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The Reconquista OOC


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Resurrecting the Reconquista

Hi there,

Just a quick email to get this thread started again. Wow, it's been a long time. It's gotten dusty in here. Just look at those cobwebs.

So far I've heard from Thanee, Scotley, and James Heard, all of whom have expressed an interest in starting up the game again. J. Alexander will be taking over George with some minor modifications, and if I don't hear from khavren in the next few days, Bloodweaver1 has expressed an interest in playing Anastasia.

Looking forward to getting things going, and again I apologize for the way I left it last year.

Now where did I leave my broom?
 

Summary

Right, so I promised to post a summary. I apologize that it is so long, but I swear that most of it is relevant to what lies ahead. Here it goes.

In order to understand what is currently going on in the troubled march, it is helpful to turn our gaze back over a decade. In the year CY 576 a great menace arose in the March of Sterich. Lolth, demon goddess of the drow, attempted to draw the entire town of Istivin into her corner of the Abyss. In order to confuse and distract the forces opposing her, she riled up local tribes of giants living in the Jotens, Crystalmists, and Hellfurnaces, in addition to organizing attacks by her loyal drow and their allied kuo-toa. She was finally defeated by a group of adventurers, and the threat to Istivin was removed.

In 582 CY, a series of conflicts collectively called the Greyhawk Wars began. Iuz, who had escaped magical imprisonment beneath Greyhawk Castle in 570 CY, returned to his homelands and tricked the northern barbarians of the Thillonrian Peninsula into attacking the Hold of Stonefist. The resulting power shifts caused numerous other conflicts to break out all over the Flanaess, and many of Sterich's brightest and boldest answered the call, even though the March itself was considered on the periphery of the greater conflict.

Taking advantage of the decrease in serious opposition, the giants and humanoids of the nearby mountains organized under the giant King Galmoor and launched an attack on Sterich in CY 584. Initially mountain dwarves from the southwest sent warning to Istivin of a force gathering near the headwaters of the Davish River. Soon thereafter, contact with the dwarfholds ceased altogether. Istivin moved against the threatening incursion but failed to anticipate the speed and ferocity with which the assault would come. The nation's unprepared and undermanned border forts buckled under the fierce assault, and many of their surviving soldiers fled to the interior to defend the capital. Sterich's western baronies fell quickly as the forces of the Giant King marched for Istivin. Overmatched and unprepared, Earl Querchard ordered a complete evacuation. The group you travel with first formed during this period when they assisted in the evacuation of the village of Fitela.

Humbled, Earl Querchard fled to the city of Flen, in the neighboring kingdom of Keoland. Although now virtually independent, Sterich had been established as a Keolandish vassal state, and King Skotti felt some responsibility for its fall. He promoted Querchard to the title of marquis, and installed the ruler at the head of a vast army of reclamation that struck back against the giants beginning in the early spring of CY 585. When the blooded army hacked its way to Istivin, they discovered a completely abandoned capital, with no sign of King Galmoor or his savage host. The city's ancient buildings remained almost wholly intact, unlike the other conquered settlements of Sterich. A puzzled Querchard resumed his position of rulership in Krelont Keep and set to the task of liberating the whole of the land.

By Coldeven of CY 588, all of Sterich had been reclaimed, but true peace never came. A shadow of dread and disquiet had fallen over Istivin. Tempers flared more easily, and deadly accidents occurred with regularity. Foul nightmares began to haunt the populace, and more and more of Istivin's folk found themselves caged in the city's asylums. Other citizens vanished altogether, including the marquis himself, who disappeared without a trace over a year ago (CY 590). The city is now ruled by his foreign-born wife, the marchioness Resbin Dren Emondav. She is intelligent, though lacking in imagination, and sees the iron rule of law as the answer to most issues. To this end she remains holed up in Krelont Keep issuing decrees to battle the parasitic nobility plaguing the city by day and the unknown terrors of the night.

The group you are traveling with, sometimes referred to as the Heroes of Fitela, arrived in Istivin yesterday after having spent the past few years fighting against the remnants of the giant and humanoid forces still menacing Sterich. None of you had been to the capital in years, and so its change in character came as a surprise. First there were the lengthy and bizarre background questions asked by the town guard before they let anyone into the city. Once inside it didn't become any less strange. The group split to pursue different interests. George, accompanied by Reivik and Morley made their way to the East Citadel to meet with a half-elf captain of the army named Garant Ren. Upon meeting him the group discovered that Ren was more than a little obsessed with combating the ill-defined “threat” to the country, although he seemed to single out the many petty nobles squabbling amongst each other for land and titles. Latalya, Anastasia, and Mavic, on their way to Krelont Keep to speak with the marchioness, saved the life of a mason working on the temple of Pelor. Although his fall had at first seemed to have been an accident, it was later discovered to have had a more sinister, if undetermined cause.

After waiting for a long while at the gates to Krelont Keep, Mavic was told that he would not be able to gain admittance. He broke up a strange fight between a human and dwarf lord, who seemed to have gotten into a violent argument over nothing. Once he and his followers dealt with the situation, the entire party retreated to a townhouse Lord Larigne had rented for them.

That night they were awoken by a scuffle in the street. Running to investigate, they found members of the town guard trying to apprehend a skinny, deranged-looking, but unarmed man. The situation quickly escalated when he cast a cloudkill spell, murdering most of the guards. The spellcaster was subdued after a short battle and it was discovered that he was actually under the effects of a magic jar spell. The man, who had also been magically disguised, turned out to be a guard named Alanar, stationed in the dungeons under Krelont Keep. Sadly he retained no memory of what had happened to him. Despite quick investigation, no one could determine who had been behind his enchantment.

The next morning the party was summoned by a man calling himself Algorthas the Seer, who promised that he had information regarding the occurrences of the previous night. He informed them that he had been tracking the changes in Istivin since the end of the occupation, and that he believed answers could be found in the deepest levels under Krelont Keep, dungeons to which no outsiders had access. He provided the group with a way to access these deeper dungeons through an ancient run-off pipe.

After brief preparations the heroes found the access tunnel and discovered it let under the keep to a fetid collection pool. Trying to reach a door on the far side of the pool they were attacked by some type of fiendish ooze who gave them quite a fight.

Once they disposed of it, they made their way into the dungeons proper, only to discover that the first few rooms they came across had been recently abandoned. They found obvious guard stations with games, food and drink left scattered about, as if the owners had simply gotten up and disappeared only hour before.

That's as far as we've gotten, I believe. If you have any questions about any part of this, please feel free to refer back to the IC thread or ask me questions here.

BrOp
 


So BrOp,

Where are we restarting at...I read through the last page of the IC thread, and it seems that there is something down the western corridor making a dragging noise, but we can't see what exactly is going on.

Is this where the adventure is restarting?
 

Rhun said:
Is this where the adventure is restarting?
We're actually going to be starting with a flashback to a moment that was not "played through" IC. Everyone thought it might be nice to recapitulate what is going on and get back into character again. I will also be introducing a major NPC in this flashback as well.

Once that has played out we will go back to where we left off: in the corridor with the PCs just having heard the dragging noise.
 


Thanee said:
Ok, waiting for the flashback (that's not the one you have posted already, right?) before posting. :)
Err, I did actually post it in the Reconquista IC thread. It's the little blurb about everyone hanging out around the townhouse getting ready to follow the Sage's advice and explore under Krelont Keep. I thought it would be a nice way to get everyone RPing with one another. I also want to introduce an NPC who will be arriving shortly.
 

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