[June] Campaign reports


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You can read about the imminent demise of my PCs (and possibly my campaign) in this thread. The PCs , in a bid to save the city and the world from certain doom, have attempted to foil the BBEG's plot by attacking him in a very public place. Next session opens with some interrogation by the Captain of the City Guard, will move on to a quick trial for the attempted assassination of the city lord, and will most likely conclude with some form of sentencing.

For the record, this is not an evil campaign. The PCs are mostly chaotic good and chaotic neutral. They are brash and foolhardy.
 

fafhrd said:
Three games Arwink! You lucky &#@%!

That I'm writing about. We also have a game of Cat that's running once a month, but not gathered enough steam to comment on yet. I'm (hopefully) playing in a short Castle Amber game by the end of the month. And there's usually a few one-off games or mini-games running.

Brisbane is a game intensive city of you know the right folks and have a plethora of free time :)
 

The Green Isles -
The party is still trying to find away to reach the Isle of Hale'Tul, rumored to be the home of an anchient elven weapons and the demons that tried to steal it for the blood war.

They have tried and failed to use the elven waygates, not having enough power to activate it yet. They believed a young girl who has a crush on the parties sorcerer, who offered to lead them to a cave where wall inscriptions mention the island. She led them into an Aboleth Trap. the Aboleth demanded that they break a servant out of a dwarven jail.

It didn't tell them that the jail was in the Dwarven Realm of the dead. They eventually figured it out and met with the Archrons. The shaman detected for spirits - and when woke up assured them that yes they were in the land of the dead. They returned via the river of worlds, and were immediatly ambushed by the Aboleth.

After a tremendous battle that the sorcerer dominated and instructed to kill his friends, the thief at -9 hp and nearly drowned and the Archer ego whipped to 1 charisma. Two characters had taken aboleth mucus volentarily and are now trapped under water for 3 hours.

They finally killed the Aboleth, passing on its offer to tell them how to get to the island they seek and what they will find there. It was harpooned, and draged to shore. They are looking for his lair, still thinking that they are on the right track.

They have destroyed a great threat, disrupting several plots. Once word gets out they will have the eternal thanks of the Derro. They are no closer to the Island they seek.

City Beautiful: half the party is about to die in a burning building - 3 days into the game.

Dragonslayers: One last fight before reaching the city. Close they are to the final Dragon.
 

Arcana Unearthed: The Clan of the All-Seeing Eye, aka the Brookhollow Bashers, aka the PCs, have entered the lower levels of The Guild on the Chess, a magic guild that was abandoned about 100 years ago due to some mysterious tragedy. The lower levels of the guildhall are a magical wonderland: a power cyst allows the spellcasters in the party to cast more spells than normal, and all sorts of magical gizmos are still active as they are being powered by some kind of strange generator.

While exploring, the party loses a member of the party (Rand the Litorian) to a cruel trap that summons a chimera and separats the doomed hero from his companions with a wall of force. At the funeral ceremony, the Clan encounters a young woman who seems to have some of Rand's memories but is also knows a great secret about another party member's past. This young "soulknife" as she calls herself, joins the heroes in their quest to understand why the Guild on the Chess was abandoned and what needs to be done to make it habitable again.

http://webpages.charter.net/ericnoah/noahrpg/au/aulog.htm#Guild
 

1st Edition Greyhawk game:

Group (characters, not real players) has suffered a few casualties as of late, but the newcomers are promising.

They are currently in Gradsul, in SE Keoland, caught in the crossfire between two rival thieves guilds: the long-established guild, and the new upstart guild, which is infested with wererats.

We pickup monday night, having just fended off an attack by said lycanthropes. The party is currently busy on my message board, trying to find silver weapons.
 

While investigating why reinforcements for the hard-pressed Kingdom defenders, the players have discovered that a powerful local lord is flaunting the rulership of the Duke. After dispatching a very disturbing extraplanar creature, the party has a run-in with said Lord's forces, who attack the party. In a quick scuffle, the party emerges victorious, and questions the surviving members of the Lord's men. These men explain that they attacked the party because they (and thier Lord) believed that the Duke was betraying his Kingdom, and that the war is merely a ruse to gain power. Now confused about the situation, the party is attempting to understand the game they have been drawn into....
 

Arcana Evolved/The Dream Warriors: (Homebrew campaign) The exiled Prince Absalom has recently visited an ancient shrine in which he was shown a vision related to the BBEG's plot to undermine the rule of the many kingdoms of the old empire and slowly take over the lands of men. He and his companions traveled across the mountains to a hidden valley beyond an ancient ruined citadel of the dwarves (a race which disappeared from the world nearly a thousand years ago), where the heroes have set about the groundwork for building a castle and establishing a nation of their own.

Freeport: The heroes are in the first act of Black Sails over Freeport. With an ancient treasure map in hand, they now seek the magical artifact that will open the way to a mythical island and its vast rewards. They believe the item to be in the hands of one of Freeport's councillors, so they are utilizing their social clout as heroes and, for a select few, their bardic abilities to investigate the homes of local notables for signs of the relic.

D20 Modern: Shadow Walkers: In this modern horror conspiracy game (which is only two sessions in), the player characters have each suffered a brush with death that has gained them a sort of supernatural awareness (think Constantine, or the process of Awakening in Mage: The Ascension). They have since been recruited by a mysterious eccentric who intends them to battle the enigmatic supernatural forces preparing to infest the world with their demonic wickedness. (Kinda Buffy-ish, I guess... but the game is actually very dark, spooky, exciting and serious... which is what my players want.)

Much fun to be had, methinks.
 

Aracna Evolved/Eberron/(soon)Iron Heroes(hopefully :) )

I'm running two games right now, a weekly D&D game (see title) and a Spycraft game. Starting next week I'll be doing a short Fireborn "mini series" to check out the system.

Our D&D game just began, so I'll describe that one. I may do a Story Hour for Spycraft soon.

Our world is on the verge of a world-shattering war between Giants and Dragons, and the players are scrambling about trying to avert disaster.

The group was hired by a council of concerned giants to seek out an ancient dragon who both sides respect to act as a mediator in their peace talks. Another group was sent out before them with this mission, but was made up of a team hand picked by a group of dragons bent on war.

First, the group was sent to fing a group of cultists who had collected writings of the history of the war in which the dragon disappeared, in hopes of finding the lair in which the creature was hiding. The cultists, however, were based in a town 400 miles away, and thus the lightning rail was the only way to get there fast.

During the journey the train was attacked by the obligatory bandits, who the group attempted to fend off to the best of their ability. When it became apparent that victory was in doubt, a compromise was reached in which the players and passengers would be allowed to continue with the train to the next city, but the bandits could detach and keep the cargo cars.

It wasn't until the group reached the next town that they realized what the bandits were really after... Experimental new weapons (read: firearms) from the dwarven kingdoms, that were being sent for use in repelling the dragons should they attempt invasion.

Unable to do anything about the bandits at the moment, and on an important quest of their own, the group informs authorities of the bandits' theft, and pushed on toward their destination.... Only to find the town held by mercenaries in search of the cult for the same information the group was seeking.

After sneaking by the mercenaries' defenses, the group raider the cultists' enclave and kidnapped the leader of the cult. After a brief discussion, a bargain was reached. The group then attacked the mercenaries holding the cult hostage (the majority had already moved on in search of the dragon), and freed the cultists, completeing their share of the bargain. The head of the cult then told them where to find the dragon, and a short-cut to reach it before the mercenary army.

This weekend the group will set out for the dragon's lair.

Note: The story/history of my world is long and complex, and I won't bore you with it here, but needless to say it borrows heavily from arcana evolved.
 

3e Planescape/FR/other - Minor spoilers for my 2nd storyhour:








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The group is in Acheron, having just met with the Blue Wyrm Teslor, and bargained with him for details of the cluster of cubes making up the Mines of Marsallen and the patterns and habits of Choirosis the Great Wyrm Rust Dragon who considers them hers. They're looking for something buried in the archives of the Mercykillers there on Marsallen, something buried and intentionally forgotten by the past leadership of the Fraternity of Order, the Harmonium, and the Mercykillers combined.

Whatever it was, it drove men mad or to suicide over their shame and their grief regarding it, even those only tangentially related to it. Whatever it truly was, it was referred to in code as 'Object 105'. Nearly all records of it were purged or lost at some point around 125 years after the Faction War after 'something' happened, something that the leadership of the groups wants to remain dead and buried, their sins forgotten to all but oblivion.
 

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