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In Hextor's Name (Completed 22 Oct 2004)

Capellan said:
Within this unlit corridor were a series of tombs
[...] and almost all contained precious trinkets of one kind or another. One was even buried with two healing potions, of all things. What need have the dead for healing?

[...]

Beyond the tombs lay another secret door, and then a third. What foolishness is it to hide a chamber behind three secret portals, but then give intruders a clear view of it from another room that they can easily find? These cultists were as misguided in their architecture as they were in their faith.
Hah hah hah! It's funny when the PCs complain about D&D tropes, in character. And Kull is right: why would a coffin contain potions of healing? Why would someone put secret doors in completely obvious places?

I wonder what Kull would make of the Orc & Pie style 10'x10' room with one monster guarding a treasure?
 

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Kull's 5th Report - Part 4

No trap detonated; no monster emerged. For a complex that had been liberally strewn with both, it seemed unlikely that a tomb so well-hidden would be without wards or guardians. When the contents of the sarcophagus proved to be nothing more than a crudely embalmed corpse and a small bag of gold, my suspicions increased, and I began a search of the chamber. No-one goes to the trouble and expense of building three secret doors, to protect so little treasure.

The fourth secret door - evidently this cult had a passion for them - lay behind the sarcophagus, with the opening mechanism only about a foot off the ground. Unsurprisingly, it was Zalich who located it.

Beyond this door lay what appeared to be a natural cavern, through which ran an underground stream. At the far end of the cavern stood an edifice that was most clearly a man-made addition: a flight of stairs, leading to a heavy stone door.

Brodnak, with his usual impetuous nature, ran forward and threw open the doors. Fortunately, these were not trapped, but the lid of the sarcophagus beyond - which he pushed aside with just as little caution - was magically warded.

A sudden flash of darkness filled the chamber, blinding the barbarian and causing him to reel backwards. As well he did, for a grim, undead monster levered itself into sight, swinging at him with its large, heavy fists.

This was no zombie or skeleton, mindless and easily controlled, nor a ghoul or ghast, swift fodder for strong blows. This was an abomination of far more power and darkness: the mightiest I had yet faced.

It was, however, but one creature, facing four. Whatever other faults they have, these adventurers do not lack for courage, and they pressed the battle as vigorously as I did myself. Taking care to keep clear of Brodnak's sword - the barbarian continued to swing wildly, despite his lack of sight - I moved to strike the creature from the opposite side, while Zalich targeted the beast with a bolt of energy, anathema to undead of any kind.

The beast struck Brodnak again, and he fell backwards down the stairs, stunned by the blow. Even as it turned to face me, however, I brought my flail crashing into its side, while Julianne leapt over the stricken barbarian to add her swords to the fray.

As Brodnak staggered to his feet, snarling with rage but thwarted from rejoining the battle by the loss of his sight, I struck again, my blow knocking the creature straight onto Julianne's blade. It gave a hideous shriek and buffeted her backwards, then swung again, its unnatural strength all but knocking me from my feet.

Yet the beast's strength was its own undoing, for as it knocked us away, it gave Zalich the opening he needed. Forsaking spells, he flung a flask of alchemist's fire, striking it on the back. Instantly, a sheet of flames roared up, the creature's dry, brittle flesh proving as flammable as tinder.

Within a few seconds, the monster was consumed, and the battle won. It had been a powerful foe, however, and the wounds it inflicted were raw and inflamed, almost certainly infected. I knew I would have to call on Hextor's strength to cleanse them, though this would have to wait: I had already called on His aid enough for one day. He grants us His strength, but only if we show strength enough to deserve it.

This sarcophagus contained the real treasures of the cultists: mainly coins and gems. With the wealth I have already accumulated, plus additional funds now promised by the village council, I will be able to finance the construction of a stone Chapel, where Hextor's strength can be properly recognised and revered. Few people need his aid more than those of Saltmarsh, though it is also true that few deserve it less.

I am pleased to report, however, that there has even been some progress made on this front: when we returned to the village, there were guards on duty, watching the roads into town, and construction had begun on a tower, to allow a watch to be kept in all directions. The guards' actual skill with the spears and clubs they wield still leaves much to be desired, but there is at last a willingness to take some steps to protect themselves, rather than relying on the fortunate presence of adventurers.

I believe that the presence of the lizardfolk has been a contributing factor in the town's improved state of readiness. The lizardfolk warriors set an excellent example of discipline and ability, and have humiliated the militia in several mock engagements.

The village council has requested that I spend a further week training the troops, at which time they plan to commence reconnaissance against the Sahuagin: a mission they have asked me to lead. I have agreed to their request, as the payment they offered for these services will more than cover the construction of the Chapel, as I mentioned above.

I shall report again once work on the Chapel has begun.


In Hextor's Name,

Kull Redfist
 
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He's training them. He's taken on the role of leader in many of their eyes. Now he's going to put up a temple for them. I think we're witnesing the creation of a new branch in the Hextorian church.

This, of course, brings evil DM ideas to mind (I'm in that mode as I'll be the evil DM tomarrow). How will the party react to this? Will some of these new followers become Clerics themselves? Anti-Paladin's/Blackguard? If so, will there eventually be a political battle between Kull and one of the new devout? Would Hextor start pouring the more EVIL take on the doctrine into the hearts and minds of these new Clerics? How would Kull react to this?

Oh, the evilness availible to your DM. I can't wait to see what happens next.
 

I love this story hour. The sheer disdain of Kull towards pretty much everyone he encounters is a joy to read. I fear Arwink has set in motion a chain of events that will rock his campaign world.

Anyone for an Epic Level Kull leading his mighty armies to bring the True Faith to the Unbelievers? :D
 


Tallarn
Well, arwink's a player in this campaign, rather than the DM, so I don't think he has too much to worry about (unless, of course, he questions the Will of Hextor :) ).

As for epic level characters ... I don't think the campaign is likely to go that far (10th-12th would be my guess), though you never know ... but Epic Level Kull would just be the current Kull, with the volume turned up to '11', Spinal Tap-style :D

The PC who would really be interesting to see at epic level ... well, I won't spoil it for you. You'll learn, soon enough ...


Lela
This DM isn't really in the 'evil' mode (which is ironic, really). He leaves the Machiavellian stuff to arwink, and focuses on an more action/adventure/war heroes feel. Did you ever see the movie, The 13th Warrior? That's the kind of thing we get in this campaign. It's a rollicking adventure, there are Big Piles of Dead Bad Guys (TM Wulf Ratbane), and we all have a huge amount of fun. Personally, I'm really glad to be able to play in two quite different styles of game. Long may it continue :)
 

Well, with the amount of story hours I read, it's not my fault if I can't remember who DMs which ones...:o Apologies to the DM.

Maybe after the campaign is finished you guys should stat Kull out at higher levels, or make up a 'future history' of him...could be a fun exercise.
 

The Future of Kull

This DM isn't really in the 'evil' mode (which is ironic, really). He leaves the Machiavellian stuff to arwink, and focuses on an more action/adventure/war heroes feel. Did you ever see the movie, The 13th Warrior? That's the kind of thing we get in this campaign. It's a rollicking adventure, there are Big Piles of Dead Bad Guys (TM Wulf Ratbane), and we all have a huge amount of fun. Personally, I'm really glad to be able to play in two quite different styles of game. Long may it continue :)

Hi all, I'm the DM of this Glorious Adventure (or should I say Crusade????).

At the moment, my plans consist of 5-6 more sessions (we play about once a month or less). If at that point everyone wants to continue, I probably will. I still have the Giants Trilogy to play around with after all :D

It'll depend on the players really.

By the way, Capellan, thanks for the comments, it is what I'm aiming at actually.

Just one question though, why is it "ironic" that I'm not in Evil mode?

Dave
 


Kull's 6th Report - Part 1

Saltmarsh
Fourth Moon

To: Bishop-General Kartrak Visehart


Report from Kull Redfist


Sir,

My apologies for the long delay between reports. Although the Sahuagin menace has been defeated, the cost to Saltmarsh has been heavy, and there has been a great deal of work to do. At last, however, the most pressing matters have been resolved, and I have time to write without constant interruptions.

First, I am pleased to confirm that the Chapel to our Lord is under construction. It will be a modest but stout-walled building, utilising the site of the old manor house on the cliff, which I have had destroyed. The ruin served no useful purpose, and was a breeding place for vermin: both human and otherwise. Now the land and the caves beneath it will be put to far better purpose.

I plan eventually to make my home in a barracks room beneath the Chapel, but for now I reside in the rear of the Sheriff's offices. The previous occupant was one of the many casualties in the battle against the Sahuagin, and as I was by far the best qualified to take his place - far better qualified than he, in truth - I have assumed the role.

The village council also suffered losses during the fighting, commensurate with the casualties suffered throughout the village. These casualties were heavy, indeed. In the final reckoning, the people of Saltmarsh fought and died with bravery, but little skill or strategy, which cost them dearly. It has also cost me, at least financially, for I have dug deep into my own purse to assist in the reconstruction of the town, and in seeking out new settlers for now-empty shops and farms. Our faith has gained a foothold here, and I will not relinquish it, short of death.

My philanthropy was not without design, however. Nor did it go without reward. As I said, the council has been decimated by the fighting, and many vacancies existed upon it: too many vacancies to fill, if truth be told. But one spot at least has been occupied: I now stand a full member of the village council, with the privileges and powers this entails, in addition to my role as sheriff. Hard times demand strength of will, and clarity of purpose, and - whatever else they may think of me - these folk of Saltmarsh know I possess both, as does our Lord Hextor.

As I have written above, the battle with the sahuagin had a high cost, one caused largely by the poor strategy implemented by the previous council. A strategy that began with the reconnaissance mission they asked me to lead. Although the lizardfolk already knew the layout of the Sahuagin lair - the complex had, after all, belonged to them before the Sahuagin attacked - the council desired confirmation of the interior, and an estimate of the enemy's numbers and strength. This showed a commendable desire to 'know they enemy'. However, it ignored the reality of the situation.

First, the complex offered only one point of entry above the ocean's surface. There were several submarine entrances, but these would be of no use to my force. This meant that we also had only one route of exit from the complex, a serious limitation on any plan I could develop.

Additionally, everything the lizardfolk could tell us indicated that these Sahuagin were strong fighters, with disciplined troops and intelligent commanders. They would have to be, in my estimation, to drive the lizardfolk out of their home. This meant that there would be a rapid and organised response, the moment the alarm was raised. It would also mean that plans would be in place to ensure that the alarm could be raised as quickly as possible in the event of an attack being discovered.

With this in mind, I made clear to the council, and to those who would accompany me on the expedition, that the success of the mission relied entirely upon being able to enter the sahuagin lair without the alarm being raised. With only one exit available, any attempt to press on once the alarm was raised would inevitably end with my force being surrounded and destroyed. I have read the accounts of Rahless Gorge, and know what befalls a force that trusts to a single escape route, when that route cannot be kept secure from the enemy.

Given that I would be leading only a small reconnaissance force, right into the heart of the enemy's base, there were simply not enough troops to secure the escape route. Success would rely upon breaching the gates without the alarm being raised, then conducting a rapid exploration and withdrawal. I repeated this fact several times during discussions with the council, warning them against expecting too much from the mission. I then set about developing a plan that would allow us to achieve the first and most important condition for success: entry into the base without the alarm being raised.

I will freely admit that the fault for the failure of my plan must rest with me. Although I developed a strategy that allowed us to breach the main gates and kill all the guards without the alarm being sounded, I had failed to allow for a second, inner gate. It took almost a minute for that gate to be broached, during which time we came under heavy missile fire.

Knowing that at the very least, runners would have been dispatched to alert the rest of the Sahuagin forces, I ordered the retreat. This was the only option in the circumstances. We would withdraw, and await the reaction of the Sahuagin. It was likely that they would send out patrols, and I planned to ambush one, then interrogate any prisoners we took for the information that the council had requested.

I believe this revised plan had an excellent chance of success. However, my instructions were ignored.

Zalich, Troilan, Julianne and Brodnak - abetted by the troops Saltmarsh had provided - insisted that no alarm had been raised, and that it was safe to continue. I told them to press on would mean their deaths, and refused to join such folly.

Which is why I am the only survivor of the mission.
 
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