A one-shot in Calgary (Oct 26th)

Within are to be writ the tales of daring and adventure of those who have placed themselves on the path of glory. Share your exploits with other Castlers & Crusaders!
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Pdiddy
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A one-shot in Calgary (Oct 26th)

Post by Pdiddy »

I have finally managed to get a small group together for a oneshot next weekend. I am giving the players the choice of one of two scenarios:
Scenario 1 Silent Tide

Summary: Hunt down a pirate in a city of scoundrels, recover a treasure, stop a war.

You arrive in Diobel, a city of scoundrels where pirates and privateers alike pawn goods and recruit crews, to meet a contact in a pub known as The Tails; a dingy, brine-soaked shack covered with swordfish tails located in a rundown section of town called South Reach. Moments after entering, the staring eyes of the ruddy-faced dockworkers, most of whom have more ginblossoms than teeth return to their cups when a dark, cloaked figure rises from the back of the bar. Drawing back his cloak, your contact reveals himselfa man his late forties with a sharp axe of a nose and a faint beard. He introduces himself only as Osprey, then invites you to sit before he finally tells you why he is seeking a group with certain skills here in Diobel:

Ive word that the accursed pirate Darsielle Du Moires has anchored his much sought ship, the Hydras Fang, in the harbor. Everyones looking for that vermin. He carries with him some ancient tablets of extreme historical value. Unknown to most, Wittlestone, the small Nyrondian town Du Moire razed to the ground, was also home to Myraxus Threeshadows, a noted but aging sage and mystic supposedly of ancient Suel decent. Among Myraxuss possessions he kept ancient forgeries of several tablets used in ancient rites during the Suloise Empires height. When Darsielle destroyed the village, he slew the wizard and took the tablets, hoping to pawn them to one of his buyers here in Diobel. The tablets are a priceless archeological treasure, one I greatly desire. In fact, just prior to the Suels death, I placed several bids to purchase the tablets and so naturally I was one of the first to realize theyd gone missing. You must race to get Du Moire and recover the stolen tablets before his pursuers find him or he flees port.

If my sources are correct, he owes a substantial amount of money to one of the Consortiums more ambitious Enforcers, an importer named Lubor Staizkal. Likely he needs to settle with him at some point. Go to Lubors shop on Meldon Lane, near the docks, and see if you can pick up Du Moires trail from there, then do whatever you can to get those tablets. May the Gods speed you in this task.
Scenario 2 The Sinister Secret

Summary Who has been kidnapping the children from the town of Womtham? An old school dungeon crawl.

For two fortnights, the people of Womtham, a small town in Nyrond, have been living a nightmare as a dozen children have been taken. Attempts to track the kidnappers have been futile, the tracks seemingly vanish in the high, grassy hills north of town. The terrified farmers and herdsmen have turned to you for aid. They do not have much but they have gathered together what coins they have as a reward for any brave adventures that can help them get their children back.

Following the same tracks that the Womtham civic guards tried to follow, your group climbs a grassy knoll and before you rests an ancient standing stone rising two men high above the hill. The stone, carved with spiraling runes and raised by unknown hands, stands half-buried atop the high verdant hill. Behind you stands the town of Womtham, surrounded by farmsteads. Before you, in the distance the snow-capped peaks of the southern Rakers rise above the dark line on the horizon that marks the nearest boughs of the Gamboge Forest.

A shout from your companions breaks your reverie. Theyve discovered something unusual about the standing stone! The runes sparkle and glow, then a section of the standing stone slides aside, stone grating on stone, revealing a small stone stair case descending into the hillside

=============

Some of you may recognize where I got these from.

I will post the results following the adventure.

- Patrick

Pdiddy
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Post by Pdiddy »

Alright, it looks like it will be scenario 2. We are going to be light on players so I am taking a few steps to boost the power level a bit.

Pdiddy
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Post by Pdiddy »

===SPOILERS===

So we meet on Sunday for a one-shot adventure. We were playing Goodman Games DCC #51.5 The Sinister Secret of Whiterock. The party was a little light being made up of:

- Kalumet the 1st level fighter,

- Horatio the 1st level cleric, and

- Jalen the 1st level assassin

To make up for manpower, the city guard sent 2 0-level man-at-arms to soak up damage as they tried to track down the kidnappers.

The party descended down the stairs leading down into the hill from the standing stone. In the first room I did not include the orc skeletons. They examined the collapsed ceiling beam and crate.

The assassin scouted down the single passage way leading from the first room. It was a dead end and, being suspicious of a dead end passage, he proceeded to examine the end wall. Suddenly, the floor opened up underneath him and he fell through the darkness and plunged into icy cold water. Fighting to keep his head above water, he managed to fight off the dire rat that attacked him while the other party members worked out how to get down to help him.

I made the stairway out of the pool too narrow for the owlbear to get at the party while they gathered themselves. After injuring the owlbear with an arrow, it retreated back to its nest. With no other visible route to proceed, the party decided to charge in and dispatched the young owlbear.

From their they continued down the spiral staircase

Pdiddy
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Post by Pdiddy »

===SPOILERS CONT.===

They had some trouble with the challenging lock on the double doors out of the room and were quite cautious with the mushrooms. After spending sometime trying to figure out what next, I threw the cleric a bone and let him make a WIS check to figure out the lock.

In the elevator room with the crystal pillars, everyone but the cleric failed their WIS check and succumbed to the fear effect of the loud moaning. The Sih'hil stormed into the room, throwing javelins and drawing their hookswords. A fierce battle ensued with the cleric trying to keep the Sih'hil away from his companions until the overcame the fear effect. Taking on all of the Sih'hil by himself, the cleric took alot of punishment. By the time the rest of the party were back in the fight, the cleric took a serious wound and fell unconscious. Once again, I took pity on them and let a WIS check heal cleric to 1 hp. He then cast his cure light wounds spell on himself and the party continued...

Pdiddy
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Post by Pdiddy »

+++ SPOILERS CONT.+++

With the party descending down a rope made of human hair onto an island with a large black crystal rising from its centre, the party is ambushed be four more Sih'hil and their female wizard leader. The wizard cast a sleep spell with the 2 city guards still climbing down the rope and they plunged to their death.

Another desperate battle followed on the island, resulting in all the remaining members of the party being severely injured before the foes were dispatched. The party was victorious and the missing children were found on the island.

It seemed like everyone had fun and they all expressed interest in beginning a campaign!!!

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S.Baldrick
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Post by S.Baldrick »

Very nice write up. I played The Sinister Secret of White Rock back in March and it is a great starting point for a new campaign.
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Pdiddy
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Post by Pdiddy »

Thanks.

We are going to get together again in a couple of weeks to kick off a campaign. I am working at getting a bit of a frame work together for a sandbox game using a mash-up of "The World of Broadsword", "Lankhmar" and "Points of Light" (specifically Wildlands).

I then have to outline the hooks and rumors I am going to use to kick things off.

Lots to do but it should be fun.

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