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<blockquote data-quote="Bran Blackbyrd" data-source="post: 2299797" data-attributes="member: 1710"><p>Well, my campaign has been on hiatus for close to a year due to the group getting split up across three or four states. However, when we last left off...</p><p></p><p>My Homebrew: The party survived an attempted poisoning at the inn where they spent the night and were about to leave town on the trail of a fugitive and to find a cure for their friend (a girl who is only mostly dead) when they were stopped by the town guard and locked up. Upon seeing the group getting arrested, the bard that was going to join the party slinked off into the shadows (wimp) wanting no part of the trouble. They had been accused of murder, but the accuser had cut and run. They insisted they were innocent and had actually helped solve the murder. While they were being notified of their situation a regional magistrate showed up and took over. Some locals the party had saved spoke up for them and so the magistrate (actually a new player) made the group a deal. </p><p>Riders had been sent to the next town to verify there stories. The magistrate said they could rot in the cell until the riders returned, or they could help him hunt down and destroy a black dog that had been terrorizing the countryside. It would go a long way towards clearing their names and they could share the reward being offered by the Merchant's Council. The PCs don't enjoy rotting so they agreed.</p><p>They tracked the hound into a clearing in the forest, where it seemed to be fighting rather defensively. Tired of fooling around, the paladin scaled a small rock pile in the center of the clearing so he could get a better shot. He was promptly blasted in the face by a plume of fire breath and fell off. The hound's mate was hiding up there and now the party had two black dogs to deal with. When they finally killed the male, the female made a run for it. They followed her to a cave and finished her off. Searching the cave they spotted a small alcove in the rock above a pool of water. The paladin climbed onto the rogue's shoulders to look inside, was blasted in the face by a plume of fire and fell into the pool. A mad scramble ensued with them trying to get their hands on the wet pup. Finally they managed to kill it too.</p><p>They returned to town with the carcasses, the riders returned with a signed notice of the party's innocence and there was much rejoicing. The woman who tried to poison and then frame them was actually the mother of one of the men they had captured (and the mayor had hanged) for killing a messenger during a botched roadside mugging.</p><p>They were enjoying being treated like royalty while waiting for some officials to view the hound carcasses and give them their share of the reward when some MIBs from the beginning of the campaign strolled into the tavern and started menacing them. During the ensuing strangeness the rogue disappeared without a trace...</p><p></p><p>I kept this sort of vague since there are a lot of details that wouldn't make sense unless you knew the whole story. I'd write a story hour based on the game, but since we're averaging one and a half sessions a year (and I doubt anyone's very curious) it would be pretty damn slow...</p><p>The campaign is as low magic as I can make it without redoing the rules (I don't want to get in above my head any more than I already am) and most unusual creatures are so rare that hardly anyone believes they exist. The hellhound in this session was considered in the countryside it was terrorizing to be a truly horrifying creature of legend and the party had had two previous encounters with it in which they barely got a decent look at it and it escaped virtually without a scratch... I'm careful not to call creatures by their WoTC names and discourage the players from assuming what any creature actually is. The PCs themselves are mostly young friends from a quiet, remote village that were suddenly ripped from their normal lives by tragedy and sent on a journey by a mysterious woman. The end of this session also marked the return of this woman.</p><p>The rogue was spirited away by a secret fraternal organziation. He was carrying the symbol of their society, which he had recovered from a body. They will want answers and depending on how it goes, will either attempt to kill him or ask him to join!</p></blockquote><p></p>
[QUOTE="Bran Blackbyrd, post: 2299797, member: 1710"] Well, my campaign has been on hiatus for close to a year due to the group getting split up across three or four states. However, when we last left off... My Homebrew: The party survived an attempted poisoning at the inn where they spent the night and were about to leave town on the trail of a fugitive and to find a cure for their friend (a girl who is only mostly dead) when they were stopped by the town guard and locked up. Upon seeing the group getting arrested, the bard that was going to join the party slinked off into the shadows (wimp) wanting no part of the trouble. They had been accused of murder, but the accuser had cut and run. They insisted they were innocent and had actually helped solve the murder. While they were being notified of their situation a regional magistrate showed up and took over. Some locals the party had saved spoke up for them and so the magistrate (actually a new player) made the group a deal. Riders had been sent to the next town to verify there stories. The magistrate said they could rot in the cell until the riders returned, or they could help him hunt down and destroy a black dog that had been terrorizing the countryside. It would go a long way towards clearing their names and they could share the reward being offered by the Merchant's Council. The PCs don't enjoy rotting so they agreed. They tracked the hound into a clearing in the forest, where it seemed to be fighting rather defensively. Tired of fooling around, the paladin scaled a small rock pile in the center of the clearing so he could get a better shot. He was promptly blasted in the face by a plume of fire breath and fell off. The hound's mate was hiding up there and now the party had two black dogs to deal with. When they finally killed the male, the female made a run for it. They followed her to a cave and finished her off. Searching the cave they spotted a small alcove in the rock above a pool of water. The paladin climbed onto the rogue's shoulders to look inside, was blasted in the face by a plume of fire and fell into the pool. A mad scramble ensued with them trying to get their hands on the wet pup. Finally they managed to kill it too. They returned to town with the carcasses, the riders returned with a signed notice of the party's innocence and there was much rejoicing. The woman who tried to poison and then frame them was actually the mother of one of the men they had captured (and the mayor had hanged) for killing a messenger during a botched roadside mugging. They were enjoying being treated like royalty while waiting for some officials to view the hound carcasses and give them their share of the reward when some MIBs from the beginning of the campaign strolled into the tavern and started menacing them. During the ensuing strangeness the rogue disappeared without a trace... I kept this sort of vague since there are a lot of details that wouldn't make sense unless you knew the whole story. I'd write a story hour based on the game, but since we're averaging one and a half sessions a year (and I doubt anyone's very curious) it would be pretty damn slow... The campaign is as low magic as I can make it without redoing the rules (I don't want to get in above my head any more than I already am) and most unusual creatures are so rare that hardly anyone believes they exist. The hellhound in this session was considered in the countryside it was terrorizing to be a truly horrifying creature of legend and the party had had two previous encounters with it in which they barely got a decent look at it and it escaped virtually without a scratch... I'm careful not to call creatures by their WoTC names and discourage the players from assuming what any creature actually is. The PCs themselves are mostly young friends from a quiet, remote village that were suddenly ripped from their normal lives by tragedy and sent on a journey by a mysterious woman. The end of this session also marked the return of this woman. The rogue was spirited away by a secret fraternal organziation. He was carrying the symbol of their society, which he had recovered from a body. They will want answers and depending on how it goes, will either attempt to kill him or ask him to join! [/QUOTE]
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