[July] Campaign reports

The PCs rejoined the human kingdom on the north in its campaign against the northern goblinoids. They spoke to the baron, who suggested going after a dragon (as they publish themselves as "dragon-slayers"), but casually mentioned a conspiracy theory involving the hated Remarian empire. It was a totally off-the-cuff thing, a side-note, but the PCs grabbed on and now they're on their way to uncover the nefarius Remarian plot to take over the human kingdom. :heh:

P.S., this was two weeks ago and we won't be playing this week either, mostly because one of the players is no longer available. I'm considering making the next session a climax and ending the campaign.
 

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In my Sunday campaign, for The 13 Kingdoms, which I'm substitute-DMing for a few months..... The PCs have just boarded the Gilded Harpy, a schooner heading for the local capitol city, seeking to look for any gnomes in the capitol that might have been recently freed. The island nation just received a shipment of gnomish slaves from the hobgoblin nation on the mainland, a few months ago, and the PCs have headed to the islands looking for any of Fleck's kin. Fleck hopes that the islanders freed the gnomes, since the slavers sent them over unconditionally as a gesture of their continued alliance. The party just recently fought a harrowing series of battles with kobold bandits and their leader, a large green dragon named Oruzanthanax. Fleck's familiar Bristletail perished in the final battle, from a combination of acid breath, biting, and a lightning bolt spell from one of the kobolds. However, Argus subdued the kobold cleric with the intention of questioning him later, but on Fleck's watch the following night, he cast a series of enchantments on the kobold cleric, releasing him and then bargaining for him to return Bristletail from the dead.

The kobold cleric, himself a devotee of the death dragon, agreed to the deal because of his meager honor and chiefly the enchantments Fleck had cast upon him. Risslek raised Bristletail from the dead, then was freed of the Suggestions and such, warning the gnome that the only reason he didn't kill the stupid mage now was because his deity would look down on him for the dishonorable circumstances and possibly revoke his blessings (all that he had left, since the party already looted him and took all the stuff he had crafted or accumulated). Risslek hid in the shadows just outside of Fleck's sight and used Ethereal Jaunt to pass through the walls of the cave and escape, vowing to himself for revenge later. Presently, the group pursues Fleck's goals, but soon enough one or another party member will pull the group in a different direction, as they have no real leader and no single purpose. Fleck seeks magical knowledge and anything that can help his people, as most gnomes are slaves of the hobgoblins. Valdir just likes to kill orcs and goblinoids, traditional enemies of elvenkind, and wants to improve his archery skills. Argus seeks strength, pure and simple, and for the time being he has been able to find magic items and opponents to help improve his strength by following these people. Zerash was imprisoned by Oruzanthanax and tricked by him, so now follows the group to lend a bit of help while he can, as long as it does not go against the tenets or goals of his patron god. Many others have been a part of the group, but gone their separate ways over time, though some may cross paths wtih the group again someday.

In my Saturday homebrew campaign, Rhunaria....... The PCs have just been found by the great wyrm gold dragon, Kizaraxmallian, who's lived for millenia in the area they've recently been traveling through. They received a bit of lore and directions from him regarding the location of the "tree of silver" and the "mountain that weeps" mentioned in Karil's dream/vision by the Gilden deity Altania L'Salle, goddess of night, nature, arcana, and mystery. Karil seeks to restore the Summer Fields of old, which the party recently fought their way through, as the Bloodgrass Fields of modern Rhunaria. Myriad restless spirits and horrors roam there since the old wars that took place in the formerly-tranquil Summer Fields.

Karil, a spirit sorcerer, wants to restore the Summer Fields, and was told by Altania that he may be able to help with that by finding the tree of silver and the mountain that weeps, though he does not know what exactly he's supposed to find in either place that will help. Kizaraxmallian has told him of a silver tree in one of the elven ruins to the north, in the Ashen Desert that was once part of his forest long ago, before humanoids burned it down in the Great Rebellion against elvenkind's Illustrious Kingdom of Linaerelesti, which had dominated most humanoids as slaves to elvenkind before the Rebellion. The group just fought a pair of dinosaurs halfway between Kizarax's lair and the Ashen Desert, when Donovan was slain as he got too close to the allosaurs, early in the fight. Now the group considers returning to Kizaraxmallian to see if their friend can be returned to life, as Franceis does not yet have such power from his thus-far brief time dedicated to Allesandro LeSalle.

Karil's longtime traveling companions help him out in his quest, while seeking their own goals. Feliex learned from Kizaraxmallian of the red dragon who burned Feliex's family and hometown to ashes so many years ago, and now knows generally where to find Modorvalkiderax, though warned that he and his comrades are not nearly strong enough to challenge Kizarax's old enemy yet. Donovan has learned of his draconic heritage and how to come to terms with his alternate personality, Drax, to become a half-dragon like his ancestors. Jules takes any chance to slaughter the hated orcs, and if he has to help out on some other folks' quests to have their aid in striking at orcish territory later, so be it. Davian needs resources and power if he's going to overcome the corrupt noble who executed his father and took his family's land, after proclaiming them traitors. Tzedek just needs some new tales, like any good bard does, and some personal fame and fortune as an orc-slayer or dragon-slayer wouldn't hurt. Sniklis has little choice but to keep strong company, if he's to avoid being found, tortured, and slain by his former master, a fellow kobold druid calling himself the Green Lord.

Yumiko has taken an interest in the folks who visited her draconic grandfather, and the young half-dragon lady has an eye for Jules, so she's taken it upon herself to travel with them a bit and observe. Seth has nowhere better to go, and he'll take any opportunity for potential treasure and, well, expanding his collection of camel toes, orc ears, goblin fingers, and whatever else he can take as trophies or trinkets. Franceis was bidden to go out and earn experience in the world by High Priest Giovanti of the Versalle church of Allesandro LeSalle (chief god of the Gilden pantheon), and Franceis could use more battle experience to serve his deity. Not to mention that the fools need his healing and smiting abilities, to save them from their own brashness. He's not too shabby with his musket either. Mouse, well, she mostly travels with the group to keep Karil company, as the only other kid in the group, and she'd really rather not get found by the authorities or thieves' guilds, after her troublesome childhood and natural talents as an independant thief.
 

The Known World
Following the advice of the mysterious Walkers (recently reformed by a former party member), the party ventures into the cold swamp to recover the Fiends Embrace before it is found by the forces of their former employer Gerrin (revealed to be in league with demon cults). They fight against the hands of Demogorgon, a force of adventurers in Gerrin's employ, and eventually defeat them. After venturing into the depths of the ruined keep, they encounter a pair of trolls.

The party gnoll and barbarian attack one of the trolls, leaving the sorceress and the elven druid to take care of the other (which wears the fiends embrace and is resistant to fire). For the first time in a long time, the melee tanks have trouble with an enemy, nearly being rended in twain. The spellcasters, on the other hand, make a desperate disarm attempt on the cloak, keep it out of the trolls reach using unseen servant and proceed to decimate it with a flame blade[/b] and the sorcerer's newly acquired fireball spell.

Upon returning to their home base (the keep on the borderlands) for the first time in months, they discover that it has been sacked and nearly burned to the ground by Gerrin and the humanoids that inhabit the caves of chaos. The groups Inn took the brunt of the assault, particualrly the lower levels built by their ancestors, although a few magic items and a secure vault for the fiends embrace remains.

Pissed, they join the Assault of the Caves of Chaos. Nine adventuring companies, plus a small squadron of the Baron's guard, make a concerted strike against the caves in a single morning. Each party takes one of the caves, deploying themselves as best they can with the notes provided by the party from their previous trips. Our heroes take the two unknown caves in the heart of the valley, leading them to the temple of Demogorgon. There they charm the enlarged minotaur Gerrin has as his bodyguard, chase him down, and pummel him to death with fire, grapples and dagger strikes. The cultists that flee the attack are struck down by the dukes archers stationed at the mouth of the valley.

Cat
When one of Scratch and Lenny's owner's (nine year old Grace) goes missing in the old forest, it's up to the small band of intrepid felines to go find her. Gathering together the persian alley-cat Shiki and Princes Tigris Wildflower the III, they attempt to track the young girl. They encounter a few more local cats, including a young kitten that pounces almost as well as Scratch and a wild stray named Foglick that haunts the boggin-filled woods beyond the stream. Queen tigris Wildflower the III also meets the Prince of Cats at a meeting, but he has nothing but scorn for her due to her tamed nature (much to her dismay).

Exploration of the forest discoveres an ancient boggin hidden under the footbridge over the stream, one that has spent years feeding on the fear and sorrow of children that get lost among the boughs. The cats make it accross the bridge easily, but find themselves rapidly becoming surrounded by small spider-like fears as they search. Getting the girl back accross the river is nearly impossible, so Snicki, Lenny and Tigris go to fight the beast while Scratch leaps to the far side of the stream using the branch of a weeping willow. While the three older cats hold the boggin at bay, Scratch fakes injury well enough that Grace's concern overtakes her fear and she crosses the stream. The boggin slowly shrivels, although the battle costs Tigris one of her nine lives and leaves Shicki drenched and without magic for several days.
 

arwink said:
The Known World
Following the advice of the mysterious Walkers (recently reformed by a former party member), the party ventures into the cold swamp to recover the Fiends Embrace before it is found by the forces of their former employer Gerrin (revealed to be in league with demon cults). They fight against the hands of Demogorgon, a force of adventurers in Gerrin's employ, and eventually defeat them. After venturing into the depths of the ruined keep, they encounter a pair of trolls.

Cool story. We are going to do that one next.

I will post my details in another post.

DM
 

DM's 3.5E Greyhawk Campaign

After spending several weeks in the Verbobonc area resupplying and gathering information, as well as rescuing two hostages, one from Bugbear bandits and the other from the cult of a banished god, though she turned out to be in league with the cult and was delivering the child that was to have been their chosen one, the party heads back to the keep southeast of Hommlett. Having been informed on their way to Verbobonc that a Dragon had moved into the ruined moathouse that the party explored a few months ago, the party approaches the moathouse and slays the Green Dragon that has taken up residence, though apparently he had not established a lair there and did not have a hoard. Moving inside, the party finds and slays several Gnolls, though they do let the remaining three Gnolls, along with their leader, escape. You see, the party has met these Gnolls before and allied with them during their first exploration of the moathouse and allowed them to leave after their work together was done. The party escorts the Gnolls to the drawbridge and watches as several arrows from the trees slay one of the Gnolls and the remainder flee. Returning to the moathouse, the party finds several strange priests uncovering artifacts in a pit with a bizzarre obelisk, as well as several flying brains with tentacles, one of which carries some wierd weapon that shoots a beam of light.

After they leave the moathouse, the party will be heading back to Verbobonc to work for a sage they met who wants them to trek far to the north to find an evil artifact in a ruined keep. They will also find a map to another evil artifact of Orcus called the Fiend's Foot. Then they will be heading towards Sterich. The journey and the destination will both be filled with adventure.

DM
 

Lost City of Barakus campaign. Killed a renegade wizard lecturer from the college of Magic in Endhome, headed back to Bran's Ford to go back to the lost city itself.
 

Tæün: Reflections
Sur Trevier, the first paladin in the church in just over three-hundred years (after the order has been declared heretical, excommunicated, and then hunted down to the last), returned to the See of Ermione to face allegations of misconduct, treason to the aristocracy (which is a touch subject as he falls under Church Law and not State Law), and the Inquisition.

As the Inquisition was gearing up to burn Sur Trevier (stake and all), his confessor and companion, Father Aramon (another one of my players) took the stage during the Mass of High Burning, which celebrates the Summer Solstice, and proclaimed the leadership of the Church was mislead, corrupt, and didn’t even know the name of God (all true, but they didn’t like hearing it). So…they burnt the priest instead. (DMs, ever burn a character as the stake?)

This was performed immediately, during the middle of the day. Suddenly, Merlutat (the Moon of Death) eclipsed the sun and brought shadow across the lands. The Inquisitor screamed, clutching the sides of his head and, ultimately, fell into a babbling heap. With a gigantic clap of thunder the altar of the cathedral was sundered (breaking the hallowed nature of the place) and demons descended upon the place.

Sur Trevier, trying to come to the scene and lend his sword, encounters an old companion knight, Sur Adrien who is now a blackguard and the two dual – dramatically I might add – upon the ramparts of the temple. Sur Trevier takes the day, but Sur Adrien calls upon dark powers who sunder the walkway between them thus allowing the blackguards escape.

Now the heroes are pressed to adventure into the depths of the world where the tainted unliving have been attacking the roots of the Aromalyan, the One Tree which sustains life throughout existence.

I love my campaign.
 

My current campaigns that I am playing in...

Robotech: Side Story 002 Season 8: We are playing Robotech during the Sentinels era as members onboard an Ikazuchi class carrier (UES Illustrious) and the flotilla of starships that accompanies the carrier. We misfolded after an attack by a group of rock-like aliens we took in, even though my character knew they were going to try something. After these aliens killed 75% of the crew and seriously screwed up the ship. The lower ranked characters (the PCs) had to step up and take care of things. Most everyone lost family members in the attack (with the exception of my character, instead her mother is in a coma, she was the Captain of the ship and is the reason the aliens had so much success in their attack since she gave them loads of information trying to be nice)

Most of the command level staff are children (us) or at most in thier mid 20s. We are sitting near some water planet and can not fold out (possibly due to the effects of the planet). Currently we are investigating a Robotech Factory satellite that has also misfolded into the same system around the time we did. Our ship is heavily damaged and we are thinking of taking some Zentraedi onboard to fill out our very understaffed Veritech squadrons. All in all a lot of good plotlines running.

Games I run....

Robotech: OVA, Season 1: This PBeM game is going well (we are well past the 2 month mark and it looks good). The characters are recruits in the Army of the Southern Cross, driving the Spartas Variable Hovertank. Current plot lines involve someone trying to kill one of the PCs due to things she did in the past, some romantic interests all around, a terrorist attack by some Zentraedi Malcontents and strings of computer intrusions all over the place. The game is pretty dark and gritty, very much like Cyberpunk meets Robotech.

Elves of Evermeet: I run an epic level game with only elves as PCs. Its been going for quite a while and I have a defined end-point (the destruction of an ancient prison holding part of the destructive force of the universe). Currently the PCs are excavating the ruins of Earlann and Arvyandaar (sp?). The spirits of the dead haunt the characters, the discovery of a temple to a drow god frightens them and the mechanations of a select few within newly reclaimed Myth Drannor drives an old friend to seek out thier assistance. All good stuff :)

As you can see, my games tend to be rather complex in nature, I have plot all over the place and try not to overwhel the players, sometimes I succeed, sometimes I do not :)
 

Shadow Chasers - Shadows Fall

Season 3 begins this coming Sunday!!!

The heroes think they will be starting their Senior year of highscool after foiling the Devils' plans to merge all of the alternate realities in the mutiverse, bringing about a multiversal cataclysm (see Seaon 2 Finale).

Well, they are in for a surprise. In one of the last few games of Season 2, they tried to steal a poweerful Psionic Artifact, the Orb of Yog, from a wealthy occult collector.
When they arrived at the mansion of this collector, they found it in ruins and burning, with most of the staff slaughtered. The artifact was gone and ther occult collector somehow recognized the heroes and was terrified of them!

Unbeknownst to the heroes, in an alternate timeline, the Occultist Character of ther group was the one to first pick up the Orb of Yog (as opposed to the Psi-Blade). It boosted not his psionic powers (he has none) but the powers of the demon he willingly allowed to possess him (again, see Season 2).

This evil demon uses his newfound psionic powers to open a huge interdimensional gate and allow an army of Cthullhu Mythos nasties to take over the Earth. This causes the Egyptian gods to "break cover" and reveal themselves as the secret champions of mankind against the Mythos (see Seasons 1 and 2 for hints).

Essentially, the Mythos has cursed Man with psionic powers over time and the Egyptian Pantheon has countered by gifting Man with magic.

This means that all of the characters have been drastically effected by either one side or the other. Some have had thier magic become "more Egyptian" while others have had to make "deals" with "certain entities" to keep thier sanity (and their powers).

Anyway, the dimensional event horizon of the time anomaly (yes, I made that up!) catches up with the heroes at the start of Season 3. They find themselves in this horrible new world ruled by the Mythos. Their memories are imperfect. Why does the Mythos rules the world? Why is one of thier former team members the Evil Emperor of the west coast? What happened on that bridge to Los Angeles and why did it leave LA a smoking crater?

After a few games of this, and a few more clues as to what happened, a former Shadow Chaser team member who got locked up in another dimension busts loose to visit the heroes. He has been watching them from outside this timestream and saw what happened to the world becuase of the Orb of Yog.

He brings the team the means to travel back in time and destroy the Orb of Yog before the Occultist Character can touch it, triggering the ascendance of the demon inside him.
This is why that wealthy occultist in the mansion recognized "them". They'd already been there...now. Before. Isn't time travel fun? :)

THEN they get to go back to the normal timestream and finish out highschool. Only to find out that something from the "Mythos Future" followed them back to become the Big bad of the season.

All this, and none of them have dates for Prom yet...

-Tom
 

Funny, I had an elf in spelljammer named Ys.

Anyway, in my campaigns for July....

C&C

The PCs are about to reach the third and final level of the dungeon, where they'll discover that the root of the troubles plaguing the village of Thornhill comes from the dark eminations of a long-forgotten temple to the evil deity of my homebrew setting, Korax Darklord. I've deliberately kept the world vague and out-of-focus, to achieve an old-school dungeoncrawl feel, but am going to slowly start revealing more of it, to build up to the point when the PCs leave Thornhill.

Traveller: TNE

Here I'm a player, the character being Gunter Roh, a merchant wanting to leave his soldiering background behind him. We've finally gotten off the low-tech waterworld and are back in space, heading to the nearest sign of advanced civilization. Unfortunately, a group of mercenaries have joined our ranks. Gunter does not like or trust them at all. One of them already went crazy and tried to kill us. First chane I get, they're getting the boot.

Altamont Ravenard said:
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).
AR
 

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