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Author Topic: The Halfling Saga  (Read 1221 times)

Ronin

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The Halfling Saga
« on: December 09, 2007, 10:23:33 PM »
So the halfling saga started today. In other words my D&D campaign is off the ground and running. I wanted to avoid the whole you meet in tavern scenario. Not that there is anything wrong with that. I just play with a bunch of old school fellas. So they have encountered that cliche to many times to count. Plus I wanted them to start out as a definite group. I think I succeeded in that.

The characters are all residents, staying at, or living nearby Long Leaf Shire. (Just as a note in my world all halfling towns, villages, and hamlets are referred to as Shires. Typically they are named after the founder or a local landmark.) They are all halflings.

Allow me to introduce them. Phineas, and Bartleby the barbarian brothers. Who are circus strongmen (or would stronghalflings be more appropriate?) that happen to be staying in Long Leaf after being on the road performing. Gaylen the druid tends a small sacred grove not to far from the shire. Agustus Busch the ranger typically prowls the woodlands around the shire. Coming to town for supplies, to trade, and to get drunk in the tavern/inn. Lastly is Zanth. A half dragon, halfling scout. Yet another wilderness explorer. They are all gathered together by the town. Save for Zanth. To whom a messenger has been sent. (The player arrived late so he was inserted into the game later.)

They were addressed by the mayor of the shire, Vartan Keghart. He told them how a series of murders have been committed on the outskirts of the shire in the last two weeks. As the only adventurer types in the shire he asks the characters to help there shire and find this killer and bring the individual to justice. They have no money to pay the characters. But they do offer them a bag on items to help them. As well as the gratitude of their people. They except and are given the bag. It contains three potions of cure light wounds, a vial of holy water, a alchemical silver sickle, and a black iron hand axe.

Well after distributing the items amongst them selves. They headed to the scene of the last murder. Which is a ten minute walk outside of the shire. They came to it. A small one room cabin. The front door wide open. Well Bartleby and Gaylen investigate the house. While Phineas and Augustus search out side. Inside Bartleby and Gaylen find the cabin filled with common drab items. Nothing of real value. Nor does it look like anything has been taken. Though it is obvious that a struggle has taken place. A large pool of blood is in the middle of floor. The body having been taken care of by the towns folk. After a closer examination. It appears a part of the pool looks like has been mopped up with a cloth. Outside Augustus finds a set of small footprints (about halfling sized.) leading off into the woods. It appears to him that the footprints head in the direction of Tarin.

The hamlet of Tarin was a human settlement. It was abandoned thirty years ago. An evil druid plagued the land. This druid was eventually hunted down and killed. But the blight he had visited on the land lasted longer than the people could wait. So they abandoned the hamlet.

Anyways Augustus and Phineas go in the house and tell the others what they found. The group travels to the hamlet of Tarin. Which is about an hour and a half, two hour walk. They arrive at the abandoned hamlet. Augustus tracks the footprints to the old mill. The old mill (as well as the rest of the building left in the hamlet) has its windows boarded up.

They walk up to the porch and the front door of the mill. They try the door. Its locked. Bartleby puts his shoulder into the door. Battering it to bits. As they enter Gaylen casts light onto his quarter staff. Lighting up the room. As it is pitch black in the mill. They all enter the front room finding it completely empty. Save for the counter at the back of the room. Where there is a door located. They check it out and find it unlocked.

They open it and enter the room. They find the mills old machinery, piles of bags, a cluster of barrels and a stair case up ward. The machinery looks like it hasn't worked in decades. Augustus starts to the stairs while Bartleby checks out the cluster of barrels. Well Bartleby cracks out a barrel to find it half full of moldy corn and rats. Which pore out and attack having been disturbed. Well the players make quick work of the rats.

They continue to check out the rest of the room. Agustus heads up the stairs (Missing a spot check) he triggers a trap. A barrel swings down on ropes nearly hitting Augustus. He checks out the barrel that has swung to a rest. It would appear to be full of rocks or some other kind of debris. Well before August can continue up the stairs.

The party hears a noise out in the front room of the mill. The party save for Augustus who stays on the stairs lighting a torch. Readies itself by the door to the front room. When they see and hear Zanth. Whom they recognize from the shire. Its hard to forget him. Being a half dragon and all. Well as the rest of teh group regrouped. Agustus headed up to the top of stairs.

As he reached the top. A sling stone bullets whips past Augustus. Nearly hitting him. Impacting the wall behind. Splintering the wood leaving a divit. This is obvuiously not a normal bullet. Augustus runs for cover behind a pile up moldy flour bags. Next up the top is Bartleby. Who happens to be missed by teh attacker as well. (Man, these guys got lucky.) Gaylen had followed up behind, Bartleby. With his staff held up tall. Providing light to the room. Bartleby spots the attacker. He stands behind some of the mill equipment.

A gnarled little man. With a maw full of long pointed teeth. Wearing a blood red cap. Bartleby charges the attacker. the rest of the gang runs up stairs. Bartleby squares off with the red caped assailant. The attacker switching to a large scythe attacks Bartleby first. Hitting him, causing a massive wound. Bartleby strikes him back. (He rolls a natural 20, critical hit. Doing massive damage himself.) Augustus from his posistion behind the bags shoots at the attacker. The arrow strikes true. But falls, doing absolutely no damage to the red cap. By this time the rest of the group moves to surround teh redcap. It attacks bartleby again missing him. Bartleby attacks back. Striking him back. Doing a small amount of damage. Agustus tries to shoot him again with an arrow. He misses, hitting Bartleby. But does no damage. Zanth strikes the redcap with his dagger. Finishing off the redcap. It falls to the ground. Quickly turns gray, and turns to dust. Leaving only his red cap, a pouch, and a single tooth.

Phineas grabs the hat. While Gaylen takes the tooth, and pouch. The pouch contains twenty five gold, and thirty one silver pieces. The room contains more piles of sacks and barrels. On the side wall there is a ladder leading up to what appears to be an attic. The characters search the room. Finding much teh same that they did below. Moldy flour and corn.

Zanth with Gaylen, and Bartleby head up the ladder. They find a pile of sacks containing moldy flour and a barrel of moldy corn. Zanth notices that the barrel has a false bottom. They smash it open. Inside they find. A big silver key, with a dragon head on it. With that they find a map. On the top it says,


5 Keys
5 Keys to Wealth
5 Keys to Power
5 Keys to Salvation
5 Keys to the Vault of the Archon
1 Finds Another
The Last Finds the Vault


Below that is a map showing the Hamlet of Tarin. With the trail to Duricks Pass highlighted.


They take this and head back to the shire. As they enter the shire they are greated by mayor Keghart and some of the residents. They speak with them. Telling them of what happened. They tell the Vartan of the creature that they battled, and show him the tooth. He tells them it sounds like they fought a redcap. An evil fey/fairy. They ask him about Duriks Pass and Archon. He tells them that Duriks pass is home to a silver mine. Archon sounds familiar to him. From one of his uncles books. He invites them to his house for drinks and to check out the book. So they go with him. His house is a very lavish and well apointed. They chat and have a drink while he finds the book. He does and showit to them. Its written half in common, and half in some unknown tounge. What they can gleem from it. Is that Archon was a sorcerer king from centuries ago. Well the group decides that they will go to Duriks pass in the morning. Vartan tells them that they can stay at the Inn he'll pick up the tab. In thanks for saving the town from the murdering redcap.

So they move to the tavern/inn, Lysandras. Save for Gaylen who retreats to his sacred grove. They enter and com into the common room. They are greeted by Lysandra. "So Phineas, Bartleby have you come to stay with us again?" They say yes. She gives them the rooms they had before. They go imediately to bed. Augustus sits at his normal table. As when he comes to town he always comes here to drink. He has never rented a room though. As everytime hes come here, hes passed out at the table. Zanth stays and drinks with him, till Augustus passes out. Zanth gets up to leave. Lysandra comes up to him as he is the last person in the common room. She offers hims a room. Hes hesitent. But she insists. Telling him she doesnt care that hes different. That he welcome here. Basically showing him real kindness. Something that he has not seen in a while.

The next day they gather together at the tavern. Then head off to Duriks pass. The first day is very uneventful. That night though is different. As Zanth keeps watch. He is attacked by plant like creatures. (Twig Blights) He hollers waking everyone up. Except for Phineas. Who is still fast asleep. Zanth attackes with his claws ripping out the midsection of one of the creatures. Apparently killing it. Gaylen pokes Phineas with his staff waking him up. Augustus attacks the creature missing it. But Bartleby strikes true. Killing the creature. They search around, but find no more of the creatures. Phineas in disgust goes back to sleep. While the rest throw the bodies on the fire. Which burn hot and produce a stinky black smoke.

The next day as they travel along the trail. They encounter a boar, rooting around a tree. Being very territorial. Its charges the characters. Well they make short work of the boar. They cut up the boar, adding it to their supplies.

Several days later, as they are almost to Duriks Pass. They encounter a group of people. They all seem very sickly, and are carrying what appears as all their worldly possetions on there backs, and in carts. They stop and talk to them. They tell them they are leaving Duriks pass as the mine is cursed. That they are all sick, and that their is a great evil there. Even though they are refugees, and sickly. They still talk down a little to the group. Being that they are just little halflings. Well they part ways with the refugees, and finally arrive at Duricks Pass. Thats where we left off.

Next time, The Burning Plague.
Vive la mort, vive la guerre, vive le sacré mercenaire

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Pseudoephedrine

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The Halfling Saga
« Reply #1 on: December 10, 2007, 12:01:26 AM »
Why was the map / poetic clue in the inn for the PCs to find? Or do your players read this board, and will that give away later information?
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin's Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don't want you cutting down trees but they sell wood items, they don't care about the forests, they''re the fuckin' wood mafia." -Anonymous

Ronin

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The Halfling Saga
« Reply #2 on: December 10, 2007, 12:16:35 PM »
Quote from: Pseudoephedrine
Why was the map / poetic clue in the inn for the PCs to find? Or do your players read this board, and will that give away later information?

Well they found it in the mill. But same difference. Basically it leads them on a quest to find all the keys to open a great treasure. But as things progress. An evill will rise. Unknown to them the treasure holds the key to defeating the evil.
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Ronin

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The Halfling Saga
« Reply #3 on: December 17, 2007, 08:29:50 PM »
Well the game went off with out a hitch. Everybody except Bungee who is on a film job showed up. Well the game went well. I really wished I had reread it again last night. That would have given me that little bit more familiarity. I kind of dropped the ball on the whole disease thing. I should have paid more attention to it. I might have been a little sharper. But being sick has worn me a little. But I know the players were happy. They got stuff. Which seems to make them happy. But on to the after action review.



The Burning Plague



The characters entered the town of Duriks Pass. The place had a run down feel. They stopped at the nearest tavern. The Weeping Weasel. They went inside to see a nasty old hag behind the bar and a couple locals at a table. They speak with the hag Agatha. Who pretty much insults them the whole time. Discriminating against them, as they are halflings. They insult her back. Barnaby constantly refers to her as a man. As the player states. My character really does think shes a man. Anyways this goes on for a little bit. Before she kicks them out.

They then wander down to the mayor office. They speak to him about the mines, and the curse. He is very condescending. Not thinking their was much good that could be done by a group of halflings. They gather what little info they can, before leaving.

They then head to the general store. In there they meet the owner Billy. A large rotund man. Who is very polite and nice to them. They purchase a few items. They inquire as to a good place to stay. He tells them that would either be the Weeping Weasel or the Church. As sister Sophia takes in people. They go with the church. As their last experience at the Weeping Weasel was less than desirable. They visit the church and stay the night. The next day heading to the mine. As when they points the key they had found previously. It growled loudly when it was pointed at the mines.

They head up the mountain to the mine. They get there and find the entrance deserted. As they enter they notice that their was a battle in this shaft. Evidenced by the chips and cuts in the supports that line the shaft. They end up in a small square room containing two over turned ore carts, with a body wedged under one. To east is a door and to the west is another tunnel. The key growling to the west. They search the area finding a trap. That would have released a thunder stone if they had not disarmed it. They find a couple pieces of silver ore for their trouble.

Next they go to the door. They open it to find a mess hall. Two of the tables in the back are flipped over. With kobolds using them as cover. The was the beginning of the 20's. Now let me step out of the review for a moment. I rolled more 20's against the players than I have rolled ever. If I was playing a character. It would have been the most joyfullest session ever. But as a DM. It turned a scenario designed for 1st level characters and made it hell. Back to the review. The characters had a lot of trouble with these kobolds. But they finally overcame them. They searched the bodies finding a gem, some gold, and an iron key.

At the back of the room is a locked heavy door. The key they found just happens to open it. They opened it up to find the Larder. The room that food is stored in. As they are checking out a cluster of barrels. They unleash a swarm of rats. As they fight the rat swarm. The ranger is fighting them from the near the doorway. Then from out behind a pile of flour sacks. A dire weasel jumps out and attacks. Augustus would have fared better. But missed the weasel on his second attack. Which he surely would have felled him. But instead was knocked down to zero hit points. Knocking him unconscious. Phineas moved in and took out the dire weasel. Shortly after that they did away with the rats, and healed Augustus. (For those of you that read the adventure as published. The trap that was present in the larder was more than I wanted to deal with. Especially after the amazingly hard time the players had with the kobolds in the mess hall. So I deleted it.)

Next they moved back to the cart room and down the opposite hall. With the key had growled toward earlier. They traveled down this sloping passage. Avoiding the pit trap at the end of the tunnel. The tunnel opened in to a great cavern full of stalagmites. The western wall glinted of silver in spots as well as having a cavern about twenty feet up. From this cave ropes came down affixed at the top. Suddenly four kobolds appeared at the mouth of the cavern. Firing down at the characters. They all quickly hid behind the stalagmites. Except Augustus. Who began firing back at the kobolds. The other characters attacked back as well. Throwing daggers. Only the druid was successful. Augustus killed off the rest. It was then they heard a voice calling to them from up above in broken common. He told them he wanted to make a deal. Urging them to take out the "demon" at the end of the tunnels. They pretty much told them what he could do with his deal. They began climbing up the wall with the ropes. As they did. They saw a kobold. Trying to cut Barnabys rope. Well Barnaby got to him first. Grabbing him by the throat before he could finish cutting the rope. Throwing him down to the cavern floor below. They saw at the back of the cavern the kobold chieftain, and three warriors. They charged them. Focusing on the chief. Even though he managed to cast a spell. (Ray of Frost) They quickly dispatched him. then the rest of his crew.

Searching the cavern they not only found treasure. But a concealed entrance to a side compartment. Their they found the encampment of the kobolds. Now empty save for two kobold children huddled under a cloak. They characters tied up the kids and made camp for the night. As they were hurting and wanted to heal up. During the night they heard noises in the next room. Going to investigate. They found that half the bodies were missing. They returned to sleep.

The next day they ventured back down into the big cavern. Following the unexplored tunnel at the back of the cavern. This was a deeply sloping passage. That increased in heat the deeper they traveled. Till they reached a hot bowl shaped room. This room they rank. Filled with dead rotting bodies, and rats. As they entered four dead miners, and four dead kobolds, rose to greet them. They battled them. Which again took a toll on them. But they did over come them. (Which brings about a question from me. Why the hell are zombie kobolds so much tougher than regular? 4 average hit points to 16 hit points seems like quite a leap but whatever.)

Well they kept on moving coming to the final chamber of the mines. This caver featured a pool of murky water that poured into a hole on the wall. In the center of this pool. Is a tall stone pillar featuring strange glyphs carved in it. Suddenly Barnby felt strange for a moment, that quickly passed. (Their opponent tried to cast hold person on him. But he made his save.) The fiend revealed himself. A sickly orc, dressed in strange priestly robes. He began firing a cross bow at them. The barbarians moved around to the stair case up the pillar. While Augustus and Gaylen attacked from range. As the Barbarian brothers closed the gap. They became engulfed in darkness. They pressed on. Suddenly being attacked. This goes on for a couple rounds. Till Barnaby hears in orcish. "To hell with this." followed by a big splash. August and Gaylen see the orc jump down into the water. Followed shortly after by the barbarians. They quickly ganged up on him finally taking him down. He had quite a bit of treasure. Which the players gladly took. Searching at the top of the pillar. Which the key when pointed at growled loudly. They found another key and parchment.

Which had the same rhyme/poem

5 Keys
5 Keys to Wealth
5 Keys to Power
5 Keys to Salvation
5 Keys to the Vault of the Archon
1 Finds another
The Last Finds the Vault

The map shows the road from Duriks Pass. In the Serpent Coil Mountains. Passing the town of Baltasar. To New Keep over the Great Chasm. Ending at Sandpoint.

The characters returned to Duriks Pass. Selling off their ill gotten gains. At Billies general store. This is where the adventure ended. As real life came into play and folks had to leave.

Next Week:
Dry Spell
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Ronin

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The Halfling Saga
« Reply #4 on: December 23, 2007, 08:45:54 PM »
Dry Spell pt1
Well I was missing two of my players due to Christmas activities. So today playing was Phineas and Barnaby the barbarian strongmen, and Xanth the half dragon scout. I played Augustus as an NPC for a little while. We question whether the player who plays him will show up again. As he is a little flaky.

Anyways we started out in Duriks Pass. Barnaby went to the general store to get a bow. But since they didn't have one there they left. As they left town, Augustus came walking up with four donkeys. Everyone got one, so now everybody has transit. Except for Gaylen the druid who has a riding dog already. But he is no where to be found. So they proceed without him.

Well they made good time the first day. They broke and made camp. They had the drunk (Augustus) take watch. He woke Xanth up to tell him he hear something in the woods. Xanth looks in the woods using his low-light/dark vision. To see a small group of goblins about to throw javelins. Well they do. One of the four hits. Doing minor damage to Barnaby. Well the group takes off after the goblins. Minus Augustus that stays to watch the donkeys. The barbarians quickly lose pace as they can not see in the dark like Xanth. So while the barbarians cant see, and before the goblins get away. Xanth uses his breath weapon. Striking down the lot of them with a stream of acid. He kills the whole group of them. When the barbarian catch up. He tells them them must have set off a trap they were leading them into. Phineas goes back to camp and gets Augustus to help track where they were going. Well Augustus does a poor job of tracking. Finding himself in a pit trap. Not finding the goblins base of operations. They go back to camp.

The next day they travel some more. The next night Xanth takes the first watch. He sees the goblins approach. But this time he rushers them. He first talks to them trying to start a dialog. They attack. The sounds of battle wake the barbarian brothers that run to help Xanth. Xanth strikes the first one with his clawed hand. Ripping his face off. Killing him. none of teh goblins are able to hit him. So he strikes again. Slicing open the gobbos chest, killing it. Phineas strikes and misses. While Barnaby destroys one. The last runs away. Only to be brought down by a dagger. Thrown by Xanth. They search the bodies. But find nothing of interest. They return to camp. Then the next day to the trail. But before they left camp they tricked Auguatus into thinking that he was a were creature. In need of help. So he returned to Duriks Pass.

The rest of the trip to Baltasar is quite uneventful. They reach Balthasar. Its a small town. But has all the required amenities. A black smith, tavern, inn, barber, and general store. They stop to talk to the black smith. He tells them of the terrible drought they are facing. Then about the bandit Relgore Himtooth. Who has plagued the area. The noble Bootlum who lives in the town has put out a bounty on Relgore. They move on to Bootlums house after getting directions from the smith. They are greeted at the door by his manservant. They inquire about the reward. He lets them in, seating them in the front room. It is a very nice, and comfortable house. A man dressed in a purple smoking jacket and slippers walks down the stairs and addresses the characters. It is Bootlum. He tells the characters about the reward, and his past history with Relgore. How he robbed him and left him for dead. Taking a fortune in gems and a special sponge. He got the king to dispatch the militia after him. But he believes that it just slowed him down a little. Now hes using the sponge against them. Drying up the lakes and wells. They tell Bootlum that they will bring back the head of Relgore, and claim the reward.

They leave there and go to the general store. Barnaby purchases a short bow and arrows. Phineas purchases a sling and bullets. They then start off to face the bandits. They travel to the three lakes area. Finding the lake dry. Quite amazing even in a drought. The group begins the search of the area.

Eventually coming across a cave entrance, and a dumb ogre. As the ogre is sort of hiding behind a tree. Xanth tries to parlay with him. The ogre is not fond of this and throws a javelin at him. It misses but now combat begins. The ogre rips off a branch to use as a great club. Barnaby hits with his bow as well. But does only minimal damage. While Phineas closes in. Xanth joins in hitting the ogre with dagger. Barnsaby closes as well. They all trade blows. The ogre having taken some hits retreats toward the cave. Phineas strikes a the fatal blow. Felling the lumbering enemy.

They then approach the cave. Xanth scouts ahead. The tunnel opens into a large cavern. Across the center of which is a tall wall made of loose rocks. Behind this wall are two orcs, and three gnolls. He goes back a tells the others. They all sneak to the wall together. Readying to ambush the evil bandits. This is where we ended the adventure as people had to get going. Next week the conclusion of Dry Spell.

Dry Spell
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Ronin

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The Halfling Saga
« Reply #5 on: January 07, 2008, 07:18:46 AM »
Dry Spell pt 2

As you may remember from the previous session,
"They then approach the cave. Xanth scouts ahead. The tunnel opens into a large cavern. Across the center of which is a tall wall made of loose rocks. Behind this wall are two orcs, and three gnolls. He goes back a tells the others. They all sneak to the wall together. Readying to ambush the evil bandits. This is where we ended the adventure as people had to get going. Next week the conclusion of Dry Spell."

Now the conclusion,
As the players are crouched against the low wall hidden from the orcs and gnolls. Who appear to be arguing about some gambling, game of chance. Phineas and Xanth look toward the entrance to the cavern. They see Gaylen the druid looking at them. He waves and sneaks to them. They quietly form a plan. Xanth sneaks around the wall. Then behind the orcs, and gnolls. He then hollers out to them. "Hey what you guys arguing about?" The group turns to him. They holler at him. Then the orcs draw their swords and advance on Xanth. While the gnolls ready their bows. Staying in place. Well this is also the cue for the barbarians and druid to climb the wall and surprise the gnolls.

Well Xanth makes short work of the Orcs. Hes half dragon. So with his claws he does 7-9 points of damage every hit. The barbarians and druid have more trouble. The druid falls trying to climb the wall. Taking minimal damage. The barbarians climb the wall and attack. They have a bit of trouble. (Meaning they rolled threes an unnatural amount of times. Even missing when getting free attacks of opportunity as the gnolls used there bows against them in melee.) They finally take down the gnolls.

Xanth moves down the hall scouting ahead. While the rest of the group searches the orcs/gnolls and the room. Xanth comes to what appears to be the end on the tunnel. As it looks like ther was a cave in. But it had been rearranged to cover up tunnels to the right and the left. He returned to the rest of the group to tell them what he found.

Meanwhile the rest of the group found a 100 gold on each of the gnolls. That's besides the eight gold the creature were arguing over.

Well they all advance to the tunnel intersection. They proceed to the left. Gaylen cast light on to the end of his quarter staff to light the way for them. The hallway opened up into a huge cavern. With piles of furs and skins on one side. With a large table in the center with 4, orcs and 3, goblins seated at it arguing over treasure. As they rise to attack the intruders. Gaylen casts entangle. Stopping them in their tracks. (I know theirs no real plants there. But I told him I would allow it. So there you go.) The group went to work on them with ranged weapons. Gaylen throwing a dagger back and forth at a goblin. Along with Bartlebys short bow, and Phineas's sling. Xanth tried to parlay with them. Which they weren't very receptive to. Till they had been mostly killed. Then the last orc left cut a deal with them. The remaining goblins at that point were foaming at the mouth, going crazy. They definitely were not OK with making a deal. Yelling slurs and crazy talk at the characters. So they were killed off. Leaving the lone orc.

Well they searched the room and the creatures. Finding 400 gold pieces and a gold bracelet on the table. They then escorted the unarmed orc to the intersection. He told them that Relgores lair was straight ahead. And to be careful as their are traps up ahead. He then left the caves.

The characters moved ahead. The hallway widened, the floor being covered with small pebbles. They slowly crossed this. Expecting, and correctly so a trap. Phineas fell into a pit trap. Taking 9 points of damage. Bartleby lowered a rope helping him out of the pit. Xanth found a safe path across the hall. Which the rest of the players followed. They then entered Relgores lair. A large cavern, containing skins and furs for sleeping on. With two big snake headed humanoids statues in the center. There was Relogore and his two bodyguards. The barbarians advanced and engaged Relgore. While Xanth made short work of the orc body guards. Relgore did not go so easy. (He was a CR5 creature so he was no push over) Even with both the barbarians raging and using there strength of the bull powers. As Relgore did large damage to the brothers. bartleby was at -4 hit points for a little bit. They finally took him down. After a mighty struggle.

They recovered the sponge, the bugbears axe, and a bunch of gems. They took the head of Relgore as proof of their killing him. They returned to town and immediately rode to Bootlums house. The returned the sponge and showed him the head. He was quite pleased by that. Rewarding them the 2,500 gold pieces he had promised.

They then went to the general store. Where they traded in some of the gems and purchasing some equipment. The shop keep was very surly toward them. Especially Xanth, who he was very insulting toward. Saying to him at one point "Ugly and stupid is no way to go through life tiny man."

This is where we left off. With the characters heading to the Inn.

Next time "The Ettin's Riddle"
Vive la mort, vive la guerre, vive le sacré mercenaire

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« Reply #6 on: March 01, 2008, 03:00:11 PM »
Well a little update. We have been playing. Even though I havent posted any AP reports. Its been some modules and what not. Including the Paizo pathfinder adventure Burnt Offerings. But this week we will start playing my own home brewed portion of the campaign. So I hope to start posting actual play reports again.
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« Reply #7 on: March 02, 2008, 07:37:02 PM »
Well we played as per usual. The last series of adventures I didn't do an actual play log/review. As I was using modules and such. That and quite frankly I was a little burned out doing the reviews. But now, we have started the part of the campaign that is all my creation. So with no further ado...

Of Keys and Islands
We picked up where we left off at Sandpoint. The characters reunited with Hudson the master thrower. They then sought out a ship to take them to their next destination, Erlands Keep. Erlands Keep is an island about a week and a half's journey north into the sea.

Well they finally find a ship willing to take them. They negotiate a price, and actually save some gold on the deal. (Phineas, actually had a really good diplomacy roll) Well they were a couple days into the journey when they were attacked by pirates. They spotted a ship with black sails, which promptly intercepted them. Their was a limited exchange between the ships ballistas, and catapults. The ships then grappled and the pirates invaded their ship. The group fought a variety of evil humaniods. Goblins, hobgoblins, bugbeears, orcs, gnolls, and ogres. They successfully and quickly fought them off.

The rest of the journey was pretty uneventful, finally reaching Erlands Keep. Erlands Keep is basically a small island consisting of a small mountain. The Keep its self is carved out of the mountain. With a small walled off area, protecting the entrance to the keep. Outside the wall is a town composed of shacks, shanties, and tents. A den of scoundrels, pirates and thieves. The dwarves have very little to do with the town. They protect their interests. (The docks, the keep, and shipping.) Other than that the town is on its own.

Any ways the characters arrive here. They immediately head for the center of town, where the action is. As they do. They see a huge earth elemental walk out of the ocean. It starts to smash tents, and shacks. Sifting though the ruins. Looking for something. Well being of the heroic sort. They attack the elemental. It is a long battle. At first the elemental ignored them, continuing its search. But annoyed by their attacks it starts to fight them directly. Hudson didn't engage the elemental. He went looking for help. He found a Skullcrusher Ogre named Grunt. He immediately flailed his way through the crowd running from the elemental. Helping the characters fight the elemental. They damage it a great deal. It (the elemental) finally decides to retreat. They characters (the barbarian brothers, in particular) strike the final blows. Killing it. It collapses in to the surf in a heap.

They are surrounded by grateful folks. They inquire about how they can make some money. As they will need gold to buy passage to the next island. (The Suzes Island) It is suggested to them. Being as powerful as they are that they try their hand at the arena. Before they go though. They are approached by a half elf named Kiev. He asks them to deliver a package to the Suzes Island. He promises them 500 gold pieces on delivery. He gives them a potion of cure moderate wounds as a gesture of good faith. He tells them to meet a contact. At thepig rock hill when they arrive at the islands. They then go to the arena. There is one slot left open. Barnaby volunteers to fight in the arena.
The only rules to the arena are this. No throwing the match, no healing between rounds, and no spells/potions. Other than that anything goes.

The brackets shake out like this.
Barnaby (3rd lvl barbarian/3rd lvl fighter)[odds 2-1] vs. Kutter (regular, goblin)[2-1]
Sark (3rd lvl Darfellan, barbarian)[3-1] vs. Fitz (4th lvl Ork barbarian)[2-1]
Bansh (3rd lvl Hadozee, ranger)[2-1] vs. Bark (2nd lvl Gnoll, Ranger)[3-1]
Steeb (3rd lvl Human Fighter)[3-1] vs. Grunt (Skullcrusher Ogre)[2-1]

The other characters bet on the fights and the results are pretty much what is expected. Their were varying odds on the fighters as well.

The winners were,
Barnaby
Fitz
Bansh
Grunt

The battles outside of the players was decided like so. A 1d4 was rolled for each fighter the highest roll won the match. Ties were rerolled till a winner was found. Then a d4 for was rolled to see how many times the winner was struck in the fight. Then a d6 was rolled for each hit. This damage was taken off the fighters remaining hit points.

The next battles were,
Barnaby [2-1] vs. Fitz [3-1]
Bansh [3-1] vs. Grunt [2-1]

The winners were,
Barnaby
Bansh (Who was a supprise winner. One of the players had bet on Bansh and made out well.)

It was down to Barnaby [2-1] and Bansh [3-1]. Barnaby made quick work of the Hadozee ranger.

He won the grand prize, 2000 gold pieces. They then found lodging for the night. At the best "Inn" they could find. I use that term loosely as it was a wooden shack. The next day they booked passage with a ship to the Suzes Islands. This time they were not very successful at negotiating with them. Paying full asking price.

They have a very uneventful journey the seas are a little rough. But not to bad. They arrive at the Suzes Islands. It is a tropical island. Primarily consisting of different grasses. The main export is sugar. As there are large sugar cane plantations here. As they pull up to the docks. They see a large stepped circular pyramid. Which at the top has a bright light shining in all directions. Its referred to as the light house. Its an ancient fixture. That no one remembers the origin of. As they depart the boat they encounter the primary race on the island. The "Wild Elves". Imagine skinny native Hawaiians, with pointy ears and blond hair. They welcome them with flower leas. As they approach the village a leopard charges them. The villagers seem indifferent to it. Saying things like "Shoo!", "Go, away". Talking to it like it was a house cat. Well as the cat charges, the druid Gaylen casts charm animal on it. Immediately befriending it.

Well being mid day they ask of the location of the pig rock hill. They are told where to find it, and head their immediately. To meet the contact. The pig rock hill is a large hill that had several large rock formations protruding from the earth. The natives carved them into giant pig statues. Their they find a short man in a hooded cloak. He is half goblin, half red dragon. They quickly exchange their items. The players giving him the gems. While he gives them a sack of 500 gold pieces. He then turns from them walking away. Suddenly his cloak turns into a set of bat wings and he flies off. As he does this. From behind some rocks two Dracotaurs, reveal themselves and attack. The group battles them defeating them. They then return to the town. Where they talk about eh dracotaurs in the inn. They are told that the dracotaurs live on the island across the straights. That occasionally a couple will find their way across and attack. But they never have been able to cross en,mass. The characters then go to bed for the night. This is where we ended the session for today.

Next week,
Onward to the top, into the black.
Vive la mort, vive la guerre, vive le sacré mercenaire

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« Reply #8 on: March 09, 2008, 11:17:32 PM »
Onward to the top
Today's session was quick and combat heavy. Last time we found the party at the Inn. Turning in for the night. They were awoken by a servant boy. Freaking out yelling that the village is under attack. The party gears up and goes outside. They see an orange bridge made out of light. That has formed between the island and the island across the straights. An army of Dracotaurs is forming up to cross. Mean while advanced troops have already arrived on the island. Occupying the light house. (Which is more or less a step pyramid. With light reflecting mechanism.) With what appears to be their leader on the top of the light house. A Black Dragon (a young adult black dragon to be exact).


The village Chief tells the group. That the light house is an ancient weapon. If they can get to the top and figure it out. They can use it to fight off the invasion.


So the battle begins. They first engage three dracotaurs on the way to the light house. They quickly learn to close to melee quickly to prevent the dracotaurs from spiting globs of fire at them. They then battle two dracotaurs, and a 4th lvl barbarian dracotaur on the first tier. They quickly defeat them. They then move to engage the 4 regular dracotaurs on the second tier. The kill these then proceed to the third tier. Which is guarded by two 4th lvl barbarian dracotaurs. (They sounded like the Bart and Gurnie characters from the Bob and Tom morning show. A little inside joke for the group. Which they all enjoyed.)


Then came the final battle. They reached the top of the lighthouse. They exchanged banter for a moment. The dragon saying something along the lines of "You must be strong to make it this far. But it ends here. Mothers plan to rule the world is unstoppable."


They then fight. It went quicker than I expected. If I had it to do over I would have done some things a little differently. I don't think I really used the dragon to the best of its abilities. But next I'll know better! The dragon opened in traditional fashion with a breath weapon attack. then proceeded with bite, claw, and so on. I didn't bother to use any spells. As they only have a smattering of first level poop at that level. Its natural attacks were/are far more potent.


Well they of course defeat the dragon. Then they turn their attention to the light house mechanism. Gaylen makes a successful general knowledge roll. Figuring out how to use the light house. He directs the others. The barbarian brothers utilise their strength to open up the iris of the mechanism. While Gaylen and Hudson aim the reflector. A great beam of energy surges from it. Destroying the bridge. Depositing the dracotaurs not burned up to the sea.


Having destroyed the invasion. They reset the mechanism. Being of the blood thirsty variety. They carve up the dragons hide. So they can have it made into armor. They then meet with the overjoyed villagers. Teh plantation owners and shop keeps reward the characters for defending their island. They receive a necklace of fireballs, a headband of minor blasting, two ioun stones, Quaals feather token, healing potion, and a duck call. I think that kind of a lot of stuff. But I figured that they wont be getting much in the future. Not to mention the kind of are getting jipped on the dragons treasure.


The town asks them where they are going next. Then say "The Black Isles". They are then told that no one goes their. That no ship will take them. Hudson hears some one say "I know a way." Then someone else says shut up, don't tell them. They tell the person to speak up. He says the Dock of the Dead on the other side of the ocean. The Black Ferry will take them. Then the crowd pipes up again. Telling them that no one returns from the Black Isles.


So next time to the Dock of the Dead, and into the black.
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« Reply #9 on: March 16, 2008, 11:08:04 PM »
Into the Black

Last we left our intrepid hero's. They had just found out that they was a ship on the other side of the island that will take them to the Black Isles. Well they immediately set across the island to reach this boat. They traveled over the tropical island. Past the sugar cane fields, bamboo groves, and grassy fields. Finally coming down to the opposite shore. In the distance on the ocean the skies turn from bright blue. To a hazy gray, black. A cobble stone path leads down to a stone archway. the archway leads to a stone dock. All around the archway, the plants are dead and brown. To add to the evil, dead, feeling a corpse lies next to the archway. The characters come down to the archway. Phineas notices a slip of paper sticking out of the corpses pocket. He removes it to find part of a decoder of a strange language. (I would put it here. But blogger defies me!) Its this point that the characters step onto the dock. A viking long boat rises from the water. This damp and moldy hull is attached by a harness to a large white draft horse. This horse is dripping wet, draped with sea weed.

They board the ship. As the last character gets on. The horse starts to trot. Walking on water so to speak. It pulls it at a brisk pace. They quickly enter a thick dark, dense fog. They finally arrive at a stone dock at one of the Black Isles. Gaylen casts a light spell. Which pierces the fog lighting up a small area.

Before them is a great stair case carved into the cliff. They walk up it to the top which is a small outcropping. From it leads rope bridges one on each side. Everything enshrouded in fog. Long story short they travel through a maze of rope bridges. From out cropping to outcropping. Some of the outcroppings have ruins on them. Most of the outcroppings are guarded by Kuo-Toa. Each encounter was a different mix of regular Kuo-Toa, 3rd lvl clerics (Whips), and 8th lvl Kuo-Toa fighters. (Although in hind site I did mess up. The 8th lvl fighters should of had multiple attacks, besides the additional bite attack. But next time, eh?) Phineas in one of these combats got to try out one of his new bear warrior transformation abilities. Which was pretty cool. Anyways they made their way through the maze. Ending up at a tunnel entrance. On each side of the tunnels mouth are stairs carved into the stone. On a ledge directly above the tunnel. Is a zombie that is crucified. Its eyes have been replaced by fake ones made of gold. Well the characters cut the gold eyes out of the zombie. While doing this they find an envelope, in the zombies pocket. They open it to find another piece of the strange language decoder.

They then set up camp for the night. Which is a relative concept here. Since it is always dark and so densely foggy. During the "night" they are attacked by a small group of Kuo-Toa. Which they make quick work of. They finish the night. Then proceed into the tunnel.

They come to the first room honed out of the rock. A 20x30 affair, occupied by 6 warriors. They cut through their ranks quickly. They move ahead the tunnels split right, left, and straight ahead. The travel straight ahead into a 30x30 room. They are attacked by three clerics. They quickly kill them off. (Which unbeknownst (sp?) to them were building up to a lightning bolt attack. Oh, well.)

Again they move forward. Into a circular room containing a fountain. This fountains has strange characters, and images carved into it. It does appear that it contains water. Barnaby goes back and fetches one of the cleric corpses. Throwing it in the fountain. Nothing seems to happen. Although it does appear to contain saltwater.

They continue north (forward) coming to a four way intersection. Again they proceed forward. (Which not coincidentally is the direction the key points) They enter a large room. The walls contain carvings of strange creatures, and people. In the center is a viking long boat made out of stone. Resting in a pool of red. They are attacked by four clerics, yelling something at them in a language they don't understand. They attack two on each side. So the barbarian brothers attack/defend one side. The other side is defended by Gaylen the druid and his bear companion. They defeat them. (Although it takes Gaylen a little longer than the barbarians. Go figure.) They now get a better look at the long boat. In the center near the mast is a statue of what appears to be a bearded human carrying a great club. At his feet lies another statue this one of an attractive human woman armed with a dagger. They find nothing of value though.

At the back of the room is an intersection. They proceed like the rest moving north/forward. They travel down a short tunnel. That opens up into a huge room. As they enter a giant slab of stone slides down behind them. The other doors leading out seemed to be blocked by stone as well. Except in front of them is a gigantic set of wooden double doors. Above them is a small balcony.

From this balcony a Kuo-Toa steps forward. He yells down to the characters. Speaking in common. He says to them "You must be very strong to have made it this far. But this is far as you will travel. My child is hungry, and you will be a perfect meal." (Or something to that effect anyway.) :-)

The double doors open and out walks a Juvenile Siege Crab. (I created this creature as I wanted to use a siege crab. But CR14 was just to much for them.)

Siege Crab, Juvenile
Vermin, Huge, Aquatic
Hd: 15d8+100 (167 Hp)
Int: -2
Speed: 60' (12 squares), Swim 60'
AC: AC: 24 (size -2, Dex -2, +13 Natural, +5 Deflection)AC: 24, Touch: 11, Flat-footed: 24
Base Attack/Grapple: +11/+26
Attack: Claw +16 melee (2d6+7)
Full Attack: 4 Claws +16 melee (2d6+7)
Space/Reach: 10'/5'
Special Attacks: Constrict 2d6+7, improved grab, Trample 2d6+10
Special Qualities: Amphibious, Damage Reduction 5/-, Darkvision 60', Vermin traits
Saves: Fort +22, Ref +8, Will +10
Abilities: Str 25, Dex 6, Con 16, Int -, Wis 10, Cha 2
Skills: +10 Swim
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral
(This is a creature I created, with some help fine tuning it from Graham, The Chatty DM, and Dave the Game. All of whom I would like to thank for their help.)

Well a tumultuous battle erupts. The barbarians pulled out all the stops, rage, bulls strength, and etc. It was a challenging fight. That nearly spelled ruin for the characters. But they emerged victorious. They even chased off the Kuo-Toa on the balcony. This is where we ended the session.

Next week, On to the Black Isle of the Dead
Vive la mort, vive la guerre, vive le sacré mercenaire

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« Reply #10 on: April 06, 2008, 08:24:48 PM »
The Black Isle of the Dead

Well as we left our adventurers last time they had just defeated the juvi siege crab. Sealed in the large stone hewn hall. Their was only one way out. Through the double doors the crab had entered through. They passed through to find a large cavern. This is a natural cavern that appears to lead out to the sea. Though it is hard to tell. Because of the dense grey fog rolling in. Of to one side of the cavern is a small rowboat. The row boat has a series of runes carved into it. All the way around it. The players all climb in the boat. The boat turns and slowly moves into the fog. It travels slowly across the water. With only the sounds of the wave sloshing.

It finally comes to ground. Beaching itself on a black sand beach. The whole island is shrouded with the same dense fog that the sea was cloaked in. As they step away from the boat it turns around and heads back into the sea. Leaving them on the shore.

Suddenly out of the fog a group of four skeletons attacks. Skeletons dressed in chain mail, horned helmets, and furs. Very viking-esque. They were destroyed quickly.

In the distance they heard the sounds of music. Chanting, and instruments. So they started off for it. The sound of the music that is. The whole idea was that they would have to make a listen check to find their way to the music. Each time they were successful the next DC got easier. But if they failed the DC would fall back to the last one. So it started at 20, and went down the line. 15, 10, and 5. At which point they had found the great hall. After each listen check I had them roll on my random encounter chart. Which was,

01 - 15 Skeletons (1d8)
16 - 25 Nothing
26 - 40 Zombies (1d6)
41 - 50 Nothing
51 - 65 Drowned (1d2)
66 - 75 Nothing
76 - 90 Mixed Undead (*)
91 - 100 Nothing

* 1, Drowned
2, Skeletons (1d4)
3, Zombies (1d4)

The characters breezed through the search for the hall. They made all the listen checks. They only rolled two encounters. Which were super weak. They fought two skeletons, then in another they fought 1 zombie.

Anyways they got to the great hall. A large heavy timber frame building/hall. It had giant double doors in the front. Bartleby started around the building looking for any other entrance. He found nothing but a chute of some sort to the basement.

Meanwhile the rest of the group pushed open the double doors and went in. They were immediately faced with six skeletons, three zombies and a drowned. They made quick work of things. Till they got to the drowned. Which was a problem. Especially since they realised that they hadn't healed from their encounter with the siege crab. Bartleby joined them and they finally defeated it. They searched and surveyed the room. There was another set of double doors. Presumably leading to the main hall. On each side of the doors was a statue. On the right side the man with the great club, they had seen before in the Kuo-Toa halls. On the other side the woman they had seen, lying down with a dagger. Was now standing with a dagger to the right of the doors. Stair cases rose on each side of the room. They found a trapdoor that lead to the basement. All they could see from the opening was stacks of cord wood. They found the last piece of the decoder.

They decided to leave the building and camp to heal up a bit. This was they had a large piece of luck. They camped for two days. I had them roll to see if they were found. Each day. They totally rolled fantastic. Not being found at all.

They then went back in to the front room. They fought another group of undead. Eight skeletons, six zombies, and a drowned. They made quick work of this horde. The feat cleave was super useful for the barbarians.

After they finished them off. They went to the top of the stairs. They cracked open the door, and scoped the scene. They were at the raised walk way hat went around the whole room. At the end of the room on the walk way is a great pipe organ. Which is surrounded by other musicians. The main floor is occupied by large tables. With skeletons, and zombies eating, drinking, and singing drinking songs. At the end of the room was a huge throne. Seated in it is a skeleton of a giant. That appears to be in charge of the hall. As they watched he spoke a language they weren't familiar with. (Giant to be specific) The hall went quiet as he spoke. Then when he (it) finished speaking everyone seemed to lay down and sleep right where they were. The torches slowly dimmed. It all seemed a bit surreal. As all the undead acted very much as if they weren't.

They checked their key that had been guiding them. It pointed to above the pipe organ. Before the went for that though. They decided to check out the trap door and the basement.

They descended into the basement. Rows and rows of stacked cord wood. Snaked through the room. The sounds of a wood saw, and axe. Echoes through the room. In the corner by the chute that lead down there. Was three skeletons. Two using a large handsaw, and the other using an axe. The group rushed them annihilating them.

They peaked out the double doors that left the room. They saw a large room. Immediately in front of them is two rows of cages. They contain all manner of animals. Pheasants, chickens, pigs, cows, and more. To the right are three giant beer kegs. On the left is another room they cant see into. Past all this is three rows of long tables, stoves, and ovens. At which eight skeletons and six zombies work at making food.

Well Gaylen snuck to the cages and started opening them. Phineas snuck to the side room. To find it contained fruits, vegetables, and herbs. Well Bartleby said to hell with it and charged the undead. Gaylen and Phineas quickly joined him. In pretty short order they smacked down the undead.

They went back to the trapdoor and up to the first level. They climbed the stairs to the walkway. They snuck to the skeleton musicians in front of the pipe organ. Quickly ending them. Before them stands the pipe organ. Right above the keyboard is five circular cutouts the size of ale tankards. Right above that are runes. Which they used the decoders to figure out what it says. Its said,


DRINK TO THE DEAD ALL YOU STILL ALIVE
WE SHALL JOIN THEM, IN GOOD TIME.
SHOULD YOU GO CROSSING THAT SILVERY BROOK,
IT'S BEST TO LEAP BEFORE YOU LOOK.
DRINK TO THE DEAD ALL YOU STILL ALIVE
WE SHALL JOIN THEM, IN GOOD TIME.
SHOULD YOU GO CROSSING THAT SILVERY BROOK,
IT'S BEST TO LEAP BEFORE YOU LOOK.

This is where we left off. Next time the conclusion of The Black Isles, and Team Thunderdome!
(a dull wooden nickle to the first one of you knows where the lyric is from:D )
Vive la mort, vive la guerre, vive le sacré mercenaire

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« Reply #11 on: April 21, 2008, 12:06:39 AM »
So last we left our hero's, they had just deciphered the runes. They determined that they needed to get five of the ale tankards. To open the secret door. So Barnaby and Phineas snuck back down to the main floor. They skillfully stole the tankards. But as they left Barnaby clanked and smashed around. Waking the undead. So to speak.

They ran out of the great hall. Closing the big double doors leading out. The Barbarians then pushed over one of the huge stone statues. Blocking the door closed. They ran back upstairs, down the walk to the pipe organ. The regular norse skeletons were going crazy. Trying to open the door and climb up to the walkway. Meanwhile the cloud giant skeleton didn't have that problem.

Barnaby and Phineas battled the giant. While Gaylen the druid placed the tankards, and opened the secret doors. As the barbarians finished off the giant. Which the characters really surprised me. They had some good rolls, and just really whipped on that skeleton.

Meanwhile Gaylen entered the door. He found himself in a black void, with scattered hazy fog. Before him was a stream of wispy, silvery liquid. He leaped over it. Instantly finding himself in a white void of a room. Before him is a short greek style marble pillar. On top is the next, and map. Behind the pillar is a doorway made of white light, outlined in red. Well Gaylen grabs the key and map. Not being able to figure out where he came in. He steps through the door of white light. Finding himself on what appears to be the fog shrouded top of a mountain. A chariot, with two goats is sitting before him.

Meanwhile Phineas and Barnaby wait for Gaylen. It doesn't appear that Gaylen is coming back. Not to mention the skeletons seem posed to reach the walkway. So they pass through just as Gaylen did. Finding themselves at the top of the mountain as well.

They all boarded the chariot. With the goats hooves literally sparking and thundering. They take to the air. The chariot rapidly flew through the air. Quickly taking them off the island. Breaking out of the thick fog. The chariot and team took them to the stone dock they originally left form. On the Suzes Island.

They headed back to the main village of the island. There they were reunited with Hudson the master thrower. There they stayed tending to there wounds. It didn't hurt that the islanders treated them like royalty. Being that they saved them from the dracotaur invasion. Anyways they gained passage back to Erland Keep for free. From the grateful islanders, and a sympathetic ships crew.

While this was a happy time. It wasn't for one member of the group. Gaylen the druid. As he was unable to bring back his bear. This abandonment really troubled him.

They had a uneventful trip. Once they arrived, they again needed money to book passage back to Sandpoint. So it was off to the arena. Where their was a sign up for a team battle event that night.

The teams are as follows,

The players.
The Red Hand Crew, a group of orc berserkers. That have all painted or dyed their hands red.
Grunts Vengeance, a group of Ogre Scouts. Seeking vengeance on those who killed Grunt.
Team Steeb, a group of misfits. Steeb jr. and a compatriot are wereboars. The other two members are Clay half golems.

First it was the players vs the Red Hand Crew. Of course the characters bet on themselves and won. The next battle was Team Steeb, and Grunts Vengeance. Which Grunts Vengeance was the victor. So it came down to the big battle. Which the players bested them. Winning the team battle they got a cash reward of 2000gp. Which just happened to be enough to pay for their passage to Sandpoint. But along with the cash prize was a mystery sack. The sack contained a war hammer, an ioun stone, a potion of moderate healing, and a scroll of speak with animals. They stayed a day or two. Resting up.

Finally they sailed back to Sandpoint. But sans one member. Gaylen went another way. To atone for abandoning his bear. (Plus the player was not able to play the next couple sessions. So it worked out as a convenient way to write him out of the story, temporarily.)

As they neared the Sandpoint docks. They saw a small group people waiting at the docks. As the gang plank was lowered. Sheriff Hemlock was right there waiting for them. As they started off the ship. The sheriff called out to them. "Hey fellas welcome back. I'm sorry to tell you, but we've got a bit of a situation. This feller over here." Pointing at the guy named Jago, who some time ago sold Phineas some junk (a cheap dagger, and gem). Passing it off as good stuff.

"He says he saw you kill William Wilhelm Esquire the traveling merchant. With a sling stone to the head." (Which they actually did. As they though he screwed them on a deal of tainted potions. But they were actually tricked. So they killed the wrong guy.)
"So if you''ll just hand over your weapons. We'll go down to the guards hall and figure all this out."

So you can guess how that went. Hudson volunteered his bandoleer of dagger. Phineas and Barnaby had different ideas. Phineas used the flat of the blade of his great sword. Then went to town. Knocking the crap out the town guard. (Non-lethal of course.) Barnby followed suit using the flat of his axe. (Yeah, I know we all got a laugh out that one. But I allowed it. As I'm a big believer of the fun factor.) Well they knocked out the lot of them. But Jago took off running.

So they chased after him. They rounded a corner. They saw Jagos hat peaking over the top of a rain barrel next to one of the buildings. Hudson throws a dagger threw the top of the hat. They hear a scared yelp, and the hat takes off in to the alley next to the building. They chase after him to find a young boy at the end of the alley wearing Jagos hat.

They ask him where he got the hat. He tells them "Some guy. They ask where this guy went. He says he doesn't know. Hudson puts a dagger next to his head. Suddenly he remembers and points in the last direction he saw him travelling in. Which happens to be toward the guards hall.

Well they plow through one more group of town guard before they reach the hall. They move inside the hall. Its empty save for a small child wearing a guard helmet. Who appears to be the child of one of the guards. They ask him what happened to Jago. He tells them that he ran in here. Grabbed a gem off the table. Saying a couple cryptic words he disappeared.

Jago, having evaded them they exited the hall. Suddenly the stable owner they had befriended before pulls up in his cart.
"Get in quick. I'll get you out of here."
They asked why he was helping. He told them that he was grateful for when they saved the town. Besides the guard is a bunch of incompetent jerks.
So he quickly whisked them out of town.

A short ways out of town. He dropped them off and wished them well. The group decided to move on toward the next town and closer to their goal. On to Argus.

They made camp that night. On the first watch Phineas heard horses approaching. So woke up the group. Phineas and Barnaby hid up in the trees, while Hudson hid behind a tree. Four riders clad in chain mail rode up. They were obviously not guardsmen. They looked like experienced warriros, mercs. One jumped down and examined teh camp site. Determining that they couldn't have been gone long. He called out to them. Calling them cowards.

Well this is when the barbarians reacted. Phineas slung a stone at the guy on the ground. While Barnaby jumped out of the tree at one of the riders. Husdon just walked out from around the tree. He just kind of stood there. Till one of the riders shot an arrow at him. Not an ordinary arrow. But an arrow with an alchemical fire tip. That exploded into fire on impact. Well a quick battle ensued. Including Phineas using his bear form. (Hes got a level of Bear Warrior) They killed three of the mercs. The fourth one took off.

Well the rest of the night went quietly. The next couple days were without incident. Till they were a couple days outside of Argus. That afternoon as they walked. They were ambushed by a small party of Blackspawn raiders. Again they killed off three of the four attackers.

They finally reached Argus. This is where we left off for now.

Next,
Argus and the deal with the devil
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin's Fortress, my blog of RPG's, and stuff