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2/11/04: U3 - The Final Enemy (and earlier)
« on: Feb 11, 2004, 10:44PM» |
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Your adventuring party is making quite a name for itself in the town of
Saltmarsh. You first thwarted a band of smugglers operating out of the
haunted house near town, and then defeated them on their ship off the
coast. During these adventures, you met your traitorous friend, Ned
Shakeshaft, and learned that the smugglers were providing arms to a
tribe of lizardmen near Saltmarsh.
Thereafter,
you forayed into the lizardman caves, learning that the lizardmen
didn't plan an attack on Saltmarsh after all, but instead were arming
to throw the sahuagin out of their home, from which the lizardmen had
been evicted. You agreed to assist the lizardmen, in return for a
pledge by their chief not to attack the town, much to the chagrin of
Ned Shakeshaft and Councilwoman Anders, who had somehow gained the
trust of the lizardmen.
Before leaving the lizardman caves,
you saved the lizardman Ghressh from an uncertain fate, as he was on
trial for assisting an earlier adventuring party. In a twist of irony,
the lizardman chief ordered Ghressh to accompany you back to Saltmarsh.
You returned to Saltmarsh to find a town in chaos. During your
foray to the lizardman caves, a sahuagin scouting party had ransacked
the town. The people of the town either fled, or retreated to the
sewers. Ghressh told you that the lizardmen have recently scouted out
their old home. To their shock, the island in which their caves lie is
now largely underwater. They also talk of many hundreds of sahuagin
infesting the caves now. Between the water and the overwhelming number
of enemies, this could prove to be your most dangerous adventure yet.
The
mayor has asked you to complete three tasks. First, he wants you to
determine the strength of the sahuagin force, perhaps by locating
military records. He also wants you to locate information about the
layout of the fortress, and, finally, discover when the sahuagin might
mount their attack on Saltmarsh. He has offered you 10,000 gold to
obtain this information.
Following up on a tip from an old
dwarf, you investigated the maze in the sewers, finding some treasure
as the dwarf had suggested, but, more importantly, finding evidence
left behind by Ned Shakeshaft. One item was a dagger with a tiger claw
emblem on the hilt. This dagger matched the weapon that someone had
used in the past to murder Lindalas' father. The other item you found
was a note, referencing some of Shakeshaft's possible future activites,
although these activities do not seem related to your current mission.
While
in the sewer maze, you then ran into some of Shakeshaft's cronies. They
evidently had come to retrieve items left behind by their boss, and to
dispose of some bodies. Instead, you disposed of them.
Now, your current mission, the reconnaissance mission in the sahaugin lair, awaits you.
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2/18/03: U3 - The Final Enemy continuation
« on: Feb 18, 2004, 10:49PM» |
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The town of Saltmarsh has been raided by sahuagin, and the citizens
fear an even deadlier attack. The mayor has asked you to complete three
tasks. First, he wants you to determine the strength of the sahuagin
force, perhaps by locating military records. He also wants you to
locate information about the layout of the fortress, and, finally,
discover when the sahuagin might mount their attack on Saltmarsh. He
has offered you 10,000 gold to obtain this information.
Agreeing
to undertake this mission, you set off aboard Red Lambert's ship for
the sahuagin lair. Upon landing, you were ambushed by a band of
sahuagin. You defeated them, but not before the captain fell in combat.
In looking for the lair, you came across a hardy ranger who
asked you to help the locals by vanquishing a young black dragon. You
displayed your might by doing so, gaining the thanks of a local
farmwoman who seemed to have much in common with a certain sick woman
you previously aided in Saltmarsh.
Finally, you came across
the Cave of the Oracle, the home to a strange, ancient humanoid
creature. The Oracle set out a task before you, to answer the riddles
of three undead creatures. You did so, and were rewarded with your
choice of three items. You choose a magic ring, which should come in
quite handy in the adventures ahead of you.
The marsh still lies before you, and somewhere in it, the sahuagin lair.
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2/25/03: U3 - The Final Enemy continuation
« on: Feb 25, 2004, 11:08PM» |
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You have started your foray into the sahuagin lair, and these foul
creatures are even deadlier than you imagined. Your battle in the entry
room was brutal, but you found the rest of the first level to be eerily
quiet and empty. The walls and floors of the lair are smooth and level,
which would likely come as a surprise to the lizardmen who were forced
from their home.
You
rescued an old sorcerer, Elmo, whose adventuring party was wiped out by
the sahuagin. Elmo spoke of working as a slave for the sahuagin,
smoothing the walls. He also directed you to a secret room to the
south, where he and his deceased party mates had stashed some equipment
that should come in handy for you.
You came across a room of
orc, hobgoblin, and lizardman slaves working on the rough hewn walls.
You freed them from their shackles, and they darted from the lair.
You
have now descended into a lower level of the lair, finding it submerged
in water. The battles you have found on this level have been your
hardest yet, as the sahuagin are at home in their underwater environ.
You
now gather in the secret room, tending your wounds and resting for the
difficult task ahead. Your quest still remains- determine the strength
of the sahuagin force, perhaps by locating military records; locate
information about the layout of the fortress; and, finally, discover
when the sahuagin might mount their attack on Saltmarsh.
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3/10/03: U3 - The Final Enemy continuation
« on: Mar 10, 2004, 11:47PM» |
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You have achieved two of the three goals that confronted you in the
sahuagin lair. First, you found the roster detailing the strength of
the sahuagin force that might raid Saltmarsh. Later, you located a
detailed floorplan of the lair, a document that will surely help the
forces of Saltmarsh in their assault on the lair. All that lies ahead
of you is to find out when the Sahuagin attack on the town might take
place.
During
your adventure in the lair, you have fought many sahuagin, slaughtering
dozens. You came upon a strange ceremony, where sahuagin priestesses
were sacrificing hatchlings to a large shark. You befriended one of the
hatchlings, only to see it die minutes later. You have also fought and
killed the sahuagin baron, a particularly large and viscious creature,
in what was perhaps your most challenging battle yet. What battles and
discoveries lie ahead of you?
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3/17/03: The Fall of the Lintaer
« on: Mar 17, 2004, 11:27PM» |
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Your work in Saltmarsh is done. You have successfully discovered enough
information to enable the town, in alliance with the lizardmen, to plan
an attack on the sahuagin lair. In the few short days you spent to
recuperate in town, word reached you that the town and lizardmen
amassed a strike force, and cleansed the sahuagin lair of the foul
beasts. You were hailed as heroes in the town.
When
you had returned from the sahuagin lair with the vital information,
Mayor Holante made reference to trouble brewing in the village of
Ransar, several days journey to the north. He told you that his cousin,
Faloon Festabulus, was looking for help with what seemed to be a simple
vermin infestation that was affecting the Festabulus farming "empire."
He claimed that Festabulus paid well. The old dwarf at the bar in the
Saltmarsh sewers had earlier told you that a man fitting the
description of your adversary, Ned Shakeshaft, was heading to the
Ransar area, so this mission sounded like it could at least lead you in
the right direction.
With the trade routes finally safe, the
merchants in town were anxious to ply their goods along the Storm Coast
once again. At the mayor's suggestion, you joined up with a caravan
heading north to Ransar and points beyond. The boring journey was a
welcome change from your recent adventurers.
You have now
arrived, late at night, at the Caravan Inn on the southern edge of the
village. After several nights sleeping only on a bedroll during your
journey, your cot in the inn seems comfortable to you as you drift off
to sleep.
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3/24/04: The Fall of the Lintaer cont.
« on: Mar 25, 2004, 0:06AM» |
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You have found some work in Ransar, and some mysteries, too. Faloon
Festabulus, a pompous businessman seemingly worried about his farming
“empire,” and perhaps a few other matters, hired you to eradicate giant
ants that had been terrorizing his farm workers. He has agreed to pay
you 15,000 gold if you successfully return the head of a huge ant, seen
a few times north of town, to him. This will prove to him that you have
eradicated the problem.
This
seemed like a simple quest, until you met Falmore Treah, the ranger
first encountered in the swamp south of Saltmarsh. Treah told you that
he has seen ants like these before, and they are not usually
aggressive. He pointed out a cave to you, from which the ants are
emanating. He also told you of a group of brash young teens that headed
into the cave. Treah asked you to find out what is going on in the
cave, rescue the teens, and report back to him. If he is not available,
you are to report to Pudge Redhelm in the Caravan Inn.
You
headed into the cave, to be greeted by a terrified teen hurrying out of
the cave. The frightened teen told a tale of sneaking by the ants, but
then spoke of the appearance of a ghost, and his friends dropping dead
around him. You pressed onward, finding more ants, and the bodies of
the other teens, crossbow bolts in their backs.
You also found
a room strewn with corpses of men, their half-eaten meal rotting on the
table. Their bodies showed no sign of injury. A note found there
mentioned hard work and low pay, but not much else.
A ghostly
apparition awaited you next, further in the cave. The apparition
claimed to be the soul of a murdered elf, asking you to extract
vengeance on Elnir Tufton, the leader of the Ransar village council.
The apparition said that he and the other unmaimed corpses you found
were workers for Tufton, and Tufton killed them after the cave was
mined dry. He said that only by killing Tufton would his soul be freed.
When you proceeded onward, he became increasingly agitated, until he
disappeared after hurling a barrage of insults at you.
A room
full of caged ants, apparent passive ones, was your next find. Also in
the room was an ant shackled to the floor, its head cut open.
Your
most intriguing find was a room that appeared to be a living quarters
of some sort. In it, you found a note from a “Gand” to a “Na'drael,”
ordering the killing of workers and reminding Na’drael that if
“success” was found, Gand was to be notified immediately. In the room,
you also found a strange book, of which you could not make sense. Most
interestingly, you also came upon a magic mirror of some sort. A man,
with hair graying around the temples, spoke to you from the mirror.
While he did not give you much information, and in fact insulted you
and warned you not to proceed deeper into the cave, the man appeared to
be vaguely familiar to you.
In a horrific fight, you then
fought and killed strange creatures – small floating eyeball-like
creatures, and man-shaped creatures with mismatched arms and legs. You
survived, and decided to rest before proceeding onward. You are not
certain what lies ahead of you.
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3/31/04: The Fall of the Lintaer cont.
« on: Mar 31, 2004, 11:21PM» |
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You have wiped out the ant menace plaguing Ransar, and collected your
reward from a reluctant Faloon Festabulus, but questions abound. You
battled a strange elf, evidently the one behind the ghostly image that
had dogged you throughout the cave, only to have the elf disappear
without a trace. At least you were able to collect your reward from
Festabulus. It became clear to you that the ants that were menacing his
farmers were digging for something, but what?
Falmore
Treah, the mysterious ranger, did not meet you as you had hoped when
you were done at the ant cave. You did meet another adventurer, a hardy
dwarf named Balor who had been sent to your aid by Falmore.
In
Falmore's absence, you turned to Pudge Redhelm, the proprietor of the
Caravan Inn. The mention of the name "Gand" brought a familiar name to
Pudge's tongue - Shakeshaft. Are Gand and Ned one and the same? Or is
there another Shakeshaft fouling the fresh air of Naeldor? Pudge told
you that Falmore had asked about Gand, and mentioned there was some
connection between Gand and the bandits who were supposedly driven off
from Ransar by Elnir Tufton and his boys. Even that now seems to be
confused.
You showed the strange diagram that you had found to
Pudge, and he pointed you in the direction of an old hermit, Waley
Krows. According to Pudge, if anyone could make sense of the diagram,
which appeared to be a map of some sort, Krows could.
You have a sense of accomplishment for your successes so far, but there appears to be an uncertain path ahead of you.
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4/7/04: The Fall of the Lintaer cont.
« on: Apr 7, 2004, 11:08PM» |
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Every time you think you find more answers, you also discover more
questions. After a bit of a detour, you made it to the residence of the
old hermit, Waley Krows, to show him the map. After you defeated a
group of ogres trying to bash down the hermit's gate, he agreed to take
a look at the map.
He
mentioned that the map had strange, perhaps old, symbols on it, but he
was able to point out the ant cave to you, and one other area. He told
you that the map used an old petrified dragon skeleton as a reference
point to an underground site of some sort. The map said to head 25
paces east of the skeleton, where the entrance would be hidden behind
boulders. He did not know where the dragon skeleton was, but told you
that if anyone knew, the wizard Gedoron Supris would. Supris' tower, he
told you, was northeast of town. Head north to the Faloon Festabulus
estate, then turn east, and then northeast.
You have gained
some insight into the map then, but the strange tome you found in the
ant cave remains a mystery. You have been unable to pierce the magical
protections around it.
And you seem to have a new "friend" as
well - a shadowy figure seemed to tail you repeatedly. The hooded
figure eluded you whenever you spotted him or her.
You at
least have gained some new help in your journeys. Two adventurers,
having just arrived in Ransar from Amicus, have agreed to bolster your
ranks as you try to figure out what exactly is brewing in Ransar.
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4/14/04: The Fall of the Lintaer cont.
« on: Apr 15, 2004, 10:35AM» |
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You have made your way to the tower of the famous wizard, Gedoron
Supris, hoping that he could point you towards the dragon skeleton
noted on the map you found in the ant caves. He was able to do so, but
also, with the aid of the spellcasters in your group, was able to
identify the strange tome you found in the caves. He identified it as
being written by the evil deity Karom. The tome discussed the Lintaer,
3 magic items that weave a protective magic that seals of the
Underdark.
The
Lintaer were created by Karom before the last Great War, after the drow
refused to swear allegiance to Karom. Not wanting to risk fighting a
war on two fronts, Karom created the Lintaer to trap the drow in the
Underdark.
The tome talked of one of the Lintaer being located
in the Ransar area. When you described the elven wizard you encountered
in the ant cave, Supris feared that a plot was underway to locate the
Lintaer and destroy it, weakening the seal to the Underdark.
Supris
asked you prevent this, telling you he would join you later if he
could, as he had another urgent crisis to address. You agreed, perhaps
out of a sense of duty, or perhaps in the hope that your journey would
lead you to Ned Shakeshaft.
You started out for the dragon
skeleton, but on the way noticed a strange hooded figure following you
again. You tailed him or her to a barn, and then down a pulley shaft.
There, you encountered two brash young men, who insisted they had seen
no hooded figure pass their way. They ordered you to leave, and
threatened retribution from their father, Elnir Tufton.
The two young men have just darted up the shaft, leaving you to decide your next step.
OTHER INFO:
Ged
Supris gave you a note containing a phrase he copied from the strange
tome. It reads: "Hold a heart in a hand, and the barrier is made. Rip
the heart out, and the barrier shall fall."
The directions he
gave you to the dragon skeleton told you to go due south from the grove
of trees south of his tower. He said you would cross some farms, and
travel for a bit. He said that when you hit some hilly terrain, you
were getting close.
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4/21/04: The Fall of the Lintaer, cont.
« on: Apr 22, 2004, 2:00PM» |
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He escaped again. Your search for one of the Lintaer led you to caves
inhabited by the Tiger Claw bandits, and their leader, Ned Shakeshaft.
First, though, you fought your way through many of his thugs, and
defeated the drow mage in a nearly lethal battle. You also killed the
hooded figure that had been following you recently. You then
encountered Shakeshaft, but he was able to escape through a trap door
in his hut, fleeing in an obviously magically hastened state. In the
hut, you found a note revealing that Gand Shakeshaft is in fact Ned’s
father.
Thereafter,
you located the Lintaer nearby. You seem to have arrived just in time,
as the bandits were clearly digging for it, and getting close. What
would they have done if they had reached it before you did? Would they
have sought to destroy the Lintaer, leaving only two Lintaer intact and
thus weakening the barrier to the Underdark? What would they have
gained by this?
Falmore Treah and some other rangers arrived
on the scene. Falmore informed you that he would guard the Lintaer, but
asked that you get word to Ged Supris’ tower, as the wizard would
surely know what to do with the Lintaer. Falmore also explained his
recent whereabouts, telling you that he had been searching for
information on the Tiger Claws, not realizing they were right under his
nose in Ransar. He tracked them to Spectaro, to the south, but there
the trail went cold, and his sources told him that all chatter went
quiet. He suspects they may have left Spectaro recently, but he could
not be certain.
Before all this happened, a mysterious glowing
sphere appeared, evidently speaking to Brodin through his thoughts. The
sphere told him to “cleanse the taint” and “restore the light.” Spheres
such as those you saw are said to be the raw divine power of Beam, akin
to angels in other faiths. You did not find any “taint,” however, that
seemed to need cleansing, so you are not sure what the glowing sphere
was referencing.
Another curious find was the wife of Elnir
Tufton, town council leader, in a cage in the caves. Tufton’s boys made
no mention of searching for her. The townspeople, in fact, have hailed
Tufton and his boys as heroes for driving off the bandits. What sense
can be made of this? Was Tufton in cahoots with the Tiger Claws
somehow? This may bear some investigating.
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4/28/04: Weekly Campaign Session
« on: Apr 29, 2004, 12:20PM» |
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You have returned to Gedoron Supris' tower and informed his apprentice,
Lomyril, of your findings regarding the Lintaer. Zastaph communicated
with Gedoron through a crystal ball, and Gedoron sent Brother Andrew
Benes and Beepo Daoshin, allies of the Council of Twelve, to help guard
the Lintaer, with more help on the way until Gedoron himself can come
and arrange for a more permanent solution.
Lomyril
then showed a humble side, asking for your assistance. His
half-brother, a half-orc named Uglor, is missing. Uglor recently joined
a cocky adventuring party, the Mountain Dogs, just as they were
departing for Norn Fortress west of town. They have not returned.
Lomyril has promised to focus all of his energies on locating the Tiger
Claws while you are away, if you go in search of his brother at the
fortress.
Speaking with Arlen, the local outfitter, you
learned that Norn Fortress was built many years ago, and the village
sprang up around it. Over the years, it fell into disrepair, and now is
a prize often fought over by various humanoid tribes. There are now
reports of trolls and ogres there.
You have just left the town, and climbed the hill upon which the old keep sits. The fortress now towers above you.
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5/5/04: Weekly Campaign Session
« on: May 6, 2004, 11:31AM» |
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You have successfully completed your quest, entering Norn Fortress and
rescuing Uglor, the half-orc brother of Lomyril. In the fortress, you
found ogres and trolls struggling for control of the keep. You used
that to your advantage, inciting a battle between the ogres and trolls
near the entrance. From there, you fought your way through the keep,
rescuing Uglor. In the process, you also rescued a troll, Zelth. There
was more to Zelth, however, than met the eye. Zelth was a wizard who
some time ago had become a victim of an experiment gone awry, which
turned him into a troll. Being shunned by civilized races, he thought
perhaps he could find acceptance among the trolls. Instead, they did
nothing to rescue him after his capture by the ogres. Now that you have
freed him, you have suggested to him that perhaps you can help him, or
take him to someone who can.
You
are now leaving the fortress. First, you stop to rest, recuperate, and
regain your spells. As you doze off to sleep in shifts, you notice
Brodin tossing and turning, calling out and mumbling in his sleep.
Brodin then awakens suddenly, a look of confusion and worry in his
eyes.
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5/12/04 - Weekly Campaign Session
« on: May 13, 2004, 10:00AM» |
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You have choices ahead of you. After leaving Norn Fortress, you
returned to the tower of Gedoron Supris, and spoke with his apprentice,
Lomyril. Lomyril gave you more information about the Tiger Claws. He
informed you that their trail led to Spectaro, the booming seaport to
the south, where the trail then went cold. This coincided with
information you had received earlier from Supris, who told you that the
Tiger Claws were an upstart renegade group based in Spectaro, under the
leadeship of Gand Shakeshaft. Lomyril, though, could not be sure if the
Tiger Claws were still in Spectaro, as all evidence of the Tiger Claws
there had gone quiet. Lomyril also was able to divine some involvement
of Elnir Tufton, the leader of town council, with the Tiger Claws.
You
also asked Lomryil about a "cure" for Zelth, the unfortunate wizard who
accdently turned himself into a troll in an experiment gone awry.
Lomyril suggested you speak with the sage Temen, also in Spectaro, who
was learned in the area of polymorph magic, among other specialties.
Finally,
Brodin dreamt of the temple, and the mysterious light returned yet
again. Both the dream and the light spoke of "cleansing the taint." As
you explored the ruins around Farmer Kranson’s farm, the light spoke to
Brodin, telling him that he was close. Kranson himself was rather rude,
ordering you off his land before storming off in a huff.
Choices. The Tiger Claws, the cure for Zelth, and the references to "cleansing the taint." Where will your adventures lead?
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5/19/04 - Weekly Campaign Session
« on: May 20, 2004, 10:40AM» |
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The evil taint surrounding the ruins of the Temple of Beam has been
removed. Through books and journals discovered in the crypts, you
learned that Teth Kranson was more than just a simple farmer. Instead,
he was a cleric of Dirkar, Lord of the Dead. Some of the more fortunate
temples to Beam across Naeldor have been blessed with magical statues
that emanate a healing beam of light. The ruins below this temple
contained one such statue, but Kranson had corrupted it, replacing the
original eye gems with corrupt gems blessed by his foul deity. The
statue of Beam was thus being twisted to a foul purpose - the creation
of an undead army. For what this would have been used, you can only
imagine. You put a stop to those plans, but not before almost paying
the ultimate price. On more than one occasion, all but one member of
your party was down in frantic, chaotic battles, but you somehow
managed to pull through, defeating Kranson and his undead minions.
You
also learned of the fate of Ungoth Toll, the former cryptkeeper. After
being trapped in the crypt following the destruction of the temple,
Toll and the crypt guardians had sustained themselves with the power of
the statue of Beam. Kranson, however, tricked Toll and the guardians,
replacing the eye gems and then withdrawing, allowing them to approach
the statue once again. This time, the power of the statue corrupted
Toll and his men, pulling them along the path towards undeath. Sensing
that something was amiss, Toll feared what he might do to the crypt
that he had been charged to protect, and decided to flee to the
catacombs below the crypt. By then, Toll had discovered the missing
original eye gems, but it was too late for him to reverse the process
that had set in on his body. In his demented state, he took the
original eye gems with them, clinging to them as his one memory of his
former life.
You proceeded to the catacombs in search of the
eye gems, and were set upon by the former guardians of the crypt, who
were now in a state of undeath. Fighting your way through numerous
undead, you made your way to the temple treasure room, where you
encountered Ungoth Toll. The cryptkeeper was also undead, but he seemed
to cling to some memory of his former life. Ultimately, though, he gave
way to his evil urges, and another battle ensued. You defeated Toll,
and recovered the original white eye gems. Placing them in the statue
once again resulted in a brilliant flash of light, and the appearance
of a pure white beam of light with healing properties. As the adventure
closed, you stood near the statue, debating your next move.
One
possible course of action, at least for one of you, could involve a
visit to Farmer Temnor. Prior to entering the crypt, you met two new
adventurers - Simon, a half-orc mercenary, and Sissfus, an elf with
skill in both sword and spell. Simon had been hired by Temnor to look
for his wife, who had last been seen on her way to borrow some cooking
supplies from Farmer Kranson. Simon located her body in the crypt, and
the promise of the reward awaits him. Sissfus came to you, hearing of
your exploits and hoping to share in your glory and adventure.
Your
next course of action is for you to decide. Proceed to Spectaro in
search of your nemesis, Ned Shakeshaft, or his father, Gand? Look for a
cure for the wizard-turned-troll, Zelth? Brodin has also pondered how
he might obtain the deed to Farmer Kranson’s land, thinking he might
some day rebuild the temple. The decision is yours.
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5/26/04 - Weekly Campaign Session
« on: May 27, 2004, 7:34AM» |
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All roads point to Spectaro, the Gem of the Storm Coast. After clearing
the ruined crypts of the Temple of Beam, the party investigated a
variety of options, and all information obtained seems to be leading
you towards Spectaro.
First,
Simon returned the corpse of Ruth Temnor to Farmer Temnor, and received
partial payment for the job he performed as a member of the Swordsmen.
The remainder of his payment awaits him at the Swordsmen headquarters
in Spectaro.
Brodin also sought to obtain title to the Kranson
farm, which sits on the site of the ruins of the Temple of Beam. Elnir
Tufton, leader of town council, gave you the name of Daslo Marks, the
man in Spectaro who holds the deed to the property. He thought it odd
that someone in Spectaro would own a farm in Ransar.
You also
pressed Elnir Tufton on his knowledge about the Tiger Claws. You
learned that Tufton had struck a deal with the bandits, whereby he
provided them with food and supplies, and in return Shakeshaft promised
not to conduct any further raids on the town. As an added measure,
Shakeshaft kidnaped Tufton’s wife to use as extra leverage. You do not
know where Tufton obtained sufficient food to supply the large Tiger
Claw contingent.
Tufton extracted a promise from you not to
reveal his involvement with the bandits unless necessary, out of
concern that it would unnecessarily alarm the townsfolk. In return, he
gave you some information that might lead to Shakeshaft. Specifically,
he told you about a weapons dealer who came to Ransar once with a
supply of weapons for the Tiger Claws. The man let slip that he dealt
with the Tiger Claws often, and that he hailed from Spectaro. Tufton
told you that the man was unforgettable, as his face was covered with
purple tattoos. Tufton figured that if you could locate him, you might
be able to find a trail to the Tiger Claws.
You also have the
unfinished business on behalf of Zelth, the wizard-turned-troll.
Gedoron Supris’ apprentice, Lomyril, suggested that if anyone knew how
to reverse the creature’s unfortunate condition, it would be Temen the
Sage, in Spectaro.
Spectaro, the Gem of the Storm Coast, is
about a seven day journey from Ransar. Along the way lies the town of
Tharse. Tharse is a four day journey from Ransar, and from Tharse it is
another 3 days to Spectaro.
During the journey south on the
Old North Road, you came across a gruesome scene. A merchant band lay
massacred at their camp, one of them strung up to a tree. You found a
black helmet on the ground, which Simon recognized as possibly
belonging to the Black Helms, a mercenary band out of Spectaro that is
loyal to the King and Queen of Gartho.
Thereafter, you
encountered a patrol of the King’s Guard, with Brodin leading them to
the murder scene. You then continued south, where you were ambushed by
black-armored men. You killed them, and Simon again recognized the
armor as that of the Black Helms.
The bodies of your attackers strewn about you, the town of Tharse now lays a short distance ahead of you.
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6/2/04 - The Black Helms' Terror
« on: Jun 2, 2004, 10:39PM» |
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You have continued your trek to Spectaro, stopping at the town of
Tharse. Before coming to the town, you met Drake Justice, a man
claiming to be in search of Ned Shakeshaft and the Tiger Claws. Like
you, he seeks retribution for past deeds committed by the bandits.
You
reached Tharse to find a population tense as a result of the attacks by
the Black Helms. The night before, the Black Helms had struck inside
the town walls, much to the consternation of the townsfolk. You
attended a town meeting, where you were hired to find out how the Black
Helms got inside the town walls. As part of your deal with the council,
you agreed to seek out Sir Forn La’Effric, mayor of Spectaro. Forn has
put out a bounty on the Black Helms, and perhaps has some knowledge
about their whereabouts. First though, you had to find out how the
Black Helms were entering the town.
At the conclusion of the
meeting, Mindra Fetteel, priest of the Temple of Hasaar, approached
you. You struck a deal with Mindra. You promised to deal with the Storm
Coast Gang, who had been desecrating the temple with graffiti and
debris. In return, she promised to use her considerable clout to find
out how the Black Helms were getting into the town.
You
proceeded to the gang hideout, where you made another deal, this time
with Vastang Jard, the leader of the Storm Coast Gang. Jang told you of
his gang’s chief rivals, the Blood Boys. While the Storm Coast Gang
dealt in the drug trade, the Blood Boys were a murderous lot. Jang
promised to clean up the temple and stop defiling it, if you took care
of the Blood Boys for him.
You entered the Blood Boys hideout
disguised as Black Helm warriors, but the Blood Boys attacked on site.
It was more of the same in their sewer hideout, where you destroyed the
gang, and killed their leader, Linoth Davil. You nearly lost some of
your comrades, who fell during battle and started bleeding to death,
but you managed to pull through and prevail, healing your friends.
You
are now resting, contemplating your next move. Payment by Vastang Jard
awaits (you hope), as does, you hope, information from Mindra Fetteel.
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6/9/04 - The Black Helms' Terror, cont.
« on: Jun 10, 2004, 11:08AM» |
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It seems that your trip to Spectaro might have to wait. You discovered
the entrance of the Black Helms into Tharse - a tunnel under the town
wall. But an additional discovery has created a detour, should you
choose to take it.
In
the house near the end of the tunnel, you found a group of gypsies
looting, and a small boy cowering in a locked room. Evidently, the home
had become easy pickings after the Black Helms murdered its owners. The
gypsies attacked you, and you killed them after a bloody fight.
Speaking to the frightened boy, he told you of an attack a few nights
earlier by the Black Helms and the murder of his parents. The Black
Helms left, but then the gypsies came, ransacking the house while a few
of the gypsies kidnapped his sister, Caren. The boy watched out a
window as his sister was carried off to the south. The bright young lad
spoke of a gypsy camp somewhere south of town, east of the road in the
hills, and implored you to save his sister.
You can save his
sister, or continue to Spectaro. Saving his sister would certainly be
the heroic course of action, but many opportunities await you in
Spectaro. The Tharse town council has promised a reward if you locate
the Black Helm’s path into the town, and if you accept the bounty that
Sir Forn La’Effric, mayor of Spectaro, has placed on the Black Helms.
Simon also has the remainder of his payment waiting for him at the
Swordsmen headquarters, for the work he performed in Ransar. There is
also the business with the wizard-turned-troll Zelth, that some of you
met in the fortress outside of Ransar. Evidently the sage Temen, in
Spectaro, might have some answers to Zelth’s predicament. And, perhaps
most importantly, several of you have a score to settle with the Tiger
Claws and Ned Shakeshaft. You have learned that the ruthless bandits
were supplied weapons by a purple-tattooed weapons dealer from
Spectaro, and hope that if you can locate him, he might lead you to
Shakeshaft and the Tiger Claws.
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6/16/04 - The Black Helms' Terror, cont.
« on: Jun 16, 2004, 11:07PM» |
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Although there was no financial reward, you rescued Caren Datten,
defeating a large group of gypsies in a challenging battle.
Successfully returning her to her home, your reputation in Tharse is
growing. You had no chance to stay and enjoy the fruits of your labor,
though, starting out on the road south to Spectaro. Skotch seemed
especially eager to leave.
On
the way to Spectaro, you again were assaulted by a group of Black Helm
warriors. You defeated them in battle, and continued on the road south,
arriving in Spectaro three days later.
You are now in the
massive city, with several possible tasks before you. In Tharse, you
were advised to consult with the Spectaro mayor, Forn La’Effric, about
a bounty on the Black Helms. Perhaps he will have some helpful
information.
Temen the Sage also resides in Spectaro, and
perhaps he has some information that could help Zelth, the troll from
Ransar about whom Zastaph spoke. Zelth is actually a wizard who was the
victim of one of his own spells gone awry.
Simon, of course,
still has a payment to collect at the Swordsmen headquarters. Last, and
perhaps most compelling to some of you, the purple-tattooed weapons
dealer reportedly dwells in the city, and you have been told that he
has had dealings with the Tiger Claws, and might be able to point you
to them.
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6/23/04 - The Black Helms' Terror, cont.
« on: Jun 25, 2004, 9:24AM» |
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Enemies all around you, it seems.
Intent
on locating the Black Helms, you started off for the Mayor’s mansion.
You met a slight diversion on the way, however. A group of three
adventurers stopped you, stating that they were looking for Zastaph.
Once they confirmed his identity, they attacked without warning, and a
bloodbath ensued. City guards rushed to your assistance, only to be
slaughtered by your tremendously skilled adversaries. The three mowed
through your party, before finally falling after inflicting horrific
damage on you. On their bodies, you found notes from someone named
“Zendick.” The notes described Zastaph and targeted him for death.
Zastaph,
clearly disturbed by what had transpired, told you of events from his
past. Many years ago, Zastaph and some companions had helped to free
the city of Treihadwyl from the grip of the power-hungry wizard Zendick
and his minions. Zastaph seemed surprised to see that name again, as he
believed Zendick to be dead. Is Zendick involved with the Black Helms
in some way? Or perhaps with the Tiger Claws? Or perhaps this is some
new threat?
You eventually did make your way to the mayor, who
gave you information to help you find the Black Helms. He told you that
his men had searched the Black Helms’ headquarters, but found nothing.
He also directed you to Garth Thompson, who he had learned was
smuggling weapons and supplies to the Black Helms. The mayor told you
that Garth’s parents run the Green Leprechaun Inn, and he described
Garth as being light haired, with a medium build, and scar to the right
of his mouth.
Notwithstanding the Mayor’s statements, Skotch
and Angelique searched the Black Helms’ headquarters, and found an old
receipt for armor sold to the Black Helms by the smith, Chandrick
Ironhands. You confronted the smith about this, and after much dancing
around the issue he told the group that he sold supplies to Garth
Thompson, who gave it to the Black Helms.
While some of you
left the smithy, a few others remained behind and obtained other
helpful information from Ironhands. The smith revealed that there was a
period of time where the Helms stopped buying from him, but dealt with
Noftol Blen, the black market dealer, instead. He explained, though,
that Blen had recently fallen on hard times, and was now in the drug
house in the Sprawl, just south of the city gate there. He was relieved
that the Helms were buying from him again, with Blen out of the
picture. He found it hard to believe, however, that the Black Helms
could be evil – he expressed that there must be a reason that they were
doing what they were.
A few of you heard Ironhands relate a
most interesting piece of information. Simon asked him whether Blen,
the weapons dealer, had purple tattoos, and Ironhands confirmed that
Blen did indeed have purple tattoos. It sounds like he might be the man
you are looking for, to lead you to the Tiger Claws.
You have just left Ironhands Smithy, with some decisions ahead of you, and hopefully no more unexpected enemies around you.
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