Aihrde Campaign: A-Series

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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DangerDwarf
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Aihrde Campaign: A-Series

Post by DangerDwarf »

Alright, we finally got our Aihrdian campaign off the ground today. Plan on running the A-series of modules with other C&C modules as filler. We planned on running a 100% Rules as Written game, but decided we have to have critical hits. Just don't seem right without 'em.

There will be spoilers for various modules of course. Will be sure to let you know when delving into module territory.
Characters

Ryanthala (Rya): Female, 1st level elven wizard from Shindolay.

Grimnal (Grim): Male, 1st level dwarven cleric of Augustus.

Althea: Female, 1st level human fighter

Kyron: Male, 1st level human rogue.
The Adventure Begins

Ryanthala hails from the undying elven land of Shindolay, within the realm of the fey. With Unklars banishment, many elves who retreated from the world have begun to return to Aihrde, Ryanthala is one of them. She has returned seeking the fabled Towers of Hithel, created ages ago by the elves to guard the magical Tree of Life. In this budding new age, some elves feel that the Tree of Life can aid in bringing forth a new era of prosperity for a badly scarred land and that the rediscovery of all of the ancient Towers of Hithel will unlock the way to rediscovering the magical tree.

Ryanthalas arrived on Aihrde in the Elmast Forest, southeast of the town of Hrueset located in New Aenoch. Unfamiliar with the land, she sought companions to aid her in her search for one of the fabled towers which she believes rests somewhere along the Drunderry River. Joining her in her quest are two mercenaries, Althea and Grimnal; brought to Aenoch by the Empress Pryzmiras promise of, What one conquers, one keeps, what one keeps one pays homage for. Althea is a capable warrior who has seen her share of battle. Her companion Grimnal is a dwarven cleric of Augustus the Warlord and the pair has been through many scrapes together.

The trio set out towards the town of Malforten, planning to use it as a base of operations in the quest for the ruined elven tower. Along the way they came across Kyron, severely beaten and strung up from a tree. The charismatic rogue insisted he would make himself useful to the party if they would be kind enough to cut him down. The man insisted he was no despicable outlaw and only had the misfortune of participating in a dispute of ownership in regards to a horse.

Now, the four newfound companions continue their trek eastward, stopping for the night in the Halfling Canton of New Briar to get some rest at the Inn of the Portly Partridge.
U1: Shadows of the Halfling Hall (Spoilers)

Arrival in New Briar has the party paying a visit to Honest Harbo's in order to gain a smattering of supplies for Kyron. He began play with nothing save some pants and a shirt (he was beaten and robbed). AFter haggling over the supplies the party settles in at the Portly Partridge.

Redd, the proprietor, treats them well assuming that they are in the canton due to the reward being offered in relation to the events at the Brambletoe Estate. The opportunistic Kyron plays along and after their free meal inquires further about the reward and its circumstances.

Redd tells them the story of the dissapearences after the party held at the Brambletoe estate. Intrigued, they agree to investigate.

The next morning the party sets out to the estate and begins exploring the grounds. Inside the hall they make easy work of the halfling zombies. Noting the missing hand and eye fromeach corpse, they wonder if a cult is behind this and remember the rumors they overheard about the Scareytoe farm. Before any accusations are made they decide to investigate further.

Grim discovers the secret door in the fireplace and notes that the dwarven work of the place is set upon older, more than likely human stonework. The party descends into the barrow below the hall.

The party has little trouble traversing the dangers of the barrow. The Bag o' Bones however almost spells the death of the dwarven cleric and the party is struggling against the abomination. If it wasn't for a few lucky die rolls I'm almost positive this would have ended in a TPK. Tough critter and the party started out badly.

The party clears out the barrow and retrieve the circlet that the Awakener is in. Rya notices that the circlet seems out of place in the crypt and question residents about if they know what it is. A few recognize it as belonging to the Brambletoes, supposedly won from a lich by Janos. The party decides it is the source of the troubles and turns it over to the church of Ore-tsar in the canton to dispose of.

It was an excellent first session. I had to kick it off with my favorite C&C module. U1 is a great module and I've enjoyed it immensely both times I have run it.

One thing really standing out about this session is that Grim KICKS ASS. The dice were hot for the dwarf today. Every roll was made where everyone could see and the dwarf never missed a single attack roll and rolled a 7 or 8 for damage each time he hit. He was blasting through the baddies with cries of "FOR AGUSTUUUUUUUUUUUUUUUUUUUUUS!"

Unbeknownst to the party however. The Awakener has already sent word to the Great Sludj through a surviving ghoul to make an assault against New Briars chapel and retrieve the circlet. So now the kobolds of the Old Meadowgrass Mill are preparing.....

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dachda
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Post by dachda »

Sounds like some great fun. Last spring, I started my Yggsburgh campaign with Shadows of Halfling Hall. It's a great little adventure. My party nearly had a tpk with the bag o' bones too. One of them was dropped unconscious and the rest ran down the hall and tried to jump back over the pit trap. Only one of them made it, the other two fell into the pit. Luckily, their cleric was the one who made the jump and he cast his last soundburst and just managed to finish off the beastie, just as it was about to jump into the pit to finish off the other two.

keep posting, I haven't run the A series yet, so it will be fun to read how it's going.
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Maliki
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Post by Maliki »

Great start, I ran the Shadows when I started the "A" series, a real easy fit. Looking forward to reading more.
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Post by DangerDwarf »

U1: Shadows of the Halfing Hall (Conclusion) / A0: Rising Knight (Beginning)

After their excursion into the barrow beneath Brambletoe Hall the party rested up at the Portly Partridge, enjoying the halfling hospitality.

During their convalescence, the peace was shattered by a kobold raid on the chapel of Ore-Tsar in Newbrair as the Great Sludj and his tribe attempted to regain the circlet which contained the awakener.

The batlte of the chapel was fast and furious with the kobolds gaining assistance from an Awakener controlled halfling ghoul. The battle was a running grab for the circlet, with it exchanging hands many times before the battle was complete.

For the party, Sleep and Sound Burst spells carried the day and while they were victorious the halfling cleric Justin Grayce was still killed in the melee.

With the town fully in an uproar now over recent events, the peaceful halflings were cursing the Brambletoe name. Merin and the gaurds torched the Old Meadowgrass Mill, sending the remaining kobolds fleeing into the Fallow Hills and the party managed to destroy the circlet and break the awakener's power.

After regaining their strength, the party continued on to Malforten, ready to set up their base of operations in their search for one of the Towers of Hithel. Their arrival in Malforten also discovered a brute of a man named Kosk imprisoned in the town gaol. It seems Kosk was an former companion to the party rogue, Kyron. They were part of a band of horse thieves and the bandits were the ones who strung Kyron up when he attempted to make off on his own with the horses the group had managed to steal.

The party settled in at the Empty Flagon. In their questions regarding a possible starting point for their search for the tower they heard talk about the gnoll marauder Gritznak. Before any further headway could be made though, the small town was the scene of a high action gaol break as the highwaymen attempted to free Kosk.

The party assisted Eryl and the militia in repelling the highwaymen and Kyron reclaimed "his" horses.

The session then wound down with some more infomration gathering and the strong likelihood that the heroes would also be in search of Gritznak as the seek out the ancient elven tower.

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