[June] Campaign reports

We just started a new WFRP2 campaign.
Our misfit band of Human Initiate of Sigmar, Dwarf Solider, Human Rogue, and Elf Merchant fled the ruins of Untergard just ahead of a herd of Beastmen.
Along the way, they learned of a bitter fued between the survivors of Untergard, and the wicked Graf of a neighboring city. When the wicked Graf refused to aid the refugees unless they kissed his boots and begged to be his servants, his town was mysteriously destroyed by what we can only assume was a daemon. My Initiate of Sigmar slew the evil witch that summoned the beast, but we were to late to stop her.
Along the road to Middenheim we made a new ally, a Halfling Fieldwarden who helped us track a young girl and a shipment of supplies that had been stolen by bandits. We caught up with the bandits just in time to learn that the girl had been taken prisoner by goblins. We tracked the goblins down, only to learn that an orc had taken the girl away.
After killing the goblins, we tried to sneak up on the orcs. Even though the rogue and merchant were on their last legs after the goblin battle, and the initiate was badly hurt, we knew we could not let that poor girl stay in the hands of those hideous greenskins.
"Fortunately" a group of elves had also been following these orcs, and aided us in the fight.
Unfortunately, a poor shot from the fieldwarden's sling killed the elves leader!
Nevertheless, we recovered the girl and are now limping towards Middenheim again, thankfully in the company of a small group of White Wolf Knights of Ulric.

Grand total for the first month of the campaign:
Human Rogue - Burned 1 Fate Point, walking wounded with 0 wounds, and sporting a nasty permanent scar across one eye. 3 Insanity Points.
Elf Merchant - Burned a Fate Point, walking wounded with 0 wounds. Distrusted by the rest of party thanks to the bad interactions we have had with elves thus far. 2 IP
Human Initiate - Burned 1 FP, 1 Wound
Halfling Fieldwarden - Not a scratch on her! 1 IP. Hated by elves.
Dwarf Soldier - A few minor wounds. 2 IP.
 

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Again, not as much gaming this month, so not much to add.

The party continues their quest to Yggdrassil in pursuit of an enslaved prince. They are finally getting drawn into my elemental elf plot. They met two fire elves frozen in time, and went to a demiplane called the windwood, where the two elves in the party were turned into drow... where they were assaulted by an elven soul archer convinced they were bloodthirsty drow raiders. After they worked out that little spat, they found the drow lair, a back way into the elven city, where they found their prince... also turned into a drow. They started to leave and ran into a REAL drow raiding party on the way back to the gate and managed to prevail.

The party left on the assumption that existing the gate would make them back into surface elves, with no such luck... and no clue of the cause of their condition.
 

After a few failed campaign startup attempts (some game scheduling issues and a recent "Necro" tpk), it looks as if we are finally back on track.

We started with the excellent "Mad God's Key" (Dungeon 114) and they have just arrived in Sasserine. My players are unaware atm, but they will soon be hired to rescue two of their former characters from Kazmojen's auction block below Cauldron. The other 2 characters were killed by Kazmojen and his Howler in my previous Shackled City foray.
When they do rescue them, those 2 players will get the option of playing their former characters or continuing with their current ones.
In any event Im resurrecting the Shackled City campaign. :)
 

We just had one of our quarterly gaming sessions, so I'm excited to share what happened and what's happening.

*The group has just been reassigned from a special shock unit of their legion to now serving indirectly under the command of the emperor.

*The PCs recovered a ruined fortress which once belonged to one PC's father. The PC in question is a Half Celestial, and his father is a slain demi-god. They defeated a powerful dragon and found clues leading to a hidden temple of the PC's grandfather. The grandfather once was a god of the skies, but has not been seen for several decades.

*One of the PCs finds that the assassin he fell in love with had his child. Unfortunately, when she revealed herself, her guild was also watching. A climatic battle ensued, but they were not able to save her. Now the PCs child is being raised by his temple, and the PC is plotting a terrible revenge.

*The PCs uncovered a plot that a nearby reptilian empire is planning an invasion. Over the course of the game day, several high level officials and NPCs were found slain. The PCs begin formulating a plan on how they can catch the assassins before more of their countries leadership is removed.

*The PCs uncover a demonologist, and have a battle in which they should have lost. They fight a balor, a vrock, a quasit mage, a succubus rogue and several bebeliths. One PC is lost permanently, but with smart tactics the group pulls out a victory.

*This next part may not seem big to anyone, but it was the highlight and climax of the night. The group now knows that reptilian armies are gathering on the empire's borders. Instead of being sent to fight, or perform recon, the group is gated to a cold northern climate to kill several elementals. They review the scene and realize that the ruling council does not plan to fight the invading reptilians. The ruling council plans to flee to a place where the reptilians will not be such a threat. In a rare act of disobedience, the groups leader nearly rebels and refuses to comply with sucha plan. He vows to stay and fight. (Normally, my group goes along with whatever I plan. I just couldn't realistically think of a way that the PC's small human empire could win against the reptilians. Think early european tribes vs the Romans. They may have won a few battles, but the end is rather clear. Now I have to think of a way to make victory at least possible for the PCs). I was shocked but it rocked. This is one time where the players going against my plans is awesome, and one of the reasons I love this game.

In the end, most of the PCs reached 15th level. Now I have 3 months to plan the next game.
 

FR campaign, in City of the Spider Queen. The party has infiltrated a drow citadel, with the mission of "getting in and causing chaos." At this, they succeeded brilliantly -- only now they're out of spells, low on healing, and near the top level of the drow citadel, which is now alerted to their presence, and they have no easy way out ...
 

Let's see... I have a lot of these. The first three I DM for, the fourth I play in.

Dungeons and Dragnet Presents Sharn: Freelance Police: The Freelance Police were contacted by the Redcloaks to check out a goblin pub in the Cogs, supposedly a bolthole for Order of the Emerald Claw terrorists. It is indeed, and the leader of the cell was none other than Luther Averol, a vampire bard whose path has crossed with the Freelance Police before. Averol's henchwoman, an elven necromancer named Demise, had discovered the secrets of creating undead warforged, which nearly slaughtered the Freelance Police before they were able to crush the undead by bringing the entire pub on their heads. The session, and season, ended with the Freelance Police at bow-point, arrested by their own superior, Silena Cazal, for destruction of property and breaking and entering.

Adventure Capitalists: Age of Worms: Four dwarven actuaries working for the Greysmere Covenant have managed to steal a map from their company, one detailing an ancient ruin known to the adolescents of Diamond Lake as the Whispering Cairn. Once there, the dwarves quickly began to clear out the ruins, fighting wolves, beetles and animated statues before deciding that the best course of action would be to empty the Cairn of life and treasure, then either open it as a museum or just sell it to one of the many wizards of the Free City. When we left off, the Adventure Capitalists, as they had dubbed themselves, had just recovered the red lantern they need to defuse the Face in Darkness trap and penetrate Zosiel's true tomb.

Planespotting: The adventuring band jokingly dubbed the Most Wanted is in dire straits. Several of the party members were slain in a raid on a real estate office that turned out to be the den of a renegade osyluth. Menthulotep, a wilder, finished his sculpture of Shemeska the Marauder, only to lose his life to his own former friends as his fear of Shemeska and distrust of the gnome Fubar nearly got them all killed. After hiring on new members, the Most Wanted traveled to the Jangling Hiter, home of the kytons, decieved by a kyton living in Sigil that that was the only place to find greensteel chain, an ingredient they need to forge a sword capable of destroying a powerful artifact with the potential to destabilize the Blood War. They barely escaped the city with their lives, finding a portal, hidden within a night hag's torture chambers, to the Infinite Staircase.

Dark Times: Dark times indeed in the country of Nyrond. Davus Raal, an infamous pirate, smuggler king and pawn of the Scarlet Brotherhood, has played his hand, sending the halfling psion Thought-twister and his minions to seize the throne by seizing the king's will. A band of brave adventurers, driven by a desire for revenge against Raal for trying to kill them and for killing their patron, the Baroness of Urnst, intercepted Thought-twister and defeated him, and with the aid of a Count of Nyrond tracked Davus Raal to his hideout at the docks and killed him. But the worst is yet to come; the black sails of a Suloise armada now darken Askarn's harbor.

Demiurge out.
 

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