This is my gaming blog first and foremost. Might happen that I write about other stuff though.
For those interested, this Blog is a contignuation/revival of my CM blog, which you can find here
For those interested, this Blog is a contignuation/revival of my CM blog, which you can find here
Session #3 - A Matter Of Faith
Posted 20th July 2008 at 01:09 AM by Gold Roger
We're at level 2! The only new ability of real significance was that Arthas picked up ritual casting. Lets see what deeds where done then:
With Bandits all but destroyed, it was looting time. The bandits had some money each, but the real treasure was on the leader, as the group found on him a bag stuffed with more gold than should possibly fit in it.
Over 200 gold, four big gems and a magical bag richer, the interrogation was on. The leader was happy to spill the beans, as soon as the name Damian Crine was brought up.
Apparently Crine lured the bandits into some crypt with promises of riches, just so most of the band got slaughtered while Crine slipped past the distracted guardians to get whatever he came for.
That could be the end of the story, but raving about "knowing some tricks as well" the old bandit told the PC's he knew where Crine would be for quite some time from now on.
The next goal was clear: Crine was in the town of DammIhopemyplayerswrotedownthename (warning, not actual name of town) in the northeast, seat of power for the "Iron Baron". Actually known as benevolent ruler with a very martial heredary title.
True to the faith of Keltor, the old bandit was dealed with the old fashioned way and his head, worth it's weight in gold, joined the other valuables in the bag.
Back in the village the people where overjoyed to be rid of the bandits. The village elder even gifted the heroes with a heirloom amulet.
As life is for heroes, the peasants immediatly pestered the group with their other problem. Apparently the village priest has gone mad and commited suicide in his shrine a while ago and since then the shrine and the surrounding graveyard have gone cursed. Thus nobody dares approach them and the death walk again. The usual.
Lothar and Crack didn't give a rats arse, but Arthas was enthusiastic for three, outvoted them and pulled them along to cleanse the place. And that even though the villagers worshipped the groups old "friend" Konchaine.
The shrine was not more than a small pavillion on a hill surounded by grave markers, now trashed and overcast by dark clouds.
Approaching, the group was attacked by a zombie and some barely standing ancient skelletons. Easy going, but as Crack went into a patch of trees for a better position he was ambushed by a haggard figure whose scratching nails froze his blood and legs. Around his neck the ghoul wore a cracked holy symbol of Konchaine and a cut-of noose. Could it be the priest?
Yes, but it mattered not, soon all undead where dispatched.
Thinking the deed done, the group went to poke for valuables in the shrine, when they heard a high pitched giggle. In a flash, there appeared a small red devil on the smashed altar and skeletons exploded from the ground.
Lothar dispatched skeletal archers as fast as the little devil called more from the ground, while arrow upon arrow lodged in his full plate. Meanwhile Arthas and Crack troubled themselfs with a particularly tenacious skelleton in armor and shield.
The Imp, as which Arthas identified the creature, mostly enjoyed itself with dissapearing and stinging people with his tail, to little effect.
But in the end all undead where un-undeaded and the next time the imp appeared all members of the team wacked him for good. Screaming bloody murder and revenge, the fiend pulled a final dissapearing act.
All this was perfect for Arthas' sale-speech, which he pitched into as soon as he was back in the village.
One hard talk later, it was agreed that Arthas would dedicate the shrine Keltor and the two paladins would watch over the village until an Acolyte of Keltor arived to lead the villagers into their new, of course better, faith.
Meanwhile Crack would head of, to pick up their business associate Alkuin and stake out matters in the Iron Barons domain.
With Bandits all but destroyed, it was looting time. The bandits had some money each, but the real treasure was on the leader, as the group found on him a bag stuffed with more gold than should possibly fit in it.
Over 200 gold, four big gems and a magical bag richer, the interrogation was on. The leader was happy to spill the beans, as soon as the name Damian Crine was brought up.
Apparently Crine lured the bandits into some crypt with promises of riches, just so most of the band got slaughtered while Crine slipped past the distracted guardians to get whatever he came for.
That could be the end of the story, but raving about "knowing some tricks as well" the old bandit told the PC's he knew where Crine would be for quite some time from now on.
The next goal was clear: Crine was in the town of DammIhopemyplayerswrotedownthename (warning, not actual name of town) in the northeast, seat of power for the "Iron Baron". Actually known as benevolent ruler with a very martial heredary title.
True to the faith of Keltor, the old bandit was dealed with the old fashioned way and his head, worth it's weight in gold, joined the other valuables in the bag.
Back in the village the people where overjoyed to be rid of the bandits. The village elder even gifted the heroes with a heirloom amulet.
As life is for heroes, the peasants immediatly pestered the group with their other problem. Apparently the village priest has gone mad and commited suicide in his shrine a while ago and since then the shrine and the surrounding graveyard have gone cursed. Thus nobody dares approach them and the death walk again. The usual.
Lothar and Crack didn't give a rats arse, but Arthas was enthusiastic for three, outvoted them and pulled them along to cleanse the place. And that even though the villagers worshipped the groups old "friend" Konchaine.
The shrine was not more than a small pavillion on a hill surounded by grave markers, now trashed and overcast by dark clouds.
Approaching, the group was attacked by a zombie and some barely standing ancient skelletons. Easy going, but as Crack went into a patch of trees for a better position he was ambushed by a haggard figure whose scratching nails froze his blood and legs. Around his neck the ghoul wore a cracked holy symbol of Konchaine and a cut-of noose. Could it be the priest?
Yes, but it mattered not, soon all undead where dispatched.
Thinking the deed done, the group went to poke for valuables in the shrine, when they heard a high pitched giggle. In a flash, there appeared a small red devil on the smashed altar and skeletons exploded from the ground.
Lothar dispatched skeletal archers as fast as the little devil called more from the ground, while arrow upon arrow lodged in his full plate. Meanwhile Arthas and Crack troubled themselfs with a particularly tenacious skelleton in armor and shield.
The Imp, as which Arthas identified the creature, mostly enjoyed itself with dissapearing and stinging people with his tail, to little effect.
But in the end all undead where un-undeaded and the next time the imp appeared all members of the team wacked him for good. Screaming bloody murder and revenge, the fiend pulled a final dissapearing act.
All this was perfect for Arthas' sale-speech, which he pitched into as soon as he was back in the village.
One hard talk later, it was agreed that Arthas would dedicate the shrine Keltor and the two paladins would watch over the village until an Acolyte of Keltor arived to lead the villagers into their new, of course better, faith.
Meanwhile Crack would head of, to pick up their business associate Alkuin and stake out matters in the Iron Barons domain.
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