[May] Campaign updates?

d20 Modern: WINGS of ICARUS

We're halfway through Season 2, and also halfway through the entire 3-season storyline.

Acting on the whispered words of a compatriot, who then fell into a coma, the team traveled to Las Vegas, Masonic Lodge No. 523. There they did battle with the gang called Street Thunder (using their faces to wipe the floor, basically), took down their leader Van Cheswick (a mage and self-styled "Lord of Bones"), and parleyed with the strange detective calling himself Ezekiel Frost.

They rescued their former leader from the Lodge, and this week will be asking him some pointed questions. They've found out the content of their missing memories (the what), and now they're going to find out the WHY of the situation.

It's an exciting time. We've done a season-and-a-half in PC ignorance, submerged in mystery. Only now is everything coming into focus.

It's neat to see your PCs get really aggravated at how the NPCs have hosed them. I see some pretty severe ass-kickings being dealt out in upcoming sessions.

(As always, see the link below for all the detail you can imagine, plus story-hour summaries.)
 
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After a hiatus, we resume on Friday. The heroes have returned from the Far Realms with the legendary First Emperor of the Suel, Zinkman ad Zol. A quasi-god powered by the bound souls of the djinni princes, Zinkman is utterly barking mad, a dangerous man-child with the power of a god. The Silvering (the oldest living dragon) was also saved, apparently held captive by the demon prince Fraz Urb Luu while trying to find Zinkman. The Silvering thinks that Zinkman can be the cornerstone to a strategy of fighting back the forces of evil dedicated to freeing dread Therizdun from his eternal prison...but is he right? And how long can our heroes keep Zinkman contained, before the Judges attempt to banish him from the Prime?
 

Next session on Sunday

Dealing with the aftermath of beating the evil cultists at their temple... hopefully persuading the authorities of the necessity of dealing with this.

After that probably back to exploring the caves above the lost city of Barakus.
 

The (Dungeon) Adventure Path continues! After a brief side trek to retrieve the body of a local hero from the Underdark, the group heads back to Cauldron to hunt for the elusive red-haired leader of a gang of brigands. Deaths will be avenged! Magic wands will be retieved!

Or not. ;)
 


We are back from a hiatus and have had three sessions since restarting my 3.5E Greyhawk campaign. Unfortunately we had to skip the session tonight because 2 players are working and another had a death in the family and one just quit yesterday (but was going to be out today anyway).

We are currently in Tomb of Abysthor after doing the moathouse from the original T1 Village of Hommlet and Crucible of Freya (but without the actual crucuble). I have altered things heavily and the party is opposing the cults of Orcus, Lolth and Tsathogga (so far). We had our first PC death since the hiatus last session. He was the party Paladin and will be missed. The quitting player is playing a Ranger, so there are now two fewer Fighter types in the party, which now consists of an Elven Cleirc of Corellan Larethian, a Dwarven Fighter, an Elven Bard, an Elven Sorcerer and a Halfling Sorcerer. They are currently 5th level and right outside the doors of the main temple of Orcus in the area trying to decide whether they can survive going in or not. They have a grudge against Tavik and they know he is in there.

DM
 

In Swashbuckling in Freeport the party agreed to retrieve an object sacred to the pirate god from a group of Sahuagin raiders. They successfully retrieved the object but subsequently discovered that the object is cursed and, if past performance is any indication, will probably kill them and their entire crew. Not to mention the ghostly pirate captain who got them into this mess has disapeared.
 

In The Falconmoor Campaign, we're down to our last six adventures before wrapping up the campaign after 4+ years. The party has been dealing with various "lieutenants" of the BBEG and is now trying to find a solution to a war ravaging their homeland that seems designed as a distraction by the BBEG (who's pulling the strings) for...other plans. [insert ominious music here!]

The party just killed the grandfather of one of the PC's who was a corrupted priest that stole (and inhabited) the body of a dead god and was using its power to corrupt a holy sanctuary. The party also discovered the origin of the "dark elves" (regular elves corrupted by alchemy and magic), had a brutal fight in the downtown of the capital city (18+ level characters in a nasty street brawl, many civilian deaths), and found a possible solution to a plague killing off the uncorrupted elves. Now they're about to be a part of a peace delegation to end the war and have to be (gulp!) diplomatic.

Good fun. :)
 

After session #102, the PCs (13th-15th level) are in north Cormyr, moving towards the Farsea Marshes and their goal - Manshoon's clone who left the Undermountain with an army of assorted aberrations and is now turning the local goblin tribes into a huge army of dolgrims (snatched from Eberron). Of course, the PCs will first have to deal with Manshoon's four generals (Qwair, High Deviant, Commander of the Legion Anomalous; Gr’rzak, Eater of the Divine, Master of Skies; Shayala the Beasttouched, Mistress of Monstrosities; and Yumrik al’Har, Master of Blades). Qwair is a modified daelkyr from Eberron, Gr'rzak is a kir-lanan ur-priest, Shayala is a drow cleric of Ghaunadaur, and Yumrik is a hobgoblin kensai.
 

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