rir,
and Rivery), and the two big Zombies by Aislyn and Rir. They find the two diaries.
They realize via Rir and Willic's diary that the hall was not built from scratch,
and that Willic saved much money by doing this. They only note that a few of
the halfling zombies are missing their left hands and eyes. They find the Reeve
in the webs. They gather all the treaure and note that the wine and the crockery
and dinner ware is valuable, but difficult to get out. They leave it for later.
They head down finding the secret door in the fireplace. They use Enya
to scout ahead. They have a tough time with the Death Grips (Rir x3, Aurelia x3,
Rivery, Aislyn). Rivery uses one of the Healing Potions. They find the secret door,
get frightened by the snake, discover the trap, Rir is slightly hurt as they pass
over it. They follow their pieces and trigger the trap in the halucination room.
Berana is convinced she is invisible, Aurelia fights imagineary demons, and Rivery is
knocked unconscious having very nasty dreams. Rivery completely figures out the
double pit trap, but Aislyn is slightly hurt and poisoned when she stumbles while
crossing. They dither enough that the big zombie comes out to fight them.
Rivery climbs up and around to back stab. The Shadow comes out to attack him, leading
to Rivery screaming like a little girl. Aurelia aways the shadow. Rir breaks his
Luminous Lance, and he and Aislyn finish off the zombie.
They find the secret door and the false tomb. Rivery triggers the gargoyle
trap and Rir finds the trip to go down. In the real tomb, Aurelia aways the mummy,
and the ghast is killed by Rir and Aislyn. They find the two pieces and some gold.
They begin to leave and decide to explore one more room and encounter the Bag-o-Bones.
It goes badly with Rivery and Aislyn going down, and the Bag finally being defeated
by a critical hit from Rir. They are running on fumes with no spells left, low on
healing, and hurt. They make their way out, carrying the mobile treasure.
They head to the Temple of Demeter. They distrust the Inn keeper due to
the "lies" he told them. They are met by Janice. They say that the halflings
are all dead, were turned into zombies, and that they want to stay here for the night.
She is a bit confused, but very sympathetic. They have obviously been very battered,
are carrying a large amount of booty, and need to rest up for the night. She also
notes that at least two of them will be "indisposed" for a few days (Rivery and
Aislyn).
Second Session Comments
Posted: Mon Jul 16, 2007 12:58 am
by cinabro
Another very good session. Shadows of the Halfling Hall is an excellent
introductory module. It could have easily have been a TPK when Rivery found the Bag-o-Bones. Actually it probably should have been as I forgot to
do half damage for edged weapons. Not really sure what Rivery was thinking when he went had to explore that last room. Entertaining moments when they tangle with the Deathgrips and the halucination trap. They are beginning to realize that Berana seems to come with lots of secrets.
Third Session: Newbriar, Caron, and Looking Ahead
Posted: Tue Jul 17, 2007 9:29 pm
by cinabro
Party = Aislyn, Aurelia, Berana, Rivery (levels up to 2), Rir
Sunday: Evening
Party settle spends some time testing their treasure. They find some magic items,
and a scroll. They discover there is very little in the range of extra help here, but
Janice does all she can for them. Rir discovers his Luminous Lance is beyond fixing
by him.
That night Aureilia is woken by Janice. They go out and see a fire to the north,
which Janice says is Brambletoe Hall. Aurelia contemplates bringing the whole party
to investigate, but Janice advises not to wake Aislyn and Rivery who need to rest. Aurelia
decides against investigating and let all sleep. This was done by the Kobolds and not
found out by anybody.
Monday
The party awakens early. It is clear that Aislyn and Rivery are bed ridden
today and there is not a Heal Spell available to get them up. They hear Sir Ranulph's
troop of ten cavalry arrive and efficiently and competently deploy about the town. Ranulph
speaks to them hearing the tale of death and gets the report that the barn has been
opened, ponies missing, shed ransacked, and the floor of the main hall collapsed.
While Ranulph leaves to see to his men, the mayor's daughter comes and collapses
in tears when she learns of the death of her parents. She asks for her parents lost jewelry
and gathers up a ring and necklace. Janice points out to them that more such bereaved
will be coming wanting the return of their stuff. After some carping the party agrees to let
Janice pick through the treasure and gather up the halfling stuff. She is scrupulously
honest and picks out jewelry and the ex-Reeve's sword. She points out that the other stuff
is old and probably comes from humans who lived here long before the halflings settled.
She dose find a dose of Baneberry, crossbow quarrels, in a bag with 200 GP of coins
from Venga. They speculate that they have found the attempted assasin of Kalabash.
Ranulph comes back and organizes a meeting with the party, Janice, Merrin, and Redd.
After hearing the halflings story he asks the party for theirs. He figures out that they came
not in response to the halflings message for help, but probably were drawn here for the same
reason that the Necromancer who zombied the halflings. Rivery does try to use his visit to
Kyann as cover. Kyann is dragged in and gives corraboration to Rivery's story, but is very
uncomfortable and gets out as soon as possible. The Halflings say that Willic was a feckless
child of a rich family, and inherited money from his uncle. Some adventurers returned
the dead uncle about a year ago. Willic then bought the land and built his house.
Willic's diary does say that he discovered a pre-existing building and saved lots of money
and time building in it. He also kept it a secret, and the halflings do remember that the
dwarves who did the work were only here for a few months rather than the year it should
have taken.
Ranulph apologetically does point out that by the
"Fell Creatures Act" the land is forfieted to the Duke and the Adventures and anyone
else are able to take away any "movable" wealth. This upsets Redd who points out that
Willic owed money around town and the expectation was that he was going to sell off his
disused farmland to pay his debts. This would have been good for the town and Lord Remigius,
who is the Local Vale Lord and has his base at the nearby village of Reepham.
as the land would have gotten back into production. Ranulph is very sorry, but he points
out that there is very little he can do about it, unless the party wants to show some
charity to the town. After some consternation Aislyn convinces them that they should
forgo being paid their 500 GP and return it to the town to settle Willic's debts.
The halflings are very greatful and do whatever they can to help the party for the
rest of their stay. Ranulph also thanks them on behalf of his Lord, and promises to
help them as much as he can, and he tells them that he and his men will be here for
a few days as something unpleasent is still lurking about the village.
The party argues about what to do. They want to go back in, but realize that
they cannot use the route they used originally. They contemplate asking the halflings
to help them dig a new shaft.
In the evening Sargent Belton plus two men of the Galban Guard arrives. He is thrilled that
the Duke will be gaining the land, and clearly wants to gather something more from the
Duke. The party puts him off until the morning. Consulting with Ranulph they note
that the dried weeds in the old pots might placate Beltan. They need to test it and
decide to consult with Kyanne in the morning.
Tuesday
Aislyn is well enough to do a tracking check at the Brambletoe estate. She
finds that 5-10 clawed feet came from the north, ransacked the shed, led the ponies
away, and moved around the entrance. She is unable to track them away.
Rivery visits Kyann. He finds a dilapidated estate run by a "stoner".
He hands over a package, mushrooms, and agrees to try the dried weeds. He collapses,
has pleasent dreams, and takes a sample. He tells Rivery that the new Reeve has
it in for him so that care should be taken in the future.
The party gives half of the dried weeds in an old jar to Beltan who is happy and
rides off. He tells them how pleased the Duke is with new land, and tells them
to check out the "Trouble Board" at the Guardians Tower in Caron. Lots of opportunities
there to continue to please the Duke.
Ranulph is pleased to have him go, and says that this way his Lord can
lease the land back to the farmers while handing over the deed to the Duke. He tells
them that tombs of this sort are rare, but not unheard of around here. The party never
really tells the halflings or Ranulph exactly what they found.
Wednesday
The party heads back to Caron. The Halflings of Newbriar send them off nicely
and the Longbottom boys try to go with them adventuring, but the party sends them home.
On the way back they encounter a Guardian's patrol. Fortunately they have no trouble
at the gate and enter the city.
At the temple of Athena, University, Alwine and Shops they get stuff appraised and
discover that they have
to make donations. Rivery runs about getting things appraised and sells off much.
He saves a +1 Shield and +1 Chainmail for Aurelia and +1 Longsword for Aislyn.
They also gather a potion of Extra Healing. Rivery sees Lauret, one of his girlfriends
and brushes her off. Alwine takes the drugs and says he will get them dealt.
Aurelia remains there learning a new spell.
Rir sees Fahet and he says he can fix the Lance, but it will take a couple
of days. No charge for the labor, but if any material is required Rir will have
to cover it.
Berana and Aislyn see Uthnel. He is floored by Enya and is reminded of
the Prophecy of the Return. He shows them a copy of a book on it and they note that part of Berana's story seems to fit, but that the Prophecy is vague. They
do decide to keep things secret, and Uthnel promises to redouble his efforts
to try to contact Berana's mother. He deciphers the scroll and finds the spells
Shocking Grasp (1st), Knock (2nd), and Hold Person (3rd). Berana settles down
to learn Shocking Grasp. He tells them of Zagyg. He tells them Zagyg is insane, not
evil, not a Necromancer, and specializes in making "giant" things. He tells them
that insane mages often move north towards the Wild Lands. Venga is a likely destination.
He thinks it is unlikely that Zagyg is in the Cracktow.
Aislyn goes to the temple of the Artemis and asks Darthia about the Prophecy
of the Return, but she is clueless. The library there is also no help.
Thursday
They meet for breakfest. They try out the pieces they have found. They discover
the one Rivery has been holding out. They find one at Orphans Grocery, one at High House
(Copelia), and one at Dukes Palace. Newly they notice two fuzzy at Alwine's Bookshop, and
three at the University. They explore the University and find one in the Tower of the Mage's
Guild, one in a classroom/Professor's office building, and one in a warehouse. Rir wonders
how Rivery knows so much about the pieces. Aislyn points out that they all have different
motivations. Rir says his is for the money. Aislyn and
Berana check out the Library on the Prophecy of the Return and find a variant that mentions
"Green Forests" and "Forest Lord who commands the beasts".
They go the Guardians Tower and see the "Trouble Board". It is a giant map of the
Galban Hills with trouble spots connected by strings to little boards describing the
trouble. They identify Botkinburg afflicted by Goblins (east of Caron), Halder's Gap
afflicted by Kobolds and an Ogre, and the Mysterious Tower. Looking again with their
pieces they note the Botkinburg pair is moving towards them. Also Rir wonders how his
piece ever got noticed since it was held in lead, and the party puts their nine pieces
in Aislyn's lead box. They decide to head to Botkinburg first thing in the morning.
Folks will weapon up and learn spells.
Third Session Comments
Posted: Tue Jul 17, 2007 9:35 pm
by cinabro
Good session with lots of role playing. The players learn that they live in a wider world and glimpse some of the story behind Berana. On to Blacktooth Ridge.
Fourth Session
Posted: Thu Jul 19, 2007 12:53 am
by cinabro
Party: Aislyn, Aurelia,Berana, Rir, Rivery
Thursday
Party decides to head straight to Botkinburg. As they do they find that the pieces
are heading away from them. They pass a mechant's caravan with wood products and
spend the night in an inn. There they learn that Botkinburg is known to have fairies
in it. Fairies are small and magical. Live in deep woods and generally are helpful
if appeased. They can be prickly and make life unpleasant if they are ignored.
Elves and Fairies often work together, as Fairies are great scouts and guards.
(Based on Sprites in the MM).
Friday
First Drug related deaths in Caron. Rivery can be paid for his drug running.
Traveling towards Botkinburg. Just outside of town they are approached by
a group of 25 or so fairies. Led by their queen. Frosty Flower, she approaches Berana
and begs her to help them chase away bad fairies led by Marrow Bone who have
taken over and are killing the giant tree that is the heart of their forest.
"Please Lady, will you lead your army to our rescue?" Aislyn asks why the fairies
approached Berana. "She is the one, at least she bears some of the signs that
the one has. You too would know if you saw her use her ring, sword, and dragon."
Berana and Aislyn are inclined to help, Aurelia and Rir want to. Rivery is convinced
when the fairies tell him that the Dark Fairies have been capturing and killing
victims and keeping their treasure. The fairy champion, Angus Ack-Dack, will
accompany the party to guide them and help versus the Dark Fairies. Aislyn and
Aurelia note that Dark Fairies are Twisted Ones.
The plunge southward through increasingly heavy forest along a narrow game
trail. Slow slog as the party has to lead horses and cut their way through low hanging
branches. About an hour from the tree as it is getting dark, they decide to camp.
They maintain good discipline and decide to bury their collection of pieces in
a lead box and recover it after the adventure. During the night a herd of deer
wanders by.
Saturday
Resume trip towards the Tree. A party of wolves moving towards the
party along the trail. Angus is sent ahead and manages to convince the wolves
to let the party pass without harm.
At the tree they see the Harpy in the tree lazily guarding the clearing.
Angus detects a couple of dark fairies with her. The party gets the drop on
them, Angus misses with a sleep arrow, but flushes the Harpy up. The party manages
to pepper her with missles and eventually she falls to Berana wielding her sword.
She was too startled to use her song. The Dark Fairies converge on Angus, striking
him. One is Commanded to Die by Aurelia, the other goes invisible, and casts
an Entangle to slow the party down. Rivery manages to snatch the downed Dark Fairy,
but he is killed during questioning. Angus drinks one of the party's healing
potions.
The party sees the entrance the Harpy and Dark Faries were guarding.
They note the Owl who hoots at them and opens a portal in the tree. The
party goes into that tunnel, follow it, and see the destroyed roots.
They get to Marrow Bone who is trying to burn the Heart of the Tree and attended
by only two Dark Fairies, the others are waiting in ambush in the other
tunnel. They move in on Marrow Bone and the Dark Fairies, but seeing the large
party, they go invisible and flee out the other entrance. Marrow Bone covers his
escape with Obscuring Mist, which discomfits the party.
The party spends some time collapsing the tunnel behind them and covering
the Heart of the Tree with soil. They resume the chase and Angus detects four
Dark Fairies waiting in ambush before a bend. The party can figure no way through
and plow into the ambush. Rir in front sees what looks like a Hydra, Marrow Bone
using his Polymorph, barreling down the corrider at him. While Dark Fairies slash
and fire darts at Rir and Rivery, Berana puts on her
ring while clutching her sword. Music begins to play, blue light shines from her,
the Dark Fairies scream and flee in terror, the others are impressed, especially
Angus. But after a moment the light begins to flicker, the music stops, and Berana
collapses. Two Dark Fairies are killed by Rivery, Aislyn, and Rir as they flee.
The party drags Berana to the surface, and the owl indicates that the
Dark Fairies fled in terror and thinks they are very confused to be asking about
a Hydra. He thanks them for saving the Heart of the Tree and suggests that
they close off the entrances to the tunnels. The party works on that while
Angus goes to fetch his people. They arrive a few hours later and thank the party
profusely. At the owl's prompting Frosty Flower writes a rune on each of
their weapons that when they go off will make the weapon +1 magical for
10 rounds. They gather the
Dark Fairies treasure trove (a set of chainmail, some rusted weapons, shields,
and helms, a +1 Dagger, jewelry worth 200 GP, and a spell book (Mage: 1st Comprehend
Language, Feather Fall, Magic Missle and Second Protection from Arrows). The
Fairies also heal up Rir and Rivery.
They spend the night in the Old Man of the Forest clearing guarded
by the Fairies.
Under the Heel Headline
Another Working Girl Brutally Murdered
======================================
A woman known only as Escalane was found brutally murdered
on a Low City side street yesterday morning. This is the
fourth working girl inhabitant of the Low City found
dead in similar circumstances in the last two weeks.
No details have been released but local residents
report that there was much blood and the unfortunate
victim was the victim of a bladed weapon. Many
are reminded of the still unsolved case of the Ripper
of Caron who murdered at least eight women in similar
circumstances in the same area of the city
over one hundred years ago.
The Town Guard has increased patrols in the area, and
warns unescorted women to stay off the streets after
dark. While this advice is valuable, it is hardly
realistic for the women of the Low City who are forced
into this profession by the lack of realistic
opportunities or any sort of social safety net provided
by the brutal regime of the Duke.
We have long called for legalization of this trade
as a means of removing the criminal element from
its activity. Any women in the trade should visit
our office, preferably when our wives are not likely
to be visiting, for further discussion of the legalization
issue.
Caron Chronicle
Rash of Prostitute Murders in the Low City
==========================================
The Town Guard reports that in the last two weeks four
prostitutes plying their trade in the
Low City have been brutally murdered. These
murders invoke memories of the Ripper of Caron who
was active more than 100 years ago. The Ripper was
never apprehended and is believed to have been responsible
for more than ten deaths.
The Town Guard warns that unescorted women should not
be on the streets of the Low City after dark, and claims that
they have increased patrols there. It is well known that the
Low City and its immoral denizens keep this reprehensible
trade alive. It would be far better if the Town Guard were
to round up any unescorted female found on the dangerous streets
of the Low City at any time and send them to the mines. They
would by much more valuable to the Duke there than creating
immorality and opportunities for murder and mayhem on the
streets of the Low City.
Sunday
The next day they travel on to Botkinburg. They arrive
before lunch and go the Bent Hook, and take rooms. They gather up the
rumors that there is a witch in the woods and there her familars infest
the town and war the goblins of people heading up the pass, that the halfling
food is dangerous, and that the Vale Lord is going insane and being poisoned
by his son. They meet the couple on their honeymoon, the Dwarf Gurdin who is
an agent of the Vale Lord trying to subvert this one, and the magic user Malin.
Gurdin tells them he is a mason trying to get work on the castle. Malin
tells them that the town is not over run with familiars, and that he was
part of an adventuring party that got ambushed as they went up the pass.
The others went back to Caron, but he offers to accompany them on another
mission.
They repair to their room, use their pieces, and detect two hits up
at the top of the pass.
Gurdin heads up the pass to warn of the party and gets captured by the
goblins. He told people at the Inn that he was going to Ludenshiem
where he claims to have relatives. They wonder why he would have left
so late in the day as he would have been out on the road at night.
The Goblins capture him and put him in the cell with Barldus.
Fourth Session Comments
Posted: Thu Jul 19, 2007 12:59 am
by cinabro
Lots of fun with the first Blacktooth Ridge PDF. A really great value for $1. Also setting them up for what happens back in Caron with news reports and the consequences of the drugs from their last adventure. Another really good session.
Posted: Thu Jul 19, 2007 6:43 am
by Treebore
The full A1 module has a lot more to it as well. Including info about the Faerie Tree in Botkinburg near the Barons Keep. In the town circle by the river, I believe.
My group left offerings of pies to the faeries at this tree to placate them. They eventually found out the Faeries loved to use the pie tins as frisbees.
Plus the main antogonists in A1 are the "Red Hat Bandits" or some such name.
Have you gotten a copy of the nice Botkinburg area map?
_________________
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
Posted: Thu Jul 19, 2007 6:45 am
by Treebore
Fifth Session
Posted: Fri Jul 20, 2007 5:21 pm
by cinabro
Party = Aislyn (Lvl 2 Ranger), Aurelia (Lvl 2 Clearic), Berana (Lvl 2 Mage), Rir (Lvl 2 Fighter), Rivery (Lvl 3 Rogue)
Sunday
They visit the Vale Lords manor and note that there is no construction
and can see no need for some. They gate guards discount any tales of goblins,
but do tell the party that there is a bounty on killing fell creatures, but no
standing reward for the goblins. They head over the halfling side of town and
visit the Swilling Swan. Here they learn that the ridge is riddled with caves
and such and contains more gold than Caron, and that they should be sure to leave
food for the local Fay.
They head out of town and pass the bridge and investigate the ruined tower.
Rivery and Rir enter the tower and get set upon by four stirgies and with the
help of the rest of the party they survive. From the top of the tower Angus
can see the windows of Kruggle's Lair. Back at the bridge Rir can see the construction
and they head above it. Aislyn sees the tracks leading to the boulder. Rivery
pokes it with a stick, and the find the small passage ending in an unmoving door.
They climb down via ropes to the windows. When Berana tries to do this Kruggle awakens
and comes out to investigate. Aurelia commands him to die and he collapses. Aislyn tries
to bind him as the party surrounds him. He awakens tears off the bounds and seeing him
self surrounded he makes for the door trying to bash Rir out of the way. He trips over
Rir and the party finishes him off. They gather his treasure, explore the lair,
avoiding the Carrion Worms by having Angus check it out. They find the prisoners
who can tell them nothing about goblins. They kill the Koblolds and manage to free
the halfling. They find a map that has on it the location of the ruined tower (T),
Kruggle's Lair (W), the Varglog (V), Botkinberg (B), and an (S). The halfling says that he
was in a caravan, ambushed by he knows not what, fled into the forest and was captured
by the ogre who threatened to eat the prisoners and starved them. He is from Lundensheim,
and says his family owns an Inn there and will be pleased by his return. He is called
Waddo Brikker, and is not in very good shape even after a Heal Light Wounds. Angus ID's
the (S) as where the witch who can see into the future lives.
They head back to Botkinburg, given the lateness of the hour. The folks at the
Bent Hook know of Waddo and are supportive of the party. They give "sage" advice
on how the party could cross the river to get to the (V). The party decides to try in
the morning noting that the pieces are still there.
Using Detect Magic the party notes that Berana's sword is now faintly magical.
Fifth Session Comments
Posted: Fri Jul 20, 2007 5:32 pm
by cinabro
Shorter than normal session due to real world interference, but good
fun. Kruggle wins incompetent opponent award as I could not roll
anything decent for him except for a 20 to escape the bonds when
he awoke. He should have been tougher, but he was just a speed
bump. I punished the players with an experience point subtraction for
killing the captive, starving kobolds.
While I used the Return and Assault on Blacktooth Ridge modules (the
third was not out when these sessions took place) I have rearranged the
geography and story line for my own purposes. I had the next module in the A series, but realized that weaving the A series into the story line was not going to work as our sessions were wildly out running the pace of module releases from the Troll Lords. I also came to the same sad realization about Castle Zagyg and started to scramble for other things to fill time. Thus the use of Dungeon Crawl Classics for random events, and building a new story line on the fly.
Re: Fifth Session Comments
Posted: Fri Jul 20, 2007 5:42 pm
by Treebore
cinabro wrote:
Shorter than normal session due to real world interference, but good
fun. Kruggle wins incompetent opponent award as I could not roll
anything decent for him except for a 20 to escape the bonds when
he awoke. He should have been tougher, but he was just a speed
bump. I punished the players with an experience point subtraction for
killing the captive, starving kobolds.
While I used the Return and Assault on Blacktooth Ridge modules (the
third was not out when these sessions took place) I have rearranged the
geography and story line for my own purposes. I had the next module in the A series, but realized that weaving the A series into the story line was not going to work as our sessions were wildly out running the pace of module releases from the Troll Lords. I also came to the same sad realization about Castle Zagyg and started to scramble for other things to fill time. Thus the use of Dungeon Crawl Classics for random events, and building a new story line on the fly.
I've had to do much the same thing. Like when Wicked Cauldron came out I had to beef it up for 10th level play. Fortunately I know where I want the story to go and generally how I want to get there. I also have tons of modules and Dungeon adventures to use to help me get them there.
_________________
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
Sixth Session
Posted: Tue Jul 24, 2007 11:41 pm
by cinabro
Party = Aislyn (Lvl 2 Ranger), Aurelia (Lvl 2 Cleric), Berana (Lvl 2 Mage),
Rir (Lvl 2 Fighter), Rivery (Lvl 3 Rogue)
Monday
Two notes waiting for the party when they awaken. One is from the
Brikkers in Luddenshiem. They thank the party for rescuing their son and
promise a reward and free room and board at their inn if they return
their son. Checking on Waddo they find him recovering. He will be fine
and able to travel in two or three days.
The other note is from the Vale Lord who congratulates them on killing
the Ogre, and invites them to the manor for a reward. They go and are ushered
inside. They meet grandfather Clement Botkin who mistakes them for his lost
companion Lewis who died twenty years ago. Volkmar Botkin has his grandfather
taken away, gives the party 50 GP for the ogre, tells them that his patrols
have not seen the goblins, and denies the existence of fairies and witches.
They ask after the Dwarf Gurdin and he directs them to Aldadius. They
meet him in a wizard's lab/library. He tells them that a group of goblins
called the Red Caps, wearing red head gear, have been raiding to the south.
Since the pass is the only way over the Scarp for some miles he guesses that
the Red Caps are based near there, but despite trying they have been unable
to find it. He tells them that there is a witch in the forest who can see
a future, but that seeing her costs a price and will leave you changed.
He has seen her, but declines to share with them what they spoke of.
They decide to visit the witch. Angus leads them there down a
very narrow and twisting path. On the way Forsty Flower comes and replaces
Angus who has Fairy business. They get to the witch after lunch, who is
wary but when they offer food to her she is happy to grant them a glimpse
into a future. They decide to do a party prophecy and she says "A canyon of
stone, a river of blood from someone you know, a black figure with red eyes,
and a desert underground." They then bicker about whether to have individual
prophecies and decide to do it. They push Berana to go first, and she gets,
"A broken elf, who needs you to complete a plan, which would be very bad,
and his creatures are all around." All the others fail to get a prophecy.
They ask about goblins, and she says they are horrible creatures who she
deals with. Her dwarf cleans up the mess. He does not know anything about
red caps as there is usually not too much left to haul away. She asks if there
is something they would like, love potions, healing, but she points out that
her magic only seems to work when there is a need.
They head back to the Bent Hook. There they see newspapers from Caron
with news of the return of the Ripper and the death of prostitutes. That night
they use their pieces and note an extra set in Caron.
Tuesday
In the morning the Malkin family begs for their help as their two sons have
been missing for the last few days. They left with a sword.
First thing in the morning the party heads up the pass. Aislyn detects tracks
that lead to a thicket of bushes. They see behind the bushes a short cleft ending
in a door that is ajar. There is rubble in the cleft and they note ancient runes
among the rubble. Realizing that it would take hours to rebuild the stuff they
peak in. They see a goblin getting a beer who does not notice them. They
jump him and try to intorrogate him. He dies under Rivery's knife work. They
move in and kill a second under similar circumstances. They move beyond the entrance
hall and take out two more goblins. At this point the four remaining goblins
weapon up, and sortie out. One strikes a good blow on Rir, and the noise attracts
the two Gnolls from the central hall way. The party defeats them and looks about.
They smell cooking to the right and Forsty Flower exploring ahead hears a large
group of goblins. They head towards the quieter left, surprise and kill the three
gnolls, and find the four prisoners. They confront Gurdin who admits that he is
working for the Vale Lord of Luddenshiem paying off the Red Hats to raid here.
The party decides that leaving now would make it very hard to re-enter thus they
arm the Malkin twins, shackle Gudrin and the human, Barldus, together, and tell them to
take them back to town. When they get back to town Gurdin will be watched
closely, no one ever trusted him, but the human will slip away and flee to
Luddenshiem. The Malkin's are not particularly competant and the new administration
is also slow, thus it will be some time before a patrol comes from town.
They head down the middle passage and are stymied by the evil chapel. A goblin
priest enters and Aislyn fells him with an arrow. They get a clue to use a Detect Magic
and note that the black strip down the middle is not magic. They enter the sub-leader's
room, and hear the argument going on in the priests room. In the hall way they are surprised
by another priest who tries to command and darkness. Forsty Flower charms the priest and
convince him to attack into the priests room. The attack goes well with Berana's
Sleep taking out a goblin and the hobgoblin guard. The charmed goblin takes out a goblin,
but is felled by the leaders thrown dagger. The priest fires a fear which sends Rivery
and Rir fleeing. Forsty Flower is able to calm Rivery, but Rir is almost to the entrance
by the time he stops. Another Sleep fells the priest and a command from Aurelia fells
the leader. The party kills the fallen, gathers treasure, and contemplates what to
do next. They do find a box that connects back to Luddensheim.
Sixth Session Comments
Posted: Tue Jul 24, 2007 11:45 pm
by cinabro
Another short session due to real world interference. Excellent fun in Blacktooth Ridge. Great module with its PDF additions. Three sessions
so far and at least one more to come. Foreshadowing of the next adventure works well as the characters wonder what is going on back in Caron.
Seventh Session
Posted: Thu Jul 26, 2007 1:34 am
by cinabro
Party = Aislyn (Lvl 2 Ranger), Aurelia (Lvl 2 Cleric), Berana (Lvl 2 Mage), Rir (Lvl 2 Fighter), Rivery (Lvl 3 Rogue)
Tuesday
More Drug related deaths in Caron. News reports in Under the Heel.
Under the Heel
Rash of Unusual Drug Related Deaths
===================================
Over the last few days the Order of Aescapulus from Mercy Hospital in the
Low City reports an unusual number of drug related deaths caused by a
previously unknown drug. Apparently the drug is a dried leaf that
when smoked becomes a powerful hallucinogen. Its effects vary with
some falling into a trance-like state and reporting dreams of a nature
that cannot reprinted in this newspaper. Others report the feeling
of being invisible or acquiring similar supernatural powers. The most
dangerous effect seems to be the illusion of being surrounded by demonic
creatures which invokes a violent response in defense against the "demons".
The altercations that break out have resulted in a number of deaths,
the Order thinks at least five, and warns against the use of dangerous,
substances of unknown efficacy.
We cannot help, but be suspicious of this new dangerous drug
sweeping the Low City. The Town Guard claims that their efforts
to suppress the drug trade are primarily hampered by a lack cooperation
from the citizenry. This is hardly surprising since no one with any sense
willingly cooperates with their oppressors. The only solution to this
problem is more opportunities both educationally and economically for
the oppressed citizens of the Low City. Rather than this sensible approach,
the instruments of the Duke's repression, report that they will increase
patrols and send anyone caught dealing or trafficking illegal substances
to the mines for at least five years. Even casual users are to be punished
to the fullest extent of the law.
===================================
After some debate the party decides to press on. They try to pick
the lock on a door through which they hear some movement. They fail and
Rir tries to break it down with his axe. He fails and the Bugbears within
call out. The party claims they have brought some beer, but the Bugbears
come out ready to fight. One is Slept by Berana, and the other surrendurs.
The party kills the sleeping one and questions the other one. He tells him
that he simply works to guard the priest who promises that the Horned One is
returning. He tells them that there is a harem with more Bugbear guards,
and some guards on the caverns at the rear of the dungeon where the priest
conducted sacrifices. They tie him up and continue to the rear of the
dungeon. They fight with the five goblins at the rear of the dungeon,
aided by a Hold Person scroll from Berana, and Rivery sneaking around
the rear to back-stab they kill the five. They ignore the yummy worm pie,
and press into the rear of the dungeon. They see the lake room, send
Frosty Flower ahead who senses something about to fire off, and decide to
leave. They get out fine.
Back in Botkinburg the town is in an uproar. The Malkin twins
brought the prisoners back to the Swilling Swan. They locked and shackled
the Dwarf and locked up the human. They find the human gone and the
Dwarf with his throat cut in a locked room. They are brought to the
lords manor where they find controlled chaos as the lords guards are
preparing. They are planning to raid the goblin dungeon and seal the
entrance. The vale lord Malkin is planning to lead. The heroes tell
him that their magic users need to recover their spells for six hours,
and they will be ready to go back. Malkin siezes on this and decides
to call up the town militia. Forsty Flower and Angus interchange.
They talk with the Halfling from Luddensheim and he points out to them
that the actual Vale Lord of Botkinburg is sick and if Botkinburg is
under duress at the time of succession the Lord of Luddensheim might
be named the successor.
Some hours later as the sun is setting, the party, Lord Botkin,
a knight, a sargent, 15 guards, and about 20 townsmen set out to the dungeon.
The guards lead with the leaders in the middle and the townsmen bringing
up the rear. At the dungeon the guards lead over the river. The remaining
goblins release their dam and the guards are caught in an avalanch and
flood. Two are seriously injured and those plus four townsmen retreat
back to Botkinburg. The rest enter the dungeon and find it empty. The
goblins have left. They head to the rear. There is a short sharp
fight with the Ghost Naga versus the Knight, Rivery, and Angus on the
other side of the lake. The Knight does most of the work in slaying
to Ghost Naga (note to self: forgot that they had no armor and that the
Naga regenerates).
The whole bunch tries to explore the caverns. They provoke
a cieling collapse that injures Berana and Angus. Angus needs healing
by Aurelia. The party alone continues on. At the treasury room, Rivery
is nailed by the trap, and Berana reads a scroll of Knock to opens the door.
Inside they gather the rings and rune stones. They also find the sacrificial
altar. Their pieces show that the pieces they have been pursuing have left
the dungeon and are heading west.
They all depart the dungeon. The Vale Lord and his men stay behind
to seal up the dungeon. The party recieves 1500 GP from the Vale Lord, Berana
and Aldadius look at the treasure. They find a magic shield, a magic whistle,
and a scroll of Bless that Aurelia reads to learn the spell. Aldadius does
not know what to make of the rigns and runes and suggest that they bring
them to the University in Caron.
Wednesday
The party debates what to do next. They want to head to Luddensheim to
chase the pieces.
Seventh Session Comments
Posted: Thu Jul 26, 2007 1:54 am
by cinabro
Generally a good session, but the party was mostly reduced to spectators at the end. I am sort of torn by this as they did well to leave the dungeon when they were depleted learning their lesson from the last module, but they leave no watch on the dungeon exit letting their quarry escape and letting the goblins escape and leave a trap behind. They want to chase the pieces that they missed, but I do not think a party of mostly Lvl 2 is ready for A2. I launch a scare campaign to get them to return to Caron.
Eighth Session
Posted: Fri Jul 27, 2007 2:49 am
by cinabro
Party = Aislyn (Lvl 2 Ranger), Aurelia (Lvl 2 Cleric), Berana (Lvl 2 Mage), Rir (Lvl 2 Fighter), Rivery (Lvl 3 Rogue)
Wednesday
Upon being scared to death by the Castle Keeper the party decides to return
to Caron before taking on the problem at Luddensheim. They speak with Waddo Brikker
and he tells them of the Gipsheim, Dredstun, the Diamond Dale (diamond mine), and
of the bandits led by Miles. He tells them the Dwarves of Diamond Dale have
disappeared in the last few years. He thinks he can catch a caravan back to Luddensheim,
and thanks them for their efforts.
They are approached by the towns mayor and Aldadious who asks them to stay on
for a bit to participate in a celebration and talk to a reporter. They relunctantly
agree. There is a small town celebration with food and honoring of the injured
militia. The party is given credit for defeating the Red Hats, but a prominant place
is given to the Botkin Vale Lord heir. Nothing is said of the Vale Lord of Luddensheim.
The reporter, Dranat Rotholia, arrives from Caron. He interviews them and they give
him some information. They claim they were attracted to Botkinburg by the Trouble
Board, and do make it clear that while they delivered a blow to the Red Hats,
that further trouble should be expected from them. They also mention that they defeated
an ogre and rescued some prisoners. They cannot come up with a name
for themselves. The reporter tells them he writes stories and submits them to the
editors of the journals in Caron where they are then heavily editted. He lies low
since some of the stories are upsetting to the authorities.
The party heads back to Caron, stopping at an Inn as night falls about half
way back to Caron. Using their pieces they note that one piece has moved south of
Luddensheim in the region of the villages.
Thursday
Newspaper headline story in Caron:
"Attempted Robbery in High City" Foiled by Dr. Copelius mechanomagical creations.
When the party arrives at Caron they are caught in a long line of people
being delayed by the inspections at the gate. They see vendors, one of them
selling Fried Rat is working fo the Thieves Guild. He speaks with Rivery telling
him that the inspections are for counterband, that he can get stuff through to be
picked later at the bookshop, and that trying to get around using Aurelia's nobility
will only lead to a longer and more thorough inspection. Of news of Caron he
reports that the Ripper seems to be back and the drug related craziness. They spend
the afternoon in the line. It begins to rain.
The inspection takes some time. There is much delay as they go through the
boxes with rings from the Varglog and the party dispenses a bribe to get in as
darkness falls. As they plan to break up for the evening winding their way through
the Low City they hear a scream. Rivery recognizes it as is Laurette, one of
his girlfriends. They rush to the sound and amid the darkness and rain they
see a black figure with glowing red eyes bending over something in the street.
As they approach the figure jumps up on to a near-by building and they cannot
track it the darkness and mist. They find Laurette and see her chest has been
ripped open. They hear the Town Guard who comes up on the scene. A search finds
a large square toed, bloody footprint. They also notice a bird bone. The
guard is led by Captain Andretti who recognizes the party. He is very distressed
by the death, and has his men recover the parties weapons and escort them to the
Ten Bells. He covers Laurette's body with his cloak, admonishes Rivery to
take better care of his friends, and waits for her to be taken away.
On the way the sargent tells them that the Ten Bells is an abandoned tavern
where the Ripper's last victim was found, the area around it is unpleasent,
haunted, and a guard has been posted near it since the new victims have started
to show up. They find the body of the posted guard who has been slain and
carefully dissected. Their weapons show up. They have a great deal of trouble getting
in being very frightened by the entrance, but eventually they get in.
The town guard is too frightened to join them.
Within they avoid fighting with the ghost Mary Kell, trying to soothe
her and ask why she is so violent. They kill the dire rat, Aislyn falls into the Bone
Jelly, but they pull her out on robe not even noticing the monster. Mary
directs them to the basement where they tangle with the thugs. They kill two
and capture one. They learn of Back Alley Clah. They find the secret area,
have sense enough not to disturb the pentagram, gather up the books there,
Rivery solves the blood fountain, and they go down below to the Undine's
prison. Aislyn takes a fireball recovering the key, Rivery gets electrocuted,
and they are stymied by the desert room. They use the pieces and note the
absence of Alwine's pieces, an extra one somewhere below the Low City,
and the one within a day oscillating in distance with it disappearing
at its furthest. They plan to go back and collect
supplies stored in the smuggler's lair. The Redcap attacks them as they
come up the elevator. The battle is tough with all of the party contributing
to the kill. Key was Rivery scoring a critical hit which imobilized the
Redcap. Berana powered up, scoring a sword hit, and lasting few rounds
before collapsing. As proof of the death they take a foot and hand.
They burn the rest.
They decide that they have to recuperate at the Temple of Athena. On
their way out they find Captain Andretta and the guards. They tell them of
the death of the Ripper and the guard moves in on the tavern. At the temple
they are healed up. When they describe the Undine's prison, Biassay realizes
they have found the prison of a Twisted One from the Chaos Wars. He immediately
informs the other religious leaders, the Mage's Guild, and the Duke. They
have decided to reset and isolate the prison, rather than do something more. and it takes them seven days.
Friday
Newbriar appears on the Trouble Board.
The party scatters to their respective lairs.
Rivery gets an earful at the bookshop. Osburn tells him that 1) Alwine was
trying to take over Thieves Guild. Apparently he was bankrolled by someone with
money. He has been defeated and has left town. He has a girlfriend called Inatia.
2) Vergo Lister the head of the Thieves Guild does not trust Rivery. He will test
him at some point. Osburn advises that responding to the test with complete
obediance is the only option. 3) Rivery earns 1600 GP from the sale of drugs
from Newbriar. 4) The "Working Girls" of Caron appreciate his efforts on the
Ripper. Rivery gets a coin from them good for free access to their services
for the next year. Osburn advises him that they are a great source of information.
Aurelia gets a note from her brother Bancel asking how she is doing?
Berana tells Uthnel of what happens when she wears the ring and welds
the sword. He opines that her kit is not complete. The light should be like
the sun. Thus the power is fed by her and she will only be able to sustain it
for a short time. Her father is doing well and should be awake within a week.
There is no news on her mother.
Rir visits Fahet. His weapon is repaired and there is no news from
his father.
Aislyn goes to the Temple of Artemis and Darthia gives her the letter
below. She tells Aislyn that no one knows how the letter arrived. It just
showed up among the regular letters. She can send a reply via the regular
mail back to the Elvish lands.
Letter for Aislyn arrives via Darthia. It is Thorakil congratulating Aislyn
on gathering seven more pieces and asking if she requires any further assistance.
Dear Aislyn
I cannot tell you how pleased I am that you have managed to gather seven
more of the statues. I hope you have not had too much trouble finding them.
Unfortunately I suspect that I will not be able to ascertain more of their function
until you have gathered at least half of the total. Have you learned anything
yourself? Are others seeking the items? If so what do you know about them?
That is why are they seeking the statues and do they know anything that would
shed light on their function? I look forward to your prompt reply.
Thorakil
Ace of Sapir
Aislyn plans to write Thorakil giving all she has learned of the pieces and those
seeking them. She explicitly will not will not mention Berana and the
Prophecy of the Return.
Rivery spends time selling and IDing treasure. He has a cursed dagger
that presents as +1, but is actually a Backbiter (wound caused shows up on the
welder). He also gives Bitter Root (+1 to Wisdom, -1 to Intelligence
for one hour, addictive) to Osburn he will get 100 GP in 8 days. They have
a scroll which gives a new spell of Chill Touch (1st Level Wizard, Burning
Hands accept delivers cold damage), and a spell book which gives new spells
of Disrupt Undead (0th Level Wizard, destroys single 1hd undead, does 1d6 damage
to higher level), Gentle Repose (3rd Level Cleric, preserves dead body or
body part for 2hr/Level), Halt Undead (3rd Level Wizard, Hold Person that
works on Undead).
An extra edition of the newspapers come out with news of the demise
of the Ripper.
----------------------------------------------------------------------------
Under the Heel Extra
Ripper Brought Down
===================
In a remarkable development the Ripper, believed responsible for
at least five deaths in the last month, was destroyed yesterday evening
by a group of adventurers. Unfortunately in a final orgy of violence the
Ripper is believed to have killed three more people yesterday evening.
Sources within
the Town Guard report that the evening began with the death of an exotic
dancer known as Luarette in a Low City street. In typical Ripper fashion
she was eviscerated in a public street. Apparently her screams attracted
a group of adventurers traveling through the Low City, and a troop of Town Guards.
The only trace of the Ripper was a bloody, square toed foot print and
some manner of bird bone. The Guard convinced the adventurers to
investigate the Ten Bells.
The Ten Bells is well known as the locale of the last of the original Ripper
murders, and is shunned as haunted by the citizens of the Low City. There
the adventurers found the body of the Town Guardsmen Halbrand who had
been neatly dissected by the Ripper earlier in the evening. Entering
the abandoned tavern, after much hesitation during the height of one of
the noisiest thunder storms this spring, the adventures tangled with a
dire rat and its brood, some sort of corrosive ooze, and apparently the
ghost of the original Ripper's last victim, Mary Kell. The ghost revealed
that the Ripper was hiding in the basement. There the adventurers stumbled
on some thugs who work for the notorious smuggler Back Alley Clay who were
hiding in a secret warehouse connected to both the Ten Bells and the sewers.
Two of the thugs were dispatched and one was captured and will be remanded
to the mines.
In another secret chamber the adventures encountered the
remains of a necromantic laboratory apparently set up by Henry Crofter,
the last known owner of the Ten Bells. Members of the Mage's Guild speculate
that he was attempting to revivify Mary Kell, and that his clumsy necromantic
dabbling attracted the creature perpetrating the recent Ripper murders.
Beyond a disgusting trap room the Ripper confronted the adventurers.
Members of the Mage's Guild describe the creature as a sort of Dark
Fairy imbued with necromantic powers. It was probably attracted by left over
negative energy from the original Ripper murders and powered up by the lingering
necromantic energy in Henry Crofter's lab. The struggle between the adventurers
and the creature was desperate, with a key blow struck early in the fight rendering
the creature immobile. Apparently the creature was able to regenerate itself
by sucking life energy from some of its victims with an icy stare. Eventually
the creature was defeated and the its body burned. Its lair was a horrofic
torture chamber with blood and viscera coated walls.
The battered adventurers left the building turning things over to the
Town Guards and repairing to the Temple of Athena where they received care
and were allowed to recuperate after their heroic efforts. Upon exploration
of the building the Town Guard found another eviscerated victim, an unknown
woman, in the building's attic. Accompanying her was Ewan Treborn a known
confidence man, who had apparently been forced to watch the murder of the
woman. He has been turned over to the Order of Aescapulus who
report that he will be moved to the Mare Stone asylum for long term care.
Currently the Ten Bells has been cordoned off and is the subject of
intense efforts by both members of the Mage's Guild and the Temple of Athena.
They say that they are cleansing the locale of lingering negative necromantic
energies to be sure that Ripper murders do not occur again.
The adventuring party is new on Caron scene. There are five
and they are a diverse mix. There is a male halfling who is known to have worked
in the appropriation of property trade. It is gratifying that he is putting
his talents to more beneficial pursuits. It is said that he struck the crucial
blow on the horrible creature. There is a female elvish ranger who apparently
struck the killing blow. There is a stereotypically dour and taciturn dwarven
warrior armed with an oversized battle axe. There is a priestess of Athena
who has been identified as Aurelia Ashton, the daughter of Trevelyan, Vale Lord
of Ashton. It is most gratifying that a member of the nobility can be found
putting herself in harms way for the betterment of society. Finally there is
a very young half-elvish mage, who is the daughter of the famous entertainer
Kalabash. Kalabash is still recovering from injuries suffered two weeks ago
during a performance in the Low Square that was marred by Town Guard violence.
Lacking anything better we will call them the Ripper Five, and hope that
we see more of them in the future.
While this newspaper normally takes a dim view of the activities of
the Town Guard we cannot help but applaud their efforts yesterday. They
realized that they were unable to deal with the Ripper on their own and
turning to adventurers such as the Ripper Quintet was a wise course of action.
We only wish that wisdom had come to them earlier and that similar wisdom
would come to the Duke who could have dealt with the Ripper by sending in
the Guardians. The butcher's bill from this incident stands at eight, which
could have been much reduced by prompt action from the Town Guard or the
brutal regime of the Duke.
----------------------------------------------------------------------------
Egged on by Rivery they decide a suitable reward will be to take
possession of the Ten Bells. They first go to Captain Andretti. He is sympathetic,
giggles when they threaten to expose the calousness of the city administration.
He tells them that abandoned property reverts to the Duke. Thus he will happily
write a letter suggesting that they be awarded the building. They have to
go the Office of Abandoned Property. Come back tomorrow for his letter.
Thinking this is a good idea they go up to the Mage's Guild and meet
Master Ingram. He mentions that they are busy dealing with what the
party uncovered and that if they came back in a week
he would be happy to help them out on this matter. At the Temple of Athena
where they find that Biassay is too busy to see them. They leave a message.
Rivery goes to see Inatia. She is upset with Alwine and demands
75 GP to tell Rivery that Alwine has returned to his home town of Graham.
The party learns that Graham is where Zagyg, the famous rouge mage is from,
and that its location corresponds to the "Z" on their map.
Eighth Session Comments
Posted: Fri Jul 27, 2007 2:55 am
by cinabro
Excellent session. Dungeon Crawl Classic Legend of the Ripper is
an excellent module. Both players and Castle keeper have an
excellent time. They are also getting set up for the next adventure and a meeting with Dr. Copelius.
Posted: Fri Jul 27, 2007 4:50 am
by Treebore
Very cool. Yes I would save A2 until they are third to 4th level. Who is the "rouge" mage?
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