New Dawn of the West: Session One
New Dawn of the West: Session One
Session One - Played July 18th, 2009
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The game opens in the Duchy of Adaire, where it is late winter, almost spring. There is still snow on the ground and the night air is cold. Sgt. Erim Kerr (PC/Fighter lvl1) and his associate Sgt. Akvin are out late looking for two deserters from the Duke's army. The trail has brought them to the bows of the mighty Silverwood and both men are not anxious to enter.
Soon enough they find one of the men, pinned to a tree no more than ten feet into the woods. His body is retried and the hunt for his compatriot continues.
Scanning the edge of the forest, Kerr sees something that quite startles him. What a appears to be a silver stag that is glowing slightly. He gets the distinct impression that the stag is staring at him and a compulsion to follow. Against Akvin's protests, he does.
The stag leads him deeper into the forest, Kerr snapping low and small branches as he goes to find his way back, and eventually stops in a beautiful glen. Kerr walks slowly towards the silver stag, but once he gets too close it bounds off into the night.
Turning around he is startled by the appearance of a giant man behind him. The man stands ten feet tall easily and is massive in shoulders. He wears a long dark green cloak made of what seems to be moose hair. On his head is a helmet from which grow might antlers that reach out five feet to either side. He too has a slight incandescent glow.
Kerr is speechless as the being speaks in a loud booming voice. "I AM HARN THE HUNTER!" Kerr had heard the stories from the soldiers. Harn a Northern god, a wood god, worshipped mainly in Pendria and Colwyn. As Kerr tries to get his head around what is happening Harn continues to speak "THE DUKE IS RIGHT, THERE WILL BE A KING OF THE NORTH BUT NOT UNTIL THE GODS ARE AWAKENED! YOU ERIM KERR MUST AWAKEN THE GODS!"
Overwhelmed by such a statement, Kerr begins to protest, but as he looks up Harn is gone. Kerr sits for a moment and collects himself. Certainly he did see and hear what he just saw and heard? Shaking his head he decides to start heading back to Akvin and his horse.
Following his trail of broken branches Kerr makes good time, but seems to be walking on autopilot, lost in thought. As he steps out from the bows, thankful to have avoided any elven patrols, he notices that it isn't as cold as when he entered. There is no snow on the ground at all. The trees are not the same as when he entered and the ground is just wrong.
Turning around he realizes that he has just walked out of a copse of tress no more than a hundred feet deep. Kerr realizes to his quickening alarm that he isn't in Adaire anymore.
To be continued...
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The game opens in the Duchy of Adaire, where it is late winter, almost spring. There is still snow on the ground and the night air is cold. Sgt. Erim Kerr (PC/Fighter lvl1) and his associate Sgt. Akvin are out late looking for two deserters from the Duke's army. The trail has brought them to the bows of the mighty Silverwood and both men are not anxious to enter.
Soon enough they find one of the men, pinned to a tree no more than ten feet into the woods. His body is retried and the hunt for his compatriot continues.
Scanning the edge of the forest, Kerr sees something that quite startles him. What a appears to be a silver stag that is glowing slightly. He gets the distinct impression that the stag is staring at him and a compulsion to follow. Against Akvin's protests, he does.
The stag leads him deeper into the forest, Kerr snapping low and small branches as he goes to find his way back, and eventually stops in a beautiful glen. Kerr walks slowly towards the silver stag, but once he gets too close it bounds off into the night.
Turning around he is startled by the appearance of a giant man behind him. The man stands ten feet tall easily and is massive in shoulders. He wears a long dark green cloak made of what seems to be moose hair. On his head is a helmet from which grow might antlers that reach out five feet to either side. He too has a slight incandescent glow.
Kerr is speechless as the being speaks in a loud booming voice. "I AM HARN THE HUNTER!" Kerr had heard the stories from the soldiers. Harn a Northern god, a wood god, worshipped mainly in Pendria and Colwyn. As Kerr tries to get his head around what is happening Harn continues to speak "THE DUKE IS RIGHT, THERE WILL BE A KING OF THE NORTH BUT NOT UNTIL THE GODS ARE AWAKENED! YOU ERIM KERR MUST AWAKEN THE GODS!"
Overwhelmed by such a statement, Kerr begins to protest, but as he looks up Harn is gone. Kerr sits for a moment and collects himself. Certainly he did see and hear what he just saw and heard? Shaking his head he decides to start heading back to Akvin and his horse.
Following his trail of broken branches Kerr makes good time, but seems to be walking on autopilot, lost in thought. As he steps out from the bows, thankful to have avoided any elven patrols, he notices that it isn't as cold as when he entered. There is no snow on the ground at all. The trees are not the same as when he entered and the ground is just wrong.
Turning around he realizes that he has just walked out of a copse of tress no more than a hundred feet deep. Kerr realizes to his quickening alarm that he isn't in Adaire anymore.
To be continued...
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Session One - Part Two
Looking around where he was in the moonlight, Kerr catches the smell of fire, horses and humanity. Following his nose over the hill he sees laying below him a large fortress construction with obvious signs of life and a road leading to it. Wasting no time he heads that way.
Arriving at the open gate he sees two guards standing at the entrance, their livery telling him that they are Elisian regulars. Wrapping his cloak around him to hide his Adarian military markings he walks casually in. Neither guard takes notice of him. In his head he remarks how such negligence in guard duty would have gotten any of his men a week of latrine duty, but he thanks his lucky stars they did not challenge him (Adaire is not exactly buddies with Elise).
Inside he sees that the fortress surrounds a keep inside where there appears to be some kind of tavern on the main floor. Walking through the courtyard he notices how the cobblestones are covered in mud, horse and human filth, made all the worse by an obvious recent rain. Thinking nothing more of it he enters the tavern.
Inside he looks around and sums up the room of notable persons. Aside from the soldiers, commoners and rabble there are 5 others who catch his eye. At one table sits a rather well dressed Elisian man who seems to be just relaxing with his feet up on a free chair (Guillaume d'Aramus/Bard/LVL 1/PC). In the back a child, no a halfling is gambling with with some off duty soldiers (Digger Dale/Rogue/LVL 1/PC). At another table nearby a large Shalesman who is obviously an adherent of St. Cutherbert of the Cudgel is drinking with some soldiers and complaining rather vocally about the weakness of the ale (Fergus Lachlan/Paladin/LVL 1/PC). Sitting with his hood down, eating watery gruel and scribbling notes in his large tomb is a very young boy who is obviously an Acolyte of Kalin (Mather/Monk/LVL 1/PC) and lastly a dark haired woman wearing armour with a shield against her table and a foreign look to her sits near the back of the room not interacting (Vesna/Cleric/LVL 1/NPC).
Unsure of what to do next he notices that the well dressed Elisian is waving him over with a genial smile. Taking this sign of friendliness as an omen, Kerr joins him.
The two introduce themselves and speak briefly. d'Aramus reveals that he could see Kerr is a military man from Adaire, and says that he himself is a Chevalier du Jardin (Knights of the Garden) in service of the Baron of Elise. His overly relaxed and unpolished attitude do little to improve Kerr's opinion of the Elisian military, but his eyes come to rest on the wheellock pistol tucked into the Chevalier's belt and that reminds him of the legendary Elisian Musketeers.
d'Aramus tells Kerr that he is at Chateau Frontiere, an old fortress built centuries earlier on the border of Elise and the Alor Fields. Perhaps useful when Pendria (sworn enemy of Elise) controlled Alor, but not now that they are firmly under the rule of Elise. Kerr has heard of Chateau Frontiere and is amazed at how far from home he is.
Just as he is about to tell of the strange occurance that has brought him here, the door to the tavern bursts open with a cry of "AIDE MOI!" (help me). A local man is attempting to carry in a armed and armoured man with a head wound.
Mather jumps up from his meal and tries to help, but his boyish frame and lack of strength (STR 8) prevent him from being anything other than a burden. Thankfully the extra large Shalesman comes to assist and the man is sat on a bench. Mather blushes, fumbles an apology and then begins tending to the man's wounds.
In a vaguely Pendrian accent the man identifies himself as Dran (Fighter/LVL 3/NPC) and demands to speak to the commanding officer. d'Aramus tries too look inconspicuous, but Pierot the bartender calls to him and reveals his rank. Resigned to his fate he makes his way over to Dran, followed by Kerr.
Dran explains that he and three other men were transporting a prisoner to Kestle for trial when they were attacked by goblins who seemed to be working for the prisoner. Kerr asks him who the prisoner was and Dran replies "Zarek a cleric who worships an evil god." This seems to catch the attention of Vesna who now joins them. Kerr and Kalin both make mental notes that the name Zarek isn't from around these parts (Pendria or Elise).
Dran continues to demand that the soldiers muster a posse and ride out with him fast before the prisoner gets away. d'Aramus calmly explains that no soldier here will lift a finger to help him and that he would best notice the colourful collection of people listening to his tale. They are his best bet for a posse. Dran looks at the five and agrees, at which point Mather mutters something about they are missing one as these things always have seven persons.
It is at this point that from behind Lachlan a chipper voices chimes in "Sounds like this man is worth a lot." All turn and see Digger Dale has wandered over as well. Quickly it is revealed that Dran is in fact a Bounty Hunter and that he plans to collect the prize on Zarek's head. Dran eventually agrees that if they help him, he will cut them in for ten percent of the bounty. The group agrees and Dran dispatches Dale and Mather to get horses for those who don't and supplies for a ride into the night. The others prepare for the trip.
To be continued in part 3.
Note - This adventure is based very loosely on the module AJ1 - Fugitive By Alex Johnson available at Dargonsfoot.
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Looking around where he was in the moonlight, Kerr catches the smell of fire, horses and humanity. Following his nose over the hill he sees laying below him a large fortress construction with obvious signs of life and a road leading to it. Wasting no time he heads that way.
Arriving at the open gate he sees two guards standing at the entrance, their livery telling him that they are Elisian regulars. Wrapping his cloak around him to hide his Adarian military markings he walks casually in. Neither guard takes notice of him. In his head he remarks how such negligence in guard duty would have gotten any of his men a week of latrine duty, but he thanks his lucky stars they did not challenge him (Adaire is not exactly buddies with Elise).
Inside he sees that the fortress surrounds a keep inside where there appears to be some kind of tavern on the main floor. Walking through the courtyard he notices how the cobblestones are covered in mud, horse and human filth, made all the worse by an obvious recent rain. Thinking nothing more of it he enters the tavern.
Inside he looks around and sums up the room of notable persons. Aside from the soldiers, commoners and rabble there are 5 others who catch his eye. At one table sits a rather well dressed Elisian man who seems to be just relaxing with his feet up on a free chair (Guillaume d'Aramus/Bard/LVL 1/PC). In the back a child, no a halfling is gambling with with some off duty soldiers (Digger Dale/Rogue/LVL 1/PC). At another table nearby a large Shalesman who is obviously an adherent of St. Cutherbert of the Cudgel is drinking with some soldiers and complaining rather vocally about the weakness of the ale (Fergus Lachlan/Paladin/LVL 1/PC). Sitting with his hood down, eating watery gruel and scribbling notes in his large tomb is a very young boy who is obviously an Acolyte of Kalin (Mather/Monk/LVL 1/PC) and lastly a dark haired woman wearing armour with a shield against her table and a foreign look to her sits near the back of the room not interacting (Vesna/Cleric/LVL 1/NPC).
Unsure of what to do next he notices that the well dressed Elisian is waving him over with a genial smile. Taking this sign of friendliness as an omen, Kerr joins him.
The two introduce themselves and speak briefly. d'Aramus reveals that he could see Kerr is a military man from Adaire, and says that he himself is a Chevalier du Jardin (Knights of the Garden) in service of the Baron of Elise. His overly relaxed and unpolished attitude do little to improve Kerr's opinion of the Elisian military, but his eyes come to rest on the wheellock pistol tucked into the Chevalier's belt and that reminds him of the legendary Elisian Musketeers.
d'Aramus tells Kerr that he is at Chateau Frontiere, an old fortress built centuries earlier on the border of Elise and the Alor Fields. Perhaps useful when Pendria (sworn enemy of Elise) controlled Alor, but not now that they are firmly under the rule of Elise. Kerr has heard of Chateau Frontiere and is amazed at how far from home he is.
Just as he is about to tell of the strange occurance that has brought him here, the door to the tavern bursts open with a cry of "AIDE MOI!" (help me). A local man is attempting to carry in a armed and armoured man with a head wound.
Mather jumps up from his meal and tries to help, but his boyish frame and lack of strength (STR 8) prevent him from being anything other than a burden. Thankfully the extra large Shalesman comes to assist and the man is sat on a bench. Mather blushes, fumbles an apology and then begins tending to the man's wounds.
In a vaguely Pendrian accent the man identifies himself as Dran (Fighter/LVL 3/NPC) and demands to speak to the commanding officer. d'Aramus tries too look inconspicuous, but Pierot the bartender calls to him and reveals his rank. Resigned to his fate he makes his way over to Dran, followed by Kerr.
Dran explains that he and three other men were transporting a prisoner to Kestle for trial when they were attacked by goblins who seemed to be working for the prisoner. Kerr asks him who the prisoner was and Dran replies "Zarek a cleric who worships an evil god." This seems to catch the attention of Vesna who now joins them. Kerr and Kalin both make mental notes that the name Zarek isn't from around these parts (Pendria or Elise).
Dran continues to demand that the soldiers muster a posse and ride out with him fast before the prisoner gets away. d'Aramus calmly explains that no soldier here will lift a finger to help him and that he would best notice the colourful collection of people listening to his tale. They are his best bet for a posse. Dran looks at the five and agrees, at which point Mather mutters something about they are missing one as these things always have seven persons.
It is at this point that from behind Lachlan a chipper voices chimes in "Sounds like this man is worth a lot." All turn and see Digger Dale has wandered over as well. Quickly it is revealed that Dran is in fact a Bounty Hunter and that he plans to collect the prize on Zarek's head. Dran eventually agrees that if they help him, he will cut them in for ten percent of the bounty. The group agrees and Dran dispatches Dale and Mather to get horses for those who don't and supplies for a ride into the night. The others prepare for the trip.
To be continued in part 3.
Note - This adventure is based very loosely on the module AJ1 - Fugitive By Alex Johnson available at Dargonsfoot.
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Session One - Part Three
Equipped and ready to go the heroes head out with Dran leading the way. They ride south, along the road that Kerr followed to Chateau Frontiere, passing the copse of woods from which he emerged. A league further along they come across the signs of the battle. All that remains are two dead horses, who's sides have been caved in. There is no sign of the three dead bounty hunters.
This leads to questions, which in turn leads Dran to reveal that with the goblin party was a troll (note that I do not use D&D trolls, but more Tolkien trolls). At this point Digger pipes up "A troll? That sounds like a wee more than ten percent." Dran grumbles that the deal was made and heads off road to the east following the trail of the raiding party up into the foothills.
The party rides in silence following Dran, but soon Mather's keen nose catches the scent of burning meat and wood. Sure enough over the next crest there is a farm house that has been burned almost to the ground. The party begins to search the area and Digger finds a badly burned farmer near the side of his house.
d'Aramus talks to the man in Elisian and learns that the troll and goblins killed the farmer's wife and fled with his daughter and son. He begs the Chevalier to save his children with his dying breath. When Guillaume tells the others what was said Fergus becomes exceptionally angry and prepares to charge off into the woods. Dran agrees and the party is off again.
Soon they find a logging road and Dran is able to follow the villains trail in the mud of the road. The mood of the group is grim as they ride though at this point Vesna has gotten off her horse and is walking it. Her people are not horse people she tells Mather in her thick Turonic/Vothic accent.
At this point an arrow flies out of the dark and hits a tree near to the Paladin's head. A Elisian accented voice calls out in the dark "Please to drop your weapons. We have you surrounded."
The group hesitates as d'Aramus draws his pistol and calls back to them demanding to be let pass. The replies they have twenty bowmen and any sudden action with lead to their deaths. d'Aramus, not to be intimidated shouts back that he is not impressed. Another arrow sails out of the dark, strikes him in his right shoulder and knocks him from his horse.
At this point everyone leaps into defensive action. Digger rolls off his pony and into the scrub at the side of the road. Lachlan, Vesna and Kerr all make a shield wall around the fallen Adventurer, while Mather tries to provide first aid.
Arrows continue to sail out of the dark, but only one at a time. This leads Lachlan to call out "How many archers did you say?" A less sure voice cries back "Uh... twenty five." Lachlan nods and performs Detect Evil on the woods. He sees that there are only ten brigands, split into two groups of five on each side of the road (at this point I should note I use alternate alignments in my game, Good/Neutral/Evil. In my mind, men who would rob and murder are evil at heart, your morality may vary Wink ).
Meanwhile Digger has managed to sneak up on one of the groups, getting very close to a brigand and goes for a Back Stab with his two small hammer (he carries two carpenter's hammers as his primary weapons) and takes the man out. Unfortunately he has attracted the attention of another brigand who moves to attack him. From behind a tree steps Dran who covers the man's mouth and slits his throat. He then looks at Digger and makes a "sssshhhh" motion and mouths "Or no money". Digger gets the idea.
Back on the road, the occasional arrow aside, the party is getting restless and finally Mather is able to get d'Aramus' wound bound. With that done Kerr leads a charge into the woods and quickly the bandits are dispatched, save two who throw up their hands in surrender.
They learn from the bandits that Zarek paid them to way lay anyone who came up the road and that the farmer's little girl is still alive but his boy was eaten. Lachlan loses his temper and demands the group rush to save the girl, but Dran calms him by saying the Troll is full of horse and little boy, he will probably keep the girl for morning. Lachlan grumbles but acquiesces, d'Aramus tells the bandits to drop everything they have and then he will let them leave. They look to each other and dash off into the woods. Too busy to chase, the party moves on.
Another hour up the road the party sees their objective higher up in the hills. A cave mouth that is flickering with fire light from within. Tethering their horses the party prepares to assault the cave.
To be continued...
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Equipped and ready to go the heroes head out with Dran leading the way. They ride south, along the road that Kerr followed to Chateau Frontiere, passing the copse of woods from which he emerged. A league further along they come across the signs of the battle. All that remains are two dead horses, who's sides have been caved in. There is no sign of the three dead bounty hunters.
This leads to questions, which in turn leads Dran to reveal that with the goblin party was a troll (note that I do not use D&D trolls, but more Tolkien trolls). At this point Digger pipes up "A troll? That sounds like a wee more than ten percent." Dran grumbles that the deal was made and heads off road to the east following the trail of the raiding party up into the foothills.
The party rides in silence following Dran, but soon Mather's keen nose catches the scent of burning meat and wood. Sure enough over the next crest there is a farm house that has been burned almost to the ground. The party begins to search the area and Digger finds a badly burned farmer near the side of his house.
d'Aramus talks to the man in Elisian and learns that the troll and goblins killed the farmer's wife and fled with his daughter and son. He begs the Chevalier to save his children with his dying breath. When Guillaume tells the others what was said Fergus becomes exceptionally angry and prepares to charge off into the woods. Dran agrees and the party is off again.
Soon they find a logging road and Dran is able to follow the villains trail in the mud of the road. The mood of the group is grim as they ride though at this point Vesna has gotten off her horse and is walking it. Her people are not horse people she tells Mather in her thick Turonic/Vothic accent.
At this point an arrow flies out of the dark and hits a tree near to the Paladin's head. A Elisian accented voice calls out in the dark "Please to drop your weapons. We have you surrounded."
The group hesitates as d'Aramus draws his pistol and calls back to them demanding to be let pass. The replies they have twenty bowmen and any sudden action with lead to their deaths. d'Aramus, not to be intimidated shouts back that he is not impressed. Another arrow sails out of the dark, strikes him in his right shoulder and knocks him from his horse.
At this point everyone leaps into defensive action. Digger rolls off his pony and into the scrub at the side of the road. Lachlan, Vesna and Kerr all make a shield wall around the fallen Adventurer, while Mather tries to provide first aid.
Arrows continue to sail out of the dark, but only one at a time. This leads Lachlan to call out "How many archers did you say?" A less sure voice cries back "Uh... twenty five." Lachlan nods and performs Detect Evil on the woods. He sees that there are only ten brigands, split into two groups of five on each side of the road (at this point I should note I use alternate alignments in my game, Good/Neutral/Evil. In my mind, men who would rob and murder are evil at heart, your morality may vary Wink ).
Meanwhile Digger has managed to sneak up on one of the groups, getting very close to a brigand and goes for a Back Stab with his two small hammer (he carries two carpenter's hammers as his primary weapons) and takes the man out. Unfortunately he has attracted the attention of another brigand who moves to attack him. From behind a tree steps Dran who covers the man's mouth and slits his throat. He then looks at Digger and makes a "sssshhhh" motion and mouths "Or no money". Digger gets the idea.
Back on the road, the occasional arrow aside, the party is getting restless and finally Mather is able to get d'Aramus' wound bound. With that done Kerr leads a charge into the woods and quickly the bandits are dispatched, save two who throw up their hands in surrender.
They learn from the bandits that Zarek paid them to way lay anyone who came up the road and that the farmer's little girl is still alive but his boy was eaten. Lachlan loses his temper and demands the group rush to save the girl, but Dran calms him by saying the Troll is full of horse and little boy, he will probably keep the girl for morning. Lachlan grumbles but acquiesces, d'Aramus tells the bandits to drop everything they have and then he will let them leave. They look to each other and dash off into the woods. Too busy to chase, the party moves on.
Another hour up the road the party sees their objective higher up in the hills. A cave mouth that is flickering with fire light from within. Tethering their horses the party prepares to assault the cave.
To be continued...
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Session One - The Finale
(I forgot to mention that is the battle with the brigands, who were poorly armed, while Fergus Lachlan, the Paladin, was fighting thee of them, he pointed to the fourth and at a short sword that had fallen on the ground and shouted "YOU! PICK UP THAT SWORD AND FIGHT!" He was less than impressed with the 2x4s the others were using. Wink )
It's decided that Digger will scout up the hill and see if there are any look-outs before the party heads up. Digger makes some noise about why him, but a stern look from Dran sends him sneaking off into the dark.
Sliding through the woods he hears two very talkative Goblins on patrol. One is complaining that he can smell the horses on the road and the other tells him he is crazy. At that moment our heroic(?) halfling strikes, killing one with a back-stab and the other in the next round. No alarm is sounded and the halfing reports back to the others.
Deciding they would rather face the Goblins without the Troll, they decide to lure them out of the cave, banking that Zarek will send the out to deal with any problems and keep his heavy hitter close at hand. Dran, d'Aramus hide on one side of the cave mouth and Kerr and Vesna on the other. Digger and Mather stand in front of it making lots and lots of noise and Lachlan, who is opposed to such chicanery stands just near a tree shouting in his Shaleish accent "YOU CAN NO SEE ME! I AM HIDING RIGHT HERE!"
The bait is taken and the eight remaining Goblins charge out of the cave. The battle is furious and d'Aramus is run through collapsing to the ground . The others make short work of the Goblins by the third round and Vesna, Lachlan and Mather get to work healing and treating everyone's wounds.
Dran suggests that d'Aramus, who is not fully healed, stay outside with Mather, who he sees as useless. d'Aramus objects and draws his pistol saying it is their best bet against a Troll. Dran capitulates and the plan is set. The bulk of the party will charge the Troll and Digger will try to sneak past him and subdue (without killing) Zarek.
As they move through the cave they can hear the little girl crying and Zarek losing his patience with her, threatening to give her to the Troll as a snack. The smell of Troll permeates the cave and the group readies for the charge as Digger sneaks off ahead.
The round the final turn in the cave and there stands Zarek, in his red robes with a pattern tattooed on his bald head, the farmer's girl bound on the floor and the Troll... all 8 feet of him. Zarek spots Digger moving towards him and shouts to the Troll to attack.
Dran charges in first and slices a piece out of the Troll's thigh. The Troll bellows in pain and then swings the tree trunk he is using for a club. It catches Dran full in the side and slams him dead into the cave wall. d'Aramus doesn't hesitate and thunder, fire and smoke belch for his wheellock. The bullet strikes true and hits the Troll in the head, blowing out half of his face (bullets do open ended damage on max, he rolled three 6s in a row!). Digger makes a joke about it hitting the Troll in his least vulnerable spot, the brain, as Vesna, Kerr and Lachlan all strike the Troll, killing him in a flurry of blows!
The group demands that Zarek surrender, but he just scowls and says "I have no time for this!" Casting a wall of darkness, the group can hear him chanting in a language they do not recognize. As the Paladin frustratedly charges into the black inky wall, there is a flash of light. When it clears Zarek is no where to be seen.
Angry, hurt and tired the party frees the little girl and begins to head out of the cave. They take Dran's body with them and bury him under a rock mound outside. Then the quietly return to their mounts and head back to Chateau Frontiere.
Once there they hand the orphan girl over to Pierot, with the Chevalier's express instruction she is to be taken to "les seours" (the Sisters, basically nuns) to be cared for. Then they all get some much needed sleep as the sun has finally risen on their night.
When they all regroup later they talk for a bit and Vesna insists that they follow the trail of Zarek to Kestle, where he was to stand trial. When d'Aramus wavers, she tells them that she has come all the way from Turon after a vision from her God, that certainly must be why they have all come together. Kerr nods his head slowly in agreement, inside he feels an understanding for what she is saying given his woodland encounter with Harn. The others agree in kind and our brave party heads out north along to the road to Kestle.
End of Session One.
Next Session: The city of Ardens, a new ally and the Dark Druid.
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(I forgot to mention that is the battle with the brigands, who were poorly armed, while Fergus Lachlan, the Paladin, was fighting thee of them, he pointed to the fourth and at a short sword that had fallen on the ground and shouted "YOU! PICK UP THAT SWORD AND FIGHT!" He was less than impressed with the 2x4s the others were using. Wink )
It's decided that Digger will scout up the hill and see if there are any look-outs before the party heads up. Digger makes some noise about why him, but a stern look from Dran sends him sneaking off into the dark.
Sliding through the woods he hears two very talkative Goblins on patrol. One is complaining that he can smell the horses on the road and the other tells him he is crazy. At that moment our heroic(?) halfling strikes, killing one with a back-stab and the other in the next round. No alarm is sounded and the halfing reports back to the others.
Deciding they would rather face the Goblins without the Troll, they decide to lure them out of the cave, banking that Zarek will send the out to deal with any problems and keep his heavy hitter close at hand. Dran, d'Aramus hide on one side of the cave mouth and Kerr and Vesna on the other. Digger and Mather stand in front of it making lots and lots of noise and Lachlan, who is opposed to such chicanery stands just near a tree shouting in his Shaleish accent "YOU CAN NO SEE ME! I AM HIDING RIGHT HERE!"
The bait is taken and the eight remaining Goblins charge out of the cave. The battle is furious and d'Aramus is run through collapsing to the ground . The others make short work of the Goblins by the third round and Vesna, Lachlan and Mather get to work healing and treating everyone's wounds.
Dran suggests that d'Aramus, who is not fully healed, stay outside with Mather, who he sees as useless. d'Aramus objects and draws his pistol saying it is their best bet against a Troll. Dran capitulates and the plan is set. The bulk of the party will charge the Troll and Digger will try to sneak past him and subdue (without killing) Zarek.
As they move through the cave they can hear the little girl crying and Zarek losing his patience with her, threatening to give her to the Troll as a snack. The smell of Troll permeates the cave and the group readies for the charge as Digger sneaks off ahead.
The round the final turn in the cave and there stands Zarek, in his red robes with a pattern tattooed on his bald head, the farmer's girl bound on the floor and the Troll... all 8 feet of him. Zarek spots Digger moving towards him and shouts to the Troll to attack.
Dran charges in first and slices a piece out of the Troll's thigh. The Troll bellows in pain and then swings the tree trunk he is using for a club. It catches Dran full in the side and slams him dead into the cave wall. d'Aramus doesn't hesitate and thunder, fire and smoke belch for his wheellock. The bullet strikes true and hits the Troll in the head, blowing out half of his face (bullets do open ended damage on max, he rolled three 6s in a row!). Digger makes a joke about it hitting the Troll in his least vulnerable spot, the brain, as Vesna, Kerr and Lachlan all strike the Troll, killing him in a flurry of blows!
The group demands that Zarek surrender, but he just scowls and says "I have no time for this!" Casting a wall of darkness, the group can hear him chanting in a language they do not recognize. As the Paladin frustratedly charges into the black inky wall, there is a flash of light. When it clears Zarek is no where to be seen.
Angry, hurt and tired the party frees the little girl and begins to head out of the cave. They take Dran's body with them and bury him under a rock mound outside. Then the quietly return to their mounts and head back to Chateau Frontiere.
Once there they hand the orphan girl over to Pierot, with the Chevalier's express instruction she is to be taken to "les seours" (the Sisters, basically nuns) to be cared for. Then they all get some much needed sleep as the sun has finally risen on their night.
When they all regroup later they talk for a bit and Vesna insists that they follow the trail of Zarek to Kestle, where he was to stand trial. When d'Aramus wavers, she tells them that she has come all the way from Turon after a vision from her God, that certainly must be why they have all come together. Kerr nods his head slowly in agreement, inside he feels an understanding for what she is saying given his woodland encounter with Harn. The others agree in kind and our brave party heads out north along to the road to Kestle.
End of Session One.
Next Session: The city of Ardens, a new ally and the Dark Druid.
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Gazetteer for Session One
Adaire, the Duchy of - A large duchy to the north of Aquilar, Adaire is ruled by Duke Leto Adaire IV. One of the most powerful northern nations, Adaire keeps Aquilar on their side of the mountains, thanks to a large fortress city called Sword Hold that bars the gap between the Uberfahrtberge mountains and the Tarsques mountains.
Renowned for their heavy cavalry and their military professionalism (all male citizens must complete two years of military service), Duke Leto seeks to make a kingdom in the north out of Adaire, Ambria and Colwyn. His plan is to do it through negotiations, not war.
The Duke is a even handed man who believes in second chances; therefore many punishments for crimes are offset by a chance to enlist in the standing army for a tour instead. Tours are no less than four years. Deserters are either imprisoned for their original crime plus an extra year for desertion, or executed depending on the circumstance.
Elise, the Barony of - A rich and powerful nation and mortal enemy of the Kingdom of Pendria to the north, the Barony of Elise is a contrast in the haves and the have-nots.
The rich are very very rich and the poor are exceptionally poor and live as servants of the rich. The Baron rules with an iron fist and hungrily eyes Pendria. So much so that after hundreds of years, Elise once again controls la Cote-d'or (the Gold Coast) and les Champs du Pleins (the Plains of Plenty); both former Pendrian territories.
Recently the Duchy of Argonne, a former Elisian vassal has defied their vasaalage to Pendria and reopened trade with Elise. Many see this as the first step of war with Pendria.
Chteau Frontire (Border Castle) - Once an impressive military holding nestled on the plains between foothills of les Chaines du Prys and the Golden Peaks, Chteau Frontire was the northernmost military holding of Elise. With Elisian control of les Champs du Pleins for the past 10 years, it has become neglected and under manned.
It is essentially a giant block style castle with walls standing in the middle of the merchant's road leading north. It is at best a layover point now between Ardens and Tourai for merchants and settlers heading for the plains.
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Earth Alpha: Yet another RPG blog!
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Visit the new BASH Forums!
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Adaire, the Duchy of - A large duchy to the north of Aquilar, Adaire is ruled by Duke Leto Adaire IV. One of the most powerful northern nations, Adaire keeps Aquilar on their side of the mountains, thanks to a large fortress city called Sword Hold that bars the gap between the Uberfahrtberge mountains and the Tarsques mountains.
Renowned for their heavy cavalry and their military professionalism (all male citizens must complete two years of military service), Duke Leto seeks to make a kingdom in the north out of Adaire, Ambria and Colwyn. His plan is to do it through negotiations, not war.
The Duke is a even handed man who believes in second chances; therefore many punishments for crimes are offset by a chance to enlist in the standing army for a tour instead. Tours are no less than four years. Deserters are either imprisoned for their original crime plus an extra year for desertion, or executed depending on the circumstance.
Elise, the Barony of - A rich and powerful nation and mortal enemy of the Kingdom of Pendria to the north, the Barony of Elise is a contrast in the haves and the have-nots.
The rich are very very rich and the poor are exceptionally poor and live as servants of the rich. The Baron rules with an iron fist and hungrily eyes Pendria. So much so that after hundreds of years, Elise once again controls la Cote-d'or (the Gold Coast) and les Champs du Pleins (the Plains of Plenty); both former Pendrian territories.
Recently the Duchy of Argonne, a former Elisian vassal has defied their vasaalage to Pendria and reopened trade with Elise. Many see this as the first step of war with Pendria.
Chteau Frontire (Border Castle) - Once an impressive military holding nestled on the plains between foothills of les Chaines du Prys and the Golden Peaks, Chteau Frontire was the northernmost military holding of Elise. With Elisian control of les Champs du Pleins for the past 10 years, it has become neglected and under manned.
It is essentially a giant block style castle with walls standing in the middle of the merchant's road leading north. It is at best a layover point now between Ardens and Tourai for merchants and settlers heading for the plains.
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Earth Alpha: Yet another RPG blog!
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- S.Baldrick
- Ungern
- Posts: 90
- Joined: Tue May 01, 2007 7:00 am
- Location: Provo, UT
- Contact:
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Nicely done!
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Thanks guys!
I am in the middle of writing up session two.
Looks like we have some changes to characters coming.
Guillaume's player is not finding his stride so he will be making a Knight and Guillaume will become an NPC (and change to Bard).
Fergus' player is not grooving on Paladin, so we are making him a Defender (Homegrown new class) and he may change to a dwarf... that'll be a retcon that we will just ignore
Stay tunned!
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Earth Alpha: Yet another RPG blog!
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Visit the new BASH Forums!
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I am in the middle of writing up session two.
Looks like we have some changes to characters coming.
Guillaume's player is not finding his stride so he will be making a Knight and Guillaume will become an NPC (and change to Bard).
Fergus' player is not grooving on Paladin, so we are making him a Defender (Homegrown new class) and he may change to a dwarf... that'll be a retcon that we will just ignore
Stay tunned!
_________________
=-=-=-=-=-=-=
Earth Alpha: Yet another RPG blog!
=-=-=-=-=-=-=
Visit the new BASH Forums!
=-=-=-=-=-=-=
- S.Baldrick
- Ungern
- Posts: 90
- Joined: Tue May 01, 2007 7:00 am
- Location: Provo, UT
- Contact: