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Tales of the Obsidian Hammers

With nothing better to do, I've decided I might as well start a story hour. The campaign has been running for about six months; this first post is designed to briefly summarise what has transpired so far.

If anyone wants some more detail on anything, let me know, and I'll try and expand. Being 6 months condensed, this post won't be brimming with magnificient expression and detail. Some more PC background and info should follow in the not-too-distant future.


The Setting

The ongoing tale of the Obsidian Hammers occurs currently on the continent of Eastern Amoria. The stable, relatively peaceful Age of Empire passed into the Present Age some two hundred years ago. During the Age of Empire, the great empires were at their peak, and strife between them was rare and limited. Then came the Time of Chaos.

Exactly what caused the Time of Chaos, and what occured during it, is uncertain. What is known beyond doubt is that the gods withdrew and demons flooded the lands. Most people blame the Arcane Order for the calamity, and as such practicioners of magic have become viewed with distrust, fear and hatred. Among the major races, only the elves have not had their view of magic tainted - for they place the blame purely upon the heads of human wizards, whom they claim incapable of the maturity to wield arcane power safely.

Those with a religious bent do not suffer the persecutions of wizards and sorcerers, but they are generally looked upon with scorn. Few now follow the gods, for they withdrew their power when the Time of Chaos struck, and many people do not even realise that clerics and the like can still wield true power.

As for the demons that ravaged the land, most have disappeared, but far too many still remain. In Western Amoria, where what remains of the once mighty empires of Kadrendorst and Menria fight a seemingly endless battle for the disputed lands of Norral, demons are used frequently in their ceaseless wars.

Currently, the Obsidian Hammers reside in the Dallarn Freeholds, a region of city states that are more civilised than most places. Although the cities are regulalry at war, they remain interdependant, and total war would damage them all and make them a ripe target for outside forces. As such, battles are fought at prearranged places and times by mercenary forces. These battles may be fought for tribute, land, excise concessions, or anything else desirable by one state or another. The results of a battle are almost always honoured, and the defeated will hand over whatever they had staked.


Friends from Esgaro

The story of the Hammers began with a small group of friends from the township of Esgaro in the Freeholds. Of otherwise little interest, the town sits over the Urden River, and its fortified bridge is the only fixed crossing for 50 miles in either direction. Outside the direct sphere of control of any of the city states, the town is self sufficient, and makes extra income from the toll it charges passing mercenary companies - a fee large enough to generate substantial income, but not so high as to make it worthwhile for a company to lose the men they would, should they try and force a crossing.

Seven friends began their adventures when an old man stumbled into the local inn one evening, haggard and injured. Hiring a room, he was followed upstairs by a concerned young Ranger by the name of Rhael. The man did not deign to give his name, but saw innocence and genuine concern in the Ranger, and told a little of his tale, of a quest to unlock the secret keep of the fabled King Aldaran. His quest had led him to an ancient, long forgotten crypt that lay not far from the town, and Rhael volunteered his aid for when the man set out to the crypt the next morning. Rhael gained now clue as to the reason for the elderly gentleman's current condition, however.

The Ranger's friends agreed to help; all interested in a change from the hum-drum of their lives. Waramayl (Var-a-male) was a monk from the small monastery just outside of town, interested in nothing beyond self-discovery and testing his limits. Terjon was a devoted, insightful, but somewhat dim-witted paladin of Heironeous, who longed for some way to show the world that the gods had not abandoned it. Reikon (Rye-kon) was an elf of somewhat darker ethical disposition; he come to Esgaro as a youngster with his family, and was driven by a hatred of demons. Even his closest friends were unaware of his obsession, and were not entirely aware of his high consideration of ends rather than means. His family had links to ancient warrior cults, and he studied illusion and thievery with a bent towards one day finding the truth behind his history and joining such a society. Mareth, another elf, was considerably lighter in mood, a dashing fighter who had just recently began to study a little magic under Reikon. Entarsis was a fledgling sorcerer - unbeknownst to all but his closest friends, and serious about little else but his magics. Finally, the group was rounded out by Chade (Shade), a cleric of St Cuthbert, who was later to discover he did not truly have the disposition required for such a serious calling.

The next morning, as Rhael made his way back to the inn to meet his new-found friend, he heard an explosion. Rushing onwards, he saw four men in black plate mount their warhorses and ride away from the inn. Inside, the old man was dead, and a large silver ring he had worn around his neck missing.

The local constabulary was unimpressed - the man was clearly involved in magics (the explosion had caused a large hole in one wall of his room), and the town better off with him dead. No pursuit of the horsemen was made.

However, once the group of friends had assembled (Entarsis an hour late, not greatly interested in rising so early), their grand exploits began as they made their way to the crypt the dead man had spoken of...


Character Profiles
Rhael
Lawful Good Human Ranger 6/Cleric of Heironeous 3
Rhael is an adventuresome lover of the outdoors. Somewhat idealistic, he is a practical individual that wants a lot from life, but realises his limitations. Ultimately, he wants to do good and make the world a better place. Seeing the presence of demons in Amoria as the single greatest thing keeping the world unstable, he has made it his purpose to fight and defeat them whenever possible. Currently he is endeavouring to join the Knights of the Chalice.

Waramayl
Lawful Neutral Human Monk 7
Raised by the monastic order situated just outside Esgaroth, Waramayl knows little more than the rigid discipline of a monk. He is utterly unconcerned with worldly things, and while he is dedicated to his friends, he is with them really only to test himself in battle – in so doing, he seeks to learn about himself, his limitations and his abilities, and to become better at what he does. He has no real desire to use his increasing abilities for any particular purpose – self-improvement is an ends in itself, rather than a means to anything else.

Terjon
Lawful Good Paladin of Heironeous 6.
Terjon sees it as his personal duty to restore the people’s faith in the gods. The powers granted by Heironeous allow him to defeat his foes, and even when this does not directly affect others, he ensures that the spoils of his victories are used to better the lives of the less well off. He is not a particularly smart individual, but he can be very insightful, and his confidence and genuine concern for others shows clearly through, making him a very likeable, if somewhat teased, member of the group.

Mareth
Neutral Good Elf Fighter 4/Evoker 3
Like many contemporary elves, Mareth grew up amongst humans, and has little knowledge of his elven ancestry. Originally, this did not greatly concern him, but ever since his death and raising by the centaur priest Longstride, he has been beset by nightmare visions of a dying tree and a forest in pain. Unable to discern the meaning of the visions, he has begun to try and seek information on his heritage. Inquisitive and adventurous, Mareth is most interested in pursuing an exciting lifestyle. When an opportunity to help others in the process raises itself, he will gladly participate, but one gets the sense that he is most concerned with enjoying life - within certain boundaries, of course.

Heykan
Chaotic Good Human Barbarian 1/Cleric of Kord 6
Heykan is in some ways similar to Waramayl, in that he seeks to test his strength whenever possible. Unlike Waramayl, though, Heykan sees this testing as a form of worship of Kord; and considers his strength to bring with it a responsibility to help others. He has a strong sense of right and wrong, and unlike Rhael, Heykan has difficulty setting aside a just cause even when it is beyond him to meaningfully affect the situation.

A member of a disgraced clan, Heykan’s ultimate ambition is to return to his homeland and restore his clan’s honour.

Shadow
Chaotic Good Human Rogue 7
Shadow is concerned with one thing, and one thing alone: LOOT. Loot is lifeblood, the essence of all. He also interprets the term quite broadly. Cash, jewels and books are his favourite finds, but this rogue will do all in his power to leave any building, dungeon, castle or what-have-you with furniture, rugs, tapestries, paintings, door fittings, as well as anything else that isn’t nailed down and quite a few things that were. The biggest obstruction to his eternal search for loot is convincing other party members to help him carry stuff. When not pocketing loot, Shadow can generally be found doing one of two things: Either firing his longbow from up a tree, or using his brash, overconfident attitude to get the party into trouble.

Takklin
Neutral? Dwarf Fighter 5
Takklin is a relatively new character that hasn’t really been fleshed out yet.

The Fallen (and missing)
Entarsis (Human Sorcerer): Hacked up by orcs while trapped in a Web.
Ulric (Halfling Bard): Annoying git that wandered off and fell down a pit. Player commented that he had never before made a PC with a personality even he himself couldn’t stand.
Rikon (Elf Rogue/Illusionist): Abandoned the party after being given an ultimatum not to take a magical longsword from a tomb.
Chade (Human Cleric of St Cuthbert): Left the party at the same time as Rikon, due to a personal crisis of faith (ie, the player had no interest (or ability) in playing even a vaguely Lawful Character).
 
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Is this a known campaign world or one of your own creation? 'Amoria' sounds a bit Tolkien-esque.

With respect to the persecution of wizards - does that mean that it's a low-magic setting. I ran one of those once - certainly made the players a little more cautious in combat, since clerics were very difficult to find. What about magic items and supernatural monsters (apart from demons)?

Interested to hear a bit more about the characters - are all of them still alive?
 

So... will the next post be of new events. What you have so far is all that has already come to pass, right?

I like your campaign setting... it has kind of a dark, and almost familiar feel to it. TheOneTheTen was right. Almost "Tollkienesque".
 

Hey, sorry I haven't responded guys.

At some point after first posting, I realised I really didn't have time to keep this updated. It's made especially difficult by the fact that my sessions generally run around 12hrs, so there's lots to add every time.

Since the thread had drifted a few pages away, I thought I could just safely let it die. Then, one of my players said he'd take over, and got back to me saying there were some questions asked.

Again, apologies.

The One, The Ten It's homebrew, but I'm using Greyhawk gods, and adapting various PrCs to the environment. I'm a tolkien fan, so there might be some subconscious influences. I know Alinulindal was inspired by the Ainulindale (which, IIRC, is actually pronounced A lin you lin da lay). I've slotted Fiery Dragon's The Silver Summoning into a new region the group's going into, and I've got a couple old OD&D modules that will come into play later. So, it's 90% original, with a few modules thrown in here and there to help me out when I'm feeling particularly lazy.

Yep, it is low magic. I'll get around to posting PC profiles soon, since the thread's back in operation. Unfortunately, I had everything done, on my housemates computer, but his brother's got it, so I'm going to have to go back to scratch.

There are actually two clerics in the party, so healing isn't a major problem. The only arcane user is an elf ftr4/wiz3, who's looking like keeping levels even, so they are a bit deficient in that regard.

Currently, at average party level 7 or 8, a few of them have +1 weapons.

Magic items, and magic users, are out there, they just aren't common, and won't generally let on what they do. Clerics and the like aren't incredibly rare, but are usually weak.

They've met a few critters with DR, its caused a few problems (for them), but if they are prepared, they have enough magic weapon spells and +1 items to hold their own.

I'll try and get the profiles up soon, and I think my player should be along in the next few days to give a PC perspective update on what's going in (IIRC, there's only been one session since my last post).
 
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I'll be glad to see it continue. You don't have to write epic tales of your 12 hour sessions all at once. A little snippet here and there will satisfy the lust of the Story Hour addicts ;)
 

Player's Perspective

As mooted by SableWyvern in his last post, the Story of the Obsidian Hammers will be taken over by one of his players... me.

I will be providing as much detail as I possibly can from the start of the campaign, from the perspective of my character (probably with occasional notes relating to things going on where my character wasn't). Although Sable has provided a summary of our exploits to date I hope to provide enough extra detail to keep the interest up.

I have to go back to the notes I made of the earlier sessions, but I should have the first part of our story up soon.
 


Party Details

Rhael [Rhay-ell](Human Ranger), Reikon [Rye-Con](Elf Rogue/Illusionist), Terjon [Ter-jon](Human Paladin), Warramayl [Varr-a-May-el](Human Monk), Mareth [Mar-Eth](Elf Fighter), Entarsis [Enn-tar-siss](Human Sorcerer), Chade [how it’s spelled] (Human Cleric of St Cuthbert)

Final Notes before I begin
While detailed where I can be, there are certain side-tracks that we followed and general buggerising around (which for some reason seems to take a long time), which I leave out of the story. For instance, there was an otherwise pointless encounter a small fortress we came across which I leave out of the initial part of the story. It didn’t result in any of the three ‘C’s (Combat, Conversation or Clues), or even a bit of humour, so I left it out.

Also, I’m going from memory on quite a lot of this stuff, so the early adventures will probably gloss over the bits that I can’t quite remember, and specifics will be more plentiful as time goes on. I’ve just realised that I should have taken more notes during those early adventures…

For those who read through this, some feedback would be appreciated regarding the length - too long, too short, about right etc.

It all started when one day…

It was a windy night, we were in the tavern (strangely enough), drinking, taking the piss out of one-another and bemoaning the general lack of talent in Esgaro when the door slowly opened and a stranger appeared out of the darkness. This was not unusual in and of itself, but this guy was not part of the usual mercenary crowd.

He lurched inside and stumbled toward the bar. It wasn’t until he was fully in the light at the bar that I noticed that he was quite old, bedraggled looking and definitely injured. He rented a room for the night and headed upstairs. None of the other guys seemed particularly interested, so I wordlessly got up from the table and followed him upstairs. I caught up to him just as he was opening the door to his room. It was as he lit some candles in the room that I got a close look at him. He was relatively nondescript, with the exception of an interesting disc he wore suspended from a leather thong about his neck.

He waved off any concern regarding his injuries, but after some probing as to his presence in Esgaro on a night like that he told me of his quest. His studies lead him to believe there was an ancient warrior’s tomb hidden in the forest to the north west of town.

I did not let on, but I was a little skeptical at this, having spent a great deal of my time in the wilderness surrounding this town over the last six or seven years, and not come across any tombs. He seemed very sure that this crypt lay within an hour’s walk near the northwest edge of the forest and contained vital clues to the unlocking of the keep of King Aldaran, now the subject of legend and bard’s tale. Within the keep, he told me, was the power to save the world by turning back the tide of evil.

Always being up for a bit of saving the world and evil tide turning, and conscious of his state of health, I offered my escort when he set out the next morning and agreed to meet him in the common room at an hour before dawn. I bid the old man goodnight and returned to my friends.

I informed them of my promise and the early start the next morn. Terjon, probably my closest friend, due to the time we had spent training under the same master was willing and eager. The others weren’t too concerned, but agreed to come along just to get out of town. Entarsis balked at the early hour, but the others were okay with it. I asked them not to drink too much and went home to get my gear together for the next day and to polish my sword.

The Journey Begins.

I was up and ready ahead of time, wanting to make sure the old man didn’t leave without me, and on my way to the tavern when a very loud explosion rocked the area. It sounded like it had come from the tavern! I broke into a run, my scabbard slapping against my thigh and rounded a corner just in time to see four riders covered head to toe in black plate armour mount their black war-horses and gallop out of town.

I drew my sword and sprinted, into the tavern common room where the innkeeper was emerging from a back room with bleary eyes, up the stairs and down the hall to the old man’s room. The door was torn from it’s hinges and the destruction in the room rivals anything I had seen before or since. A blackened hole about six feet in diameter had been torn out of one wall and the old man’s body was left a broken and battered heap on the floor. The leather thong that was around his neck lay broken on the floor and the ring that had been attached was missing. After I checked the body for any signs of life the constabulary arrived.

Over the next half-hour my friends turned up for our planned trip, similarly awed by the damage done to the room. The constable who was in charge of the case was suitably unimpressed at the obvious involvement of magic and I remember thinking that he seemed almost happy the old man was dead. No further investigation was carried out and no pursuit of the riders was made. Case closed, apparently.

We decided that if this was important enough for the old man to be dragging himself around the countryside to find, then we should take on his quest. With the exception of Terj, the others didn’t seem overly eager but they agreed to come along. Given that we had all our gear with us, we set off immediately.

The old man’s directions were not very specific, but at least we had an idea of where to look. After about an hour and a half of exploring the area mentioned by the old man the night before we came across a stone embedded in the forest floor with ‘Enlor’ carved into it. About twenty yards beyond it, toward the centre of the forest was what looked like a ruined temple with a heavy stone door. It took myself, Terjon and Warramayl to get the door open and our reward was a dark passageway that smelled both musty and foul at the same time.

With Mareth and Warramayl carrying the torches, Terj and I lead the way into the tunnel.

Raiders of the Lost Tomb

Following the foul odour to the left of a three-way intersection we came across a group of goblins living in a room that most human families wouldn’t use for a privy. Warramayl jumped at the chance for some combat, the rest of us followed suit and the gobbos were dispatched without too much red blood shed.

A little further on we encountered some more goblins, but it was a wall a short distance past their living quarters which was one of the more interesting finds of the trip. The wall was at the end of a corridor and contained a nook, built into the wall over which was an inscription which, to paraphrase, said that Enlor’s hand had to be placed there and only those of Enlor’s blood could pass. Of course, we had no idea what in the name of the gods that meant, so we all tried putting our hands on the stone, some quite tentatively – to no avail.

Backtracking through the tunnels we killed off some more of the putrid residents and found a piece of parchment, apparently unaffected by the scourge of time. Mareth and Entarsis identified the writing as an alternate form of Draconic and also suspected that the contents were encoded. Not wanting to disturb the document, the sorcerer made a copy (I had the requisite implements with me).

Note: The text of this parchment can be found in my post entitled "Prophecy of the Inner Key"

Our final encounter in the catacombs was the most frightening to date. We stepped into a long, rectangular room, and the figure that appeared from the darkness beyond our torchlight has stayed with me. A 6’ hulking stone figure, resembling a massive gargoyle with glowing red eyes slowly moved toward us. Jumping to action, like the well-honed fighting unit we were, we attacked.

Before we could strike it, it dealt an almost fatal blow to Terjon with it’s massive stone hand, who promptly retreated. Finally, after near misses and glancing blows I finally struck what I believed to be a palpable hit to it’s shoulder. After my strike, I was preparing to step back and watch another worthy adversary fall, but to my horror the cut (which seemed puny, considering the effort I put in) closed over almost immediately.

Drawing on my studies of other planar creatures and the knowledge that only enchanted weapons have a chance of doing permanent damage, I yelled to the group something to the effect that magical weapons were probably required to take this foe down and that we should remove ourselves post haste.

The group replied and we fled the room and the catacombs with me forming the rearguard. After determining that the creature was not following us beyond the room, we all collapsed, exhausted, frightened and exhilarated on the forest floor outside the tomb.
“In the name of Hieroneous! What was that?!” Terjon gasped, between breaths.

We all shook our heads, wearily, having no idea of the exact nature of our foe. Entarsis suspected an automaton, but he was noncommittal.

After Chade got St Cuthbert’s assistance with Terjon’s wounds, we made our way back to town.

My older sister, Brianna was studying with the local sage and given he was the only one in town who would have any idea about this document, it was for his residence that Mareth, Terjon and I headed after we cleaned ourselves up.

We showed Matthias the copy of the parchment I had stowed in my scrollcase. He looked at it over his spectacles and requested to hang onto it overnight to study it further. Having studied with the man myself during the course of my life, I trusted him with the document and we agreed to the course of action.

After saying our thanks to Matthias we headed back to the tavern where we had predetermined our meeting to be. I informed them of Matthias’ reaction and that we would return for the document the next morning.

The rest of the day and some of the evening was spent in the warm embrace of the tavern’s fire and a few too many ales. We discussed everything except for the stone beast, there appeared to be a silent acknowledgement that it was off limits, at least for the moment. I headed for bed late in the evening, wondering what Matthias would be able to tell us in the morning…
 
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Player's Perspective (002)

Aborted attempts at adventure...

Unfortunately, Matthias was unable to tell us much about the scroll himself, but directed us to an associate of his in Baronil, a town about a week’s walk south of Esgaro. Without wasting time with too much detail, we travelled south to meet with the scholar in Baronil. The only notable event being a stopover in Norgar where Mareth entertained himself with a buxom (and experienced) young serving girl. I overheard her later complaining that she couldn’t feel a thing. Just kidding.

The man we were sent to meet was a surly bastard, but was able to provide us with a rough translation, but it took a couple of days.

According to the translation, the document spoke of warriors named Enlor and Adrestus, the kingdom of Mareciot, Alinulindal, Ninrandir (which is apparently a sword), however the entire thing was quite cryptic in it’s references. The tombs of Adrestus and Enlor were mentioned, 'Adrestus nigh the mouths of the Temmersel' told us that he was relatively nearby. From it's description of 'verdent realms' we discerned that the possible location of Adrestus’ tomb was the forest near Taureth – a major city on the coast, and near the end of the Temmersel (river) about a two week’s walk east of Esgaro.

We thanked the man, paid him and set off for home, then Taureth. The trip to Taureth was uneventful, and as soon as we arrived we headed for an inn/tavern I had been to before with my father, the Drum and Sword. The innkeeper, Farrel didn’t recognise me, but was happy to take our money and give us rooms.

That evening, sitting in the common room of the D&S we heard many rumours of the area, particularly relating to the area to the north-west of town known among the locals as the Hoardeep. Reputedly haunted, rumours of great treasure, dragons, witches and a wizard’s tower reached our ears. However, since many of the locals stayed away from the area, specific details were unavailable apart from the fact that the forest that lay approximately a half-hour walk from the city designated the beginning of the Hoardeep and we “really shouldn’t go there, it’s haunted!”

To expand slightly, apparently, there is a dragon, supposedly chromatic, possibly green or black living in a large hill towards the centre of the area. People also spoke of a wizard’s tower, apparently built by a crazed wizard to keep suitors away from his daughter, or possibly for the specific purpose of testing adventurers. Whichever reason was given for it’s creation, there is a great treasure for the taking by those who can conquer the tower’s tests.

As there was a decent chance that the crypt of Adrestus lay within this Hoardeep, it was there we decided we must go.

Some investigative work by Reikon told us of a reclusive scholarly group in Taureth referred to as the Loremasters who may be able to help with the finer points of the document we found. Entarsis and I decided to visit them the next morning.


The Loremasters
The door was answered by a curt, but rather attractive red-headed woman in her late twenties or early thirties (perhaps) who inquired as to the reason for our presence. When we explained that we sought information on a document found in an ancient tomb and we were taken into the sanctum. I had never seen so many books in one place! The rooms were oak-panelled, well lit, and very quiet. We were lead through to a smaller room, still packed with books, with two large couches in it. Sitting on one was a wizened man with a long white beard, who looked very scholarly. I imagined Entarsis would like to look like that one day… I chose my position on the couch very carefully – next to the red-head who answered the door. She did not appear impressed.

The old man looked up from the scroll he was perusing, and I felt a little more at ease. His first question was:
“How did you find us?!” I was surprised at the vitriol in his voice.
I stammered a reply that a man one of my friends met in a tavern had mentioned them and that was all I knew.
“Ah. I believe I know of the person you speak of. He shall be dealt with. We do not condone the publicising of our presence or our work. Now that you are aware of our existence and our location you are sworn to secrecy.”
I nodded my compliance with their request.
“Of course, sir. We were unawa-“
“Of course you were! How could you know? However, if you remember nothing else from our conversation, warrior, remember that if we find out you have betrayed us we will not be inviting you back here for a little chat about it. Am I understood?”
Once again, I nodded, wondering at the sort of power these people could bring to bear.
“I understand.” I said. Hoping to placate the old man, I continued. “We merely came seeking information and were told that the Loremasters were the most likely to be able to assist.”

With that, the interrogation appeared to be over, but the remainder of the meeting was quite tense. Entarsis and I began explaining our situation and our reasons for being there.

Leaving the original document in Enlor’s tomb cost us time, as the Loremasters requested the original document, not trusting the translation we had been given. They also requested a hundred gold for their troubles which we paid our of our increasingly small collection of coins.

They were able to give us some information for free, however. When we described our meeting with the old man back in Esgaro, the black riders and the symbol on their armour. They guessed, and they stressed ‘guessed’, that the black riders may have been representatives of the ‘Fists of Hextor’, an order devoted to the service of the evil god of tyranny (and half-brother of Terjon’s and, indeed, my own chosen deity, Hieroneous) numbering in the hundreds and “were not a foe to be trifled with.”

Warramayl and I travelled back to the tomb in Esgaro by horse (we could only afford two at the time), cutting the travelling time down considerably.

So, now two weeks after first arriving in Taureth and after travelling to Esgaro and back again we were prepared to head off into the Hoardeep the next morning.
 
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Given that Rhael is giving a fairly detailed run-down of past events, I've deleted part of my original post.

I have also added PC profiles to my original, which I will update as required.
 

Into the Woods

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