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Thread: Max's DL1-14 campaign...

  1. #21
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    Kjeran, James: thanks for the comments and for reading the session reports; I truly appreciate it! Following are the long-delayed notes for session 6 and later this weekend; we will be playing session 7; so hopefully the notes for that will be forthcoming soon!

    "DL 1 Part III: The Adventure Continues…"

    Our Heroes:

    1. Fergus Quill: Male Half-Elf; 4th level Thief; Alignment: Good(ish)

    Fergus never knew his Elf parent and he was soon orphaned into the streets of New Ports. Living on the streets; Quill soon learned the stealthy arts needed to survive; but he may have turned out much for the worse if a kindly old Dwarf hadn't taken him in. He maintained his streetwise skills and knowledge; but soon developed a good nature and became friends with a pair of humans from better walks of life than he; Detlaf and Thorne.

    2. Detlaf Ironside: Male Solamnic Human; 3rd level Fighter; Alignment: Good

    Detlaf grew up in New Ports; the son of a pair of Solamnic exiles, who ran a general goods store. His father though told Detlaf that his father (Detlef's grandfather) had been a well-respected Knight of Solamnia who had been forced to send his son and wife south due to the rebellions and uprisings sweeping thru Solamnia at the time. He gave Detlaf an amulet with the symbol of the Solamnic Knights as a memento. Detlaf's father moved to New Ports in Abanassina and grew up and married a store-owner and the two of them had a son several years later. Detlaf, growing up, became good friends with the scholarly Thorne and feisty half-elf; Quill. As a teenager; Detlaf feasted on his father's stories of the Knights and when Detlaf was 17, his father left him the amulet and told him to help his mother run the store while he took a trip to try and figure out what happened to his father and to try and find the Knights. Detlaf never saw his father again; but he carries the amulet to this day and soon apprenticed himself to the town guard; where he learned his skills at arms. Now in his early thirties; Detlaf has left the guard and is ready to see where his life might take him next.

    3. Thorne: Male Human; 3rd level Magic User; Alignment: Good

    Thorne grew up the son of a scribe and a healer in the town of New Ports and it soon became clear that he was every bit as intelligent and scholarly of mind and had the healing touch of his parents. He also displayed an aptitude for magic as a child and was soon enrolled as an apprentice to a kindly old white-robe mage. Over the years; Thorne did very well and soon had his own spellbook with several spells in it. When he wasn't studying; Thorne became fast friends with the Solamnic exile Thorne and the orphaned Half-Elf; Quill. Thorne's life would be forever changed the day that and odd red-robed mage named Bargle came to visit his old teacher.

    4. Grackle Silvertongue: Male Kender; 3rd level Handler; Alignment: Good

    Grackle was born and raised in Hylo, on Southern Ergoth. Growing up to be an extremely agile and nimble Kender; Grackle was also quite brawny for a member of his race. Hit with wanderlust like most Kender; Grackle ventured out into the larger world and soon found himself onboard a large ship whose crew were NOT so thrilled to find him there and promptly dumped him off at their first port of call; in a land Grackle found out was called ‘Abanasinia’. Wandering the area; Grackle eventually encountered some Plainsmen; some of whom were quite amused by the Kender at first and taught him their language. There were somewhat less amused with the Kender over time as many of their possessions inexplicably ended up in his pouches; and soon enough; Grackle found himself on the road again. Shrugging his broad-for-a-Kender shoulders; he soon found himself on the outskirts of the tree-top town o f Solace…


    (DMs notes: This session report was written by Grackle the Kender's player; and on a personal note....the players took a VERY LONG time going back and forth on what to do concerning the ruined Treasury Vault guarded by the Spectral Minions. Eventually...they decided to bum-rush into the back vault; only to find themselves face-to-face with thousands of useless Tsarothian Clay 'Culli' Coins! I know, I know....evil DM moment of enjoyment!)

    The Adventure Continues:


    The doors stood firm, mocking Grackle and the rest. They had to come down. Grackle steps back and crashes into the lower half of the first door, splintering it and revealing a smashed up room with the vague hint of a general store. Grackle, Quill, and Thorne quickly rifle through the debris, with only Grackle scoring a dusty spoon. The second door was treated as kindly as the first, opening into a back alley. Rummaging about, Grackle finds some cookies that are surprisingly fresh. Or so he claims...

    Detlef and Thorne politely move the party onward, halting the search for more cookies. The rush of water and damp air hint of something different up ahead, and the river ten feet wide in the middle of the corridor seems to confirm it. Thorne volunteers to jump it, and gracefully leaps nine feet across. Grackle then effortlessly launches himself across to join the now dripping Thorne. Ten foot fine steel doors of immense value stand before them. Having never met a door he didn't open, Grackle does what comes naturally. Five spectral forms lounge about the room and counter, and quickly greet their old friend Kethel with a demand of 500 culli. Thorne, not realizing that his name is actually Kethel, tries to barter with the ancient beings. Quill decides that there is too much fun going on across the river, so jumps across to see Kethel/Thorne shut the door with Grackle still inside. The rest of the party, seeing poor Grackle shut behind the door, splash over and get the low-down on the situation.

    Grackle opens the door again, Kethel/Thorne evades paying his taxes and the spectral forms decide to take payment in blood. Kethel/Thorne fires two needles at the ghosts, tearing wisps of flesh from them, while Grackle and Quill act like thieves and rush for the back door behind the counter. Detlef unsheathes his mighty blade and cleaves a ghost through, encountering no resistance at all. A ghost slices at Grackles back as he leaps over the counter, cutting through his armor. Two ghostly blades swoosh down at Kethel/Thorne, he artfully dodges one only to land directly under the other, blood gushing from his shoulder. Detlef sees a blade and turns it with his shield. Quill sees the danger coming, dodges away directly in the path of a thrusting blade, impaling his thigh. Grackle starts to unlock the back door, and turns aside a poorly aimed blow. Kethel/Thorne runs for the front door. Detlef cleaves through air once again, leaving himself unbalanced to take the brunt of two blades, one cutting deep in his side. Kethel/Thorne returns with Goldmoon and Riverwind, and they jump into the fray. At the back door, a satisfying click can be heard by those with better than human hearing. Quill notices the unlocking door while stabbing at the nearby ghost whose own blade parries Quill's. More needles fly from Kethel/Thorne taking bits of ghostly flesh off the enemy. Goldmoon winds up and crushes a ghost back to death, while her husband slices through air disrupting the blade of his foe. Detlef starts to wise up and uses his shield to turn aside another blade. Grackle dives into what appears to be a treasury storage area, with a severe lack on the treasury. Quill strides towards the open door, only to hear the whoosh of a missed claw strike from behind him. Kethel/Thorne waves his hands and three more Kethels/Thornes appear. Goldmoon is now batting 1.000 as the enemy ranks dwindle. Although not without incident as she is nicked by a blade. Quill looks around, sees Grackle dissappear through a wall, and decides to follow. A cheer of victory is heard as Goldmoon dispatches the last two ghosts, as Riverwind tries vainly to assist.

    Grackle reappears to see Quill stuffing his bag full of the ceramic treasure he can only assume to be culli. Grackle finds two skeletons, removes a skull, and starts talking to it. Its name is Thorne. The party journeys onward through the wall and finds themselves five hundred feet below where they were 5 seconds earlier. Wandering through the huge open cavern of what appears to be a ruined, turned on its side city, they happen upon a large courtyard with a robed figure kneeling in front of a small wicker dragon. The figure seems unconcerned with the two large chains attached to the floor and hurtling upwards for an unknown distance. The party goes around him.

    In a back room they find a nice unstrung bow and 14 gleaming arrows. The sounds of a struggle and laughter are heard from behind another door. Three Baaz draconians are tormenting a poor, defenseless, adorable, kind, patient, virtuous kender. Kethel/Thorne tries to leave the higher being to his horrible fate, but wiser heads prevail, and an ambush is set. Two of the Baaz are lured out by a fine illusion, just to be stabbed in the back by Quill, and decapitated by Riverwind. The third Baaz comes out a moment later with a bloody sword, and is promptly hacked about the knees by Grackle and run through by Detlef. Unfortunately for Detlef, his sword becomes trapped as the draconian suddenly freezes and becomes hard as stone. Grackle and the more noble of the party rush in to help the kender, but alas his wounds are too severe and he expires in front of them.

    The party, now filled with bloodlust over the fallen kender (or at least....Grackle was), they decide to rain an unholy death upon the lone hooded figure in the courtyard. The figure turns out to be one of the larger, magic-using Bozak draconians. Before he has a chance to react; Quill fires a bolt through its calf while a hoopak stone echoes against its skull. A matched pair of gleaming arrows strike the torso of the figure, launched from the now ringing bow-strings of Detlef and Riverwind. A pair of rocks from Kethel/Thorne and Goldmoon fly through the air with a fifty percent hit rate. Quill decides that raining fire is too good for this one, and throws down his crossbow and rushes at the figure with only his bare hands. Detlef sighs and follows. Another hoopak stone glances off the hide of the figure, to be followed by an arrow shot through its heart. The being staggers back, falls, then explodes in an roar of shrapnel which injure the rash Half-Elf and poor Detlef. A spell pouch and sword are taken, and as the chain starts to lower a large pot into the room, the party exits.

    After a small walk, they hear more rushing water, and come out upon a large courtyard, at least one hundred feet in diameter cut into three sections by rivers flowing from east and west to the north. At the south end of the courtyard is a large domed structure and more giant steel doors. A deathly silence and unnatural darkness cover the steps leading to the doors as a voice booms across the cavern. The terrifying image of Onyx, the Black Dragon speaks to a lesser minion about a prisoner who must be found. The dragon turns and shambles away, leaving the draconian minion to arrange three search parties who split up and start to cross the river. The party waits on the far side, wondering and planning...
    Last edited by maxvale; 10-14-2011 at 03:32 PM.

  2. #22
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    sounds fun! i wish i knew someone else who liked dming lol!
    2nd Edition AD&D Player
    Shanarian elven 8th level red robed mage
    Str 13 HP:24
    Int 18
    Wis 7
    Dex 18
    Con 8
    Chr 12

  3. #23
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    James: Sorry about your situation amigo....have you tried using meetup.com or obsidian portal or any similiar sites to see if there's any old-school D&Ders in your area? I know that's how I found half of my players for this group...(the other half are old friends from college)....just a thought...best of luck amigo and thanks for reading!


    "DL 1 Part IV / DL2 Part I: The Adventure Concludes…The Adventure Begins"

    Our Heroes:

    1. Fergus Quill: Male Half-Elf; 4th level Thief; Alignment: Good(ish)

    Fergus never knew his Elf parent and he was soon orphaned into the streets of New Ports. Living on the streets; Quill soon learned the stealthy arts needed to survive; but he may have turned out much for the worse if a kindly old Dwarf hadn't taken him in. He maintained his streetwise skills and knowledge; but soon developed a good nature and became friends with a pair of humans from better walks of life than he; Detlaf and Thorne.

    2. Detlaf Ironside: Male Solamnic Human; 4th level Fighter; Alignment: Good

    Detlaf grew up in New Ports; the son of a pair of Solamnic exiles, who ran a general goods store. His father though told Detlaf that his father (Detlef's grandfather) had been a well-respected Knight of Solamnia who had been forced to send his son and wife south due to the rebellions and uprisings sweeping thru Solamnia at the time. He gave Detlaf an amulet with the symbol of the Solamnic Knights as a memento. Detlaf's father moved to New Ports in Abanassina and grew up and married a store-owner and the two of them had a son several years later. Detlaf, growing up, became good friends with the scholarly Thorne and feisty half-elf; Quill. As a teenager; Detlaf feasted on his father's stories of the Knights and when Detlaf was 17, his father left him the amulet and told him to help his mother run the store while he took a trip to try and figure out what happened to his father and to try and find the Knights. Detlaf never saw his father again; but he carries the amulet to this day and soon apprenticed himself to the town guard; where he learned his skills at arms. Now in his early thirties; Detlaf has left the guard and is ready to see where his life might take him next.

    3. Thorne: Male Human; 3rd level Magic User; Alignment: Good

    Thorne grew up the son of a scribe and a healer in the town of New Ports and it soon became clear that he was every bit as intelligent and scholarly of mind and had the healing touch of his parents. He also displayed an aptitude for magic as a child and was soon enrolled as an apprentice to a kindly old white-robe mage. Over the years; Thorne did very well and soon had his own spellbook with several spells in it. When he wasn't studying; Thorne became fast friends with the Solamnic exile Thorne and the orphaned Half-Elf; Quill. Thorne's life would be forever changed the day that and odd red-robed mage named Bargle came to visit his old teacher.

    4. Grackle Silvertongue: Male Kender; 4th level Handler; Alignment: Good

    Grackle was born and raised in Hylo, on Southern Ergoth. Growing up to be an extremely agile and nimble Kender; Grackle was also quite brawny for a member of his race. Hit with wanderlust like most Kender; Grackle ventured out into the larger world and soon found himself onboard a large ship whose crew were NOT so thrilled to find him there and promptly dumped him off at their first port of call; in a land Grackle found out was called ‘Abanasinia’. Wandering the area; Grackle eventually encountered some Plainsmen; some of whom were quite amused by the Kender at first and taught him their language. There were somewhat less amused with the Kender over time as many of their possessions inexplicably ended up in his pouches; and soon enough; Grackle found himself on the road again. Shrugging his broad-for-a-Kender shoulders; he soon found himself on the outskirts of the tree-top town o f Solace…



    (DM's notes: This journal entry was written by the player of Quill. The ending of this adventure was a bit different than I had anticipated; I thought the party would be able to defeat the party of Kapaks in Que-Shu; but they rolled pretty terribly...so, I just improvised and came up with a wagon for the Kapaks being conviently located in the village! )

    Heading through the plaza of the once-great city, the party saw an open entrance into a large structure and a set of huge double doors next to it; also leading into the large, palace-like building. The double-door entrance was the one through which the dragon Onyx had poked her head to bark orders at her minions.

    Fergus Quill snuck up and looked around the corner to see what he could see in the open entrance: an apparently empty area with an exit on the opposite side and some large statues of human warriors. By studying the large palace; the party deduced that a separate hall seemed to lead back to a large domed structure with a ‘rear’ door. Supposing the dragon to be beyond the double doors, the party decided to face the wyrm in order to cause a distraction so as to let Grackle and Fergus slip in through this ‘back door’ to retrieve the Disks.

    Attempting to sneak to the back door, Fergus and Grackle heard the muttering and hissing of what they find out to be two draconian Baaz creatures in a hallway just past the first empty room. The kender and the half-elf attacked the unsuspecting draconians, taking them by surprise. In the ensuing fight, they defeated the creatures but took significant damage themselves, especially Fergus.

    Meanwhile, the rest of the party managed to bypass a pressure plate trap in the area beyond the double doors and continued down a long, broad hallway to another set of double doors. Opening these; they found themselves face-to-snout with Onyx herself. The dragon lit up the area with a spell and started taunting the intruders, after which Goldmoon pretended to offer the crystal blue staff to the dragon in fearful surrender. However, it was a ruse as the Goddess Mishakal telepathically laid out a course of action for the woman of the plains. As Goldmoon got close to the dragon, she suddenly struck Onyx with the staff, causing both herself and the wyrm to be enveloped in a blue light. The dragon screamed in pain, and then both it and Goldmoon disappeared in the light.

    Thus the party managed to successfully retrieve the disks, on which were written information about the deities. At the same time, Thorne spotted and retrieved an old Spell Book and several emeralds from the hoard before the entire area began to shake violently, and pieces of debris began falling from above. The party managed to get back to the upper areas by way of the pot-elevator, defeating an inebriated Bozak Draconian along the way. Once they made it to the surface; they discovered a healthy Goldmoon in the room where the statue of Mishakal had come to life in front of the group. She had no idea what had happened to Onyx, and the crystal blue staff had become part of the statue of Mishakal. Goldmoon now carried a new staff with a small sliver of Blue Crystal and revealed to the party that she was now the first true cleric of one of the True, Good Gods on Krynn in over 350 years. She followed this up by casting several cure spells on various members of the party.

    Their task completed, the party now headed west, but in doing so they noticed huge billows of smoke rising above the town of Solace on the horizon. Nearer at hand, though, they noticed that the small village of Que-shu was burnt and razed; which caused much grief on the parts of Goldmoon and Riverwind. The Que-shu warrior and Grackle both noticed thousands of footprints—some clawed, some booted—that led towards the ruined village as well as long black scorches on the ground. A survivor in the village gave a quick account of what had happened before breathing his last. He told the party that great wyrms had breathed fire on the village and that they had been accompanied by dragon-men that had come in and slaughtered many of the villages and imprisoned others.

    Suddenly, nine Draconians hiding in some ruins attacked the party. These were different than the Baaz or the Bozaks the party had encountered before; they were reddish-brown in color and were smaller than the Bozaks while standing larger than the Baaz. They carried short swords that they licked, coating them with their saliva. The party soon found out the nature of this saliva: It caused paralysis to any struck by it. In the combat that followed, all the heroes ended up paralyzed, but not before Grackle and Riverwind each slew one. This breed of Draconian melted into a pool of damaging acid when they expired. Confiscating the party’s weapons and throwing them into a cart, the strange draconian creatures put the PCs into a barred cart (cage on wheels), after which they traveled to Solace.

    Finding much of Solace had been burned; the ‘Red Wing of the Dragon Armies’ had also decided to keep enough of the Town up and running to serve as a base. Hundreds of Goblins, Hobgoblins and all three breeds of Draconians were to be found in the Town. The Inn of the Last Home had somehow been brought down to ground-level and had a large crowd of evil humanoids as patrons. The heroes found themselves becoming part of a convoy of caged-wagons, holding several healthy-looking people and a cart full of their equipment. It appeared that they were being transported somewhere to become slaves.

    While imprisoned, the obnoxious, fat Hobgoblin they had encountered a few weeks earlier; one Fewmaster Toede; seemed to be in charge of the forces in Town. A brief scuffle broke out between the blacksmith Theros Ironfeld and several draconian. Poor Theros had his right arm cut-off and was thrown, gushing blood and all into the party’s caged wagon. When no one was looking; Goldmoon healed the brave man; who had lapsed into unconsciousness…
    Last edited by maxvale; 12-19-2011 at 03:18 PM.

  4. #24
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    No problem man i just started a predules game that i'm planning on funneling into a DL1-DL14 game. One of the guys lives locally and he seems into it enough that he very well may be able to DM eventually! The other 2 live out of state so were going to do it over skype. You should check out the game notes on here. They are playing as a flint tas and gilthanis replacement and i'm starting them off at the beginning of their 5 year separation and gilthanis before the attacks on qulinesti.
    2nd Edition AD&D Player
    Shanarian elven 8th level red robed mage
    Str 13 HP:24
    Int 18
    Wis 7
    Dex 18
    Con 8
    Chr 12

  5. #25
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    Hi Max,
    cool posts!

    Thought I'd share some bits from my campaign. Starting with...

    METALLIC DRAGONS

    Brass Dragon

    Brass Dragons are found mainly in sandy desert regions.

    Same stats as black dragons, except the following:
    Breath weapons: Sleep 80’x30’ cone (duration 1 round per HD); Fear 50’x40’x30’ cloud (run away in fear for 1 round per HD).
    Alignment: Neutral

    Copper Dragon
    Copper Dragons are found primarily in arid, warm rocky places.

    Same stats as green dragons, except the following:
    Breath weapons: Acid 60’x5’ line; Slow 50’x40’ x30’ cloud (as reverse Haste spell, duration 1 round per HD)
    Alignment: Neutral

    Bronze Dragon

    Bronze Dragons will be found near seacoasts, and those able to talk and use magic, can appear in animal guise.

    Same stats as blue dragons, except the following:
    Breath weapons: Lightning 100’x5’ line; Repulsion 50’x40’x30’ cloud (move away from the dragon at maximum speed for 1 round per HD)
    Alignment: Lawful

    Silver Dragon

    Silver Dragons abide mainly in aerial domains, i.e. mountain peaks or clouds or
    behind winds. If they are able to use magic they are also able to appear in human or demihuman guise, usually taking the form of an old man or a fair damsel.

    Same stats as red dragons, except the following:
    Breath weapons: Cold 80’x30’ cone; Paralysing gas 50’x40’x30’ cloud (paralysis lasts for 1 round per HD).
    Alignment: Lawful
    It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you [...] YOU ARE CREATOR AND FINAL ARBITER.
    E. G. Gygax, Dungeon Masters Guide, 1979.

  6. #26
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    Half-elf
    Prime Requisite: Strength
    Experience bonus: 5% for Strength 13+; 10% for Strength 16+
    Hit Dice: 1d6 hp per level up to 9th level; +2 hp per level up to 12th level.
    Maximum Level: 12. Attack Rank up to M.
    Armor: as fighter
    Weapons: as fighter
    Special abilities: as elf, excluding Immunity and Spells.
    At 600,000 XPs the half-elf gains the Fighter Combat Options. The half-elf may use the smash, parry and disarm options. At 12th level two Attacks are possible. At Attack Rank K three attacks are possible.

    Table 1: Saving throws
    Saves 1-3 4-6 7-9 10-12
    DR/P 12 9 6 3
    MW 13 10 7 4
    P/TS 14 11 8 5
    DB 15 12 9 6
    R/S/S 16 13 10 7

    Level XP
    1 0
    2 2000
    3 4000
    4 8000
    5 16000
    6 32000
    7 64000
    8 120000
    9 240000
    10 360000
    11 480000
    12 600000
    D 790000
    E 980000
    F 1170000
    G 1360000
    H 1550000
    I 1740000
    J 1930000
    K 2120000
    L 2310000
    M 2500000
    Last edited by Turambar; 11-29-2011 at 07:33 AM.
    It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you [...] YOU ARE CREATOR AND FINAL ARBITER.
    E. G. Gygax, Dungeon Masters Guide, 1979.

  7. #27
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    Kender
    Prime Requisite: Dexterity. Other Requirements: Dexterity 9 or better, Constitution 9 or better.
    Experience Bonus: 5% for Dexterity 13-15, 10% for Dexterity 16-18.
    Hit Dice: 1d4 hp per level up to 9th level. +1 per level up to 12th level.
    Maximum Level: 12. At ranks B to K the kender does not improve in combat ability nor saves, but he improves his thieving skills at one equivalent thief level per rank (i.e. rank B is equivalent to 13th level, C to 14th level etc.)
    Armor: Leather; no shields permitted.
    Weapons: small one-handed, short bow, hoopak (combination staff/sling).
    Special Abilities:
    Thief abilities: Pick Pockets, Open Locks, Find Traps, Remove Traps, Move Silently, Hide in Shadows, Hear Noise; Read languages at 4th level. All abilities as thief of equivalent level, with the following bonuses: +10%OL, +5%F/RT, +5%PP, +10%MS, +10%HS, +1/+15%HN
    Languages: alignment, common, kenderspeak, goblin, dwarven, elven.
    Combat abilities: -2 to AC vs. larger than man-sized opponents; +1 to hit with ranged weapons; +1 to individual initiative.
    Immunity to fear (mundane and magical.)
    Taunt: targets save vs. spells or suffer penalty of –2 to hit and +2 to AC for 1d10 rounds.

    Table 1: Saving throws
    Saves 1-4 5-8 9-12
    DR/P 9 6 3
    MW 10 7 4
    P/TS 9 6 3
    DB 14 10 6
    R/S/S 11 7 3


    Level XP
    1 0
    2 1200
    3 2400
    4 4800
    5 9600
    6 20000
    7 40000
    8 80000
    9 160000
    10 280000
    11 400000
    12 520000
    B* 760000
    C 1000000
    D 1240000
    E 1480000
    F 1720000
    G 1960000
    H** 2200000
    I 2440000
    J 2680000
    K 2920000

    * Automatically takes half damage from any damage-causing spell or spell-like effect.
    ** Automatically takes half damage from any breath weapon.
    It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you [...] YOU ARE CREATOR AND FINAL ARBITER.
    E. G. Gygax, Dungeon Masters Guide, 1979.

  8. #28
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    Sorry for the lack of posts....this holliday season has been a bit crazy; but we're scheduled for the next session this Friday; so there should be another session report coming soon!

    Turambar: Those dragon and 1/2 Elf and Kender stats look good; I do have one quick question though: why have Half-Elves only get 1d4 Hit Points while Elves and Kender have 1d6?

    Anyone; you guys let me know how any games you're in are going and I hope you're all having wonderful hollidays!

    -Max

  9. #29
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    Hi,
    sorry it was a typo; the half-elf should get 1d6. The Kender instead gets 1d4 (as he is mostly based on the thief class.)

    Cheers,
    Antonio
    It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you [...] YOU ARE CREATOR AND FINAL ARBITER.
    E. G. Gygax, Dungeon Masters Guide, 1979.

  10. #30
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    "DL 2 Part II: The Quest Continues…."

    Our Heroes:

    1. Fergus Quill: Male Half-Elf; 4th level Thief; Alignment: Good(ish)

    Fergus never knew his Elf parent and he was soon orphaned into the streets of New Ports. Living on the streets; Quill soon learned the stealthy arts needed to survive; but he may have turned out much for the worse if a kindly old Dwarf hadn't taken him in. He maintained his streetwise skills and knowledge; but soon developed a good nature and became friends with a pair of humans from better walks of life than he; Detlaf and Thorne.


    2. Detlaf Ironside: Male Solamnic Human; 4th level Fighter; Alignment: Good

    Detlaf grew up in New Ports; the son of a pair of Solamnic exiles, who ran a general goods store. His father though told Detlaf that his father (Detlef's grandfather) had been a well-respected Knight of Solamnia who had been forced to send his son and wife south due to the rebellions and uprisings sweeping thru Solamnia at the time. He gave Detlaf an amulet with the symbol of the Solamnic Knights as a memento. Detlaf's father moved to New Ports in Abanassina and grew up and married a store-owner and the two of them had a son several years later. Detlaf, growing up, became good friends with the scholarly Thorne and feisty half-elf; Quill. As a teenager; Detlaf feasted on his father's stories of the Knights and when Detlaf was 17, his father left him the amulet and told him to help his mother run the store while he took a trip to try and figure out what happened to his father and to try and find the Knights. Detlaf never saw his father again; but he carries the amulet to this day and soon apprenticed himself to the town guard; where he learned his skills at arms. Now in his early thirties; Detlaf has left the guard and is ready to see where his life might take him next.


    3. Thorne: Male Human; 3rd level Magic User; Alignment: Good

    Thorne grew up the son of a scribe and a healer in the town of New Ports and it soon became clear that he was every bit as intelligent and scholarly of mind and had the healing touch of his parents. He also displayed an aptitude for magic as a child and was soon enrolled as an apprentice to a kindly old white-robe mage. Over the years; Thorne did very well and soon had his own spellbook with several spells in it. When he wasn't studying; Thorne became fast friends with the Solamnic exile Thorne and the orphaned Half-Elf; Quill. Thorne's life would be forever changed the day that and odd red-robed mage named Bargle came to visit his old teacher.


    4. Grackle Silvertongue: Male Kender; 4th level Handler; Alignment: Good

    Grackle was born and raised in Hylo, on Southern Ergoth. Growing up to be an extremely agile and nimble Kender; Grackle was also quite brawny for a member of his race. Hit with wanderlust like most Kender; Grackle ventured out into the larger world and soon found himself onboard a large ship whose crew were NOT so thrilled to find him there and promptly dumped him off at their first port of call; in a land Grackle found out was called ‘Abanasinia’. Wandering the area; Grackle eventually encountered some Plainsmen; some of whom were quite amused by the Kender at first and taught him their language. There were somewhat less amused with the Kender over time as many of their possessions inexplicably ended up in his pouches; and soon enough; Grackle found himself on the road again. Shrugging his broad-for-a-Kender shoulders; he soon found himself on the outskirts of the tree-top town o f Solace…


    (DM’s notes Part 1: I am having each of the PCs create a “second” PC; for future events; such as the obvious “split/two adventure paths” events that begins in DL 6. One of these characters will be ‘Blighthanas’; introduced in this session as an NPC. I am making PC Elves be ‘War-Wizards’; who will conform to BECMI elves with only 2 real differences; the first is that they can cast spells ONLY while wearing Elven Chain Mail; and the other is that they will only get spells of levels 1-3; upon reaching 7th level and beyond; they will continue to be able to cast more 1st-3rd level spells a day; but never gain 4th level spells or better. I explain this as something the Gods came up with ‘way back when’ to preserve the special abilities of wizards ala the 3 moons/Orders of High Sorcery…

    DM’s notes: Part 2: This adventure occurred some two and a half weeks ago; since then; sickness has been running rampant among me and my players….my apologies for the lateness of this session report. This report was written by the player of Thorne; who will also be the player of Blighthanas in the future…)


    Early Hiddulemont; 351 AC; Abanassinia/Qualinesti/Kharolis Mountains


    The intrepid band of heroes had been captured and imprisoned with Tika, Theros Ironfeld (minus one arm) and the elf lord Blighthanas in a prison wagon along with another wagon of prisoners from the sacking of Solace; all of whom seemed strong and healthy. The wagon chain consisted of three wagons with the party placed in the first wagon. The second wagon consisted of other prisoners and the third wagon contained the party’s equipment as well as other items looted from the peoples of Solace. Hundreds of troops consisting of goblins, all 3 types of draconians and hobgoblins surrounded the wagons. The situation appeared bleak for the stalwart band of adventurers…

    After querying other prisoners, the party determined that the wagon train was headed southwards towards the mountain fortress of Pax Tharkas. There it is likely the adventurers will be put to work as slaves in the iron mines if they weren’t slain immediately by the Red Wing of the Dragon Army. Thorne and Blighthanas provided a history on the fortress stating that it had been built as a symbol of the long-ago alliance between Dwarves and Elves. Kith Kannan, the leader of the Qualinesti elves had signed a peace treaty with the Dwarves of the mountainous nation of Thorbardin to the south.

    After some time rolling south; including travelling through and abandoned town of Gateway; an old mage by the name of Fizban was encountered; having a one-sided argument with a tree. The guards of the prison wagon seemed amazingly to ignore him; and the party soon got his attention. Fizban then walked up to the prison wagon and upon the PCs asking him for help; he attempted to cast a spell to break the lock holding the party. The muddled and confused mage failed and suddenly the guards seemed to notice him. The jailers then roughly grabbed Fizban and put him in the prison with the rest of the party. Theros was still unconscious; but seemed to be breathing deeply and evenly. Tika sat VERY near to Detlef and Grackle annoyed everyone with his constant good cheer.
    After some time; as the wagon convoy travelled quite close to the heavy woods marking the outer edge of the Elven nation of Qualinesti; strange bird calls were heard; to which Blighthanas answered in the same kind of bird song. Suddenly, a wave of arrows erupted from the forest side of the wagon train, and they pelted the soldiers guarding the prisoners. Fewmaster Toede issued orders to his soldiers to attack the archers and then ran from the scene on his huge pony. His gully dwarf ‘man’ servant got in his way; and Toede cursed the poor creature and kicked him down. Grumbling angrily; the gully dwarf then interceded on the party’s behalf and released them from the prison wagon by smashing the lock with his axe. The Gully Dwarf then scampered off in to the underbrush as the party quickly got out and snatched up weapons from dead guards nearby.
    Quickly determining that they needed to secure their equipment, the party headed for the wagon holding their gear. Unfortunately, the wagon holding their equipment was guarded by a group of hobgoblins and draconians. Fizban cast a spell that changed some of the guard’s armor to pajamas and the group raced to engage the captors guarding the equipment wagon.

    The group of adventurers defeated the captors and was able to obtain all of their equipment. Once the battle was complete, a tall elf emerged from the woods and urged the party to retreat back into the woods. Blighthanas introduced the elf as Porthios, son of the Speaker of the Sun; the Elven leader of Qualinesti. Porthios urged the party to travel with him back to meet with his father; while some of his fellows escorted the other survivors of Solace towards a temporary shelter. During the trip the party learned that Blightanas is Porthios’ cousin and nephew to the Speaker of the Sun.
    Also at this time, Blighthanas told them that he had been part of a small group of elven warriors and that this group had been defeated by the dragon armies and several of the group taken prisoner; including Porthios’ younger brother, Gilthanas. Blighthanas had been knocked down into a steep ravine and after coming-too, he had tracked the survivors down to a clearing near Solace where Gilthanas and the others had been tied to stakes while the Dragon Highlord Verminaard, riding a great red dragon, had told them that all Elves needed to be destroyed and then his dragon breathed fire upon his cousin and the rest of the elf party; slaying them all. Overcome with grief and rage; Blighthanas would have thrown his life away as well if it weren’t for the timely arrival of Theros Ironfeld who held him back and took him into hiding in his smithy. They were found soon thereafter; on the same day that he party arrived in Town; and when Theros resisted; his arm was cut-off and he was left for dead. Upon seeing Goldmoon heal the man with his own eyes; Blighthanas convinced Porthios that the party deserved and audience with the Speaker.

    Upon arriving in Qualinost; the beautiful sylvan capital of Qualinesti, the party visits the Speaker of the Sun. The Speaker sees Goldmoon’s holy symbol and attempts to angrily take the holy symbol claiming that Goldmoon does not deserve to wear such a holy item. However, upon touching the symbol the Speaker is shocked and realizes that Goldmoon is a true priest of the old gods. The Speaker’s daughter, Lauranna, tells the party about the coming of the Dragon Army and that to save their people from Dragons who can breathe flame and fly; the Speaker will lead the elves from their homeland and head to the west. The final destination is Southern Ergoth, a large island to the west, where the elves believe they may be able to find some safety from the upheaval that is upon Krynn. At least they will be as safe as any place is in this day and age. To provide a distraction to the Dragon Army to allow his people to escape, the Speaker asks the party to undertake a mission to Pax Tharkas. This would be the same mission that Gilthanas and Blighthanas had been sent to do. Pax Tharkas sat along the only major mountain pass that led into the Kharolis mountains. It had an ancient defense mechanism consisting of Huge Stone Blocks held suspended above the pass; which could be released and thus block the pass and access to the iron mines south of the fortress from the lands to the north. In addition; there were some 800 humans being utilized as slaves in the mines of Pax Tharkas. If the pass was blocked and the slaves’ freed; it would cut off the Dragon Army from their Iron mines and may tie-up enough of the Red Wing’s resources to allow the Elves to get to the West Coast and onward to ‘safety’. The party could then lead the freed miners to the fertile valleys to the south. A secret passage known as the Sla Mori could be utilized to get the party into Pax Tharkas quietly. The party reluctantly agrees to help the elven people.

    The party takes a couple of days of rest and then leaves on the mission to free the slaves. Along the way the party discovers the site of a recent battle involving humans, hobgoblins and piles of dust; which the party assumes are the remains of Baaz draconian. The party was then attacked by eight Baaz, hiding in the nearby woods. The party defeated the draconians and discovered an unconscious human in a pile of hobgoblin bodies. Eben Shatterstone was the survivor’s name and he hails from the city of Gateway. After the battle, the party continues on the mission to Pax Tharkas. Upon arriving at a good vantage point to the fortress; the party sees the massive gates open and hundreds of Dragon Army troops march out; presumably on the way to Qualinesti. Blighthanas then takes the party along a narrow valley path towards the hidden entrance to the Sla Morri. Along the way; two trolls ambushed the party. After a vicious fight; the trolls were defeated and fire was used to finish them off. A cave was discovered close to the troll encounter; and judging from the smell; it had been used by the trolls’ as their lair. A number of humanoid bones and bits of cloth spoke of previous victims of the trolls and some loot was discovered as well; including a surprisingly intact pair of boots, a key and a strongbox. In the strongbox, the party found a strange pair of fingerless gloves with metal half-globes on the back of the knuckles, a couple hundred silver pieces and 3 small diamonds valued at 150 steel each. The party decided to rest up and heal their wounds before moving into the Sla Mori in the morning…
    Last edited by maxvale; 01-13-2012 at 04:50 PM.

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