[June] Campaign reports


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WARNING SPOILERS FOR MY OUT OF THE FRYING PAN CAMPAIGN AND STORY HOUR!!!!!!

Certain super-spoilery things for my own players are covered over in spoiler tags. . .

The party is in an interdimensional fortress made up of individual rooms that slide around each other making a puzzle/maze. It is called Hurgun's Maze.

So, the party goes into the Prison Room (called "Hell"). Each corner of the room has a smaller open chamber cloaked in magical darkness.

They explore three of the four corners finding the paladin suffering from that Eternal Torture spell (or whatever it is called) from the Book of Vile Darkness
- and the contract between the paladin and Dispater for him to suffer this in order that his betrothed by live freely (and giving a neutral party (i.e. Hurgun) the responsibility to look after him). Unfortunately, the contract was written in infernal so the party could not figure out exactly what was going on.

In another corner they found the body of naked man who has the physical features of a man of the northlands -
he is actually a villian of the north descended from the Pohjolan gods - waiting in stasis until he is freed for their equivalent of Ragnarok.

In the third corner was a huge ruby on a pedestal - within it is
the trapped soul of Mith-agogol the Monkey-Demon.

And finally, they come to the last corner - Dorn (the cohort) has a magical medallion with the dwarven rune for "light" on it - you only need to speak the rune and it illuminates - with it already lit he and Ratchis (the half-orc ranger/priest) walks over to the last chamber. Since the area is covered in magical darkness, it and the medallion cancel each other out - leaving normal, which Ratchis can see through with his darkvision - he catches a glimpse of himself in the mirror and disappears.

Dorn cries out, not having seen the mirror and not knowing what happened to Ratchis. Kazrack (the dwarven fighter/priest) hurries over and with his darkvision he sees the mirror blows his save and he is gone, too!

So the newest PC, Bastian (a ranger/fighter/warlock), hurries over and cast light as well, illuminating the room allowing both him and Dorn to see the mirror - woosh! They both disappear, sinking the room into darkness again!

However, the mirror is now over-filled so it releasing one of its occupants. . . Ming, King of the Dakkons - with his exposed pulsating brain and
psionic powers. . .

What is left of the party negotiates with the Gorilla Grodd knock-off, and he demands the ring of spell-storing Martin has in return for info on the mirror.

"Just break the mirror and it will free them," the ape tells them. A good sense motive roll tells them he is telling the truth. . . And they give him the ring and let him go.

So they send in another NPC to smash the mirror in the dark!!!!!

And we left if there, with them about to discover everything Hurgun had trapped in that mirror. . .. :confused:
 

The three of them have just returned from almost a year of downtime... the halfling barbarian / cleric has been helping his vegepygmy friends set up shop in his home jungle, the half-drow Ranger / Soul Knife has been working towards being a "paladin" of the new ruling household of Ched Nassad, and the goblin rogue / druid has been trying (and failing) to set up a guild among the goblin porters & runners of skullport, where the team HQ is set up.

The goblin noticed that the Illithid slave trade has picked up again, and her network has informed her that it's because the paladin who was keeping them in check has disappeared. Now the party is off to hunt down the paladin... not necessarily to save him, but to find out what he knows, so they can disrupt the flayer trade instead (the party has a hate-on for mind flayers, a nice binding point for a party that is generally morally ambiguous).

So they have ventured out following his two-month cold trail into the underdark...
 


My players are currently investigating a secret cult dedicated to a radiant idol (Sharn: City of Towers) called Iron Fist. They managed to rescue a nobleman's daughter and uncover an illithid's plans to go Xen'drik in search for some valuable artifacts. They also helped a movanic deva (Fiend Folio) after she was attacked by some unknown demons above Sharn.
 

Arcana Evolved/Ruins of Intrigue: The PCs are in Serathis and are starting to make a name for themselves. They just helped an upcoming politician clearout a block that was being controlled by bandits. The mojh in the party is building a house so that he can become a voting member of the community of Foothold. The dracha and giant are just trying to earn some money. Funny thing is, the giant kept doing poorly on his guard duty and ended up spending more than he made for the month. Up next-Why some people just aren't cut out for politics... :]
 

The PCs uncovered the location of an ancient tomb under the city which they believed was also the location a slaver had taken one of the PCs family. They were right and the daring rescue was successful, but a liberal use of sleep spells and rope left many smugglers and rogues alive to be rescued by guild members when someone leaked the raid before the city watch could arrive.

Unfortunately for the family of the PC (a halfling fighter/rogue working toward Master Thrower), one of her older brothers had attempted to escape, was killed, and reanimated as a zombie. A good half of the slaves investigating the tombs suffered a similar fate.

As the city watch organizes numerous semi-successful sting operations on the widely exposed smuggler's guild, the city council argues over whether to explore the tomb further or have a crew of artisans wall it up (the empire maintains a strong control on known history and secrets like that are usually destroyed). Through it all, the characters make preparations to join the halfling's surviving family in a river journey to the sea, where they will take a clan ship out to perform the clan's burial rites.

And hanging over all of this, the tiefling abjurer continues to experience a string of portent-like dreams promising an invasion from Baator led by his own Infernal father, all the while fretting over his 'graduation' from the arcane academy, at which time he'll have to pay a large 'lay fee' or enter military service. Of course, his sparring partner, a gnome warmage, looks forward to that very same military service, and the overweight half-elf blissfully bumbles through life, only semi aware of the danger his new found companions are probably placing him in on a regular basis. They've got hot food, that's all he needs.
 

I'm just a couple hours from my third session DMing an Eberron game with my new group of players. Before we started, I slaved away to create a small edition of the Korranberg Chronicle. Thankfully, the players picked up on a plotline embedded in the paper. Seems an earthquake uncovered some ruins in Valenar(ref. The Obsidian Eye Dungeon 120). A Morgrave expedition to the site has been encountering resistance, and the party has opted to give them a hand.

After bashing some heads of a local gang in Sharn, they hopped aboard a Lyrandar galleon bound for Taer Valaestes. Last session ended with the group eating with the captain when a sahuagin came knocking on the door, all unpleasant-like. Can't wait to play. Thus far it's been a lot of fun.
 


Freelance Relic Hunters (Eberron): The band of freelance relic hunters just made their first trip to Xen'Drik to recover the lost medallion of Zemath for their Indiana-Jones type character. While there they learned that the Medallion was being searched for by a family of Valenar elves who was allied with a rival acheologist and a renegade deathless. Long trecks through the jungle, lost giant temples, the ghost of the Fire Lord's betrayer (actually his 8-year-old daughter - think of a looming shadow the size of an ogre) defending the medallion's hiding place. For the first time people actually talked about their experiences with the last war, and discovered that many of the people they now regard as allies were enemies during the conflict. They also learned that a group of rogue Thrane soldiers, possibly lead by a silver flame cleric, has been massacering shifter communities accross the continent on Xen'dric.

Now they're back in Sharn, planning to take a short journey on the lightening rail to gather more information for their mysterious patron.

Legacy of the Minotaur (The Known World): Having discovered the small town of Verge was holding its Lord and Lady hostage under suspiciouns of witchcraft, the group went searching for some kind of cause. They found a demonic satyr running amok, a hidden shrine to the gods of the beast-men (gnolls) and evidence that there was a large attack on the town due within a few days. The townsfolk behaviour was caused by a gnoll shamman hypnotising the ringleaders, quickly broken when they massacred everything in the lair. A few clues suggested that cultists of Demogorgon where behind it all, something which has been spanning the last few sessions. They're not entirely sure what's going on, but they do know that it's somehow linked to the man who sent them on their first few adventures in the frontiers of Karemikos, and they're heading home to have a few questions answered.

Accross the Spinward Main (Classic Traveller): After bullying our way free of a local political problem in one of the fringe planets (Jenghi), we set off into space with our pockets lined with cash and a fresh supply of trade goods ready for our next destination. Our larcenous middle-aged backpackers have continued to screw the incompetent owner of the ship as much as possible, hiding contraband goods in the empty hull space he wasn't using, and have generally defered to the local noble whose financing the trip for all decisions. Eventually, the word mutiny will be thrown around, but that largely depends on our captains incompetence.
One of our passengers, a businessman with a habit of riling up his employees, was looking for bodyguards at our next destination. Those of us that could stomach his presence took the job, those of us that couldn't went with selling our supply of smuggled sea food and vodka. When we ended last months game, the bodyguard team had just seen their employer taken down by a random sniper, and our ex-marine was left bleeding and unstable in a zero-G environment when she became the second target. Those of us selling contraband got drunk.
 

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