Storytime - Into the Wilds

A forum for discussing the many DCC modules published under third edition rules, EXCEPT for Castle Whiterock, which has its own forum.

Moderators: DJ LaBoss, finarvyn, Harley Stroh

Jezza
Wild-Eyed Zealot
Posts: 88
Joined: Tue Dec 26, 2006 1:35 am
Location: Auckland, New Zealand

Interlude

Post by Jezza »

When Tordal got back from Witch Cross, he and Krasha helped out Cail who was sheltering a halfling rogue from some nasty bounty hunters. The little fellow had stolen an enormous gem from Lady Verrasa Kaal of Brindol. After some negotiation with the bounty hunters, they went to a ruined castle to track down the wizard that the halfling had sold the gem to. Unfortunately while exploring the castle Cail was killed by an assassin vine. Krasha and Tordal were able to find the wizard's body and retrieve the gem. They they went back to Red Rock and sorted things out with the bounty hunters, and headed on to Witch Cross (again!) to get the Druid there to reincarnate their friend Cail, who came back as a halfling.
Jezza
Wild-Eyed Zealot
Posts: 88
Joined: Tue Dec 26, 2006 1:35 am
Location: Auckland, New Zealand

Session 6

Post by Jezza »

Now that they had all three keys, the heroes were ready to penetrate the Vault of Zamuk the Swift. Tordal was still on his way back from Witch Cross, so the impatient heroes decided to go without him; this was Malachi, Krasha, Nigel and Cail, still adjusting to his halfling body.
First they went and spoke to Sodersund the Regent, who finally came clean and admitted that the real heirlooms of the Wulfrun family were somewhere in the Wilds, and raised the amount of money he would pay for their safe return. The heroes set out for the wilds, and were pleased to find no monster in the gatehouse halfway up the staircase this time.
They put all three keys into the table and opened a secret door. Nigel went ahead and was able to detect most of the traps, including a cascade of water, and a combination boulder and pit trap and disarm them. Malachi found a secret door with his keen elven senses. They came to a massive door with four locks, and was able to detect traps on each of them. He tried to disarm one and instead set it off, triggering a fuselade of darts. He and Malachi decided to have a bit of a search around, to see if there was anything that could help them, and Malachi was able to find a secret door that led them deeper into the complex.
Next they came to a room which had two coffers full of coins. Nigel, using his magic crown, was able to translate the writing - 'Two Loyal Sons, Two Royal Sums'. Malachi, ever the history buff, suggested this had something to do with the two Dwarven princes who had gone to war with each other and destroyed the ancient dwarven kingdom around these parts. Krasha tried to get some of the gold coins but was instead attacked by a gelatinus cube, just as another oozed out of the other coffin.
The heroes fought a tactical withdrawal, and were eventually able to overcome the oozes, thanks mostly to Malachi's spells. He had also spotted yet anoher secret door, and they went through this to find the treasures stolen by Zamuk the swift, along with many ingots with the Wulfrun seal on them.
Overjoyed with their success, the heroes decided to return to Red Rock to claim their reward. Only Krasha felt that it had all been a bit too easy...
Jezza
Wild-Eyed Zealot
Posts: 88
Joined: Tue Dec 26, 2006 1:35 am
Location: Auckland, New Zealand

Session 6 - the epic conclusion!

Post by Jezza »

When Nigel, Malachi, Krasha and Cail came into view of the fortress, they were surprised to see a whole bunch of people on horses blocking the road. It was Lady Aborn, Captain Argun, and 14 Outriders. Lady Aborn shouted 'Hand over the stolen relics and leave, never to return.' Nigel tried to explain the situation to her, but she wasn't listening, and a battle began.
Fortunately for the heroes most of them got to strike first, and so Malachi used a fireball to take out several of the Outriders. Captain Argun and the rest charged the heroes, but Krasha dropped the sack of heirlooms he was carrying and obscuring mist in order to keep him and Cail safer.
A lot of blundering around ensued and Nigel and Malachi were able to take out most of the Outriders as well as Captain Argun. Cail and Nigel were both wounded but not critically.
Lady Aborn, meanwhile, hung back. Krasha started firing his crossbow at her so she turned invisible and fled. He tried to keep track of her with detect magic but she quickly moved out of range.
At this point Marshak the Reeve and his men arrived, just as the last of the Outriders were defeated. He asked what on earth was going on, and Nigel explained the situation to him, but refused to surrender as he couldn't be sure that the Reeve wasn't part of the conspiracy. It was agreed that the Reeve would send one of his men to fetch Sodersund the Regent, who Nigel did trust.
Meanwhile Malachi had found the sack of heirlooms and snuck away with them, in case they new arrivals weren't on the up and up.
When Sodersund arrived he vouched for Marshak and Cail, Krasha and Nigel called Malachi out of hiding. The lost heirlooms were restored and the Baron's curse was lifted. [Malachi and Nigel reached 6th level Wizard and Ninje respectively, Krasha got to 5th level, making him Cleric 3 / Barbarian 1 / Ranger 1, and Cail got to 3rd level Cleric, making up for the level he had lost when slain by the assasin vine.] The heroes were given their reward, and the Baron dubbed them 'The Heroes of Red Rock'. A new age of prosperity dawned for the town. The only question was - where was Lady Aborn, and what was she plotting now?

The end... at last!
User avatar
Ogrepuppy
Tight-Lipped Warlock
Posts: 921
Joined: Thu Jul 06, 2006 11:26 pm
Location: the Towers of Carcosa

Post by Ogrepuppy »

Ooooh, Jez mentioned me by name..!

That's 8) <-- cool

I'll read this in full very soon, as I'm 99% positive I'm going to run this next. Thanks! :mrgreen:
User avatar
Ogrepuppy
Tight-Lipped Warlock
Posts: 921
Joined: Thu Jul 06, 2006 11:26 pm
Location: the Towers of Carcosa

Post by Ogrepuppy »

Now that I've read this, it occurs to me the #1 rule of dungeoneering:

Always travel in packs. Reason #1, less work for the DM, and reason #2, less chance of dying! Fortunately, it sounds like you handled the DMing portion fine.

...The dying part? That's another story...LOL
User avatar
Ogrepuppy
Tight-Lipped Warlock
Posts: 921
Joined: Thu Jul 06, 2006 11:26 pm
Location: the Towers of Carcosa

Post by Ogrepuppy »

One other thing--it appears you renamed Wildsgate to Red Rock.

Is that in prep for Red Hand of Doom? (I noticed a Red Rock at the northeastern edge of some mountains or hills on that map...)
Jezza
Wild-Eyed Zealot
Posts: 88
Joined: Tue Dec 26, 2006 1:35 am
Location: Auckland, New Zealand

Post by Jezza »

Well spotted, all the adventures we've played so far (Gorgoldand's Gauntlet, Transmuter's Last Touch, the Dragonfiend Pact, Into the Wilds and Looking Glass Deep) have all been set in Elsir Vale, and we just had the 1st session of Red Hand of Hand of Doom last week.
User avatar
Ogrepuppy
Tight-Lipped Warlock
Posts: 921
Joined: Thu Jul 06, 2006 11:26 pm
Location: the Towers of Carcosa

Post by Ogrepuppy »

I'm thinking of story-timing our run through Into the Wilds, but it'll take some considerable writing to explain the backstory, especially considering the tech level is a little higher than standard D&D, and the way it got that way is....complicated. :wink:
Post Reply

Return to “DCC Modules - 3E”