[INFO THREAD] Rhun's Greyhawk Campaign - ALPHA

Rhun

First Post
This is the info thread for my ALPHA group's Greyhawk Campaign PbP game. I know it is late in coming, since the game has been going for 5+ years here at EN World, but I've recently realized that I can't remember everything that has gone on in the game. Thus, important things such as people, places, etc. will be posted here for reference.

It may take some time to get everything I want posted here, but at least this will be a start to better organization.

I'd appreciate if nobody else would post in this thread. If you have questions, concerns or advice, please post it in the ALPHA GAME OOC THREAD. Thanks.
 

log in or register to remove this ad


Rhun

First Post
LOCATIONS


HOMMLET
The Village of Hommlet has grown up around a crossroads in an area of wooded hills. Once far from any important activity, it became embroiled in the struggle between gods and demons when the The Temple of Elemental Evil rose to power but a few leagues away. Luckily for it's inhabitants, the Temple and it's evil hordes were destroyed a decade ago, but Hommlet still suffers from occasional incursions of bandits and strange monsters...

A trade and farming community of some 200 folk (perhaps twice that when outlying farms and ranches are included), Hommlet is quiet and quaint for the most part, surrounded by farms, orchards and ranches. With the exception of Burne's Tower, the town has little in the way of fortifications or defenses. Still, most able bodied men of the village serve in the local militia, and the former adventurers Burne and Rufus lead a company of some two-dozen men-at-arms.

[sblock=Hommlet Map]
[/sblock]

- Inn of the Welcome Wench: The Inn of the Welcome Wench is a fine establishment, known throughout the region for its excellent service, delicious food and comfortable lodging. Run by Ostler Gundigoot and his family (his wife, and daughters Vesta and Coline), the Gundigoots employ two pretty serving maids (Beka and Alice), a young stableboy (Olien) and groom (Nolan), and a pair of potboys (Wilton and Dewitt).

A large building, the Wench has a solid stone foundation and walls of rough-hewn timber. Slate tiles cover the sloping roof, and thick wooden shutters cover each of the inn's many windows. At least a dozen stone chimneys rise above the roof, and several of them are continously smoking. The square sign in front of the yard shows a buxom and smiling girl holding foaming mugs of beer.



[sblock=Services & Menu]
Common Room: 1 sp/night
Small Room: 1 gp/night
Large Room: 2 gp/night

Supper: 5 sp
Breakfast: 2 sp*

Lager (local), mug: 3 cp
Ale (local), mug: 4 cp
Ale (local, special reserve), mug 2 sp
Wine (local), glass: 1 sp
Wine (Keoish Golden), glass: 2 sp
Wine (Lortmil Farms White), glass: 2 sp
Wine (Blue Mountain Reserve), glass: 3 sp
Wine (Sundish Lilac), glass: 4 sp
Wine (Urnst White), glass: 5 sp
Wine (Celene Ruby), glass: 8 sp
Wine (Furyondian Emerald Pale), glass: 1 gp
Wine (Velunian Fireamber), glass: 3 gp
Brandy (Renton Reserve), glass: 5 sp
Brandy (Keoish), glass: 1 gp
Brandy (Ulek, aged), glass: 3 gp
Liqueur (Ulek Elixer), glass: 5 gp


* Included with room[/sblock]

- Burne's Tower: This large stone tower sits upon the eastern border of Hommlet proper. It is the home of the wizard Burne, the warrior Rufus, and their band of men-at-arms, sometimes called Burne's Badgers. The tower is surrounded by freshly dug ditches and the beginnings of field stone walls; it is obviously that a castle is being built around the site of the tower, though it is still in its earliest stages.

[sblock=Burne's Tower Interior Locations]
Library: The library, really little more than a well-appointed study, is fairly small, but lined with shelves and shelves of tomes and books. Several small tables, surrounded by overstuffed armchairs and ottomans furnish the place. A fire usually blazes in a brick and stone fireplace set in one wall, helping to keep the chamber warm. Nearby is a sideboard, holding a dozen glasses and several bottles of spirits atop it. A pair of writing desks with padded armchairs round out the furnishings.
[/sblock]

NULB
Rumored to house thieves, brigands, smugglers and river pirates, the ramshackle village of Nulb sits on the Imerdys Run. The Run, a small river flowing from hills deep within the Gnarley Forest and flowing into the Emridy River, is wide and deep enough to allow river vessels to offload cargo and such at the small village.

The buildings are of turf, mud brick, old timbers and crudely hewn logs, and most appear to be in serious need of repair. Judging by the village's appearance, few in the place make much in the way of money. The road from Hommlet passes by a few homes and outlying farms before reaching an old wood and rope bridge that spans the Imerdys Run and leads into the town proper. The village smells faintly garbage and filth.

[sblock=Nulb Map][/sblock]

- Waterside Hostel [Burned Down]: The hostel is a large, relatively well-constructed building, with a foundation of fieldstone, and walls of sawed timbers. A weathered signboard proclaims the place as the Waterside Hostel. A large yard lays before the place, and a shabby barn off to one side provides shelter for horses. It is a rough place, frequented by bandits, river pirates and worse sorts. It is said that blades can often find employment here, though the nature of the work may not be "honorable." The proprietor is Dick Rentsch, a tall, lanky man who wears a patch over one eye.

Food, drink and rooms are cheap, but of low-quality. The fare usually consists of greasy stew and hard bread, and drinks are watered down or vinegary. The rooms are cramped and drafty, with only the barest of shoddy furnishings.
 
Last edited:

Rhun

First Post
CLUES AND INFORMATION

[sblock=The Poem]
The paper within looks to be a few years old, the ink faded. Still decipherable though, and written upon the parchment in a flowery handwriting, is a poem that reads:

"The Two united in the past,
a place to build, and spells to cast.
Their power grew, and took the land
and people round, as they had planned.

A key without a lock they made
of gold and gems, and overlaid
with spells, a tool for men to wield
to force the powers of Good to yield.

But armies came, their weapons bared,
while evil was yet unprepared.
The Hart was followed by the Crowns
and Moon, and people of the towns.

The two were split; one got away
but She, when came the judgment day,
did break the key, and sent the rocks
to boxes four, with magic locks.

In doing so, She fell behind
as He escaped. She was confined
among Her own; her very lair
became her prison and despair.

The Place was ruined, torn apart
and left with chains around the heart
of evil power - but the key
was never found in the debris.

He knows not where She dwells today,
She set the minions' path, the way
To lift Her Temple high again
With tools of flesh, with mortal men

Many now have gone to die
in water, flame, in earth, or sky.
They did not bear the key of old
that must be found - the orb of gold.

Beware, my friend, for you shall fall
unless you have the wherewithal
to find and search the boxes four
and then escape forevermore.

But with the key, you might succeed
in throwing down Her power and greed.
Destroy the key when you are done
and then rejoice, the battle won."[/sblock]
 

Rhun

First Post
Objects of Note

Stone of Elemental Power (Fire): An “emerald-cut” garnet of dark reddish-violet coloration, roughly two inches long and an inch wide. The stone pulses with an inner light, is slightly warm to the touch, and radiates an overwhelming aura of magic power. Based on Ragnok's experience with the stone, it would seem that the stone exerts an evil influence over its wielder, trying to entice him to use its powers. You know that the stone has the ability to summon an unknown type of fire demon, but what its powers are beyond that is anyone's guess.

Orb of Golden Death: A skull crafted of gleaming gold, and somewhat smaller in size than a real human skull. Four holes are spaced evenly around the circumfrance of the cranium, and it appears as though they are meant as receptacles of some sort. As with the Stone of Elemental Power, the Orb tried to exert an evil influence upon Trevor when he first discovered it, though he was able to fight off the temptation to wield the object.
 

Rhun

First Post
TIMELINE

13 Harvester
- Arrive in Hommlet from Furyondy
- Report to Burne & Rufus
- Spent night at Inn of the Welcome Wench
- Learn rumors of the Moathouse and the Temple of Elemental Evil

14 Harvester
- Investigate Moathouse
- Fight & defeat bandits lairing in upper levels
- Retire to Moathouse's ruined tower to rest and recover

15 Harvester
- Explore Moathouse dungeons
- Fight & defeat gnolls & bugbears
- Rodigan disappears while scouting, never to be seen again
- Fight & defeat The Master & his guards
- Lucius & Jorb are slain by The Master
- Marco joines the party
- Spent night in The Master's chambers
- (Advancement to 3rd Level)

16 Harvester
- Continue exploration of Moathouse dungeons
- Fight & defeat ghouls
- Fight & defeat Lubash the Ogre
- Rescued Torr Grayson & Nyer Hardiwick (merchants) and Randath (gnome)
- Travel to Hommlet
- Visit Burne & Rufus
- Imprison The Master & bandit prisoners in Burne's Tower
- Receive "Clue Poem" from Burne
- Kine leaves the party
- Spent night at IotWW

17 Harvester
- Spent in Hommlet running various errands

18 Harvester
- Return to Moathouse
- Exploration finds Moathouse completely empty
- Travel to Nulb
- Visit Waterside Hostel
- Make camp upstream of Nulb

19 Harvester
- Travel to the Temple of Elemental Evil
- Two-Axe joins the group
- Investigate broken tower
- Fight & defeat bandits
- Find escape tunnel
- Find abandon cottage in woods north of the ToEE
- Return to ToEE
- Explore Temple Proper
- Descend to Dungeon Level One via Eastern Vestry Stair
- Fight & defeat ghouls & ghasts
- Fight & defeat stirges
- Retire to broken tower

20 Harvester
- Return to ToEE
- Descend to Dungeon Level One via Eastern Vestry Stair
- Fight & defeat temple guards & reinforcements (gnolls & bugbears)
- Withdraw before further reinforcements arrive
- Retire to broken tower

21 Harvester
- Roused in middle of night by Temple Forces
- Defeat Jargo Brickcrusher & brigands, but the Redhand escaped
- Retire to abandoned cottage
- Two-Axe leaves the group
- Interrogate Jargo Brickcrusher
- Travel to Hommlet
- Imprison Jargo beneath Burne's Tower
- Kurt the Purger joins the group
- Marco leaves the group
- (Advancement to 4th Level)

22 Harvester
- Visit Burne's Tower
- Receive arcane scrolls and potions from Burne
- Travel to ToEE
- Descend to Dungeon Level One via Western Vestry Stair
- Rescue four human prisoners
- Fight & defeat ghouls & ghasts
- Coraine falls in pit, triggers ambush my Temple guards, defeat guards
- Pursue fleeing guard
- Otto is killed
- Fight & defeat Earth Elemental guardian
- Trevor joins group
- Withdraw from ToEE
- Make camp in Gnarley Forest

23 Harvester
- Return to ToEE
- Descend to Dungeon Level One via Eastern Vestry Stair
- Fight & defeat armored ogre
- Stumble on Earth Cult Ceremony
- Fight & break the strenght of the Earth Cult
- Romag, High Priest of the Earth Cult escapes
- Rescue captive gnome
- Descend to Dungeon Level Two via North Stair
- Fight minotaur & temple guards
- Withdraw from ToEE
- Make camp in Gnarley Forest
- (Advancement to 5th Level)

24 Harvester
- Return to ToEE
- Descend to Dungeon Level One via Western Vestry Stair
- Descent to Dungeon Level Two via Main Ramp
- Fight & defeat trolls, owlbear, & dire boar
- Fight & defeat Fire Cult troops
- Fight & defeat Alrrem, High Priest of the Fire Cult, and his summoned Fire Demon
- Ragnok recovers Stone of Elemental Power (Fire)
- Withdraw from ToEE
- Travel to Hommlet
- Spend night at IotWW

25 Harvester
- Confrontation with Ragnok in Burne's Tower
- Ragnok Imprisoned
- Spend day in Hommlet running various errands
- Spend night at IotWW

26 Harvester
- Spend day in Hommlet running various errands
- Meet with Lord Burne
- Spend night in Burne's Tower

27 Harvester
- Attempt short-cut to Temple, but unable to ford the Imerdys Run
- Travel to ToEE via Nulb Road
- Make Camp in Gnarley Forest

28 Harvester
- Return to ToEE
- Caught in fire trap at entrance
- Withdraw into woods
- Return to broken tower
- Find secret entrance to Dungeon Level Three
- Fight Falrinth the Wizard, and force him to flee
- Recover Orb of Golden Death
- Fight ogres & bugbears
- Withdraw from ToEE
- Retire to broken tower
- Return to ToEE via secret entrance to Dungeon Level Three
- Find trapdoor entrance magically secured, unable to progress
- Return to Temple Proper

BREWFEST
- Enter Temple Proper via climbing through high windows
- Descend to Dungeon Level Two via Central Pit
- Fight & Defeat Air Elemental guardians
- Enter Temple of Elemental Water
- Fight leaders & forces of Water Elemental Faction
 
Last edited:

Remove ads

Top