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Old 10th February 2009, 10:31 AM   #1 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Welcome to Furyondy CY591 (campaign log)

Dear readers,

Last sunday my group started a new campaign. We live in the Netherlands and play with a group of 7 people in weekly sessions of 3-4 hours. In the past we've done many big adventures like RttoEE and City of the Spiderqueen.

However, this time I, as the DM, try something different. A sandbox-style game in Greyhawk. The country Furyondy is the place where it all starts. All players received a 'gazetteer' with common information about Furyondy. I copy/pasted this myself by using many resources like From the Ashes, Iuz the Evil and The Marklands. Furthermore, the Living Greyhawk website of Furyondy also was a big help.

In this thread I would like to share our adventures with you. For fun, but also for gaining good advices!

English is not my native language and I'm (unfortunately) not a good writer. But I'll do my best to give you a nice read.

Jump in!
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Old 10th February 2009, 11:45 AM   #2 (permalink)
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Introduction:

Excerpt from my Furyondy Gazetteer:


Rich with people, places, and possibilities, Furyondy is a strong bastion of good on the world of Oerth, at least until recently. Furyondy is divided into provinces, each ruled by a noble house. These include the County of Crystalreach and the Barony of Kalinstren - both bastions of defense against Iuz; the Viscounty of the March, Furyondy's breadbasket; the Barony of Littleberg, the most diverse province; the rich Gold County, the Duchy of the Reach, and the Barony of Willip in the south. Chendl is the capital and the seat of royal power. Despite an abundance of rivers and lakes, Furyondy's major port and the seat of her Navy is on the Nyr Dyv in the city of Willip.



Currently, the Kingdom is still war-weary from the fighting of two great wars against Iuz the Evil, but our unrelenting crusade against this Old Wicked has helped stem the tide of darkness in the Flanaess, and so our people bear their lot with quiet pride. Our leader is the pious and noble King Belvor IV, an aging paladin of Heironeous whose battlesavvy leadership got us through the great wars, and who is even now rebuilding the roads, towns, and castles damaged in the war years. Though he mourns the loss of his son, Thrommel, he continues the work of ruling his land. Rebuilding is a long and expensive process and the ongoing crusade against Old Wicked has only slowed it down.



There are many in the Flanaess who believe that Iuz is a spent force. Some may say that Old Wicked has been content to merely tease the fringes of his border states as an annoyance rather than as a true threat, but it takes time to hatch new plots and spawn unmentionable offspring; and time to delve deeper into the darkest places, creating armies that will not be vulnerable again. Now, the border states of Iuz, who have been rebuilding and reorganizing since the Flight Of Fiends, are about to discover what new nightmare Iuz The Old is ready to unleash upon the lands of the Flanaess! Are you prepared to fight?


The Crew (all level 1):

Alishia Silverfrond: Alishia is 20 years old and was born near the capital of Furyondy, the tremendous city of Chendl where besides King Belvor IV many wealthy aristocrats and nobles are located. However, Alishia's parents were ordinary people. They kept a horsebreeding farm in a small village which was already in the familiy for generations. In her younger years, Alishia helped her parents taking care of the horses and was teached by her parents to correctly worship Pelor, God of the Sun. During her teenagehood Alishia found that she could heal some of the wounded horses by using a very special power which she never felt before.

Her parents decided to bring Alishia to a clerichood of Pelor in the city of Chendl to make sure her powers could be correctly analysed and she could be teached by experienced clerics of Pelor. What followed were some years of very strict teaching. At the age of 17 Alishia was send to the Northern part of the country to help the wounded soldiers which fell during the Great Northern Crusade. Alishia fulfilled her task with great pride and pure devotion.

At the age of 18 Alishia decided to stay in one of the cities liberated by the Northern Crusade. Crockport was her new place, she could help with the rebuilding of the city and eventually helping people who were freed from slavehood. In Crockport she met Anvil Burnhart (see other PC), a noble fighter with the same devotion for Pelor. Together they would like to open a temple of Pelor in the city of Crockport.

Alishia is a beautiful young woman with blonde-golden hairs and light-blue eyes, mostly wearing a bodycovering cleric-suit. She is not very strong but very wise and charismatic. Due to her strict education she tries to think and re-think her actions before performing them. Her devotion to Pelor makes her somewhat overambitious on the religion-topic. Normally she goes well with most people (especially good aligned) but can be stingy when she feels she is not able to fulfill her tasks to do good things.

Anvil Burnhart: Male human Fighter. A strong men born from a minor noble family. Lost his older brother and father in the Greyhawk wars. Convinced to become Knight of Furyondy and be a protector of all what's good. His younger brother is in charge of the city Crockport in the Northern part of Furyondy.
Ramon Huizingh:
Ramon is born on 19 Flocktime 573CY in the city of Crockpoort. He lived here with his father Tom Huizing and his mother Helen Huizing in a small house near the centrum of the city.

The father of Ramon was locksmith and this is where he earned money with, his mother worked in the house and sometimes earned some money with making clothing’s.

Ramon’s parents raised him up with the faith of Palor, however after his parents have died in the war he neglected his believe in Palor. Ever sins he never prayed to Palor anymore.

When Ramon was 10 years old (583CY) Crockpoort was attacked by the armies of Iuz and in this attack his parents were killed. Ramon had the chance to escape and went to Chendl as a refugee.

When he arrived at Chendl after a long and tough journey Ramon had to live on street and had to scavenge the city for food. To survive he used some skills he learned from his father, picking locks, due to this he was able to get into houses to get food and water.

The only thing that could remind him to his parents where the lock picks his dad once gave to him in order to help out at the shop.
Ramon lived the life of a thief, stealing only from the rich, because he didn’t want to make others life who had just as a hard time as he had even harder to live.

After a few years when Ramon was 14 years old (587CY) he decided to take luck in his own hands, because so far he didn’t have much of that. He went to places in town where people gambled with deice, coin games and card games. Here he learned himself to hide and get things unseen, because he once had bought a coin with 2 heads on it and 2 loaded dices which rolled 6 almost every time. With the coin and dices he made enough money to sleep in crappie taverns and pay of people who caught him on cheating.

In those years he also started to pray to Olidammara for luck, though he never became a real follower of any god anymore. Ramon, now 18 years old (591CY), is returned to his birthplace in the hope to find something of his old house. Also he hopes to learn more about the attack on his home and to one day revenge the death of his parents.

Physical description: Ramon looks like a regular guy of his age and has brown hair that reaches his shoulders and brown eyes. He build is fairly strong, but also very agile. He trained himself in fighting with 2 weapons and attack from behind.

Favorite lines:
“head or tails?..I’ll take head.”
“Six is the lucky number”

Victoria: Female elven rogue. A beautiful young woman from an artistic family. Her mother is from origin a skilled dancer, using old rituals to charm other people. Victoria is very interested in those rituals but her mother is not willing to teach her.
Green of Skytree: Male elf druid. Born in Skytree, a magical defended village in the Vesve forest. Fled to Furyondy during the Greyhawk wars. Also lost his parents to the armies of Iuz. His companion is Sox, a wolf.
Player six: Kreko, a Human Psychic Warrior.

Last edited by Sander_Kaa; 12th March 2009 at 10:52 AM.. Reason: format, adding character info
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Old 10th February 2009, 11:50 AM   #3 (permalink)
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Map of Furyondy

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Old 10th February 2009, 11:52 AM   #4 (permalink)
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Map of Furyondy II

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Old 10th February 2009, 01:24 PM   #5 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 1:

Session 1 "Crockport troubles":

One of the characters, Sir Anvil Burnhart, visited his brother Angmar in the city Crockport. Angmar is the ruler of the city and is dedicated to rebuilding the city. The city was taken by Iuz the Evil during the Greyhawk wars. After the Great Nothern Crusade the city was freed from the evil forces which occupied the city for years.

Today the city holds about 2.000 citizens and almost 1.000 soldiers. It is located next to the Wyestil Lake. A natural border with the Empire of Iuz. The city is basically one of the first defences of Furyondy.

Anvil is informed a small island a few miles away from Crockport is told to be haunted by a monster! A couple of months ago, a big feathered bear-like creature with giant claws, crossed the lake and harrassed some of the citizens of Crockport. Some people even tell the monster took some prisoners.

Anvil, dedicated to help his beloved country Furyondy, called for help! Some brave people decided to answer his call. This is how the party is formed. Dm note:the players chose their starting location themselves. I further developed adventure hooks based on their choice.

On the evening of 1st Flocktime CY591 (calender of Flaeness) the group gathered for the first time in Crockport. One of the simple rooms of the Crockport keep is used for a simple dinner. The group decides to gather information about the island first. After visiting the local inn, a temple of Heironious and the army commander they learn the following things:

- The island is called Crockegg and is merely a big rock in the Wyestil Lake.
- The island was owned by a noble family with two children. They were renowned for their love for art. Especially expensive paintings.
- At sunrise the island is most of the times covered in a damping cloud of mist. Covering the northern part of the island.
- During the Greyhawk wars the island is overtaken by troops of Iuz, the family has never been seen or heard again.
- Till now no one dears to enter the island.
- Many tales are told within the city about the attack of the monster from the island. However, officials tell the adventurers no prisoners were taken because no people were missing after the attack.

The next day the party decided to move quickly. They negotiated a trip with a fisherman-boat. For some wheatshieves (goldpieces) a local fisher helped them crossing the lake. The last part of the crossing was done in rowing boats. Especially pushing Anvils horse in the small boat was a hassle. Luckily Green (the druid) was there to help, even his wolf helped by doing "grrrrrrrr' to the horse!

The island holds a small castle with walls around it. Furthermore some small buildings which were used as fishermen inn during better times. However, these days the inn is only inhabited by a badger and her youngs.

The adventures travelled along the cobblestone road towards the castle, finding two skeletons at the gates of the wall. After giving a proper funeral to the bodies they moved in to the courtyard. It seems a massacre took place here. Multiple bodies were lying on a big blackened heap. Orc and human skeletons could be identified. Spear atopped with heads of humans are standing around the burned remainings.

The castle consist of four buildings, a broken tower, stables, storagerooms and the mason. The last one is a two floor stone house in Roman style. Hanging below the balcony are two skeletons, clearly smaller than grown-up humanoids.

Carefully the adventures move into the house, discovering plundered rooms. Eventually two enormous rats attacked them! Green was badly hurt by the vicious bite of the rats. Fortunately the rats were quickly killed! Alishia showed Green she really knows how to heal and made sure Green is not infected by some sort of rat-disease.

After clearing the first floor nothing special was found. Only litter and the remainings of small fireplaces were seen. It's obvious no one lives here anymore!

Two big wooden stairs lead to the second floor. However, a really bad fire once destroyed most of the furniture. The stairs look very fragile after the fire. Still the party tried to walk up. Ramon, the dexterious (sp?) of the party quickly climbed the stairs. Green, however, was not very lucky and smashed throug some of the steps of the stairs. The rest of the party used a knotted rope (tied by Ramon who was already upstairs) to climb up.

Upstairs a, once nicely furnished, room was found. Broken paintings and expensive dishes are everywhere! On the other side of the second floor two very solid stone doors with family heraldry blocks the adventurers. By using the skills he learned from his father, Ramon tried to open the doors. The mechanism however was too well made to be bypassed by the rogue.

What's behind the door? Why is that well locked? Did the troops of Iuz managed to open the door? Next week the party will continue..

DM note: I hope you enjoyed our first session! At least I did!

Last edited by Sander_Kaa; 10th February 2009 at 01:31 PM.. Reason: spelling
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Old 12th February 2009, 10:37 AM   #6 (permalink)
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Crazy Eights Goblin Sharpshooter (Lvl 2)
So far this looks good, but if I may make a humble request, could you give a quick description of various PCs? So far, all we know are some names and vague guesses on their classes. Thanks and keep it up!

~CE
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Old 12th February 2009, 02:56 PM   #7 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
@Crazy Eight: I will do. I needed some time for translating their backgrounds from Dutch to English. But I'll update them today.

Thanks for reading!
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Old 16th February 2009, 09:35 AM   #8 (permalink)
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Session 2: Exploring the island of Crockegg

Session 2: Exploring the island of Crockegg

'It's obvious the occupants of this castle tried to open this room', Anvil said, pointing at the broken weapons and tools lying in front of the stone doors. A well-made family heraldry covers the stone doors. 'Maybe it's some sort of a vault', Alishia mentiones. 'We could try to enter the room from the roof!', Victoria mentiones.

And that's what happened. The adventurers tried to climb the roof of the mansion. A broken battering ram with hand-knobs did his job as a ladder. Together with some ropes attached to it, Victoria managed to reach the roof of the mansion. Kreko (DM note: this is the 6th player who joined this session, see character description in the second post) made an iron hook attached to a rope which was attached to the rooftop by Victoria. Now the other adventurers could also enter the rooftop. However it's clear the rooftop is too sturdy to let the adventurers enter 'the vault'-room via this route....

While standing on the rooftop Green looks to lands of the surrounding island. Rocks, some vegetations and dangerous crevasses cover the island. 'It really takes some climbing skills to further explore the island', Green mentioned. 'However it's clear to me a natural cave is located in the middle of the island, only some 750 meter away from the castle'. Everyone tries to correctly spot the cave. However, only Kreko and Ramon could see the cave. Anvil, Victoria and Alishia trusted their companions and decided it was time to check it out! Is the story of an owlbear on the island really true?

A knotted rope, some climbing and walking later the adventurers moved to the center of the island. Now everyone could clearly see the cave. A huge opening underneath some big, clumsy rocks. Anvil, really on his toes during the walk, spots a glimmering snake like object in front of the cave. It moves in and out. 'What can it be?', Anvil asked his companions. After moving closer Green and Anvil see the snake is a chain. Anvil only made a couple of footsteps, suddenly the chain moves and a low growhling could be heard from the cave. A big, feathered beast runs toward the adventurers, hindered by the chain which is attached to one of his legs. Showing his big claws and beak the creature starts to climb the big boulders which cut the adventurers apart from the entrance of the cave.

Ramon and Victoria immediately start to take advantagious positions to have a clear shot at the beast. Kreko and Anvil take a good spot for a melee fight. Green casts an 'entangle' spell, making the bushes and grass trying to grab the angry beast.

It takes some time for the beast to reach the adventurers. When he finally is able to attach the beasts upper body is already blasted by arrows, bolts and the hammer of Anvil. The beast layed down his claws on Anvil and Alishia, causing massive damage! Fortunately a well placed shot of Ramon made an end to the beast. Alishia heals some ugly wounds. In the meantime the cave is explored by the others.

The chain is attached to an anker (iron cramp which is used by a ship, not sure if it's an english word), secured by some big builders lying on it. Clearly someone did this by purpose. 'What's an shackled owlbear doing on a remote island?', the adventurers asked themselves. After searching and re-searching the cave nothing is found. The cave is natural and doesn't lead to any other place.

The adventurers, proud of their first monster slain, return to the castle. Victoria, in the meantime, gathers some food from the island to make a nice meal for her companiions. Green and Kreko decide to further explore the nothern part of the island. And with no bad result! Standing atop a cliff they spot a small beach on the far side of the island (the side not seen from the lands around Crockport). Some objects are on the small beach. 'Crates, those are crates', Kreko says. 'Very strange!, we should inform the others!, Green says. They rush to the castle and after the adventurers had a small meal they decided the small beach is best to be reached by the rowing boats (DM note: indeed a good choice, climbing the cliff to the beach is not to be laughed at).

After rowing around the island the beach is indeed easily reached by boat. The wooden crates are still there and hold some expensive materials, iron ore and cloths. 'Smugglers!', Anvil says. The other adventurers find a medium-sized opening in the cliff wall. A dark and long passage lead inside the island.

After lighting a torch the adventurers move in to the passage. After several meters Anvil (walking in front with the torch) spotted a strange surface in front of him (Dm note: very, very lucky for him a had a natural 20 spot check, all other results made him not see the trap). Ramon and Victoria quickly searched and disabled the pit trap. The passage lead further into the island, finally reaching a men-made corrider which crosses the entry passage. Only a few moments later, the voice a woman could be heard from the left. 'Shoot them Bewul!', the female voice shouted. A fierce fight with the male and female took place. The female is quickly overcome, making the men even more vicious! 'Anas!' he almost cried, letting down his sword on his opponents. But the adventurers are with too many to have a fair fight. He dies to the end of Kreko's longsword.

Alishia didn't want the woman to die and decided to heal her with some of her divine magic (leaving Ramon a bit pissed because his wounds also needed some care..). 'Wh-a-at did you do to Bewul', the woman shouts to Alishia after opening her eyes again!

To be continued next session, a monster-session because my group will have a D&D weekend! Three days of gaming. That will definately be a big log.

Last edited by Sander_Kaa; 16th February 2009 at 03:03 PM.. Reason: correct mistake
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Old 16th February 2009, 03:28 PM   #9 (permalink)
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Jelle Kobold Slinger (Lvl 1)
Hey nice job Sander on translating my background (I am the mastermind behind Alishia btw). Here my oppinion about some things and some additional information.

First my character:

Alisha is a human cleric of Pelor, wearing a thick robe embroided with the Symbol of Pelor. She carries a Scale male armor underneath it. She also has a Heavy Steel Shield with again the Sun of Pelor and a Heavy Mace in the other hand. As finishing touch: a Silver Holy symbol of Pelor hangs around her neck.

Abilities (28 point buying system):

Str: 10
Dex: 10
Con: 12
Int: 12
Wis: 16
Cha: 14

I have spent my skill points in Concentration (4 ranks) Diplomacy (2 ranks), Heal (4 ranks) Knowledge Religion (2 ranks) along with a scattered point in Handle animal (1 rank cross class).

Feats:
-Augment Healing: +2 points of healing per spell level, when casting Conjuration (Healing) spells.
-Sacred Healing: Spend a turn attempt as a free action to increase healing done for Conjuration (Healing) spells to increase healing done by 2 per die and to increase the result of a Heal check by 5 for 1 round.

Domains: Sun and Healing

This all together can make me heal 1d8+5 on cure light wounds already.

Then my background:

Sander did a great translation but ive met anvil in Chendl (the Capital) while being educated to become a cleric. He was depressed because he was the only one in the family not to fight in the Great Northern Crusade.
My master and i helped him with that while he was teached the ways of Pelor.

As you can read in the first post we were in the castle for a while before dispatching to the island. There a few things happened things happened which could explain my actions later:

We were in the castle and had two meals there. As a cleric of Pelor i opened the first meal with a prayer to Pelor. Anvil surely approved in this but Ramon on the other hand started to eat while i was doing this. After the prayer i asked Ramon (well Alishia was a bit stingy at that time because of his action) to wait next time untill i have finished my prayer. Ramon had other intentions though. On the second meal he did the same thing. Again i became impatient with him and a intence discussion followed which was ended by Anvil at the end. Anvil asked Ramon to respect eachothers customs.

These events changed my attitude to Ramon ofcourse. Ramon had his reasons thought (his background should point that out).

So later on, on the island, we had some battles and ofcourse we were wounded. As Ramon tried to close in on the Owlbear he slipped and fell of the rock he tried to climb down from. So after the battle he asked me to heal him. I had healed myself and Anvil first though and i ran out of proper healing magic. So i said while looking at his wounds: "Its nothing serius, you`ll survive". Well he didnt like that ofcourse.

Then we had the trip to "smugglers cave" and had quiet a rough battle. Anvil went down in this battle, bleeding to death as he was hit by the maddened Bewul. This because he had rammed his hammer on the chest of the female Anas. Trying to perform my task i pushed through the party members which were standing in the way using my amazing talent to stabilize Anvil (I have the "healing hands" skill trick which allows me to heal 1d6 hp on a succesfull check, this in combination with Sacred Healing Feat makes a winning combination on this level). By rushing to Avnils aid i was hit by the attack of oppertunity of Bewul, leaving me on 2 hp.

After the battle the party started to search the bodies and we saw that the female still lived but was bleeding to death. Kreko already finished of the mail for good and i wanted to keep the female alive to interrogate her (not sure if i spelled that correctly). So once again i used my talent to stabilize and she woke up (on both rolls of the skill trick i rolled a 6). Ofcourse she couldnt keep her mouth shut so i had to knock her out.
After i had done that Ramon asked me to heal him again, he also had 2 hp left. I only had one cure minor wounds left so i used it....on myself. This made Ramon a bit angry ofcourse but he kept his mouth shut.

Well that basicly what happened Yesterday.
I understand Sander mixed some things up, he has many details to remember. Keep up the good work though.

Last edited by Jelle; 16th February 2009 at 04:01 PM.. Reason: Removed some spelling issues, character info incorrect
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Old 18th February 2009, 04:06 PM   #10 (permalink)
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Nicolas Kobold Slinger (Lvl 1)
Anvil burnheart

This is the character wich i play in this campaign
name + title:
Most honourable sir Anvil Burnheart of Crockport
player: Niek

Character and physical description

Anvil is born in the year 568 CY.
He is something larger than 6ft long and has a powerful sincere apparition. He has long blond hair, blue/grey eyes and a prominent jaw line. Anvil always carry a full plate armor (scale mail at first level) and draws to battle with a large war hammer that he uses with two hands (if he is on foot). This skill he has learned from his father, who was a master with the weapon. The father of Anvil has given Anvil its name as a tribute to this weapon. This is not however the largest quality of Anvil in a fighting. Anvil prepares a large black war horse with the name phalanx. He is an excellent rider and handles his lance with deadly precision. Because of this Anvil has placed the idea of hammer and anvil in another perspective. On its horse he himself is the hammer and he sees the enemy as an anvil. Anvil is strong, brave and also has diplomatic capacities. Anvil is not frightened to take the role of the leader in the party but is always open for participation from others. He still must learn a lot however and can sometimes be terrible. Furthermore he can arouse sometimes irritation at others by its complete devotion to Pelor.


Anvil is a level 1 fighter. next level he will multiclass to a paladin. I made this choise because i think a paladin more fits his back ground,
and i wanted to let him kick ass on the back of his horse on level 1 (so i that explaines the 1 level fighter)

Abilities (28 point buying system):

Str: 16
Dex: 10
Con: 12
Int: 10
Wis: 13
Cha: 13

I have spent my skill points in handle animal (3 ranks) Diplomacy (3 ranks), knowledge nobility (1 rank) Knowledge local (1 rank) ride 4 ranks.

Feats:
- mounted combat
- ride by attakc
- spirit charge
- nowble soul (feat from grayhawk campaign setting) +2 diplomacy, +1 will saves



Anvil is of gentry and has at present the title of Knight Commander. His father was the war hero Landon Burnheart (fg7, pal1, KoF8), who fall in battle during the Great Northern crusade. His mother is Lady Amondela (ari5, LG) and stays at the moment in the country house of the family Burnheart, which is lain in Chendl. Anvil has grown up the younger of 3 (Anmar Fg 5, Clc 5, KoF5 LG) and (Leonard fg 6) brothers in Chendl. Its father and 3 brothers have fought in the Great Northern crusade, to which Anvil have lost its father and youngest brother (Leonard). Anvil has not taken part in the Great Nortehern crusade, so that the life of one heir would remain, should all others die in the war. This fact has always frustrated Anvil, because he gladly wanted to fight side by side with its brothers and father against the hordes of Old wicked. After the news of the death of its father and brother Anvil had experienced a difficult period of mourning and grieve. The world could no longer make a difference to him and Anvil withdrew himself more and more on its chamber in the country house of the family Burnheart. All this changed when his brother Anmar returned and taught Anvil in the leathers of Pelor. The reunification with its brother and the light of Pelor gave Anvil strength to come from its dark valley. As from then Anvil recovered its lives strength. This is also the period when Anvil met Alysia. At this moment she was in leathers with the cleric of Pelor, which helped Anmar to let Anvil find his slightly. Anvil has become friends with Alysia during this period and will do everything to protect her during combat but also in daily living.

King Belvor wants its realm firstly rebuild of damage that it has suffered by the armies of Iuz. The many chaotic participants of Thrithereon want to sail another rate however and want to bring the war to the country of Iuz. This is also the way of Baroness Jelleneth Kalistren (Fg9, CG). To give its counterpoise and to exercise more control in The Barony or Kalistren he appointed Anmar Burnheart in 591 CY to Lord Major of the city Crockport. This was politically a coup of king Belvor, because in this way he has a charismatic person who can slow down Baroness Jelleneth in her ideas. Thereby is Anmar a doughty brawler who can jack up morality and defenses in Crockport. Anmar has taken Anvil along with him and sworn him as a lieutenant in its army. This way Anvil can make himself better loose of its difficult task and aim at the destruction of the armies of Iuz. Crockport however still lie in ruins. The city has suffered large losses during the war and is damaged for a large part when the city was reconquered. Such as truth spirit of furiondyuns become, the people have not delivered their selves and have started with rebuilding the city. There is something ghostly and battered to Crockport for people who enter the city for the first time. Relatively little simple buildings are habitable. A small garrison of approximately 850 man inhabits the citadel, an inn looks after food and drink for the inhabitants and visitors, and a small market town keeps
the trade living.Anmar and king Belvor have massive plans with Crockport and in the future if the city is rebuilt they want to launch another military offensive from this city
directed to Iuz.

Goals of Anvil:

• For rebuilding the city money is necessary. Anvil want gather this money by will and gather treasures on adventure.
• Anvil has ambition to become a knight or Furyondy, in imitation of its father and its older brother. For this, however he must be invited, for this companionship. Anvil already has leg up because of its oldest brother who is member of this organization and because of the reputation the name Burnheart has in the kingdom of Furyondy. However Anvil must firstly prove himself before he can be invited for this organization. Anvil intend above aim combine with this aim.
• Anvil wants to found a temple of Pelor in Crockport and convert people for this belief. Anvil believes that the people in Kalistren will prosper more with the sun, light, strength and cicatrisation which Pelor offers then with chaos, revenge, and individuality of Thrithereon.
• Anvil wants to fight evil, wherever it is. Iuz embodies evil in the eyes of Anvil. So he wants to eradicate Iuz and al his minions forever! He wants start destroying evil on Rock egg Island (to see places or interest Crockport)

Last edited by Nicolas; 19th February 2009 at 11:53 AM.. Reason: round up
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Old 19th February 2009, 09:29 AM   #11 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
@ Nicolas and Jelle, thanks for adding your character description!
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Old 26th February 2009, 09:01 AM   #12 (permalink)
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Session 3: Rounding up Crockegg

Session 3: Rounding up Crockegg

Heavily wounded by the battle with two inhabitants of the halls below the island of Crockegg the adventurers decide to flee the caves and use their boat to get retreat. However, Victoria and Green hear some sound along the hallway. Further away, in the dark, footsteps are heard!

After burning a lantarn an older man is standing close to the wall, looking scared upon the weapons of the adventurers. 'Halt', What's your business?' the adventurers yell to the man.

'I'm Leon, what did you do with Bewul and Anas?'. At that moment is becomes clear Bewul and Anas are dispatched bu the adventurers. Leon explains he is hold captive on the island for many years. In the beginning of the Greyhawk wars he is enslaved by troops of Iuz. Because his exceptional skills in alchemy Leon is forced to fabric a kind of fog-machine and use it on a remote island in the Whyestil. Not sure for what purpose he explains, but it has clearly something to do with smugglers.

'Smugglers', I told you so Alisia proclaims. 'How many and when do they come?'. The adventurers learn the smugglers come to the island by ship one or two times a week. In the cover of the early morning fog (produced by Leon's Alchemic Machine) a boat full of dark humans and/orcs is retrieving chests full of expensive goods.

After the PCs learn where the goods are stored they decide to look for it. 'But hey', Anvil said'. 'When you are a prisoner, where are your manacles? Why can you just move freely along the halls?'. 'Well, that unfortunately very simple', Leon says sadly. 'My wife and daugther are somewhere in the lands of Iuz, probably slaves, fighting for their lives everyday', Anas (one of the guards) promised me to let them killed immediatly when I try to flee'. Touched by the sadness of Leon the adventurers promise that one day they will look for his family, especially because some adventurers loved ones share the same fate of Leon.

The underground halls are divided in several corridors and huge chambers. Stone doors, with the same family heraldry as seen in the castle, make sure no one is able to enter without a key. Fortunately for the PCs one of the slain guards kept a key... One of the chambers hold many, many boxes. Full of tools, expensive cloths, lantarns, art etcetera. Clearly stuff Crockport would be very happy with these days! The rest of the day the adventurers discuss what to do if the smuggling ship would arrive next day.

Next morning Leon awakes early to feed his fog machine with alchemic fluids, making sure the ship will not be alerted by the abscence of the fog. Ramon, disguised as one of the guards takes his position on the beach, the adventurers hide themselves between some rocks on the beach. And indeed, after half an hour the front of a ship slowly moves through the fog. Vaguely a couple of humanoids can be seen standing on the ship.

'Aoooy' a man shouted from the ship towards the ship. 'Oy', Ramon shouted back, acting as Bewul. While the ship slowly moved towards the beach some rough creatures on the ship could be seen thorugh the mist. A wooden ladder is used to quickly depart the ship. Some orcs land on the beach, Ramon points to the hallway leading in to the caves. The orcs move in to look for the chests, obvisously not finding them... However, a pit trip entraps one of the orcs! A fierce battle starts at that time. Sword, axes, magic, blood and casualties. The result is in favor of the adventurers, Alishia heals her wounded companions.

The remaining of the day is used to get back to Crockport. After hiring some more fishermen with boats the adventurers claim the ship from the orcs and bring the discoved smuggling goods back to Crockport. Also Leon is very happy to be back in 'his' city. Green escorts Leon to the temple of Heironious, where Leon asks about his family and friends. He informs Green that he would like to travel to Greatwall (a university city more to the east of Furyondy) to look for any relatives which he knew before he was captured. Green gives some money to Leon to make sure Leon can hire some workers to travel safe and fast. Leon promise Green to give back all the money as soon as he can.

The adventurers visit Sir Burnhart, the ruler of the city to claim their victory and report their findings. Of course the small ship which is captured is very, very good news for the major. A piece which is very welcome in these times of lack of money (but no lack of enemies).

After resting some days in Crockport the adventures decide where to go next: the Vesve forest. But not the safe part of it, but the part Iuz still holds. The rumor prisoners are kept in an orc camp sounds very promising to especially Green and Ramon. However, they quickly learn moving in to the lands of Iuz is not only dangerous, but also stupid (by the priests of Heironious) or the only-thing-which-should-be-done-far-more, according to the church of Trithereon.

The next day is used to gather information about the lands of Iuz in and around the Vesve forests. On a early morning the players ride towards the immense forests of the Vesve, nervous and anxious about what it is on the horizon. Fortunately Crockports army could miss some warhorses and masterwork weapons, this gives at least some feeling of being well-equiped for the job....

Last edited by Sander_Kaa; 9th March 2009 at 12:45 PM..
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Old 10th March 2009, 10:31 AM   #13 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 4: Into the Vesve

Session 4: Into the Vesve

The weather is friendly for the adventurers when they leave the city of Crockport. The last outpost of Furyondy is an army bataljon at the 'border' with the empire of Iuz. About 300 militia are permanently located there to watch the border. The adventurers are informed the main enemies in the miles around them are goblin warbands. 'So please watch out for them!', some soldiers inform the adventurers with fear, but also some pity, in their eyes. 'We'll do, we'll do....'

Before the times of Iuz an often travelled road ran to the North, following the Western shores of the Whyestil lake (DM note: please see the map above for exact location). No-one wants to follow that road but decide to ride through the light forest which is the main feature of these lands.

After riding some 6 hours in the light forests, some awkward creatures can be heard and seen riding towards them. 'Goblin riders on some foul beasts!, Victoria shouts, 'Get your weapons and shields up, quickly!'. About four Goblins on Worgs (a kind of wolf, but meaner and stronger) run through the forests towards them. Alishia tries to control her horse and at the same time take the other horses to a safer location. Her knowledge about these animals is really helpfull in this case. Of course Green helps her by guiding some animals. Anvil (still on his horse), Victoria and Ramon stand their ground concentrated the hands on their weapons and the eyes on their enemies. They spot some more goblins, walking near the Worg-riders. Javelins fly through the forest, Anvil charges his enemies. Victoria and Ramon pepper the riders with arrows. Sox, the wolf companion of Green, bravely fights a Worg.

The turningpoint of the battle is the moment Goblin-riders get knocked off their Worgs by the lance of Anvil (who is really someone to care about when he's fighting in his horse). It's clear these creatures are uncontrolled when having no riders. Some flee, some keep fighting. The goblins are not a real threat however, using stupid (or actually no) tactics and are with too few of them to capture of kill the adventurers.

Sox (the wolf) however, is badly wounded and is not able to make some more miles today. Alishia and Green dump the goblin bodies in the forest, covered by some branches.

About a mile more to the North they decide to build up a camp. Anvil propose the make some defensive walls around the camp. Using some branches and some digging to give them an advantage against possible creatures during the night. A very good idea...

When it's already quite dark, and the adventurers only have a small fire to light the surroundings, Green (who has the first watch) sees some arrows flying towards him. He gets hurts very badly, but is able to alarm his companions. His companion Sox is still hurt from the battle with goblins and not able to fight. They take full cover after their defensive wall.

While the other try to collect their weapons Anvil light a torch. Now everyone can see some creatures in the shadows around them.. Quite organised the creatures move towards the camp (DM note: the camp has been scouted by one of the enemies). The adventures are harrassed by a band of hobgoblins, who know how to use their swords. The fight get nasty really soon, Alishia and Ramon are woundedvery badly and fall unconcious. Anvil and Victoria keep on fighting, even their warhorses use their vicious hoof attack to kill their enemies (or at least thrive them away).

Green, still wounded decides he need to help his companions. Endangering his own life he starts to call for a nature's ally. Using his magic a wolf appears in the rear of the hobgoblins. Giving the opportunity to Victoria to sneak attack the them.

The Gods of Greyhawk are pretty kind to Alishia and Ramon this night. They both get stable, only some inches away from their final destination. (DM note: both stable at -9, no kidding). Till today it's not clear if Alishia's devotion to Pelor or Ramons (small) prayer to Olidammara did the trick. I think both

With the help of the summoned wolf the hobgoblins get killed. Leaving the adventurers badly wounded, with no spells left in the middle of a hostile land.

Welcome in the lands of Iuz.....
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Old 12th March 2009, 10:47 AM   #14 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 5: Woods

Session 5: Woods

Besides the night being dark, it's also a pain. Some bad wounds disturb the dreams of the brave adventurers. Fortunately no further enemies are seen this night..

In the morning some adventurers go hunting to gather some food, especially Sox is quite demanding in terms of food after a day of hiking through the woods. When hunting Victoria and Green spot a small and primitive camp where some creatures can be seen. They decide to move silently back to their friends.. making sure the possible enemies do not notice them.

After a fast breakfast under the roof of mother nature the adventurers decide to get moving again. The trees and other plants grow everywhere, giving them some (false?) feeling of cover. About an hour after their depart it's obvious trees has been cutted here. No only a few, but dozens. It's getting more and more, a smell of burned vegetation quickly dominatesthe air. A little bit research learn Green it has been a while ago since the (lower) vegetation has been burned here. Probably to clear the path for woodcutters, who demolished almost half of the woodlands here. When they move forwards, thanks to little to no vegetation left, a lot quicker then yesterday, a sound can be heard to the North: *thonk, thonk, thonk*. 'Woodcutters', Ramon and Anvil whisper'. 'Let's move around them...' The horses are led towards the east, back into the untouched woodlands.

The rest of the day nothing specially occurs, some miles are done. 'How long will it be to the Orc camp?', one of them says. 'Why should I care, Alishia mumbles, 'probably a battallion of orcs is awaitung us there'. 'Well, that's something we should discuss later, Anvil bravely says. 'Pelor will guide us, like always!'. That's something Alishia and Pelor both agree about. Ramon has his it's thought, 'why just not sneak in, we can be evil humans just wanting to do some business'.

In the afternoon a river blocks the path. Big cutted trees move through the river with an interval of fiftheen to thirty minutes. 'Someone should be waiting for those trees down the river', Anvil sais, 'let's sabotage this a little bit'. With the dexterity of Victoria, the strength of Anvil and the help of all other adventurers one of cutted trees is moved towards the side of the river. Now it's stuck in the muddy ground. The next tree smashes into the tree-obstacle. 'This will be quite a hassle for them to repair'.

While not even on their horses a person moves closer to the adventurers, not seen, not heard. But surprisingly near. A woman steps into sight of the adventurers, dressed as a traveller and wielding a fierce longsword. The smooth face and pointy ears tells everyone this is an elf. 'Lay swee-lonn', she says. Green and Victoria immediatly recognize the elf language (being an elf themselves this is not very hard'). 'Who are you, and with what goal do you travel the lands of our beloved forests?'
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Old 23rd March 2009, 11:54 AM   #15 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 6: Prisoners

Session 6: Prisoners

'We are travelling to Gerrenkzerung, an orc camp to the north', Green answers in the Elvish language. The woman looks behind and with a soft voice she calls for her companions. Two men reveal themselves when moving out of some bushes.

The adventurers learn the group of Elves are scouts from Furyondy. By following the tracks of a group of humans the elves try to find some of relatives captured by this group. The adventurers are asked if they could help freeing these prisoners. In return the elves can travel some miles to the north-west to show a safe path through the forests.

Equipped with their horses the group travels to the east. Back into the burned forest where most trees are cutted away. The elves proclaim this terrain is very dangerous, so they make it quick to their destination. An old farming building some miles from the Whyestil lake. The surrounding fields of this farm mean the adventurers will be probably already spotted hundreds of meters away. Therefore the adventurers decide to move quickly and charge through the terrains to meet their enemies.

In a truly heroic battle their opponents are some well-equipped orcs. The ravaging horses are a really good asset in this battle. The orcs, fighting on foot, have a hard time hitting the adventurers. After a fierce charge Anvil gets almost smashed to death, but not after striking his lance upon the chest of one the orcs. Ramon, Victoria and Alishia support the battle by flanking the orcs. Green and the three elves pepper the orcs with arrows when possible.

Only a few minutes after their arrival the three orcs ly dead on the ground, leaving the farm unoccupied for the rest. Ramon sneaks inside one of the building. He finds a wooden cage with some afraid elven prisoners inside. His open lock skills could really help those poor bastards and free them. Mostly females and children, the men seem missing. 'The Gods are with you, thanks for freeing us. Our men are away with the humans, forced to help cutting the trees. They left this morning by foot'.

TBC
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Old 23rd March 2009, 04:11 PM   #16 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 7: The real border

Session 7: The real border

After freeing all prisoners from the woodcutterscamp, all adventurers and the three elves take on an extra person on their horse and ride back to the forests to hide themselves.

Ylass, the woman in charge of the elves, likes to ride to the west for some miles. She knows a good spot where the group can cross the river which blocks their path to the north.

A day goes by, the party sets up camp in the forests. In the evening Green shoots a boar. The stomaches of the party will be well filled the coming days! Sox, although badly wounded by fighting the boar, is quite hungry and is very happy with a bunch of boar-meat.

Alishia gets some lessons from Leaf, one of the scouts, how to take care of wounds by using herbs and vegetation from the woods. Although there is still some need to further practice these skills Alishia sees an opportunity to broaden her skills somewhat.

Victoria cooks a great meal out of the herbs she found in combination with the boarmeat. The good meal give the group a feeling of being well and happy. The forest around them gives the adventurers a feeling of well-being.. but for how long?

That night a watch is set-up. No events during the night. Next morning the group travels north. Ylass warns the adventurers of the border with the lands of Iuz which is further to the north. 'Border?, how do you mean border?, Anvil asks. 'The border with the lands of Iuz is just some miles from here. A road with many patrolling orcs and watchtowers crosses our path. We think it is very dangerous to just walk in. However, you helped us freeing our relatives. So we will accompany you, that's what we've promised you. May Corellan guide us.'

The adventurers decide it would be too egoistic to keep the elves to their promise. It could mean dead to many of them. Furthermore, some of the adventurers doubt the combatskills of some younger elves. The group splits, the elves will travel west, the adventurers move north. Heading for the real border.

tbc
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Old 23rd March 2009, 04:16 PM   #17 (permalink)
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Sander_Kaa Goblin Sharpshooter (Lvl 2)
Session 8 'Bones'

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Old 22nd April 2009, 01:20 PM   #18 (permalink)
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Jelle Kobold Slinger (Lvl 1)
I see Sander did quiet a job trying to keep up but meanwhile we are way ahead, reached level 3 meanwhile and fight fierce enemies inside the lands of Iuz himself. Ill try to relief him with a post hoping i can still remember the details.

Session 8: Bones.

The adventurers travel for a while through the thick forests of the Vesve. Suddenly they see some tracks in the muddy forest ground. Green and Victoria take a good look at the tracks and with the help of Sox the party starts to follow the odd somewhat narrow humanlike footprints.

It doesnt take long for the adventureres to find final destination of the footprints. A large horse carcass lies on the ground and it seems claws have rended through the creature. "We must move on" Anvil sais and everyone agrees.

The travel for a short while only to discover who actually made the tracks. Two undead wolfs followed by three walking skeletons apear from the bushes. Alishia is quick to act and raises her Holy Symbol of Pelor. "By the might of Pelor, i shall send you back into your graves" she shouts and a flash of light appears. The party looks around and all the undead are lieing on the ground, motionless. (note: Used a greater turning since i didnt expect more Undead...i was terribly wrong).

"What was that!?!" Ramon asked and Alishia gives the answer: "That was the power Pelor grants his clerics." Happy the battle was resolved without a single blow the adventurers moved on, only see some kind of cave in a hill. Since the day was almost over the party thought this would be a nice place to sleep this night. Lighting her bulls-eye lantarn Alishia passed it to Ramon. He scouted the long natural corridor, searching for traps in the meanwhile. Suddenly the light falls on two boney figures standing in the dark. "More undead!" Ramon shouted.

A fierce fight started and the party discovered there were not only undead in this cave. A rather ugly and meager creature appeared from the shadows and started to exhale a cloud of nasty looking air, slowing the some of the adventurers. Anvil is hit by the cloud but his body seems to resist the effect and starts smashing some skeletons together with Krego (the psionic warrior). Krego being less experienced than the rest of the party falls and starts bleeding to death. Finally Alishia finds an opening to use her powers again. She raises her symbol but this time it has no effect. The master of these vile creatures exhales again and Alishia is unable to resist this harrasment. Being in a small corridor not all adventurers can help in this combat.

Alishia sees the wounded Krego on the ground and has 2 choises. Helping the dieing Krego risking to be attacked by the undead around her, or try to invoke Pelors power again. She raised her Symbol again and again a flash of light...most of the undead start falling onto te ground in pieces. The Necomancer look around and doesnt like what he sees. Only two of his minions have managed to stay out of the light. The party now rushes in crushing the last minions. The Necro doesnt go down without a fight. Wielding to hammers he manages to wound Victoria badly and also Ramon and Anvil feel the blows before they put him down in the end.

Alishia still has her healing powers available and heals her compagnion. The party desides to clear the cave and to hunt for food. Green, Ramon and Victoria go out to hunt and scavage again. All seems good untill they hear some heavy voices snorting at eachother. "Orcs" Ramon whispers, "Lets check it out". Victoria and Green agree tho the last holds his ground while the other two scout ahead. Victoria manages to move very silently barely hearable for even Ramon who is trying to sneak next to her. Ramon on the other hand, seems have overlooked a thick branch...*SNAP*. The voices get louder clearly shouting in their direction. They both stand still. More shouting and then movement. As quick as they can Ramon and Victoria run on the sight of two musceled orcs! Running towards Green while shouting: "ORCS! RUN!". Green jumps up and is clearly unhindered in the woods and take a sprint to the cave. There he alerts the party and they have enough time to get ready or another combat at the cave entrance.

Ramon and Victoria have some trouble running through the thick undergrowth but manage to reach the cave with the orcs on their heels. Green starts to call open his power to control nature and the orcs are quickly grappeled by the plants. A ranged combat breaks out both parties peppering the others with arrows and bolts. One party ends up dead in favor of the adventurers. "What a day" Anvil said: "Lets bury the corpses and get some rest". And so they do, wandering what the next day will bring.

And much more happened tho i missed session 9 i think. Maybe it was 10, someone else has to update this :P

NOTE: Im trying to draw the route we took through the lands of Iuz but i dont know the exact locations of some key points like the farm with the prisoners.

Last edited by Jelle; 22nd April 2009 at 01:31 PM.. Reason: spelling mistakes
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Old 7th November 2009, 04:31 PM   #19 (permalink)
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Jelle Kobold Slinger (Lvl 1)
Hey people, here i am sitting down, trying to find the crockport map for my own war-based campaign im going to run and the link to this topic came up.

We have played ALOT of sessions meanwhile reaching level 5. Heres a summary:

-Went into the Empire of Iuz
-Slain many orcs and goblins
-Brought some captured elves back to the border
-Went back into the Empire of Iuz
-Slain more orcs
-Visited a captured elven city
-Orcs were moving out at night because of a ghost within the city
-Found secret entrance to the upper levels of the Vesve
-Found elven fort there
-Trashed a few Orc camps at night
-Orcs went mad and revolted (yay!)
-Went to a town within the Empire of Iuz and infiltrated the place
-We infiltrated as a group of merchants
-Been there for week
-Got into the church of Iuz which was a prison aswell
-Freed the prisoners after fighting and capturing a lvl 9 rogue/assasin (Outnumbered him big time after releasing some prisoners)
-Back to Crockport
-Found a Wounded Cleric who was seeking a missing archmage
-Investigated a cavern where the wizard was last seen
-fought fire mephits and a fiery dwarf, killed mephits interrogated dwarf. Befriended dwarf (attacked us because we took magical bowl which could transport lava without losing heat)
-Went back to crockport after visiting a sorceress to ask about wizard
-Send to the eastern border of Furyondy to investigate pending attack by forces of Iuz.
-Joined the army
-Sent out on special scout mission to investigate Orc activity.
-Water Walked over the river that marked the border (cast on horses, had to "push animal" them into it...disaster :P)
-Killed 3 hobgoblins patrols (disguise was blown)
-Killed Hill Giant

Now we have to decide how to go in with this mission, disguises failed apparently but our group isnt very stealth oriëntated aswell.

I will try to update this more often because the fun is really starting since I (Alishia) can finally start slinging some spells, Anvil bought a fullplate and magical greatsword, Ramon is now our Tank/flanker since he has most AC, and Simon (wizard, was formally Victoria the rogue) adds his arcane prowess into the frays. To bad we last the Melee Cleric at the hill giant (two hits in one round: 21 dmg, 22 dmg vs 28 hp)

Stay tuned for the next episode of....Dungeons and Dragons!
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Old 7th November 2009, 05:41 PM   #20 (permalink)
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Jelle Kobold Slinger (Lvl 1)
Here is a more detailed session i remember and enjoyed to the fullest:

We infiltrated a town within the Empire of Iuz.
Alishia (me) and Anvil disguised as guards. Green was disguised as a hunter. Ramon and Victoria were disguised as merchants, the former scamming people with some gambling games, the latter selling food (profession cook ranks).
Krego`s soul was no more with us (and the player wasnt able to make this session).
We sad there for a while, observing the town. Next to the town Orcs had made their camp. Hunters of the House of Hunters were the guards within this town. Everyday a Cleric of Iuz and his two assistants went to the marketplace to pick up the Taxes. I was glad i had prepared nondetectable alignment as me and anvil would probably be detected. After a while we made plans to access the church of Iuz. I was disguised as a Cleric of Iuz and Ramon went in as my assistant. The thought behind the disguises was that i was looking for some fresh labrats (the prisoners) to test a new chemical which would later be used as a weapon.

We went out of town, donned out disguises and rode back in. All eyes were upon us but noone saw through the disguises. We knocked on the church doors and after a while we were inside. Ramon went downstairs to inspect the prisoners and to pick some for my experiments (meanwhile seeing how the prisoners were contained). Alishia waited upstairs and was told by the assistant of the cleric of iuz that i was about to be interrogated by the cleric. Thinking about the interrogation and after checking out my spell list i decided i was going to need a Protection vs Evil to resist mental control.

Ofcourse i counldnt cast it in front of everyone so i asked for....the little girls room! and cast my spell there.

After a while i was asked to sit down at a table and the Cleric came sitting right in front of me. I had to drink a potion of Zone of Truth and i did so. Then the questions came and i failed my will save (had to roll a 5 or higher, rolled 1) Luckely i could give indirect answers as long as i didnt lie. The first quesions was where i came from. I said: "I come from within the Vesve, near the Difiled Glades". This was partly true, we did travel there before coming here. The second quesion was why i came here and what business i have in town. My asnwer was: "I came to take the prisoners with me." This was also partly true since i wanted to free them. The last question busted my disguise: "Are you a Cleric of Iuz?" After thinking for a while i answered: Yes i am a Cleric. After this he stood up and excused himself after showing a grinn.

Meanwhile Ramon had returned and i told him we should get out of here. Just in time cause the Cleric returned with 6 guards including the assasin we would capture in the next session. We ran out of the church and jumped on our mounts. We split up and Ramon ran out of sight of the Cleric. The Cleric uttered some words of power but i resisted the affect thanks to my Protection from Evil, he had cast a Hold Person on me.

We rende-voused in the forest and ditched out disguises, only to return as the guard and merchant we were before.
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