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Showing posts with label Decos' Wretched Plight. Show all posts
Showing posts with label Decos' Wretched Plight. Show all posts

Thursday, January 08, 2015

Decos' Wretched Plight Campaign Log

Welcome to our new Schedule 2 RPG game!

King Arthur has taken the mantle of Dungeon Master, and presents us with a romp across the Known World!  Right in line with our Basic Dungeons & Dragons bent that the club is on right now, this will fit seamlessly into our narrative with no other consideration.  This is King Arthur's first campaign at the helm of the Wargate, but there's no pressure!  What better spot to begin, than at the beginning with Basic!  

We're going to enjoy this campaign, and explore the Known World a little more at the same time!


The Grand Duchy of Kerendas 1012 A.C.

Ever been to the little tavern nestled in the cluster of raft shacks of Bayville's dreary port?  The strong smell of cheap booze and hits you as you open the door, strangely complimented by the pleasant aroma carried in on the coastal winds.  The wind whisles thru the cracks, adding to the dreary Ambiance permeating from the quiet hinterlanders, worn and haggard looking, but still such a presence with their brightly colored red and gold hair. These weary souls have many stories to tell of an Ancient clan of people who once resided in the fertile plains of Kerendas.

They all speak of Arbora, and the ruins that have recently been discovered there. Drawn across the Sea of Dread by an unexplained force, a mental pull, the hinterlanders have overtaken the small populace of Bayville.  There they have stayed, awaiting a call that is a mystery even to them.

A party of Adventurers arrived just the other night, strolling into the lil' tavern with a fresh confidence that clashed with the bleak attitudes of the usually fiery umph of the hinterlands barbaric nature.  Driven by the mysterious tales of the bar-folk and the strange man who sung them an irresistible opportunity for adventure, fighting, and a whole bunch of treasure, the party quickly buys up supplies and sets off to the town of Arbora.  There, a small grasp at glory awaits, buried behind a strange group of Thyatians, and the malignant forces massing in the ruins surrounding the town!



Quite exciting, this will be my first time running Dungeons & Dragons.  I'm quite eager to see how my players develop into my expanded universe of the Known World.  I'm keen to see my own personal development as well and what I can learn from the players, with their years of experience, that will be gracing my lil' adventures with their presence!

                                                                                                   - King Arthur


Current Player Characters
Total Party Levels: 10
  • Fnu Mohammad - Magic-User: 2 (N)
  • Thorgrim - Fighter: 2 (L)
  • Asmodius - Magic User: 2 (L)
  • Olaf - Fighter: 2 (L)
  • Johann - Thief: 2 (N)
Deceased Player Characters
  • Herek Uthbar - Cleric: 1 (N)


Campaign Log
Total Game Time: 10 hrs

Looters!
(10.21.14 to 10.30.14)
Total Session Time: 2 hrs

Gustav Schmidt has taken over the abandoned outpost on Arbora's northwestern edge.  If any progress into the tunnels is to be made, this runaway slave and his band of cutthroats must be taken care of.
The party of stoic northmen stand ready to crush the enemies of the folk of Arbora after a (mostly) successful show of force.  Making acquaintance of the townspeople during a few brief days of rest, the party finds it's much better off than when they arrived in Arbora.  After seeing their swift results, the town (Decos) wishes to retain the services of the northmen - it seems much more adventure awaits!


Mischievous Runts
(11.03.2014)
Total Session Time: 5 hrs

Progress on the excavation of the old tunnel entrance beneath the Thyatian outpost was slow and tedious due to the damage from the flames, but a full week later an entryway has at last been made passable.  The job done, this occasion should have been a joyous one,  though no time for celebration is allowed as the event was suddenly interrupted by a terrible incident.

Kobolds!  As Arbora's miners removed the last of the impeding debris, the lil' snakes suddenly sprung from the shadows and delivered their ambush! Four workers down , the miners rush this ill news to Decos. Vexed by yet another delay, Caius quickly enlist the services of the audacious northerners in ridding the tunnels of these crafty lil' sadist.
As the sun rose, the night after Herek's funeral, the now bloodthirsty northerners prepare for their assault on the kobolds.  As they leave Viaskoda's Hearth, the local inn, they are suddenly halted by Tabotaku.  He informs the party that Caius Decos has fallen ill with a strange sickness, one that has stricken over half the townsfolk overnight.  A magical illness, an infection!  Having already pinpointed the source of this vile curse, Tabotaku pleads with the party to delve into the tunnels to the west, and stop whatever it is producing this disease!


Revenge!/A Strange Infection
(12.09.2014)
Total Session Time: 3 hrs

Still desiring their revenge, the northerners are torn in the request to aid the people of Arbora.  Coincidentally, fate takes the needs of both the town, and the northerner's vengeance, into it's hands.  Slavi Teak, a shady character, arrives in town with news of the Kobolds that the party seeks, informing the party of a band of kobolds that he spied leaving the old Thyatian outpost.  He followed them up until they entered the very tunnels that Tabotaku had been speaking of.  The suspicious character does carry one request, that the party allows him to accompany them into the tunnels.
Arbora is host to a festival, one celebrating their northern heroes.  The festivities commence for days and the bold northerners enjoy a well earned rest.  Fnu spends his time educating his new demi-human companions, 


Campaign Resolution

The northerners and their foreign mages collect their loot, and move off into the unknown wilds of Mystara in search of adventure.

Saturday, January 03, 2015

Decos' Wretched Plight (Session 5)

This update is lagging behind.  These Game Session notes were originally from 12.23.2014.

Kobold Clearinghouse

The party pushes forward into the reaches of the underground complex, making sure to cover the entire map that had been given to them.  Facing off against several groups of enemies, the party eventually corners the kobold chieftain and several of his followers.  True to form, the option to join Fnu Mohammad's group is given to the dungeon-creatures.

After a brutal show of control, several kobolds agree to service with the mage and his party.  The party heads to the lower level, where they encounter a group of deranged and diseased men.  After deftly dealing with this new threat, the party safely obtains the Staff of Pestilence.

Returning to Arbora, the party consolidates.  Magic items are identified and passed among the new servants - the orc, goblin and kobolds are so far pleased at their new station.  The newly forged group prepares for further adventures across the land, emboldened at their success at this most recent venture.

Friday, December 19, 2014

Decos' Wretched Plight (Session 4)

These notes are originally from 12.09.2014.

A More Aggressive Incursion

As the party returned to the tunnels, they encounter some kobolds attacking from the shadows. The Men from The North are not surprised, quickly cutting the scaly lil' beast down.  Pushing forward, the party finds a fierce orc hacking away at a group of giant rats.  The party charges the rats, slaying a few and scaring the remainder down the hallway to the East.

The orc is wary, but he makes no move to attack the party.  Fnu boldly acknowledges the orc, asking of him the essential questions; why are you here, has he seen a book here in the tunnels, and of course, what is your name?

Conveniently enough, the Orc speaks some decent common, answering the questions, but still wary of what the adventurers plan to do.  Ru'gash, as he introduced himself, is quite taken by surprise at a generous offer from Fnu.  As payment of hiring him under his service, Fnu gives the orc a valuable gem and promises more if he performs well.  Ru'gash accepts this offer, feeling less threatened by his uneven odds.

Rats come running down corridor to the east squealing in fear.  The straggler is struck by a magical missile launched by the Grumpy Goblin Shaman Schwee.  Fnu shouts out at the critter in it's own language, which catches his attention, but only long enough for him to grumble and just walk off down the corridor to the south of the intersection he had stood in.  The party spies a book and pursues the goblin to a door, that appears to be locked, and he turns and faces the party, obviously very uncomfortable with being within a hairsbreadth away from the Fearsome Northerners.

Fnu has the goblin roughed up a bit, and threatened furiously when he chooses to be uncooperative and answers the party's questions vaguely and without much enthusiasm.  Growing tired of his shriveling lil' captive, Fnu forces the desired information out of the goblin.  Further, the canny magic-user forces the goblin to swear servitude to him for 101 days.  On pain of death.  The goblin Schwee does as he is bid, and finds that it might not be so bad as Fnu offers up a softer side and rewards his minion with a secret gift.

Thus unified, the group continues into the depths of the dungeon...searching for a potentially disastrous magical Staff of Pestilence.

Sunday, November 09, 2014

Decos' Wretched Plight (Session 3)

Ain't Nothin' But Kobold Thang

The Northerners accept Decos' job, and immediately set out to rid the new tunnels of these troublesome pest.  The party quickly arrives at the tunnel entrance and proceed into the strangely bricked hallways that form the ancient tunnels.  Proceeding inside, the party is attacked by and dispatches the welcoming party of kobolds.  They manage to capture three of these, slaying half and capturing the rest.

The Northerners return to town and sell their prisoners.  After talking to the town wizard the party returns to the ancient tunnels.  Moving through the rooms they encounter 4 crazed giant rats!  They quickly dispatch the weak foes, but only to be attacked by the group of 7 kobolds hiding in the next room.  The fight is short, but a great tragedy occurred.  Herek Uthbar had been slain by a kobold's sword!

The party swiftly subdues the remaining foes with a single spell.  The survivors then return their dead companion to Arbora to give him his funeral rites.  Onward to Valhalla, servant of Odin.

Thursday, October 30, 2014

Update: Decos' Wretched Plight (Session 2)

In Through the Out Door

The inner door erupts as the looters run out of the burning, collapsing outpost.  A flurry of missed blows later, several of the party are incapacitated - but the roof crushes in on the party's foes, finishing them off and preventing pursuit.



The party staggers out to the horse and cart, and begin to collect themselves.  They stand guard through the night, and in the morning examine the burnt-out ruin.  Satisfied with what little they could scrounge from the looter's hideout, they take their three living prisoners back to Arbora.

Tabotaku the Wizard offers to examine the trinkets brought back from the tower, and Decos is happy to have a certain sword back.  The party convalesces for a week, before agreeing to meet with Decos once again to discuss the terms for the northmen's continued employment.

It seems that getting rid of the looters was only the first step of a larger design on the part of the old boy.  Oh, it was all for the public good or whatever - but the townsfolk immediately sent miners into the old ruin and started excavating beneath it.  A network of tunnels exists under the old Thyatian watchtower...and Decos is very interested in getting into it.

The northmen are impassive.  They will destroy the enemies of these folk.  They will show them the ways of Odin.

Sunday, October 26, 2014

Update: Decos' Wretched Plight (Session 1)

Obligatory Exposition

From the land of the ice and snow, the rugged northlands, come our heroic adventurers.  The group of six have made their way here to the southlands to aid the soft folk of this land by crushing skulls and invoking the Immortals of the north.  Consisting mostly of native Vestlanders, the group also has a few strange foreign wizards in it's midst.


Now, in Kerendas, the party is hired by the small town of Arbora to deal with some pesky looters that have taken up residence in an abandoned Thyatian outpost nearby.  Unconcerned with the specifics on the 'whys', Herek Uthbar asks about the 'hows' - specifically, how the town would prefer delivery of proof of death or capture.  Heads?  Ears?  Corpses?  Taken aback at the sheer confidence displayed by the northmen, the townsfolk don't ask for heads.

Calmly explaining they would need a horse and cart, some leather and hay, the warriors wasted no time in taking the fight to their quarry's  home. A short time later, they had cut cords of the leather and bound bundles of hay.  The purpose?  Arson, of course.

A few burning men, prisoners taken and skulls crushed later, the party's fire has been doused.  They have entered the ruined keep, making a mess of the guards in the entryway.  Now, they stand ready to breach the inner door and find the rest of the looters...