[July] Campaign reports


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As one can read in my Storyhour- THE CREATION SCHEMA, the PCs have just completed one mission that took them into the Talenta Plains. They are now going into the Eldeen Reaches to locate Drogan's Trap to find the next piece of the Schema.

They already know House Cannith: South is on their way and they just had an airship battle with Keltis Doran and Karrion Kold. The Cannith: North ship went down and the Emerald Claw ship was forced out of action.

The mysterious figure dressed in bronze, black and red is once more manipulating NPCs.

After this we go north to the artic then to Breland and the Mournlands before going to Xen' drik.

At this point the secret of the Creation Schema will be solved ...not resolved just solved.

However Drogan's trap should keep the party busy until October or November.
 

Oh and I may be joining a group that is also doing an Eberronish type of game. The DM's idea of elves changes everything greatly. Here instead of positive energy dead they are true undead and the elves are evil and looking to take over the world since they are weak from their own petty war.

Could be fun. I'm still deciding wether to play a Shifter Ranger or a Dwarven War Priest.
 

Whee- I ran again last night, two PCs vanished into the sorcerers tempremental extradimisional pockets (again) while the others explored a abandoned Island, trying to avoid the large and unexpectly landbound dragon, who had left numerous trails. Finding a colony of apes livining around a crude wooden structure, they made friends with the majority of pack. Then they approched the structure while the pack was out gathering food during the day. First encountering a half-farspawn (tentecals) ape gaurdian, who finally summoned the prophet a smaller ape with a headdress and a human greataxe. The prophet only allowed the parties cleric to enter the holy structure. Which contained a statue of Demegogon. The priest Walked In Anyway! and was only slightly suprised when he was attacked as soon as he was out of sight. He barely made it out alive, and while one party member led the guardian away (ie fled for his life) the others managed to kill off the Prophet. The group then talked the Guardian out of further conflict.

The group later encounterd the dragon, who had grown tired of killing humans, and had given it up. (although it admitted responsibilty for killing off the islands previous human and halfling residents.) The party also enountered a skull that claimed the magic ape headdress belonged to it. Once te item was returned it offererd to upgrade the parties magic items, at only the cost of a little life force. The group also learned the more details of using elvish waygates, but doesn't have the magic to do so (esp since the groups sorcrer is still trapped in his own pocket)

The party was also confronted by spirits of their ancestors who critiqued them for failings.
but seemed mostly harmless. Two players gained far more from this than I was expecting -
marking this a turning point in character development.
 

The campaign I am (er, was) running just ended this past Thursday. Five of the six party members fell victim to an Arachnid Mouther left there by a Drow Party to guard a passage in the Underdark. The one that survived was a Wizard that had already spent fifteen years or so in hiding under a fallen dwarven stronghold that had been overtaken by orcs. He used expeditious retreat to get away when all was obviously headed in the wrong direction.

The character deaths left the story with little place to go as all who knew what the mission had been fell in that final encounter. So now Citadel Felbarr will most likely fall to a multi-front attack from the surface and the Underdark with little to no warning. They will also have no inclination that the drow were involved with the attack as the swarms of orcs overtake the Citadel once again.

So now another one of the players in the group is going to run a campaign in his homebrew. I am quite looking forward to it.
 

Considering only my two primary games (not the various RPGA games I've been running):

Eberron:
We finally finished the initial adventure path - Grasp of the Emerald Claw was completed - and all breathed a sigh of relief. The final encounter saw the brave (or foolish) death of one PC, but eventually they all prevailed after the Warmage finally came into her own.

Gary Gygax's Necropolis:
Wow. Second session in, and it is living up to its reputation as a killer. 6 PCs played in the last session, and during the first encounter we had two PC deaths (due to very unlucky rolls - needing a 4 or better on separate Fort saves, both rolled low - there were only three such rolls made in the entire encounter!). Resurrection spells were found and play continued...

The last encounter saw three PCs foolishly pledging allegiance to Set and then turning on the party! I feared the entire game might end there, but the "loyal and true" PCs were victorious with no casulties on their side. One of the Settite PCs escaped and will return as an NPC in the future, the other two were destroyed forever... three new PCs are currently being created. :)

I'm having a _lot_ of fun.

Dragonlance - Key of Destiny
I'm actually playing in this one as a LG Human Diviner. We're trying to recover a few relics at the moment, and I'm the party spokesman and leader. Things are going pretty well - though the Oozes and Undead we've been fighting are making our Rogue feel under appreciated.

Cheers!
 

Preparing my Ys campaign (I think Ys is an anime series, but my campaign has nothing to do with that particular anime. I just like the name a lot), which should start, I'm guessing, at the end of the summer. I'm still not adamant on which classes I want to include. I've created my own races, and I'm working on the fluff a lot.

AR
 

The Freelance Police are back in business. An investigation into a suspected Emerald Claw cell ended up with Joe Zor, a shifter barbarian, crushed beneath the fists of abominable warforged-like undead and the rest of the party fleeing from the monsters and their creator, a nefarious vampire named Luther Averol. In order to avenge Zor and destroy the defiled warforged, the warforged artificer known only as R66-Y dropped a fireball into a nearby sewer outlet, blowing the place sky high. This only led to their arrest by their own boss, an icy elven warmage named Silaena Cazal.

Cazal's men took the Freelance Police to a cell deep beneath the Menthis Plateau, and it was apparent this was closer to a private dungeon than to a real prison. Thanks to the efforts of Lyzandre, a guard of the Aerenal Embassy, and Jadrek Falco's skills at bluffing, it soon became apparent that Cazal herself was a vampire, confirmed by Cazal herself when she came down to feed. Her attempts to convert one of the Freelance Police into her thrall were thwarted by Joe Zor himself, not in very good shape, but still miraculously walking around and ready to fight.

After a burly brawl with the guards, Cazal, Averol (Cazal's master, as it turned out) and a huge pack of the children of the night, Cazal and Averol were both defeated, and a few stakings (witnessed, fortunately, by Leutienant Meira of the Redcloaks, so as not to put any doubt to Cazal's new undead nature) put an end to the vampires once and for all (and not to my surpise. Cazal was supposed to have escaped). And there's also the mystery of Zor's return, and why none of the vampires' mind-influencing magics worked on him...

Demiurge out.
 

Well, we have had a few weeks off due to the absence of one player. Just picked it up again last week.

The party are sailors on a ship sailing the so called "river of worlds", a planar pathway connecting numerous world. In the prior adventure, the party freed the avatar of a goddess from a far realms creature. Having recovered the prince they came looking for int the first plance, they head back to their own world, uncertain what to do about the fact that they had no gate key to enter once they got there. En route, they get approached by a cherub like winged halfling who makes a pass at the Raspie, the party's spellfilch. The druid detects alignment and uncovers the evil creature. The creature calls its demon allies and attack, and they have a little tussle. Two despair demons and a locust demon bite the dust, but the succubus escapes (with 1 hp, but the party doesn't know that...)
 

Star Wars: The Campaign I'm Co-GMing
In a campaign taking place in the blurry period about 160 years before the battle of yavin, all manner of fun stuff has happened. I attribute most of this to the fact that all the PCs are Jedi, fallen Jedi, or otherwise force-sensitive...and have lightsabers.

So far, I've GMed one adventure that consisted of a search for a missing Jedi master that led the PCs through various dangers, along with crossing paths with a dark-jedi/bounty-hunter by the name of Maress. It ended with a 'sabers-blazing' assault on the home-base of a darkside-cult's HQ (which involved a particularly big tangle with eleven brainwashed, saber-wielding thugs led by an angry trandoshan with a saber-staff), and culminated in the rescue of the missing master and the defeat (and partial 'turning back to the light') of the dark jedi in charge.

We've been on another adventure while the other guy's been GMing, on which my character almost got killed by an evil clone of a close friend.

This campaign is definately awesome to the max.
 

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