[April] What's up in your campaign?


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We lost our first character. We were fighting some undead guys wwith high ACs, the cleric turned them and we gave chase. Unbeknowst to us though there was a skeletal dragon hidin g in the room we chased them into. It came out, most of the party was running in fear and one of our fighters took a full round attack from it and it was not pretty.

We find ourselves in a dwarven Citedel somewhere near the Cold Woods (its in the Realms and I don't know the Realms geography). We are writing letters to our fallen comrade's family, his king, and his church to infdorm them of his sacrifce and to make sure people remember him for the hero he is.

After that I plan on going on a day or three drinking binge to morn my friend, I feel guilty I might have been able to save him if I would have tried to stabilize him. Not that I had any healing or ranks in Heal. But still.

From there we are planning on going into the Underdark and help clear a caravan route for the Dwarfs.
 

What's happening...

After having escaped from slavery at the feet of the dragon Astanithrax, the small group of hardy adventurers found themselves following a dwarf named Thron Tulm, master of two-bladed battle, into an ancient dwarven keep in order to recover his family's lost heirloom sword, which he had travelled for five years to locate before being imprisoned and made to fight in Astanithrax's arena. The keep was overrun with the dead, restless at having been forgotten for a thousand years. The taint of the place sickened their souls, which weakened them terribly, but they pressed on into the darkness. After battling many undead, the half-giant fell to the spells of an undead cleric, and shortly thereafter rose to battle his companions as a wight.

Eventually, the party smashed all the dead into bits, and discovered an oracle in the keep, a strange woman composed of stone and earth who claimed to foretell only doom, but spoke of the existence of three other oracles, one gone mad, who could tell other futures. The party asked about the doom of the dragons that enslaved the world, and found their answer to lie with the "smaller people" in the east. Assuming she meant halflings, they asked about the other oracles and found that one sat in an ancient wizard's tower somewhere in the mountains above them. Inquiring as to their immediate future, and the oracle warned them that they would be taxed...and they did not forget that she only foretold doom...

And taxed they were. A terrible chitinous horror dropped from a cave roof as they made their way through the secret back exit of the keep. The creature tore apart the artificer, but fell to a concerted effort by the rest of the party to destroy it, aided in part by the fortuitious discovery by the wizard that the creature was blinded by being deaf.

The party, aching from the spritual sick, and torn at the loss of their party members, were surprised to meet a tribe of kobolds. They were taken to the leader, a confident and wily kobold who was obviously a master of sorcery. After bargaining for passage, and then for some magic scrolls, the party now prepare themselves to attempt to escape from the mountain's roots by the only path possible. The kobolds can't tell them what is ahead, only that no kobold has come back from there alive.
 

The Freelance Police Season Two

The game is an episodic Eberron game played over IRC, with each session (or two) following the forumula of setup, investigation, combat, and epilogue. Sure, it's a bit overdone, but it works splendidly for the medium, and the campaign setting works perfectly: the party fights crime for a profit. While each has their own reason for bringing criminals to justice, together, they are... The Freelance Police.

The party is on the last legs of its journey to Karrnath from Sharn, attempting to track down the leaders of Emerald Claw cells who have recently committed several terrorist attacks in Sharn. While no longer blessed with the approval of local law enforcement, and left with little but their wits and their blades, they've managed to solve a few crimes on the way. As the adage goes: where there's a cop, there's a crime.

As of last session, the party is stranded in Karrlakton (sp), after taking a trip on a sabatoged airship. To repair their ride, and make their way to Korth, they've taken a job for a local politician: track down a local killer with connections to a possibly corrupt councilman (who may or may not be an aboleth)
 

I have to do this by keeping track with my sig...
PbP Game 1: Currently on hold due to GM being gone. But we're travelling to a town about a month away in order to get an heirloom. On the way, we're attacked by bandits or whatever. We're in the middle of an interesting battle.
PbP Game 2: Got a tip some Kobolds are running a town with the help of a dragon, much to the dismay of frightened townspeople. We're on our way to check it out.
PbP Game 3: Escorting a dude (who pays decently well) to a town. Don't know why, but the pay's good. We're being ambushed by some Shapers.
PbP Game 4: Just started. Doing some pre-game characterization stuff. Gonna make a murder pay for his crime.
RL game 1: Found out we have to kill a Tarrasque. Trying how to accomplish said task without dying ourselves.
RL game 2: Have to kill draco-lich thing that has class levels. Probably not going to accomplish said task. Looking for other alternatives. Because spells always fail and we don't have a decent fighter-type.

... Yeah, both of my RL games are really high level now.
 

In the game I'm running, there's an investigation into the foretold death of one of the party member's 'penanant friend'. They stopped one setup, an attempted assassination of a local noble. They have one of the assailants and are in the process of questioning him. Previously, they'd spent the last half a year or so in training, and are eager to finish it off. While they're doing this, the world is passing them by, and events are beginning to unfold on their own. The curse that they bent under for additional power (read: Big chunk of XP) is now showing the first trickles of effect, and it's about to take a toll on the druid.

In the game I'm playing in, we met the first person who isn't impressed with us. In fact, he wants to shut us up and is going out of his way to show us up. There was an undead filed dungeon, and our cleric's rebuke undead was put to good use. Black Tentacles wound up saving the day twice, once protecting our flank. The second occasion involved a large, invisible psionic fish, our fighter being dominated, the rest of the party paralized by indicision, and one foolheardy wizard (me) wading into the lake to get a good idea of where the fish might be hiding, and letting the spell fly. I caught it, and that was the end. However, I can't seem to breathe air now, so we've got one hour, 53 minutes to figure something out before the water breating spell runs out. Oh, and there is a ghost I'd like to see about sending on.
 

Everyone's campaigns sound cool...

My World of Samoth Campaign: This is the one I DM. Next Saturday will be our first April session for the game. The Company just breached the Inner Vault of the Banewarrens and fought off "The Betrayed" last session. The sorcerer/cleric in the party just recently got his clerical powers returned to him and so next session promises to be interesting as he continues exploring the real reason behind why he lost his powers in the first place. There are lots of interesting twists and turns in the Banewarrens plot that will be coming up, but I don't want to give away any spoilers.

Weeknight Dawnforge Campaign: Our next session isn't scheduled until the Wednesday after next. Last session, we were investigating something called "The Root of Lathail's Willow", 'Lathail' being the name of the "proto-Lolth" deity of Dawnforge. Given that my character is a Night Elf, and Lathail is trying to corrupt the true nature of the Night Elf people with her evil insidious ways (as my character sees it) the next few sessions in April should be interesting.

Most exciting for me...the return of our Middle Earth campaign! I think it's been about a year since the group played in this one. We went on extended hiatus because one of the player-couples had a baby and they couldn't make the sessions for awhile. Given the earth-shattering events that were happening in the campaign, and because they were so integral in forging those events, we didn't want to continue without them. Today was our first day back.

We're in the East, where the two Blue Wizards went millennia ago after they were sent to Middle Earth. It's about 1000 years after the War of the Ring, and through a series of circumstances, a descendant of one of the Nine Human Kings (who eventually became the Nazgul) has come into possession of one of the Rings of Power (I think it's one of the nine human rings). Our party accidentally gave it to him without realizing who he was or what the ring was. At the time, in fact, none of the players even realized we were technically playing in Middle Earth. Anyway, at today's session we continued our way through a weird maze built by the dwarves eons ago. The maze houses a key that can be used to unlock the secrets of how to use the forge of the original Forge God (I forget the name Tolkien gave him and we use a different name in our campaign since we're in the East and it's 1000 years later). We need to use the forge because it's the only thing in existence that is known to be able to work "galvorn", a meteoric metal. We need the galvorn to forge a sword so we can kill one of the last dragons, named Corralon. Corralon has become so powerful that he's actually flown to Valinor and is fighting the gods for control of Middle Earth. It's a long story. There is a prophecy of Corralon that says, "No weapon of this earth can harm him" or something like that, and we all thought it would be a good idea to try to find meteors, get the metal, and forge a sword that could be used to kill him. That's our big plan. At the end of the session, after some pretty intense combats (one involving an old-school "Type IV" demon - I forget the new name), we obtained the key. I can't wait for the next session!
 

Here's the synopsis I wrote up for my players after their last game:

The Cast:
Commander Darwin DeWare, captain of the Maiden's Spearsoon
Lt. Cmdr. Jean Pierre Latour, 1st officer, paladin of Verun
Lt. Viktor Sluchesk, in charge of ship's Marines, archer
Marie Giavani, Ship's Wizard, Circle of Magic registered
Kevin, ship's cleric, newly assigned to replace Sindael, who was transferred

Marie got a lead on information about Darwin's sword. It took
awhile, but Darwin finally got orders that took him to near to where he
needed to be.
Basically, command didn't mind him investigating his sword (it's
good to know about one's weapons, but they weren't going to pay for a
straight shot trip). So he and the crew headed to the island Haraka, to meet a
wizard named Haraka. The wizard was visibly evil and had a thing for
blades.
So evil was he, that the paladin (who had a bad feeling about this)
went blind in his presence. The party spent the night in his tower.
Though nothing bad happened to them, it was a hard to sleep in the disarming
place.
The next morning, Haraka made them an offer. Fetch some tar from a
nearby island in exchange for the information. Darwin accepted. Jean
Pierre refused to help Darwin on this errand. So much so, he sent a
letter of resignation to the admiralty.

So Jean Pierre watched Viktor, Darwin, Kevin and Marie go ashore
and get attacked by a ettin. They were nearly overwhelmed so Jean
Pierre hopped in another launch and rowed over to help them. His aid surely
saved the day, though Viktor's arrows took the beast down. Jean Pierre agreed to help them if Kevin's Augury
gave a positive sign. Kevin had to wait until morning to cast it. So
they all went back to the ship and rested. Kevin cast his spell and got
a positive sign. So Jean Pierre accompanied the others back to shore, and
Viktor stayed aboard and watched the ship.

The 4 found a tunnel, explored it, got the tar, set the volcano
to erupt (the tar was acting as a plug, once the surface tension was
broken, the gases caused a chain reaction. The party ran back down the tunnel,
and all hell broke loose halfway down the tunnel. They had passed a chamber
with a flooded floor earlier. Kevin suddenly put the everburning torch
out by dropping it in the water. He then began attacking Jean Pierre
and Marie, who had slipped in the water. She cast a Flaming Sphere to shed
some light, just as some tentacles dove into the water. They were not
alone. She then watched as Jean Pierre and Darwin ran past the other exit from
the chamber, as if it weren't there. Jean Pierre then had some prismatic glowing
sphere around him, and he quit doing anything. Darwin began feeling his way back along the wall, at Marie's encouragement. Once he found the exit, Darwin had to race back
and drag Jean Pierre, while Marie ran from Kevin, into the exit. Soon lava began
pouring into the room, and the 3 ran, with Kevin chasing them.

When they got to the rowboat, Jean Pierre punched Kevin,
knocking him out.
The 4 then rowed back to the Maiden's Spear and headed back to
Haraka.

Kevin seemed to be normal again, it was unclear what had caused
his confusion. Darwin and Jean Pierre went together to see Haraka
one last time, to make the exchange. Darwin learned that his sword would
improve as its wielder improved. It would eventually provide some
protection from fire (which would have been helpful earlier), among other things.
Haraka had built it as "insurance" and all indications were that the sword
was not evil in nature. Haraka approached Jean Pierre and claimed to cure
him of his blindness. Jean Pierre no longer had the ability to detect
evil, the ability seemingly burnt out by Haraka's strong evil presence.
Jean Pierre insists that it was Darwin's fault and that it was a waste of
time to research the weapon.

Tune in next time, to see what happens to Darwin and Jean
Pierre. Has a friendship been ruined forever? Will Jean Pierre leave the
Maiden's Spear?
 


March started nicely with the players getting their feet underneath them in a new city.

Then they blew up their employer's seat of industry, their own quarters, and a good portion of the city while foiling an assassination attempt on their own lives. Which was none of it something I had planned or anticipated. The paladin lost his status if that gives you any idea of what actually happened.

The rest of the month was spent getting back on schedule. Next week there's going to be a cool little cop drama, and the week after that the city they're living in will be sent into space as a result of nasty little plot by a god of travellers and a local magical item manufacturer.
 

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