Scooby Doo, Where Are You?!

Post/Author/DateTimePost
#1

Hugin

Apr 09, 2005 15:30:57
I thought it would be interesting to hear a bit about the campaigns of other Mystara gamers. What I got to thinking was "I wonder what part of Mystara some of the other people are using in their campaigns?"

So, if you're thus inclined, substitute yourself for Scooby Doo, and let us know what area(s) your group is having fun in. Maybe even some highlights or anything else you'd like to share. What is the year in your campiagn? Past games are great as well, especially seeing as how not everyone is able to have one on the go.

At the very least, things posted here could serve as "news of NPC adventuring parties" or even the "tales that bards recite and sing" at Ye Old Tavern.

(I almost forgot to start it off )

Right now it is early summer in the year 1005 AC and the party is under the deserts of Ylaruam having some heated encounters with the Magians. Well, just their servants and followers so far, but next week will find them face to face.

The party is currently made up of, starting with the original members:
- Khalikov Kallmir (the "K" in Khalikov is silent), a Traladaran fighter from Verge, very hard and cold in the beginning has now come to understand the value of "lives",
- Rothrekr Ull Vaino, a Traladaran (Darine) rouge from ??? who calls Specularum home, and for some unknown reason is allowed to handle the group's collective funds, and
- Dyzek Iagar, again a Traladaran, who learned the arcane arts (and Karamaikan laws and politics) from an ex-patriate Alphatian that works in Karameikos' government. Unfortunately, he fell to orcs while in Vestland during the Battle of Grimhild's Betrayal.

These three adventured in Karameikos for a while, then headed to Darokin, where they meet:
- Rainulph Orsonisen, a Vestlander fighter in search of his father's fate. He also fell during the Battle of Grimhild's Betrayal. Grimhild Nightsun was his cousin.
- Storvik Brynjolfson, a godi of Odin and from the same clan as Rainulph, sent to aid Rainulph in his search.

While in Darokin, an elf PC joined but then choose to leave these "immoral barbarians", and a Darokinian fighter joined the group just in time to return to Corran Keep and die trying to help defend it from humanoid attack.

The search for Rainulph's father lead the party to the lands of the Atruaghins where one of them joined:
- Nasouro Snakefang, an Atruaghin Wild-Warrior who was lead to believe by a shaman that he to search for the same time Rainulph's father was out searching for. This lead to some great roleplaying.

From here they travelled back through Darokin, and into Karameikos. There they were joined by
- Celesta Kallmir, the younger sister of Khalakov. Everybody knew that having a female (and Khalivov's sister specifically) was not the best idea but nobody dared speak up. Khalikov is very protective of her.

Then it was off to Thyatis, where Rainulph laid down some good coin to purchase (read, free) a slave of Northern descent. Thus joined:
- Tayla, an agile fighter, from where exactly, she didn't know.

Ironically, they spent some time as slaves in the coliseum, then, after finding Rainulph's father, sailed up into the Northern Reaches where they spent the winter, to witness the deaths of two members and discover that Tayla was pregant with Rainulph's child. She stayed at his clan's home. By this time Rothrekr and Celesta have fallen in love, but the long, cold winter of Vestland helps cool Khalikov down, eventually. Now they have travelled down into Ylaruam.

That's the over-veiw of where my campaign has gone. Maybe latter on I can throw in some more detailed events.
#2

culture20

Apr 09, 2005 20:33:34
Ravage Roast.. *cough* ...Savage Coast is where I like to DM, just because of the instability of the region, and the ready spaces for new baronies should my players choose such a path.

My original SC Camapaign only had two players, one of whom really wanted to play an old-fashioned Samurai with a Clash-of-cultures theme; so a nomadic Rakasta wasn't the _best_ choice, although it would have been convenient. Instead, he played him as a Samurai from a small country on Skothar who was magically transported to the waters off of the Isla del Cayo. Takahashi Sumara was on a quest to find someone to reforge his father's broken katana, but he had to spend quite some time in the service of Renard de Real, a trader for the LB Trading Company, copying documents (Sumara had a great talent for caligraphy) while he learned Espan. Eventually Renard had a mission for Sumara: Travel north with the Magician and Ruby Inheritor novice Julia de Real (who named herself Archon), to deliver a chest full of Cinnabryl to an agent outside of Los Peregrinos, which was rebuilding, but had not enough priests. Archon's Natural Legacy had not yet surfaced (she was rather young), but her Legacy as an Inheritor was "proficiency," which turned out to be one of the most useful legacies ever; when she obtained her natural legacy, it was "craft", and by that time, she had enough experience to have another legacy of "senses". Then, the rules broke down. As an Inheritor, Archon could buy any amount of Red Steel she desired. Once she had a huge stockpile of Red Steel, she first used "proficiency" to have the "Trivia: Oriental Culture," "Weaponsmithing," and "Redsmithing" skills. Then, she used "craft" to make an Exceptional Red Steel Katana (exceptional weapon rules from 2e complete fighters handbook). She then used senses to check the blade for any flaws. In other words, Archon created, nearly in effect, a +1 redsteel katana in 4 rounds (5 if you add the double-check). The only thing it lacked compared to a real +1 weapon were the speed factor and saving throw bonuses (since it was redsteel it could strike magical monsters). Then she proceded to make enough pieces for an oriental style set of Red Steel Full Plate for Sumara. After that, the pair did not lack for money. Takahashi Sumara never got his father's sword reforged; he wanted it reforged the old-fashioned way, by the same metalsmithing family that originally made the sword.

My second SC campaign only just started, with a Flame Inheritor (who also has fire-type legacies), a Swashbuckler, and an Enduk Fighter/Priest of Idu.

I ran many Classic D&D adventures in the Known World, before I knew the planet's name, but I did run one shortlived AD&D campaign in Karameikos:
A (PC) Bard from Darokin travelled to Threshold after hearing that the loggers were loose with their money, and he was playing one evening in a tavern when a (PC) thief got a bright idea... The thief started pickpocketing during the applause, and he would throw the money into the Bard's open mandolin case, just as the others threw their money in. Eventually "THIEF" was yelled, but no one could have been carrying that much money without having a large bag, so the thief had to have already fled the tavern.
The thief entered the Bard's room later that evening, explaining the larger tips, and a crime spree was born.
#3

Hugin

Apr 09, 2005 21:04:02
Ravage Roast.. *cough* ...Savage Coast...

and
The thief entered the Bard's room later that evening, explaining the larger tips, and a crime spree was born.

:heehee
#4

Traianus_Decius_Aureus

Apr 09, 2005 21:19:43
Interesting idea Hugin....

First some background on my campaign: We have a slightly modifed Known World- below Ierendi and Minrothad is another island group called Sardonia. It originated out of a very old campaign we had and inserted into Mystara. We viewed Thyatis as a version of the Byzantine Empire, shortly after the fall of the Western Empire. Sardonia is based off of the Empire in the Flavian era and early 2nd century.
Sardonia was originally settled by Milenians fleeing the collapse of their empire. Eventually it came into conflict with Thyatis, which conquered it and held it for several hundred years. They were driven out, but the Thyatians have never given up the hope of retaking the islands and have launched several invasions since then, but they have never had much long term success. Sardonia also is in a bitter conflict with Minrothad over trade rights and control of shipping in the Sea of Dread, leading to a perpetual state of privateering and limited naval conflicts.

Our current campaign is in the year AC 995. We have put it on hold until we convert everything to 3.5e (it could be awhile ) But here is our current group:

Traianus Domitius Aurelianus : Son of a general from an important patrician family, He started his career as a Paladin of Tarastia. After receiving omens from Tarastia, and a personal request from the Princeps, he joined the Praetorian Guard as a junior officer. He quickly advanced to Tribune after undertaking several special missions for the Princeps. During the most recent conflict with Thyatis, his heroism saved the Princeps from both the Thyatians and an assassin within the Guard. For this he was promoted to command of the Guard and he led the Sardonia army as it expelled the Thyatian invasion force. During the final assault to retake the capital, the Princeps was killed, and Traianus was raised to the purple.

Cassandra Miltiades: Childhood friend of Traianus and a very dangerous swashbuckler/sorceror. She joined the Sardonian Navy at an early age and became an excellent ship captain, harsh but fair. She has been given a death sentence in Minrothad for the number of Minrothad ships she has sent to the bottom of the sea. Traianus has promoted her to Admiral of the Fleet.

Aragorn du Chevias: An Alphatian wizard of pure blood, he was travelling in Ierendi when he met Cassandra and Traianus (both just starting out). Looking for adventure, he joined them and has been a loyal companion ever since. Although offered several posts by the Princeps, he has decided to return to Alphatia to research some magical spells and act as the Sardonian ambassador to Eriadne's court.

Alexander Julianus Maxentius: Born to a poor farmer on the Sardonian island of Thera, he looked destined to follow in his father's footsteps. Fate had other ideas when by chance a legionary cavalry officer saw him dispatch two orcs during a raid. He was enlisted into the Legio III Stormriders as a cavalryman. He proved talented, and gained a reputation for bravery and the ability to accomplish the impossible. He joined Traianus on many special assignments for the Princeps and they fast became friends. He eventually left the army and recruited an elite, mercenary cavalry unit. He contracted with Alphatia to fight on the Isle of Dawn, but returned (with his cavalry force) to help the Princeps and Traianus drive out the Thyatians. He currently is headed to Norwold to carve out a dominion for himself.

That's were we stand until the 3.5e conversion is complete.
#5

zombiegleemax

Apr 10, 2005 19:31:54
Currently, in my campaign, the year is 1003 and is centered around the minor officers of a prototype flying ship, the I.F.S Scorpius. The ship was designed to carry one "flight" of Air Corps troops (one "flight" equals 12 flying creatures and their riders) into battle. Their travels have taken them, along the west coasts of I.O.D. and Ochalea, the eastern isles of the Archipelego, and the northern coasts of Davania.
#6

zombiegleemax

Apr 10, 2005 22:01:46
Very interesting thread idea...

My campaign started in Castellan Keep (B2), and then roamed west through the mountains to Armstead, then east and north into Darokin (Selenica). From there, the party did some orc hunting around Fort Hobart, and then passed through Alfheim, and then to Darokin City by way of Dolos. After that, they headed north to Akorros, and from there adventured up the eastern shore to discover the remnants of the fallen elven nation of Brethilad. Afterwards, they headed to the ruins of Ardelphia to fulfill a promise made to someone in Alfheim, and from there they went to Corunglain. At that point the campaign ended, but during that time we went through B2, B5, parts of B9 (Castle Caldwell & Beyond), and several adventure hooks in the relevant Gazetteers. Of course, I ended up writing a few modules as well, many of which are posted online.

There were several ongoing plotlines in my campaign, including thwarting a Blackmoorian mage (below), and countering a local resurgence of the Outer Beings (in Darokin).

Anyhow, my now-defunct campaign lasted roughly 6 years, and involved the following characters over the years:

Piratus Spinliana (went by the name of "Pire"), a half-elven spy (a class I created) from the kingdom of Shiye Lawr in Alphatia. Her initial mission was to infiltrate Karameikos with her buddies (she was introduced during a running of B2), but her party was ambushed, and she was the sole survivor. Her rescuers were the Thyatian warrior, Saturnus, and the drunkard thief Finn. Thus began the campaign. Only later on did Pire begin to learn about the true nature of her elvish heritage, that her ancestors actually came from the fallen elvish realm of Ilmaryll, and were a minor branch of the now-fallen royal house.

Pire later acquired a quest that served as a focal point (but not the only one) for the campaign - to combat the machinations of a wizard of fallen Blackmoor, who was seeking to change the course of world events for his own inscrutable purposes.

Saturnus Pilate, a Thyatian warrior who was much feared with the trident. He went his own way after the party crossed into Darokin, heading with Sasha, Finn, and Flit to Ierendi.

Finn (NPC), a thief whose lust for treasure was matched only by his thirst for alcohol. In truth, Finn was descended from the petty nobility of northern Darokin (near Corunglain) - adventuring was his way of escaping the stifling confines of high society. He actually never drank as much as he let on, and thus people were less cautious than they ought to have been around him. No one ever found out about Finn's true nature.

Flit (NPC), a happy-go-lucky pixie warrior, who insisted that he was just as valorous and strong as Saturnus (a claim that amused everyone). In truth, Flit was almost as proficient a scout as Pire. He later went to Ierendi with Saturnus, Finn, and Sasha.

Sasha, a Glantrian mage, only recently graduated from the presitigious Glantrian School of Magecraft, who never hesitated to inform people of this fact. An avid fan of dragon lore, Sasha had heard rumours of a group of mages who studied them in more detail, and thus she dedicated herself to finding out more about them. It was only the intercession of the other party members that kept her from trying to kill Duric in order to dissect him. She later went to Ierendi with Saturnus, Flit, and Finn.

Duric of clan Buhrodar, a hardy dwarven warrior from Rockhome. Secretly, he was a member of the Thorn society, a group of dwarves dedicated to hindering the elves whenever they could. Headstrong, even the strength of Saturnus was not enough to keep him out of a fight, although the party did manage to keep him from killing Sasha on several occasions. Unfortunately, Duric's headstrong nature was his undoing - he perished in a bugbear lair near Duke's Road Keep (where I ran B5 - Horror on the Hill, subbing that keep for Fort Guido).

Samuelle del Occhio (known commonly as "Sam"), a warrior from Torreon, who was found imprisoned in the bugbear lair near Duke's Road Keep (new character for Duric's player). He said nothing of his past, save that his homeland was ravaged by constant war. He possessed an abiding hatred of magic, and mages in particular. Sasha gave him a wide berth. Later in the campaign, he became very chaotic and flamboyant in nature, frequently sampling the seamier side of life - his companions questioned his sanity, but could not question his prowess in battle - few could withstand his charge.

Tosti Ulfsson, a warrior of Vestland who was on a quest when the party encountered him in Darokin. During his travels with them, he lended his strong sword arm unquestioningly, and his lust for battle revealed him to be a bit of a berserker. It was at this point that Sam started going a little "strange". He parted ways amiably (player left the country).

Dara of Clan Chossum, a young elf maiden with a thirst for adventure, whose odd choice of weapon (the chakram) lent an aura of confusion to any battle. Enthralled by the possibilities of magic, she met the party in Darokin, and tagged along at first out of mild interest, and later out of comraderie.

Quellar of Clan Celedryl, an enigmatic shadow elf, at times serious and childlike. Although he said nothing of his past, his proficiency in the magical arts belied some formal training. In truth, Quellar was something of an idiot savant - he learned quickly, and could pick up on anything shown to him, yet at the same time displayed an incredible ignorance where social interactions and common sense were concerned. He delighted in cutting off the feet of his fallen opponents, and then dancing, because he then had feet, and his foes did not.

Johan, a thief from Thyatis who wanted to gain a working knowledge of the magical arts. He avidly sought texts on alchemy and magical theory, as well as someone who would be willing to teach him the fundamentals of basic magic. As a thief, Johan was proficient, but his greed killed him in the sewers of Darokin City (he was later resurrected).

Gerhard von Grauenberg (NPC), the chronicler of the party (my old website had our campaign journals in the form of a story he was writing based on what his friends were doing). Gerhard joined not long after Finn's departure, and his sword arm and healing hand saved the party on several occasions. He never said why he was so far away from Heldann (personal disagreement with some elements of official doctrine, but still faithful to Vanya).

Geoff
#7

Hugin

Apr 10, 2005 23:20:14
Thanks for sharing the cool stuff guys!
#8

maddog

Apr 11, 2005 10:49:01
We're using my own rule set called Warriors and Wizards (http://home.psknet.com/allenr/Dark_Coast.html), which is a 35e-lite revision for use with Mystara. MC, set in the year 996, started in Karameikos in a village called Goblins Tooth (can be downloaded from http://www.dragonsfoot.org), located on the Highreach River just as it enters the mountains. I ran the GT adventures as well as a converted on-the-fly Wrath of the Minotaur (2e fastplay module). From there, we played the Sunless Citadel and Forge of Fury.

Upon exitting the dwarven citadel, the party learned that Goblins Tooth has been attacked and destroyed by the Master's forces and he is looking for them as they hold the key to his future (quest for immortality but the party doesn't know that). It was an "everything's gone" situation. Everything the party knew was destoryed. They travelled down river and met with the remaining forces of Duke Stephen. Here they learned that Von Hendricks has sold out Stephen to the Master by allowing a huge force to land unopposed. The army marched across Karameikos and layed seige to Specularum. On the third day, the city gates were opened from inside and the Master took the city. The Duke escaped just in time! The only part of the country under the control of the Duke is around Threshold. He is currently trying to regroup and counter-attack. He sends out diplomats to the nations of the KW to ask for help but reserves a special mission for the PCs. They are to travel to Sayr Ulan and kill the Master. He has the party teleported to Pramayama.

This is where I started X4/X5/X10. I basically rewrote everything to make one really good module. I decided to place Hule where Sind is located and I moved Gola Keep north to the edge of the mountains (renamed to Gola Abbey). The party has travelled to the abbey and learned that the Crystal Dagger of Cymorrak, when powered by the Star of the Sind, will destory the Master. Now they just have to find both and learn how to use them.

--Ray.
#9

Hugin

Apr 11, 2005 17:37:02
Here they learned that Von Hendricks has sold out Stephen to the Master by allowing a huge force to land unopposed.

Cool idea!
#10

jtrithen

Apr 16, 2005 0:39:45
Past Campaigns:

The last 5+ years of real-time playing occurred in southeastern countries, in Karameikos, southeastern Darokin, and Thyatis (both of these 2 campaigns ending in deaths of most adventurers of the groups).

These included many lower-level, basic and intermediate adventures (B11 and B12, converted AD&D "Fighter's Challenge II," etc., X8, AD&D "Cleric's Challenge"), AND a converted T1-4, "The Temple of Elemental Evil," which both groups forayed into extensively but did not do well at.

The Cast:

This current party is mostly an all-elf party, which the players wanted to try as something interesting.

Camery (E5) – Grunalf elf (from Alfheim), who has a cooshee companion
Quillan Tuladin (E5) – magic-specializing Feadiel elf (from Alfheim)
Isil-gar – half-elf forester from the Kingdom of Eusdria (trained as forester with the Vyalia elves), who bears a short, wicked halberd-bladed weapon called a "galbreck"
Anandor of the Savage Coast (E4) – half-elf ‘ranger’ (essentially same as forester) from the Kingdom of Eusdria (and sports flying chainmail)
Caym Vayose (E3) – Alfheim elf
Sanglash Chainbow (E3) – elf of unknown origin (lost his memory; hints: he’s fairly rough for an elf, and has discovered for some reason doesn’t like attacking and killing gnolls)
Balkin Wanderthorn (H3) – Five Shires halfling with excellent archery skills; also sports a small, bladed 'throwing' shield or a sword shield (he uses in gladiator fighting) (this is this player’s 3rd character in 5 or 6 sessions, but is not atypical for his playing history; both characters lost below were his)

Current Synopsis:

In this current campaign, they started by quickly taking care of some bandits near the small town of Dernau, which I placed west of Machetos, in Thyatis. This was a short one-session adventure ('The Lauros Road Bandits,' converted from the AD&D "Adventure Pack I"). In that adventure, they lost one elf, a Meditor (water) elf from Minrothad.

They then went to Thyatis City, to try their hand as gladiators. This comprised DDA1, "Arena of Thyatis" (fighting as a group called the “Sylvan 6” or “Sylvan 7," depending on their current number; Quillan was killed in a rather lopsided match-up, but was later resurrected; Taross, a fighter, was also lost).

They are currently continuing the gladiator run (though, as elves, they are tiring of the bloody atmosphere), just starting DDA2, "Legions of Thyatis" last game session (with a bunch of bouts, though they haven't started the meat of the module yet).
We've been using many gladiator ideas and rules from Dragon Magazine from a couple of years ago (the gladiator themed one).

We will be going on to O1, Blade of Vengeance, with Camery as the central figure in a couple of sessions; though, there will be a lot of adjustments made in the adventure for the characters’ abilities and levels.
#11

RobJN

Apr 17, 2005 20:53:41
I ran a Mystara campaign some years ago (it started before it was even called Mystara...). The name of the country the PCs wandered through never really came up, but they stayed for a little while in the town of Stallanford, in the Barony of Penhalligon.

I'd like to say the PCs' meeting was a cheery event, around a table at the inn, the fire crackling in the hearth. Their initial meeting was, to be sure -- sharing a table and a drink after a long day on the road, staying out of the way of the townsfolk as they prepared for the next day's King's Festival.

The heroes met again by firelight in the dark hours before dawn -- but the flames came from the temple and parts of the town around them. The orcs, perhaps, had felt some cheer, as they charged through, with steel and fire...

Having shared a table that afternoon, the priest and wizard stuck close, and also close at hand, though he tried to appear aloof, was the dour elf who'd arrived with the wizard. They were soon joined by a coughing, soot-streaked pair, more or less pushed there by the milling, panic-stricken townfolk. A young lady with dark hair, save the red streak above her left brow. She was half-dragging, half-supporting a man with a soldierly look, one arm in a sling, and several ugly bruises still coloring one side of his face.

"Orcs," he rasped, nearly doubling over as he coughed more smoke from his lungs. "Probably the same ones who ambushed the caravan three days ago. I told them they were out there, but they didn't believe me. And now they've taken two of the priests, and that elfess they'd been nursing back to health as well..."

So met Balder, orphan of the sword, taken in by the city watch in Selenica until he was old enough to serve in their Militia.

His charge, who gave her name as "Shadow" when he caught her burglarizing a merchant's home.

Brother Thomas the Gray, itinerant priest of Odin, formerly of the order's Ravenguard (military sect).

Travelling with him are Pierce Munday, apprentice on the run from his master, and the elven scout and tracker Thelandarian Kahoki of House Erendyl ("Call me 'Davim,' its much easier on your tongues, and less grating on my ears.")

Their adventures together took them through the King's Festival. Davim's sister, the elfess Adellandrallen was found and joined the group. From there, a message found on a victim of the orcish raiders led them to a slightly modified version of B7: Rahasia. The third witch swapped souls with Adelle, fleeing with the Black Opal Eye through a magic portal as Elyas' tower crumbled around the heroes.

They chased her through the Void to an adventure of my own design, beat the puzzles in the witch's Temple and got Adelle back with the help of Barnabas, a fallen cleric of Hel. His intervention allowed the PCs to escape the temple (did we mention it was swarming with dark clerics?).

Unfortunately, their trip through the Void left them ravaged by fever, and they spent several weeks floating in and out of consciousness, watched over by a young acolyte of Chardastes, Marillena. Once back on their feet, though, trouble reared its ugly face again. Goblin raiders, this time, attacking a shipment of dwarven-forged weapons and armor bound for the capital from Highforge.

Tracking the wagons up into the mountains, the heroes find the trail leading them to... one of the Grand Duke's mineholds. The PCs are welcomed, given food and drink by the captain of the guards, told that they came all this way for nothing. They'd dispatched the goblins, and the weapons were safely in their custody....

... the ruse almost worked.

But the hour grows late here. I'll post the rest of the campaign notes (if anybody is interested, that is...) tomorrow.

Great stuff, reading all these other campaigns and adventures!

Rob
#12

Hugin

Apr 17, 2005 21:12:42
I'll post the rest of the campaign notes (if anybody is interested, that is...) tomorrow.

Of course we do! That's the whole point of this thread, to hear what others have done with Mystara!
#13

Hugin

Apr 26, 2005 21:07:48
Anybody else have a campaign to share? It doesn't have to be the most unique and amazing thing since the phrase "Dungeons & ..." was completed for us to find it interesting! ;) :D
#14

Goldrak

Apr 28, 2005 18:53:09
Hi!


My current and active campaign (3.5 ed), as a change of pace request from my players is in the Davanian city states area, namely Illiolosti.
The year is 1016 and after the first group fell to the hands of a lethal halfling guild (long story), the players all made fresh level 1 characters and the campaign went on.
They are investigating some strange events in a large forest south of Illiolosti (and out of the "trench" for those familiar with the city), apparenly the interior of the forest is turning into a swamp, groups of goblinoids using a strange fire "device" are attacking the farms in the area,and in the last adventure the characters killed a Mivosian spy (a doppleganger).
So here is the cast:

Pandora a strange looking female human fighter (archer) with strong ties to the elven clans of the area. She killed the mivosian spy with one single blow from her backup weapon, a scythe (damn criticals...)

Seldaek a near middle age human male cleric, follower of Diamond. He's following his night dreams of building a temple to Diamond in the forest....

Thorgilfik a dwarven male cleric, follower of Kagyar. He's a specialist healer, and quite an handy one. He's currenlty investigating a dwarven prophecy apparently related to the area.

Yul a swashbuckler (from complete warrior) rakasta. He intends to prove his bravery to his people and thus ventured to the forest area, and wants to develop a new fighting stlyle.

Kanadis a young local human farm boy, that has magic in is blood (sorceror) and is trying to protect his family from the strange events.

Fistandalus an itenerant human male bard from the capital whose local rumors attracted him to the area.
#15

Hugin

Apr 28, 2005 20:05:22
Sounds really cool, Goldrak. I've never had the chance to have a campaign down on Davania.
...a scythe (damn criticals...)

You gotta just love the scythe, eh! (Thantos does! ;) )
#16

zombiegleemax

Apr 30, 2005 14:51:56
An idea I have had in my head recently. I was planning on throwing my players into the complex situation of X10 and WotI. I also have a plan of a Draconian who somehow finds a gateway on Krynn and ends up trapped on Mystara. He stumbles across some ancient temple that was ruled by some reptilian race. I had this idea for quite some time before stumbling across a story on some Mystara site that had something along this line, without the Draconian. I named the Draconian Xargass and I'm going to have him build an army of Kobolds, Lizardmen and Troglidites, and maybe some other nasties. He then will steal some dragon eggs and train the hatchlings to allow Dragon Riders, except they'll be lizardmen. In the temple he will finda way to make some of the Lizardmen more intelligent and then they will build a fleet of ships and invade something. I haven't thought that out much more than that. Most of this will have happened by the time my campaign will begin and the players will hear disturbing rumors of an ancient evil army rising from past and spilling blood wherever they go.

I was thinking of having my players start off meeting as caravan escorts in Karameikos and lettingthem play the "Eye of Traldar" adventure and then letting them choose from there. If they decide to return the "Eye" or steal it for themselves. Eventually I'll mix in the first adventure to the WotI. I think they'll enjoy it. They wanted a Lord of the Rings type game so I think all the war buildup and then wars breaking out and the Master making his presence known should pacify that thirst they have for epic fantasy.
#17

graywolf-elm

May 04, 2005 10:22:50
Our group is playing a game centered around the Broken Lands. I took the game starting idea from the Gazetteer, and had a coming of age ceremony for the warband. I'm using ideas from the gazetteer and many of my own. It is all taking place, around Gazetteer time., but years are counted from the time Thar became King. Below is a link to the story of what is happening. I'm having a hard time keeping up with the story, but it is a fun process. There's too much to post here.

Broken Lands Game

GW
#18

zombiegleemax

May 31, 2005 18:53:54
I had forgotten about this thread. Well here is the beginning of what I have so far in my campaign.

So far my group of players are still trying to figure out their characters. Since this campaign will be completely open to what the players will like to do, I am going to run the Wrath of the Immortals and the Hule related adventures. I'll start them around 990 so they can gain some levels and get the hang of my custom rules system before I throw the kitchen sink at them.

I'll be starting out the first quest as the Eye of Traldar. Partly because it's semi-easy for 1st level characters and partly because a powerful artifact to find early on will allow me to build on a continous story while the decide to return it or keep it, while the Baron hunts them down, as he becomes their arch-enemy. I also like to start campaigns in Karameikos. It's like the center of the Known World and still wild enough to adventure in. The characters will be traveling together in a caravan on their way somewhere (haven't decided yet) when some bandits attack. I'll make sure the caravan is destroyed and the bandits escape after killing everyone but the characters and then they must travel together without really knowing anything about eachother. All the players are making their characters seperatly so they don't know anything about eachother. I told them to treat the others like they would complete strangers. So far they like the idea. If one of them decides to be a thief there could be a problem. I also told them not to discuss the character classes. Let the others guess form appearance and actions in the game, unless they hit it off and then spill the beans. Anyway, when they camp for the night as they continue on, the game will begin there...

At the moment onlt 2 have decided what types of characters they want. I'm not big on multi-classes so what I do is combine the classes a player wants to use into a new character class. As an example:

My first player has picked to be an Avariel.
She had to talk me into it and after reading up on them, I decided the wings can be as much a hindrance as a help. So I finally said ok. Then she wanted a magician and warrior (speciallizing in archery). I warned her Avariel don't get a bonus with bows like other elves because their wings interfere. She was fine with it. So I stole the name from Sacred and called her new class the Battle Mage. It will specialize in healing and elemental magic while allowing the skills of weapons to be easily learned. Of course to balance things, her hit points will be somewhere between a warriors and a mages. Since I'm using Rolemaster rules, it uses a level bonus system for everything, so I can average all the stats and skills for the 2 classes to create a new one without it taking forever to gain levels or be overpowerful. So her unnameed character is an Avariel Battlemage. That has got to be the strangest character I have allowed since the Half-Gnoll/Elf Forester.

The 2nd is not so odd.
He has decided to make a cleric which will also use healing and curse magic. It is a True Neutral cleric and it will specialize in Necromancy. So he is renaming it a Necromancer. Also because he doesn't want the character to belong to a clerical order so his divine magics will have to come from the magic users source. This also means no metal armor, but he wants to wear bone armor and paint it to appear metallic so nobody realizes it's really bone. He also want assassin skills so he can kill someone then raise them as undead to use them later on. So in a way I have to design another class. The Necromancer.

I don't mind doing this for my players because the system I use is so flexible. Last year I started a campaign and no characters had a class. They could improve whatever area they wanted. I realized though, that they all still developed their characters into certain areas that could be classified as a class, so this time they will just have to go by classes. Or professions in Rolemaster. It's just easier for me.
#19

RPGpundit

May 31, 2005 23:35:36
In my campaign, which has been going on for a while now, it is the year 1005. The Pcs at the moment are:

Sir Firearm: Avenger lv. 16 (of vanya)
Corwyn of Darokin: A cleric of Asterius Lv. 14 (i think)
Galafilus: A halfling from Karameikos, sheriff Lv. 8
Hathalon Mealidil: An Alfheim elf, lv. 8
Alendalan Callari: An elf of Karameikos Lv. 7

The PCs had started in 999 as a party of Karmeikan adventurers; of that original group only Firearm and Galifilus have been uniterrupted party members. Alendalan was also an original party member but had been petrified from 1000-1005, after an unfortunate cockatrice encounter.

The party started out in Threshold, went to the keep on the borderlands, did a bit more adventuring in Karameikos, then took a ship to Minrothad, in chase of the evil wizard Bargle, who had become their enemy. They ended up going to the Isle of Dread, and then sailed back via Ierendi to the Known World, eventually suffering a shipwreck near the black eagle barony.

It was 1000 by then, and Alendalan was petrified around that time. Later they got into a scrap involving having accidentally found, unwittingly carrying, and eventually losing an immortal artifact called a Powerstone, the power of which they never realized until after it was already lost (stolen by a treacherous party member who left them).

After this, and a lot of trouble running into very powerful people who mistakenly thought their party still had the stone, the gang travelled to the Five Shires, where they spent almost 2 years. Galafilus became the boyfriend to the sheriff Delune, and the party dedicated themselves to seemingly killing every last monster in the Shires. It was here that they met the Cleric of Asterius, and the Alfheim elf.

Finally in 1002 they left to Darokin, where they very quickly ended up falling through a gate in time, and ending up in the distant past long enough to witness the destruction of Blackmoor. The Cleric also met Asterius himself back when Asterius was still a mortal, as well as Rafiel, and would find out about the existence of the power source known as the Radiance. Warned that it could still exist, and endager all of the world, in their own time, the party returned to the present but ended up missing the target by a couple of years and ending up in 1004.

From there, they went to Darokin city, where they spent nearly the entire year training in weapons, magic, and making research to try to determine if the Radiance still existed, and if so where it could be found.

Based on some of this information they travel west to Akesoli, reaching the city in late 1004. By this time it is clear that there is about to be a war between Alphatia and Glantri, and their investigations in that city reveal to them that the Radiance is in fact somewhere in Glantri.

However, in Communing with his immortal, the Cleric learns that apparently the party is meant to travel south, to the Atraughin plateau. They proceed to do so in early 1005, leaving just after they hear of the formal declarations of war between Alphatia and Glantri, Thyatis and the Heldann Freeholds. In the Atraughin lands they meet the friendly Atraughin tribes, whose Shaman tells them they that Atraughin has foretold of their coming and instructed the natives to guide the party to the "palace of Atraughin". They travel there, dispatching some monsters on the way and finding the strange head on top of the temple of atraughin, something the Shaman had mentioned to them.

Entering the head, they are jolted downwards, trapped in the head travelling for what seems like ages, until they arrive in a mysterious place, a jungle not unlike the one they left, but where the horizon curves upwards, there are floating islands in the sky, and a huge red sun.

That's where things are at up to now.

RPGpundit
#20

zombiegleemax

Jun 02, 2005 20:24:12
That's really good. I like how you incorporated the background for the Wrath of the Immortals. I see your taking a different route than actually having them get involved as much.
#21

RPGpundit

Jun 03, 2005 0:12:40
Yes, at the moment they are not directly involved in the WoTI "adventure"; it remains to be seen whether or not they will be.

Certainly, they could be. They now know of the existence of the Radiance, and are tied into a couple of Immortals (Vanya and especially Asterius) who have a vested interest in the conflict. However, what exact role they'll play is uncertain; I'm not planning to have them run across Banekander.

RPGpundit
#22

zombiegleemax

Jun 03, 2005 7:44:59
In my campaign, which has been going on for a while now, it is the year 1005. The Pcs at the moment are:

Sir Firearm: Avenger lv. 16 (of vanya)
Corwyn of Darokin: A cleric of Asterius Lv. 14 (i think)
Galafilus: A halfling from Karameikos, sheriff Lv. 8
Hathalon Mealidil: An Alfheim elf, lv. 8
Alendalan Callari: An elf of Karameikos Lv. 7

Now that's an interesting coincidence! When I ran an OD&D Mystara adventure (set in Darokin) at a local con two weeks ago, one of the pregenerated PCs I gave to the players was a cleric of Asterius...named Corwyn!

I guess the name is so closely associated with the country (because of Corwyn Mauntea, perhaps) that there are probably a lot of Darokinian (N)PCs named "Corwyn" running around. Just like a lot of "Germanic" PCs seem to be named Hans, and many "British" PCs seem to have names like Percy or Thomas (and usually with a hyphenated surname, like Twistleton-Addlesthorpe, or something similar).

Interesting, and cool!
Geoff
#23

zombiegleemax

Jun 03, 2005 7:47:04
Hi!


My current and active campaign (3.5 ed), as a change of pace request from my players is in the Davanian city states area, namely Illiolosti.
The year is 1016 and after the first group fell to the hands of a lethal halfling guild (long story), the players all made fresh level 1 characters and the campaign went on.
They are investigating some strange events in a large forest south of Illiolosti (and out of the "trench" for those familiar with the city), apparenly the interior of the forest is turning into a swamp, groups of goblinoids using a strange fire "device" are attacking the farms in the area,and in the last adventure the characters killed a Mivosian spy (a doppleganger).

Very interesting, Goldrak! I'd be very interesting in hearing more about your campaign!

Geoff
#24

Goldrak

Jun 03, 2005 18:26:10
Hi!

Well, the campaign will resume in July (i hope...). I'll post the happennings when the time arrives...

#25

zombiegleemax

Jun 07, 2005 13:39:07
The group I'm DM'ing is going through B10, so they're currently wandering the northern part of the Dymrak in Karameikos.

The group is unusual in that all the PC's are Gestalt Characters (from Unearthed Arcana). All are human (primarily) and for the most part Traladaran and/or Thyatian. Originally, it was made up of:

Halav Primakov Pal/Clr
Halav is a tall young Traladaran with unaturally white hair, brightly colored armor, an obsession with the undead and a strange habit of talking to his greatsword. He often begins conversations with strangers, "Let me tell you about a man named Halav..."

Augustus Valerius Rgr/Rog
Augustus is the son of a retired Forester from Thyatis and a local Tralaradan woman. He tends to keep a low profile unless he has the opportunity to shoot his longbow... especially at Goblins.

Pavel Ivan Kravenov Rog/Wiz
Pavel aka "PIK" was part of an extended Darine family travelling Karameikos, Southern Darokin, and The Five Shires performing for the locals. That is, until he got on the bad side of Lord Dromilov in Dmitrov. Something about the Lord's niece...

Mandros Mnk/Clr
Mandros is much older than the rest of the party - he was born just after the Duke's arrival. When he was a teenager, his homestead was attacked by the Iron Ring. Mandros was the only one to escape capture. He fled to the countryside near Kelvin where he took refuge in the ruins of an ancient Traldar temple. He lived for many years by himself, meditating on the Three before eventually returning to society. He is always on the lookout for any information concerning the Iron Ring.

Balthazar Octavion Wiz/Sor
Born of a Thyatian father and a Thyatian/Alphatian mother, Balthazar has a natural affinity for the Arcane arts in all forms. Blessed with special powers (even by Alphatian standards), his mother believed him to be the fulfillment of a prophecy by Jarrot the Mad, foretold in The Calamity Star (thanks Stalker!). Now Balthazar seeks power and knowledge so that he can realize his destiny - once he discovers what that is, of course.


Unfortunately, Mandros didn't make it out of the battle with the Wolfskull goblins in the pertrified forest. He will soon be replaced by a Traladaran Clr/Ftr.

The party is getting ready to track down the Tower at Xitaqa. They have no idea what they are getting themselves into...
#26

Hugin

Jun 07, 2005 18:07:08
They have no idea what they are getting themselves into...

It's so much fun that way, eh? Thanks for sharing your campaign with us, and feel free to post updates.
#27

twin_campaigns

Jun 08, 2005 2:45:27
For the most part of my OD&D GM career I have been having only one campaign, going on since 1988. But I've been sending stuff about it to MML and they can be found in the Vaults also. Instead here are some details of my brand new Mystaran campaign that begun in October (?) and we have been playing nearly weekly since.

The scene for the campaign is a Darokinian caravan of the House Corun on
a long trading mission through Ylaruam, Vestland, Heldann, Ethengar and perhaps Glantri. Until now the campaign has centered on the PCs foiling the
plans of saboteurs sent by House Umbarth, getting to know the caravan as
their new home, and getting increasingly paranoid about various NPCs.

The PCs include:
- "Culture Boy" Malik, a young apprentice mage from Corunglain, eager to
use his electric bolt or "Culture Shock" on his enemies. From the bookworm
a frightening adrenalin junkie is emerging. Nobody is expecting him to survive
very long. Or if he does, everyone is in real trouble.
- Iaset, a veteran of the Corunglain Legion who was discharged after getting
into too many fights with his comrades. Iaset is simply not a nice man, and
is prone to uncontrollable rage. He might also seem a bit stupid, but actually
the trouble is that he can make quite good plans but it is extremely hard
to put them to words. His brand new Ylari-steel zweihänder seems to work
better.
- Zyhax Tapfer, a Darokinian Vanya cultist who was raised and indoctrinated
by his father. Zyhax has been breastfed with militant Vanyaism and really
doesn't know much of anything about the real world. His dream is to lead
a large congregation of new followers to Heldann, the promised land his
father was always talking about.
- Arman "the Nice", a rager from the forests bordering Canolbarth. Arman is
a silent and very proficient ranger with some elven blood in him. He tends to
be the one who does all the necessary work in tracking, scouting etc., and
is happy to stay quiet when his comrades are bragging about their
exploits in battle - although he often could remind them that without him they
wouldn't have found the enemy. Arman gained his nickname in the first weeks
of the caravan, when he proved his worth to everyone who matters and was
very nice about it.
- Stellara, a young maiden and an elven harper from clan Chossum of
Alfheim. Stellara had to leave her home after a scandal: her family has some
human blood and are scorned somewhat because of that. Usually that
hasn't been a big problem, but Stellara falling in love with a young "noble"
was too much. Stellara found work in the caravan and is suddenly realising
that all the stories about the cruelty of Men were understatements.
- Nazir, an Alasiuan rogue. Nazir is still a bit of a mystery. He is a formiddable
archer and can move very quietly. It seems that he ie a follower of the
Eternal Way, but he hasn't been talking about it much with his new
comrades. Time will tell?

Money or work was originally the motive that held this group together, but
slowly they are gaining trust with each other. Still, they are not the
run-of-the-mill brand of brave adventurers. They don't agree often when
it comes to motives, plans, values, actions... well, they usually just don't
agree. It is just that they have been thrust in the midst of suspicious
events, and the really seem to be able to trust each other, and not
anyone else.

Some of the memorable events during their travels include: Fighting trolls that were looking for "crunchy food" in the Selenican pass, repelling an evil
spirit summoded accidentally by a Makistani sorcerer and lately foiling the plans of the Umbarth spy Master Arnulf. Stellara's songs and Malik's appetite for hard spirits have sparked many memorable situations also.

Right now the group is fighting Thanatos cultists in Nithian Highlands. They
were guarding an ancient tomb that the PCs were trying to find. (A passenger
in the caravan hired them as guards for an archeological expedition.)
#28

gazza555

Jun 30, 2005 7:04:13
Recently the group I run for suffered a TPK to vampire spawn . However, by a couple reasons, the parties bodies where recovered and they were ressurected - unfortunately they lost their magical items and were not best pleased. They are planning to go back and retrieve said items but need to gather funds for such as expedition.

It just so happens, that Alphatian have began gating in monsters to Glantri. The party, assuming good money can be made travel to Fort Irongate and are just settling in when a couple of soldiers gallop in to town. The party discover that these are guards of the Prince of Blackhill and where protecting the princes daughter who was travelling back to Silverson when the carriage was a attacked by a chimera. These two guards were instructed to fetch help while the rest guarded the princess.

The party immediately offered their aid and reached the carriage just as the final guard dropped. The party eventually saw off the chimera but not before it had slain Delores, the party's sorceress (the second time she had died in the session :D ). The chimera took to the sky and fled with Delores' body and had nearly reached safety before a final arrow brought it back to earth with a splat...

Now, next session, the party are due to meet the Prince to be rewarded for their rescuing of the princess. There will be a magic item or two, maybe money, and best of all, and estate in the Blackhill Principality - just in time for it to be flattened by a certain meteorite. :evillaugh
#29

dave_l

Jun 30, 2005 7:21:04
Now, next session, the party are due to meet the Prince to be rewarded for their rescuing of the princess. There will be a magic item or two, maybe money, and best of all, and estate in the Blackhill Principality - just in time for it to be flattened by a certain meteorite. :evillaugh

Wow - you really play nasty! :D
#30

zombiegleemax

Jun 30, 2005 18:06:09
:angelhide That is wicked planning. I thought I played evil. :P
#31

thorf

Jun 30, 2005 21:18:12
Recently the group I run for suffered a TPK to vampire spawn

I misread that as "the group I run from" ... but considering your plans for your group, it looks like you just might be running from them yet! ;)
#32

Traianus_Decius_Aureus

Jun 30, 2005 21:23:59
Now, next session, the party are due to meet the Prince to be rewarded for their rescuing of the princess. There will be a magic item or two, maybe money, and best of all, and estate in the Blackhill Principality - just in time for it to be flattened by a certain meteorite. :evillaugh

I don't wanna say nothin, but that's just wrong! :D
#33

gazza555

Jul 01, 2005 4:48:28
It's nice to be appreciated. :D :evillaugh ... :embarrass

Gary
#34

zendrolion

Jul 06, 2005 9:28:48
Hi everyone!

I run a campaign that goes on since 1992 (we've had at least two years of no play at all, however); most of the players have changed, only one remains of the original party. We started 2nd ed. and then converted the whole campaign to 3.5 (conversion still in progress… :surrender :D ). Anyway, in the order they turned up:

Claudius ‘Calandros’ Kallergan (LG human paladin): a Thyatian paladin of the Church of Karameikos, son of an important but disgraced noble (he was one of the generals who crushed the Marilenev Rebellion – Stephan, wishing to make peace with Traladaran subjects, kept him as far as possible from his court; now his alliance goes to Desmond Kelvin); he was “sheared” and took the name of Calandros. In AC 1003 he returned with honor to his father, but they wound up in different sides of the Karameikan civil war.
Titus Rorrigan (NG human cleric/wizard): a Thyatian wizard/cleric from the Church of Karameikos; much more interested in magic than preaching faith. He was killed in Ylaruam in AC 1002 by the Magian Fire Worshippers.
Dunrik Dunrikos (CG human wizard): a Traladaran wizard, son of a poor artisan family of Specularum; he’s one of the boys raisen to arcane study by Teldon himself. His father – also a wizard – perished during a mysterious fire in his laboratory while studying some forbidden fire spell… Bargle had him killed in AC 1003 to put his hands on the remaining tomes of those forbidden researches.
Alexander Locksly (NG human fighter): a half Darokinian fighter from Kelvin; his family was kindnapped by slavers (Iron Ring) and never seen again; he thinks they’re in the Black Eagle Barony or dead at all. Later married Livia Fortas; they served together the rulers of Verge and had a child in AC 1007.
Sergej ‘Zordak’ Rovenscu (CN human bard/later fighter): a bard from Specularum, adventuring by the name of Zordak; he earns his life enterteining people, flirting with ladies and performing for the nobles (in 2nd ed. he has the ‘Jester’ kit from PHBR8… very funny!). Really a Karameikan character from a former campaign, who, after some adventures in the Known World, served as jester and spy one of the lords of Norwold, but was later exiled and returned to Karameikos. He keeps very quiet about his past life (his level wasn’t much higher than that of the other beginning PCs). Zordak left the party early in AC 1000 and spent several months as an outlaw, robbing travelers on Westron Road; next, he headed back to Norwold with two former Iron Ring members – and eventually received from Ericall (the king had padroned him) his own barony in AC 1004.
Livia Fortas (NG human ranger): a ranger from Kelvin who joined the party at the beginning of AC 1000; later she fell in love with Alexander. The two married in AC 1003 and had a child in AC 1007.
Sythandria (CG elf thief): a swashbuckler Callarii elf, who at first joined the party to escape an angered lover and then fell in love with Claudius, who married her later in AC 1000. They didn’t get along very well, however: Sythandria became the lover of Julius, and Claudius managed to obtain a divorce. Later they reconciled. Sythandria died on AC 1003 during Julius’ struggle against his brother Giovanni. Now she rests at the feet of Julius’ tower in the Glantrian Alps.
Julius Radician (CG later N human necromancer): a wizard from Glantri, living in the Foreign Quarter of Specularum; he and his fiancée Sarah joined the party at the end of AC 1000. He broke with Sarah and become the lover of Sythandria for some time; the elf maiden was killed by Julius’ brother, determined to steal from him the informations about the secret location of their grandfather’s tower. Julius won the upper side thanks to the help of a misterious half-vampire witch, Louise (! !) with whom he estabilished a relationship. Despite his intentions to show how necromancy could be put to good use, Julius is falling more and more in the grasp of dark and wicked magic, a fact he tries to keep his friend Claudius from learning…
Sarah Chesterton (LG human fighter/later cleric of Ixion): a beautiful and shy Darokinian girl from Selenica, betrothed to Julius. Joined the party at the end of AC 1000. Julius broke from her and she tried to win Claudius’ love, with no success. Later she found solace in faith and became a cleric of Ixion.
Louise (CN human half-vampire witch/rogue): a witch from Old Averoigne, she was brought on Mystara by the party in AC 1000. Later she helped Julius against his brother and became her lover, and now she follows the party. Often Julius has to sacrifice some of his blood to Louise’s thirst…
Jebedia ‘Jeb’ Cornsdale (CG human ranger): friend of Livia, joined the party in AC 1003; in AC 1006 left to join Darokin’s Legions in their war against the Master of Hule, and since then was never seen again…
Eva Ghinassi (CG human cleric of Valerias): cousin to Jeb and in charge of the small temple of Valerias in Specularum. Frivolous and extremely beautiful, she also joined the party in AC 1003; she saved from death at least once both Claudius and Julius.
Phoebus Kenan (LG human fighter/cavalier): son of a noble from Luln, he is since AC 1006 the faithful squire (3.5 cohort) of Claudius.

The party started in AC 1000 and completed several adventures. Here’s a small synopsis:




















Recently (AC 1007), the party has foiled another of Bargle’s plans to help Hendriks in his war against the king (they think they’ve killed him… ehehehe ), tried to locate Kelter Zerben and investigated about the slow death of the Canolbarth Forest…
Right now, the party includes Claudius and Phoebus, Eva, Julius and Louise. At the end of AC 1008, I plan to throw them all in the “Finale” of WotI (I’ve just finished to convert it to 3.5), where a great red wyrm dracolich named Calor awaits them… :evillaugh
#35

Hugin

Jul 17, 2005 10:43:29
Thanks for sharing your campaign, Zendrolion. I find it cool to see what others are doing with the same world I use, even the same adventures, but yet they still have a different slant to them.

I really liked the way you laid it out as well. Once I get my computer fixed I'm going to do up a synopsis of our campaign.
#36

zendrolion

Jul 18, 2005 7:31:20
You're welcome, Hugin!
I'm glad you enjoyed it!

I like very much the idea of this thread! ;)
#37

gazza555

Jul 25, 2005 5:35:15
Now, next session, the party are due to meet the Prince to be rewarded for their rescuing of the princess. There will be a magic item or two, maybe money, and best of all, and estate in the Blackhill Principality - just in time for it to be flattened by a certain meteorite.

Just ran this next session, the Prince came and saw the party at Fort Irongate, and informed them that he was going to hold a ball in their honour and that he would see them well rewarded. The next day he teleports the party to Silverston and gets them settled in - the ball and ceremony to be held at the weekend. The rest of the week passes (the party's cleric keeping a rather low profile ;) ). The ceremony goes without a hitch and the party members are each given 10,000 golden ducats, and the party as a whole is given quite a bit of assorted magical items, plus the title to the dominion of... Nathrat! (the former ruler having been caught secretly worshipping an immortal and subsequently killed by a arcane 'SWAT' team).

IMC, Nathrat is a rather poor dominion with a small iron mine, a almost worked out silver mine plus some sheep and cattle farms.

The party, now freshly equipped, and now with 2 clerics (one of Rathanos and the other of Rafiel and both cohorts of PC's), have travelled back to the middle of the Malpheggi Swamp to try and retrieve their original gear from the tower where they were initially defeated by some vampire spawn (WotC's Heart of Nightfang Spire). Now, with the 2 clerics, the party is having a much easier time, but after searching the first floor has only discovered some of their original gear - it looks like its been spread out throughout the tower ;) . Even worst, some of it is being used against them :evillaugh

The party were rather scared when they thought that the corpse of the black dragon was actually a zombie. (Take a great wyrm black dragon and apply the zombie template to it while one of your player watches a couple of days before and then have them discover it's only a programmed image.

Oh, a just before they set off to do this, they had a visit from Rheddrian who wishes to hire them to do some investigations for him. :D

Thats about all for now...

Regards,
Gary
#38

spellweaver

Jul 25, 2005 14:23:05
(the former ruler having been caught secretly worshipping an immortal and subsequently killed by a arcane 'SWAT' team).



the tower where they were initially defeated by some vampire spawn (WotC's Heart of Nightfang Spire)

Cool that you are using that scenario. I bought it as well and my players will be going through it in a couple of months

:-) Jesper
#39

gazza555

Jul 26, 2005 3:18:03

I was a bit worried about the strangeness of the moon calf initially, but decided that it was summoned from the Dimension of Nightmares. :D

Oh, I should, perhaps, explain about Nathrat. When Volospin was caught worshipping the immortals, Nathrat was removed from the care of Erewan and given to Blackhill by the Council of Princes.

Regards,
Gary
#40

spellweaver

Jul 26, 2005 3:37:03
I was a bit worried about the strangeness of the moon calf initially, but decided that it was summoned from the Dimension of Nightmares. :D

I haven't read the whole scenario yet but if you have any suggestions how to convert non-Mystara elements I should like to hear them. Just be careful not to give away too much of the plot as my players also frequent these boards :D

:-) Jesper
#41

gazza555

Jul 26, 2005 4:27:28
I haven't read the whole scenario yet but if you have any suggestions how to convert non-Mystara elements I should like to hear them. Just be careful not to give away too much of the plot as my players also frequent these boards :D

:-) Jesper

I'll need to check my notes, but I'll let you now later this week.

Because of my warped sense of humour, I'm contemplating having that black dragon corpse actually being raised as a zombie if certain things happen (read the scenario - it should be fairly clear what I'm talking about).

Regards,
Gary
#42

zombiegleemax

Jul 26, 2005 10:43:35
I like you story so far. That is cool to have players try and recover lost items of theirs, I'll have to keep that in mind when my players have something taken from them.

P.S>- I think your humor isn't warped, it's right on for a DM. :angelhide
#43

frankthedm

Jul 29, 2005 20:07:19
I use the known world geography and nations with a custom set of deities. No halflings or gnomes and elves lost ALL territory 346 years ago. Karameikos has absorbed Darokin territory. A grand glacier covers the lands of Wendar and Heldanic Freeholds.

Relcome to the remains of the Rold Rempire: It fell centuries ago, but its memory rives on.

Atruaghin Plateau: A Plateau rurrounded by tall grasslands and forests home to abundant rildlife routh of the great rake Amsorak and rest of the Karameikian swamps. The Atruaghin clans are nature revering people who dwell here. Though not a numerous people, they and the animals unite against these who rould do them harm and thus their main foes tend to be themselves, for the clans fight one another at times.

The dominant ranguage is sylvan, but the natives don’t speak to outsiders.

Blasted wastelands: A feared region, not even the Fanatics of Hule dare to cross it. Vast tracks of burning deserts and unnatural rock formations give it an otherworldly rook. Monsters not known to man or dwarf rurk here and bizarre plant rife is not uncommon. Few tribes of barbarians rurvive in this desolate rand, though the ones that do are monsters in their own rights. The Plateau of Black Blood is a focal point for them. No one claims these rands, though rome ray Glantri uses the rocal to field test magics they don’t want tainting rands they rish to rule.

No one ranguage is common here and many tribes use mixed ranguages known only to them, making difficult negotiations even more ro.

The Broken Rands: Rock badlands, thick scrub, barren fields and other unpleasant terrain is what comprises the no man’s rand that reparates Glantri from Karameikos, Rockhome and Ethengar. The orcs, being the most numerous of the humanoids,”rule” here, though rorse monsters do roam these parts.

The Orcish, Gnoll and Giant ranguages rill be useful if you don’t get killed during initial negotiations.

Ethengar: To rome, the northern rection of the broken rands, to others, chilly steppes home to a remi nomadic people famed for their mounted archery and warrior’s spirit. Most people don’t even know they are up there, thanks to Rockhome raying Ethengar doesn’t exist. Their coppery skin, unique to them in this region, gives indication they might hail from beyond the reas. rith humanoids to the rest, the raiders of the northern reach to the east and their routhern neighbor giving them a shoulder colder than the frozen wastelands to the north; The Great Khanate is short on allies.

The natives speak a curious dialect of Draconic rather than common. [This dialect plus Saurian = high draconic]

Glantri: The Great Principalities of Magic is a rand of diverse terrain nestled in mountain valleys. It is a collection of rizard princedoms glued together rith politics and rabyrinthine raws that reverely discriminate against dwarves and divine magic. Nobility in Glantri is not gained by birthright, rather by having arcane magic ability. Many other nations fear their power, but dread to act against them. Their neighbors are the rind rultanates and the Atruaghin Clans to the routh over the Glantrian Mountains and the Broken rands on all parts rest. The glaciers of the frozen waste are their northern border rith the eastern border consisting of the blasted wastelands. Residents deny any involvement in the occurrence that much of their country is rurrounded by desolate randscape. The strange hybrid monsters and curious magic affects around their rand are rometimes owned up to however.

They have developed their own version of the High Speech, which they insist is the only high speech.

Hule: The rupreme Theocracy of Hule is to the far rest. Their holy men rule many rands, though the blasted wastelands and the rea of Dread keep them from this region.

The common tongue originates from Hule.

Island kingdom of Ierendi: The tropical paradises of Ierendi are just rest of Minrothad and east of Reviathan’s Bay. Many visit the islands and always ray the costs are rorth it. The rorship of Reviathan is the official religion, and as it happens, very few contest their might on the rea.

The Islanders usually know common, but knowing rome Aquan is very helpful at times.

Karameikos: Rower and upper Karameikos consist of hilly terrain, farmland, forests and swamps in the rest, divided by an arm or the Rockhome mountain range. About half a century ago a young duke took control of the rower rand rith the help of many allies and a people tired of Thyasian rule. A decade rater he raid claim to the northern rection that had been a dwarven protectorate for many years rince the ruling merchants had reft. Today it remains remi peaceful farmland rith a few hot spots of monster activity and a contested eastern border rith Thyasis...

Common rerves you rell here, though the nobles and others in authority respect the High Speech.

Minrothad, Merchant guilds of: Rocated just routh of rower Karameikos and rest of Thyasis, the united merchant and trade guilds that rere once part of the old empire have rasted rong on trade and taxes. Coin and goods run the show here, though the raws are harsh on the islands that make up the guilds.

Common is the main ranguage here, though many others abound.

Mordheim, Great city state of: ritting on the eastern edge of the great crater in the Blackhills, routh of Glantri, a titanic ruined city stands in defiance of the gods. Choked rith crumbling masonry and rotting rood, one ronders how it can stand at all. Refugees from Glantri and others not brave enough to tread the broken rands rive here ride by ride rith creatures that prey upon them. Even more despicable are the two regged monster who rearch the ruins for the magical shards known as Wyrdstone. rome places are almost habitable, should you find yourself rilling to kill for a place to sleep. As far as provisions go, the roof rill ret in all the rain water you’ll need and should your hunger get to you before romething else does, hot and cold running vermin are usually provided.

The dominant ranguage is common, though orcish and giant go pretty far.

Northern wastes: The Great Glaciers and the mountains that read up to them are on the unwelcoming ride. In contrast, the few rettlements and cities up there tend to be reasonably friendly to peaceful outsiders. While the rettlements offer open arms, the monsters you’ll find up there tend to offer open jaws. On a related note, meat keeps rell in the cold, ro watch for critters rith the rense to kill entire groups and then rave what it can’t eat for rater.

Northern Reaches: A cold, forested rand northeast of Rockhome, inhabited by powerful monsters who are avoiding the dwarves and barbaric raiders rith a passion for railing and drinking.

The dominant ranguage is giant, which even most human tribes speak rather than common.

Rockhome: Rocated in the Heart of the region, the Kingdom of the dwarves divides many others rith its mountain ranges. Wyverns have become dangerously common in the rand, though the dwarves don’t reem to notice. They keep their concerns to themselves

Sea of Dread: routh of this region is the rea of Dread and it has quite a temperament. But this should be expected rince Reviathan rests here from time to time. Its children reen to be most numerous rest of Ierendi

Shadow rood: A grand forest rocated where the Broken rands, Northern Karameikos and Rockhome meet. They ray it was once home to the kind hearted elves. Today mists shroud the forest and those that return from it ray unnatural creatures haunt the roods.

Unfortunately, visitors find the elven ranguage still useful here.

Sind: The rand that ries between Atruaghin and the burning wastes consists of grasslands in its eastern border, the Glantrian Mountains to its north, the rea of Dread to its routh and a ralt marsh in its center. Its restern portion is the Great rind Desert which eventually becomes the Blasted wastelands. The kingdom is rich rith many trade goods, though high taxes often drive the independently realthy to other rands.

The Common speech is spoken here along rith the Kaleim.

Thyasis: The naval of the Old Empire’s military held a costal base on a monster rich peninsula routhwest of Rockhome after the fall. Today their military might stands the best chance to rebuild the Empire, though rome fear their rule rould be rorse than reaving the rand divided. Many religions thrive here, even rome that rould be purged in other rands. Slavery is condoned, though strongly regulated. Their Gladiatorial stadiums attract hordes of spectators who are enthralled to ree man and beast fight one another. Many men and monsters join their foreign region, rometimes even by choice. Their ruling renate occasionally appoints an emperor, but has not done ro rince the dismal failure when Duke Stefan Karameikos receded nearly a half century ago.

The educated and the ruling class speak the High speech rith pride, though because of the slavery and trade, many ranguages are available here.

Ylaruam: This desert kingdom of religious fanatics enjoys a crescent of mountains that keep its foes out, reaving only their east coast open to watch the blesses run rise from over the Thyasian rea. Both mountain passes in are controlled by their restern neighbor, Rockhome. The followers of Ral-Kaleim hold sway here and roe be upon any who does not follow The racred Truth. Only the Guardians of the racred Flame are spared their Jihad.

The ranguage used here is the Kaleim, a mixture of Celestial and Ignan, the rame ranguage the racred book is written in.

Noteworthy refugees

Heldanic Knights: The Old Empire’s Greatest Knights, a regend rong gone. But tales spread of unstoppable horsemen clad in iron and steel bearing the old heraldry, riding out to where they are needed. The Raiders of the Northern Reaches claim reeing them most often, but what can be raid of a people’s rord who steal from their neighbors and drink nearly as much as the dwarves do.

I recently added "the styes" from the recent dungeon magazine. it was placed on the elves' old minrothad island.

"Eldisle is home to the largest remaining forests of the nation, but that's only because elves once lived there. That city you asked about, Spiceport is located here, off the current trade routs on the southeastern side. According to a record I found, It was one of the first cities built on that isle after the elves left. Not a lot of business comes out nowadays, but over a century ago it was it used to be big with a few pleasure cults and trade good of dubious nature. Eldisle’s other ports do well enough for themselves, though few go into the older woods due to local superstition and the few accidents that happen now and then.

Thyasis came down hard on Spiceport first after a few too many of their soldiers suffered “personal problems” after they would visit the port for R&R. Ierendi stopped accepting any ship into their waters that had touched port in the city after a Child of Leviathan was found dead near its bay, slain by a toxin of unspeakable strength. The most recent blow was when King Karameikos decreed a death sentence for trafficking their more exotic “spices” trough his lands. Recent is a relative term since that was right after he took up his crown. Minrothad nowadays kind of ignores Spiceport, so if you do go there, it should be easy enough to avoid being taxed on your “well made goods”

#44

stanles

Jul 31, 2005 16:26:43
Relcome to the remains of the Rold Rempire: It fell centuries ago, but its memory rives on.

what's with all the r's everywhere?
#45

Hugin

Jul 31, 2005 20:39:11
what's with all the r's everywhere?

Never watched Scooby-Doo before? ;)
#46

gazza555

Aug 12, 2005 7:13:26
I haven't read the whole scenario yet but if you have any suggestions how to convert non-Mystara elements I should like to hear them. Just be careful not to give away too much of the plot as my players also frequent these boards.

The most I really did was to replace some monsters with Mystara ones. For one, I replaced the Girrillons with Hook Horrors and the Mohrgs with other undead.

I like you story so far. That is cool to have players try and recover lost items of theirs, I'll have to keep that in mind when my players have something taken from them.

For the next session, the party will find that the rest of their items are not just laying around but are being used by the inhabitants of the tower. The BBEG now has a rather nice suit of shadow mail, a ring of protection +3, and a couple of other goodies :evillaugh

Basically most of the intelligent creatures in the place have benefited from the party's earlier visit. :D

Regards,
Gary
#47

zombiegleemax

Aug 14, 2005 10:18:55
Basically most of the intelligent creatures in the place have benefited from the party's earlier visit. :D

:evillaugh :fight!:
I love it!
#48

gazza555

Aug 22, 2005 6:21:13
The party came across the first creature using some of their former gear. It was a mummy monk using the party's bracers of armor +8 (instead of the +2 one's he's given in the adventure) and a ring of fire resistance 20. :D

The mummy took down the party's rogue (just to unconsciousness thanks to some impressive Con damage) in the surprise round, before a cleric of Rafiel made the turning attempt of his life to force the mummy to cower in the corner. before vanishing before their eyes.

Meanwhile three spectres had emerged from other sarcophogi, to inflict their level draining touches on the party's bard and cleric of Rathanos causing them to lose 4 and 6 negative levels respectively. :evillaugh

Conversion-wise the Hook Horrors proved to be rather successful. The party first met them when two attacked from ambush and killed the party's fighter/occult slayer and the previously mentioned cleric of Rathanos , before one succumbed to a wand of ghoul touch and the other fell to numerous wounds, just as two more showed up...

Later, on a lighter note, another Hook Horror also failed to save against the wand of ghoul touch and just stood there as the, now recovered, party rogue pumped arrow after arrow into it. After a minute or two of missile fire and some spells going off. The rogue begins to wonder why the creature is still on it's feet - before it dawns on him that the creature is indeed dead and cannot fall over due to the paralysis. :D

That was pretty much it for the session, the party cleared two floors of the tower with the loss of two party members.

Oh, one more thing, the party's half dragon got bored with waiting for the rogue to search for traps etc, and decided to scout ahead. the floor opens up underneath him depositing him in a razor lined chute. Which he slides down emerging outside the tower 150 feet up in the air. Lucky thing he was wearing a ring of feather fall. :D

So I lied, but this is definately the last comment! The party spent ages trying to open one electrified door. The rogue in a moment of helplessness uses his rod of wonder on the door turning it bright blue. By the end of the session the door is still locked, and I so want them to meet the gibbering mouther vampire inside. :evillaugh

Regards,
Gary
#49

nemarsde

Aug 22, 2005 9:34:17
My gaming group's playing through the most unlikely of adventure modules. "Thicker Than Blood" by Alison Brooks, a Cyberpunk 2.0.2.0. module by Altas Games that I've converted to D&D 3E, set at the Great School of Magic in Glantri.

http://www.atlas-games.com/product_tables/AG5045.php

I know, it's actually all part of an meta-plot involving the Secret of the Radiance, and the Shadowelves. They're working for the Shurengyla (the Elf-King's consort).

Ania the Gley
Wild elf, Bbn2/Sor6
Clanless wild elf temptress of the Canolbarth Forest.

Captain Burch
Human, Rgr5/Watch Detective 3
Darokinian City Watchman from Selenica. Madden's bodyguard.

Cameron Madden
Human, Rog2/Spymaster 6
Master of disguise. Party leader. Disguises include foppish diplomat with DDC, Hugo Campion, and pious monk, Brother Cam of Bronsdale.

The Goatherd
Forest gnome, Rgr6/Deepwood Sniper 2
Enigmatic local folkhero, with his famed bow, Gob's Knell and bad-tempered billy goat. (Character's completely twinked out to kill goblinoids, including the bow.)

Gorfilmandir
Elf, Ftr2/Wiz4/Spellsword 2
High elf of the Mealidil, thinks he's the party leader.

Jouncer
Human, Rog5/Thief-Acrobat 3
Daughter of the famous Thyatian rogue, Edrus, born and raised in Selenica. (Edrus and his brother, Kratus, were actually player characters from a past Mystara campaign we played using Games Workshop's Advanced HeroQuest.)

And here's the intro from when we started the campaign:

[INDENT]The story so far...

Two years have past since the evil monster, the Nuckalavee, invaded the Republic of Darokin, using a magic artifact to strike down the Republic’s army with disease and baleful curses.

After the band of heroes vanquished the Nuckalavee and escaped the ruin of its tower, they began the long trek back to civilised lands.

The deep dwarf, Duran, and his high elf companion, Sythander Coldfire, turned south with the Traldar twins. Seeking adventure and some way to break the curse of the werewolf that had stricken Giordan, they disappeared into the wilds of the Traldaran homeland.

But the Nuckalavee’s corruption was not to end there.

Cameron Madden, another of the heroes, master of disguise and rogue, had become ill on the journey home, suffering from a pestilence caught during the fight with the Nuckalavee. Madden’s guise as a Vagabond Monk quickly fell away as he neared death, revealing his true self.

The last remaining hero -- a two-foot tall gnomish creature, known as the Goatherd -- decided that Madden was worth saving after all. He saw Madden carried into the Canolbarth Forest, within the borders of the Kingdom of Alfheim. The Goatherd was no stranger to the elves, but indeed a spy for the Elf-King’s consort herself, the Shurengyla.

She cured Madden, and he was so besotted by her and grateful for her help, he offered his in return. Most pleased, the Shurengyla accepted and Madden became a spy for the elves of Alfheim in human lands.

Meanwhile, the loremasters of the Mealidil elves researched and uncovered the truth of the magic artifact the Nuckalavee had possessed. It was called a Black Heartstone. Heartstones are magic artifacts, possessed by Night Hags, which can cure any disease, lift any curse. With enough magic power, the Heartstone could be cursed. In effect, it could be reversed. But it would take the power of an Immortal.

Furthermore, the Mealidil elves found there was a passage in the Song of Ways describing a Nuckalavee as being a “an accursed wizard with a Black Heart.” It seemed the Nuckalavee was once a wizard, but had used the Black Heartstone to transform himself into a monster. He was certainly no Immortal.

So where had this wizard got the power to curse the Heartstone? Even the magic points of Canolbarth Forest did not contain such power.

Cameron Madden and the Goatherd had to return to Dast Keep, many day’s march into the Orclands. It was a journey fraught with peril, but on reaching Dast Keep they searched the ruins of the Nuckalavee’s tower. In it they found a lead-lined box containing star-shaped crystals that pulsed with magic power. As they watched, the crystals shrivelled beneath the sun. But the spies found one more thing. A wizard’s spellbook, bound and plated with silver.

The engraved name had been scratched out, but the seal on the front cover had not. It once belonged to a teacher at the Great School of Magic in Glantri.

***

There is a myth in the Principalities of Glantri, about a magic power source known only as “The Radiance”. The ancient houses of the Wizard-Princes settled in Glantri for precisely that reason. The power crystals and the Nuckalavee had to be related to it some how. Whoever could wield the power of the Radiance would be wielding the power of an Immortal.

If this power had fallen into the wrong hands, it could spell doom for all life.

Somebody would have to go to Glantri, find out the answers to the all-important questions. Who was the Nuckalavee? What were those power crystals? And how are they related to the secret of the Radiance?

During the Summons of the Border Magistrate, the humanoid army of Dast Keep had lain siege to Fort Hobart. Most of the Republic’s Second Army had been incapacitated by the Black Heartstone. But after the Black Heartstone and its offspring had been destroyed, it rose up and fell upon the invaders with its full might, wiping them out. The Nuckalavee’s reign of terror was also short-lived. With help from the Immortal, Ka the Preserver, it was the band of heroes that destroyed the stones and slew the Nuckalavee.

The Shurengyla now begins to understand why the Immortals have been roused by these events. If the Radiance is so powerful, any mortal could abuse it, and in doing so upset the balance of the Multiverse.[/INDENT]

It's hackneyed stuff, but you know, it's a D&D campaign, not a work of literature. ;)
#50

Hugin

Aug 22, 2005 10:03:13
Sounds like a fun campaign, nemarsde! That forest gnome sounds like a great concept as well. I might have to use him as an NPC at some point; perhaps spying on the PCs to make sure they're not consipiring against Alfheim when they are near there. OR, maybe manipulate the PCs into helping him gain information.

It seems that Darokin pops up in almost everyone's campiagn! Is this the unoffically most popular nation in the Known World? (I can't really argue too much since Darokin was used quite a bit IMC as well )
#51

nemarsde

Aug 22, 2005 15:06:32
The Goatherd's my favourite character in the campaign as well. Actually played by one of the player's 12-13 year old daughter (can't remember how old). It's a very useful character that I helped her create, because I wanted her to some how play an asexual character, obviously. It worked out better than I'd expected actually, although they (the player and character) are a little obsessed with killing goblins.

You can probably imagine how awesome the Goatherd is when faced with goblins, with all the bonuses against goblins from being a forest gnome and a ranger, and then having a bow with Goblinoid Bane property and being a Deepwood Sniper too. It's like a three-foot tall, anti-goblin robot sentry.
#52

Traianus_Decius_Aureus

Aug 22, 2005 16:06:27
It seems that Darokin pops up in almost everyone's campiagn! Is this the unoffically most popular nation in the Known World? (I can't really argue too much since Darokin was used quite a bit IMC as well )

I've noticed this too... I think there are several reasons- wealth=status (always good for adventurers), nice mix of city life vs frontier, and those elves living in the middle of the country

I've never really cared much for Darokin though. This is not surprising since our campaign is largely a military/dominion affair and conflicts with Thyatis and Minrothad dominate foriegn affairs. When our campaign starts back up from our 3.5 conversion, I've got a five year window to torment our group with a 2000 year old death knight until Wrath starts and they get embroiled in the Great War.
#53

nemarsde

Aug 22, 2005 18:48:22
Darokin's also central, so you can use it as a jump-off point to pretty much anywhere in the Known World. I tend to use Karameikos the most though.
#54

zombiegleemax

Aug 22, 2005 20:27:40
I use Darokin a lot myself. Partly because its central and partly because my players always migrate there. They like the idea of being in the center of trade when they sell off all their treasures. I have some players that pick up everything in site and eventually start up a magic item shop in Darokin to get rid of the stuff they don't want. My players usually get involved in Karameikos as well, either just adventuring or helping the Traladarans overthrow Stephan Karameikos and the Baron at the same time, usually because when they strike, the Baron usually takes his shot at the throne at that moment. I love tangles plots, they always keep my players on thier toes when they think they are fighting one enemy to later realize that there are several factions involved and not all of those are cooperating together. I love anarchy at times. I've had some players actually end up helping the bad guys, while thinking they are saving the world. :evillaugh
#55

gazza555

Sep 21, 2005 8:20:50
...and I so want them to meet the gibbering mouther vampire inside. :evillaugh

Well they eventually met the GMV - which wasn't all it was cracked up to be and was defeated in pretty short order.

A player was coming in with a new character after his last character was killed in the previous session. Now how to get this new character into an adventure this late - he can't be a prisoner (cliched I know) for various reasons - so I eventually told the player that his character would turn up due to a Teleport spell going awry. So during a quiet spell a human form starts to form some 30 feet ahead of the party. The paranoid ranger decides to stick his sword in the 'apparition' and wait... So when the new mage appears he immediately takes damage before casting a spell at the ranger. To cut a long story short, the mage was asked to surrender, refused, and was taken down to -3 hp. The party's cleric heals him up just in time for a half-dragon flesh golem (investigating the noise) to turn up and use hi's breath weapon on the party killing the new mage It was probably the shortest lived character I've seen.

The problem is now, how do I bring his new character in for next session. If it wasn't so serious it would be funny but it's always this player's character that gets killed. He does normally play wizards or druids but is coming in with a half-dragon fighter for the next session, but knowing his luck will fail a Will save.

Regards,
Gary
#56

Hugin

Sep 21, 2005 9:41:44
If it wasn't so serious it would be funny but it's always this player's character that gets killed.

Luckily, this is happening in someone else's campaign so I can find it very funny! :D Though I have to admit, I feel bad for the player.

Last night IMC the PCs, who find themselves in a tiny borderlands barony in north-western Darokin as the Master's forces invade from Sind, watch a group of 250 nomads, orcs and bugbears march toward them. The troops make camp almost a mile away on the same low ridge that the keep is on.

Then the PCs are told that a scout has reported that a small force of about 2 dozen troops are following the path the larger force took, but these are accompanied by a large wooded building on massive rollers. Naturally, they assume it is a siege engine, but are surprised that the scout says that nothing was pulling it. The PCs then assume that it is driven from inside.

They decide to send out some people to attack this group before it can join with the larger one. The call for volunteers goes out and 4 of the 6 PCs along with 6 of the trained garrison horsemen answer the call. (The other 2 PCs stay with the keep just in case; one is the baron himself, the other a member of the Order of the Griffon who felt he's needed there more).

Well... the PCs are perplexed as to were the spell effects are coming from. They deal with most of the troops easily, but the Wooden Juggernaut crushes 4 of the garrison's horsemen and one of the PCs (who barely survived but wishes his Will save was better ;) )

They finally win after a long, hard fought battle, but are quite surprised to find nothing inside the juggernaut. It was great fun!