An interesting twist …

Post/Author/DateTimePost
#1

katana_one

Jul 30, 2005 10:17:30
Just thought I would share the events of the last few sessions of my Mystara campaign. I am using the Wrath of the Immortals timeline, so be warned there may be spoilers ahead for people who might be playing through this timeline in their own campaigns.


I've just about wrapped up the events described in Phase II: The Build Up from The Immortals' Fury book. The first few sessions went as planned - Rheddrian hires the party to investigate the strange occurances on the Isle of Aegos. The party journeys to Aegos and joins the army in order to infiltrate the work site at Pittstown. The fight side by side with Kelter Zerben, Torkia, Stryll and Scupper when they are ambushed by three Hook Horrors (instead of trolls - I just wanted an excuse to use the three Hook Horror minis I have ). They question Kelter (who is a paladin in my 3.5 version) about his mysterious new patron Immortal. Then they arrive at Pittstown and go down the shaft.

That's when the players throw me for a bit of a loop.

When Scupper tells them what will be expected of them when they arrive in Haldemar in the Hollow World, they scowl. They wait for Scupper to fall asleep, and then they inform the other NPCs that they do not intend to subjugate any natives of the new world and begin forming plans of rebellion. An insanely high Diplomacy check by the party warlock manages to sway the NPCs to either help, or at least not interfere. Of course, Kelter already has his own plans, but the party does not know that.

So after a few days in Haldemar, Kelter, instead of disapearing mysteriously to set his plan to free the Nogai in motion, recruits the like-minded party into helping him. The party agrees that they will be the ones to contact the Heldannic Knights while Kelter remains in Haldemar to organize the escape of the Nogai and sabotage the shaft to the surface.

The rest of the events of the module ended up going pretty much as scripted in the original adventure - the Heldannic Knights launch a surprise attack on Haldemar, and Captain Marakaz and the crew of the Typsy Tyrant being the only capable defenders. Except the PCs are on the Heldannic side, riding in on the deck of the lead Warbird, firing down on the Alphatian camp. The party ends up being on the Warbird that Captain Marakaz chooses to engage, and suffers her fireball and lightning bolt attacks, before the party is able to shoot her down.

Once Marakaz is down, they suggest to the Heldannic Captain that they maneuver to get above the Tyrant (which is engaging another Warbird) so that they may featherfall onto her deck to take over the vessel. The captain agrees, and soon the party is busy clearing the deck of the Tyrant of resistance.

Then the Alphatian reinforcements show up, the treacherous Heldannic Knights retreat - abandoning the party. This leaves the party - who have no appropriate skills for sailing a skyship, nor a crew - on the Tyrant, trying to figure out how they will outrun four Alphatian skyships and their experienced crews.

Man, what a fun session that was.
#2

zombiegleemax

Jul 30, 2005 19:34:02
:heehee That is funny. I wonder if they are deciding to jump shoot and flee on foot or try flying the thing anyway.
#3

Hugin

Jul 30, 2005 20:46:43
You have to let us know how they fared! I find this doubly interesting because my campaign is rapidly approaching Phase II: The Build Up as well.
#4

katana_one

Jul 30, 2005 21:26:18
Well, I ended the session with the party deciding that they will attempt to flee on the Tyrant. Kind of a cliffhanger ending, because they really don't know how they're going to do it. To make the wait even more agonizing, we are skipping the next session to go out to celebrate the birthday of one of the players. So you'll have to wait two weeks to find out how they do!
#5

zombiegleemax

Aug 01, 2005 4:56:15
UHM, those dirty Knights! Gotta love 'em! ;)

Anyway, from what I remember of the Warbirds, I seriously doubt that a bunch of unskilled adventurers will be able to maneuver a flying ship. First they lack the knowledge about sailing and using rigging in the appropriate way, and second they lack the manpower to actually steer the ship (unless they are 10 or so).
They'll be toasted unless they can count on Heldannic sailors to help them aboard the ship.
I'd just use a kamikaze tactic and crash into another ship, then board it and start killing important NPCs until the crew surrenders. THEN you can fly away WITH the crew

OR they could simply PLAY DEAD aboard the Warbird ;)

Final option: surrender and tell everyone you have been "magically dominated" by the "evil Knights" to help them, but thanks to RAzud the brave Alphatians have come to rescue them. :P :D
#6

graywolf-elm

Aug 01, 2005 9:35:08
Can these adventures still be found for sale? If so, what are the names of them? I'd like to add them to my game materials.

Thank you,
GW
#7

gazza555

Aug 01, 2005 9:57:00
AFAIK Wrath of the Immortals hasn't been released as an ESD. A quick search of ebay resulted in this item though.

Regards,
Gary
#8

graywolf-elm

Aug 01, 2005 10:33:46
Ssssh, no one visit that link.

GW

Thanks Gary
#9

gazza555

Aug 01, 2005 10:50:07
If it weren't US bidders only, I'd be bidding myself, but only for the Northern Reaches map! Mine was lent out an disappeared years ago.

Regards,
Gary
#10

graywolf-elm

Aug 01, 2005 11:05:33
If I win, you pay shipping, and it is yours. Mine is still in mint condition. Now if it will just stay within my gaming budget.

GW
#11

gazza555

Aug 01, 2005 11:07:03
If I win, you pay shipping, and it is yours. Mine is still in mint condition. Now if it will just stay within my gaming budget.

GW

It's a deal! Fingers crossed :D

Regards,
Gary
#12

graywolf-elm

Aug 03, 2005 9:52:55
My budget was too small. I'll keep an eye out for future auctions.

GW
#13

gazza555

Aug 03, 2005 10:11:39
That's a real shame. Better luck next time.

I really should email the guy who borrowed my map (he's also got my Tree of Life module), he ain't been the club for a few years now.

Regards,
Gary