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What has gone before . . .
« on: Feb 11, 2004, 10:41PM»
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The game descriptions were getting too long, so I will post prior game descriptions here, which should keep the new game descriptions shorter.

« Last Edit: on: Feb 12, 2004, 2:53AM » I.P. Logged
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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.

« Last Edit: on: Apr 29, 2004, 4:19PM » I.P. Logged
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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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