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<blockquote data-quote="Richards" data-source="post: 6035786" data-attributes="member: 508"><p><strong>ADVENTURE 15 - WAR OF THE WIELDED</strong></p><p></p><p>PC Roster: <p style="margin-left: 20px">Akari, elven paladin of Hieroneous</p> <p style="margin-left: 20px"> Chalkan, half-elf ranger/cleric of Corellon Larethian</p> <p style="margin-left: 20px"> Delphyne Babelberi, human witch (wizard)</p> <p style="margin-left: 20px"> Rale Bodkin, human rogue</p><p> </p><p>Binked in: <p style="margin-left: 20px">Cal Trop, human cleric of Kord</p> <p style="margin-left: 20px"> Feron Dru, half-elf druid</p><p></p><p>This was the first adventure where the PCs were all working for the Greyhawk City Adventurers Guild, and as it turned out it was the first time some of them opted to activate the power of their Guild rings. "War of the Wielded" was another adventure that was on my "I want to run this some day" list, because it had a really cool plotline: the PCs are drawn into a war between two competing thieves guilds, each with a handful of aligned intelligent weapons. It was written by Michael Kortes and appeared in <em>Dungeon</em> issue #149, the next-to-last print edition. While originally written as a 5th-level adventure, it included suggestions on scaling it up for a higher-level party, and I followed those suggestions with no problems.</p><p></p><p>However, I did do a bit of restructuring to the city that this takes place in. The adventure places it in a coastal city; I saw no reason not to port it over to Greyhawk City, even if it meant moving Greyhawk City to the edge of the Nyr Dyv (I've always hated that name; in my campaign, "Nyr Dyv" is <em>not</em> the name of the lake - however, since the name has never actually come up in game play, I haven't really bothered renaming it yet) and making it a lakefront city. After all, I'm certainly no Greyhawk purist - I merely use the "default" campaign settings of Greyhawk because that's what's mentioned in the Core Rulebooks. With two new players, I didn't want them to have to "translate" what they were reading about the standard gods into my own pantheon, for example. I've read a little of the "standard" Greyhawk City from the boxed set of the same name (from back in the AD&D days), but the city in my campaign world bears little resemblence to the "real" one other than sharing the same name. In later adventures, I'd squeeze the Styes into the slum section of Greyhawk City; my Greyhawk City doesn't have all of the crazy "laws" passed by Xagyg the Mad, and in fact I'm only vaguely aware that there's even a ruler of the City - although I do know there is a Council of Noblemen and a Council of Guilds that run much of the City's day-to-day affairs.</p><p></p><p>Anyway, I wanted to take advantage of the fact that there are two thieves guilds fighting each other, and that both have plenty of hired muscle, to reintroduce the character of Irontusk the half-orc, who first ran into the PCs in "The Mad God's Key." (If you recall, Dan had an odd fascination with wanting to have Rale pull out Irontusk's eponymous iron tusk and wear it around as a trophy.) I thought it would make perfect sense for him to have been hired on by one of the guilds as extra muscle, which would give me an opportunity to allow Rale Bodkin to bask in his weird dental fetishes.</p><p></p><p>As events transpired, no such luck: Rale got heavily wounded early in the adventure and had to "bink" out, being replaced one round later by Cal, who finished out the adventure. That meant that during my big final battle between the two warring thieves guilds, with an oversized fiendish rust monster thrown in for good measure, it was Cal who encountered Irontusk, not Rale. Furthermore, as it was Rale with the dental fetish, I didn't even bother pointing out to Dan that this was Irontusk; Cal had never met the half-orc before and it meant nothing to him that he had a fake tusk made out of iron. (And thus I was learning that planning adventures for an unknown group of PCs every session was going to bring on some unforeseen complications.)</p><p></p><p>The fiendish rust monster was subdued and knocked out rather than slain outright. Despite some talk of trying to tame it for their own use, eventually it was decided that the beast was just too dangerous around a group that relied heavily on metallic objects, and they opted to sell it instead. Fortunately, there was a logical buyer right there in Greyhawk City: one <strong>Lord Henway</strong>, who ran a zoological garden of sorts, with all kinds of exotic creatures on display. He agreed to purchase the oversized rust monster from the group for a hefty sum.</p><p></p><p>Rale did get a cool sword out of the deal: a <em>luck blade</em> - a <em>+2 short sword</em> that grants its wielder a +1 bonus to all saves, grants its wielder one "reroll" of a die (but then he has to accept the second die roll result), and had at one time granted its former wielder several <em>wishes</em>; that power has been used up but it's rumored to have a "final wish" that would completely destroy the blade if activated. (I planted this last bit in as a future "escape from death" card with a penalty for use - namely, the loss of a cool magic sword.) For reasons known only to himself, Rale named this sword "<em>Liverwurst</em>."</p><p></p><p>My records indicate that Delphyne was also forced to "bink" back to Headquarter in this adventure and get replaced by Feron, but I don't recall the circumstances. I do recall that we were using her Feron initiative card to fill in for Delphyne since Vicki hadn't yet decided on an image for her, and then she decided that the image of Iggwilv from the cover of <em>Dungeon</em> fit her mental image of Delphyne close enough. So after running the adventure, I went home and built a Delphyne initiative card using the Iggwilv image.</p><p></p><p>It's worth noting that at this point our gaming group had dropped down (temporarily) to three players, as Logan was off to college. We vowed that we'd keep running his PCs for him in his absence so they wouldn't get behind the others in the XP department, and that when he was home on vacation we'd try to get a gaming session in. (Logan was <em>really</em> looking forward to summer break!) The original plan was that we'd switch off each session as to which of the three players was running Logan's PC, but Vicki quickly opted out of that deal (she didn't want to be responsible for getting another player's PC killed), so we pretty much switched off between Dan and Jacob pulling double duty with one of their PCs and one of Logan's. And when I say "one of Logan's," what I really mean is "Akari" - since the rest of the group had long since figured out that when given the choice of bringing along an unarmored sorcerer who wielded a greatsword on the front lines or an actual front-line combat machine who by the way could also heal himself, the decision was a fairly easy one.</p></blockquote><p></p>
[QUOTE="Richards, post: 6035786, member: 508"] [b]ADVENTURE 15 - WAR OF THE WIELDED[/b] PC Roster: [INDENT]Akari, elven paladin of Hieroneous Chalkan, half-elf ranger/cleric of Corellon Larethian Delphyne Babelberi, human witch (wizard) Rale Bodkin, human rogue[/INDENT] Binked in: [INDENT]Cal Trop, human cleric of Kord Feron Dru, half-elf druid[/INDENT] This was the first adventure where the PCs were all working for the Greyhawk City Adventurers Guild, and as it turned out it was the first time some of them opted to activate the power of their Guild rings. "War of the Wielded" was another adventure that was on my "I want to run this some day" list, because it had a really cool plotline: the PCs are drawn into a war between two competing thieves guilds, each with a handful of aligned intelligent weapons. It was written by Michael Kortes and appeared in [i]Dungeon[/i] issue #149, the next-to-last print edition. While originally written as a 5th-level adventure, it included suggestions on scaling it up for a higher-level party, and I followed those suggestions with no problems. However, I did do a bit of restructuring to the city that this takes place in. The adventure places it in a coastal city; I saw no reason not to port it over to Greyhawk City, even if it meant moving Greyhawk City to the edge of the Nyr Dyv (I've always hated that name; in my campaign, "Nyr Dyv" is [i]not[/i] the name of the lake - however, since the name has never actually come up in game play, I haven't really bothered renaming it yet) and making it a lakefront city. After all, I'm certainly no Greyhawk purist - I merely use the "default" campaign settings of Greyhawk because that's what's mentioned in the Core Rulebooks. With two new players, I didn't want them to have to "translate" what they were reading about the standard gods into my own pantheon, for example. I've read a little of the "standard" Greyhawk City from the boxed set of the same name (from back in the AD&D days), but the city in my campaign world bears little resemblence to the "real" one other than sharing the same name. In later adventures, I'd squeeze the Styes into the slum section of Greyhawk City; my Greyhawk City doesn't have all of the crazy "laws" passed by Xagyg the Mad, and in fact I'm only vaguely aware that there's even a ruler of the City - although I do know there is a Council of Noblemen and a Council of Guilds that run much of the City's day-to-day affairs. Anyway, I wanted to take advantage of the fact that there are two thieves guilds fighting each other, and that both have plenty of hired muscle, to reintroduce the character of Irontusk the half-orc, who first ran into the PCs in "The Mad God's Key." (If you recall, Dan had an odd fascination with wanting to have Rale pull out Irontusk's eponymous iron tusk and wear it around as a trophy.) I thought it would make perfect sense for him to have been hired on by one of the guilds as extra muscle, which would give me an opportunity to allow Rale Bodkin to bask in his weird dental fetishes. As events transpired, no such luck: Rale got heavily wounded early in the adventure and had to "bink" out, being replaced one round later by Cal, who finished out the adventure. That meant that during my big final battle between the two warring thieves guilds, with an oversized fiendish rust monster thrown in for good measure, it was Cal who encountered Irontusk, not Rale. Furthermore, as it was Rale with the dental fetish, I didn't even bother pointing out to Dan that this was Irontusk; Cal had never met the half-orc before and it meant nothing to him that he had a fake tusk made out of iron. (And thus I was learning that planning adventures for an unknown group of PCs every session was going to bring on some unforeseen complications.) The fiendish rust monster was subdued and knocked out rather than slain outright. Despite some talk of trying to tame it for their own use, eventually it was decided that the beast was just too dangerous around a group that relied heavily on metallic objects, and they opted to sell it instead. Fortunately, there was a logical buyer right there in Greyhawk City: one [b]Lord Henway[/b], who ran a zoological garden of sorts, with all kinds of exotic creatures on display. He agreed to purchase the oversized rust monster from the group for a hefty sum. Rale did get a cool sword out of the deal: a [i]luck blade[/i] - a [i]+2 short sword[/i] that grants its wielder a +1 bonus to all saves, grants its wielder one "reroll" of a die (but then he has to accept the second die roll result), and had at one time granted its former wielder several [i]wishes[/i]; that power has been used up but it's rumored to have a "final wish" that would completely destroy the blade if activated. (I planted this last bit in as a future "escape from death" card with a penalty for use - namely, the loss of a cool magic sword.) For reasons known only to himself, Rale named this sword "[I]Liverwurst[/I]." My records indicate that Delphyne was also forced to "bink" back to Headquarter in this adventure and get replaced by Feron, but I don't recall the circumstances. I do recall that we were using her Feron initiative card to fill in for Delphyne since Vicki hadn't yet decided on an image for her, and then she decided that the image of Iggwilv from the cover of [i]Dungeon[/i] fit her mental image of Delphyne close enough. So after running the adventure, I went home and built a Delphyne initiative card using the Iggwilv image. It's worth noting that at this point our gaming group had dropped down (temporarily) to three players, as Logan was off to college. We vowed that we'd keep running his PCs for him in his absence so they wouldn't get behind the others in the XP department, and that when he was home on vacation we'd try to get a gaming session in. (Logan was [i]really[/i] looking forward to summer break!) The original plan was that we'd switch off each session as to which of the three players was running Logan's PC, but Vicki quickly opted out of that deal (she didn't want to be responsible for getting another player's PC killed), so we pretty much switched off between Dan and Jacob pulling double duty with one of their PCs and one of Logan's. And when I say "one of Logan's," what I really mean is "Akari" - since the rest of the group had long since figured out that when given the choice of bringing along an unarmored sorcerer who wielded a greatsword on the front lines or an actual front-line combat machine who by the way could also heal himself, the decision was a fairly easy one. [/QUOTE]
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