Storytime - Exploration into unknown Áereth
Posted: Mon Mar 12, 2007 3:26 am
Hey, I started a campaign on Áereth some time ago and would like to tell you about the ongoing exploits of my gaming group.
SPOILER WARNING: in the course of this "blog" I will likely reveal some of the plots of the modules I am using. So, keep this in mind if you are a gamemaster and want to use these modules with your players.
It all started as a campaign on Oerth (World of Greyhawk) since the Áereth campaign setting wasn't available at that point. So I had the players create characters for a different setting--but were already planning to transfer them to Áereth in due time.
The Protagonists:
TUSK BERINGOR - a NG male human ranger from the lands of Verbobonc
NIENNA MENELDUR - a NG female elf sorcerer from Celene (an elven realm on Oerth)
JOLEE ROMANO - a CN male human rogue of Rhennee origin
SINK & SHAMIL - gnome siblings (male and female); he is a CG fighter and she is a N druid
BEARN - a CG male human cleric of Pelor from the lands of Veluna
Using DCC#2 (Lost Vault of Tsathzar Rho) and placing the town of Hadler's Gap near the Lortmil Mountains/Kron Hills, I had Tusk being on the payroll of the Vicomte of Verbobonc. As one of the Vicomte's rangers it was his mission to investigate the disappearance of some folk in the area, most notably a cleric. On the way to Hadler's Gap he met with Nienna who just came from the elven realm of Celene further south. In the vicinity of the town they met with Jolee and the gnome siblings which were looking for a place to spend the night.
Arriving in town Tusk set about to investigate the rumors he'd heard. Villagers told him about strange happenings in the area--sheep disappearing, attacks from kobolds on outlying farms, and the sighting of a hulking ogre.
Ever the duty-bound ranger that he is Tusk started looking for tracks early the other day. Having nothing better to do the other characters followed him. Coming across a deserted farm house they managed to track ogre and kobold prints back to a rocky cliff face and a cave entrance. Knowing that an ogre can be a serious match for a group of 1st level characters they scouted the area and tried to use the terrain and surprise to their advantage. In the end they botched some rolls and the ogre heard them. A desperate fight ensued in front of the cave entrance which the party survived by sheer luck and a little bit of fudging on my part (didn’t want to kill off half the party on their first encounter).
After searching the ogre they investigated the cave and found a large band of kobolds inhabiting the place. All of them carried a strange and crude golden amulet of sorts around their necks, showing a three-fingered claw. Not knowing what to make of it they suspected (rightly so) that a far more sinister force could be behind the kobolds. After exploring the caves and delving deeper into its depths (with Sink the gnome nearly drowning in the underground river when he refused to let go of his steel shield) they finally reached the large underground pool where they ran into a larger force of kobolds and their magic-wielding leader. Defeating them in a rather tricky fight the party stupidly set up camp on the shore of the pool... without exploring the surrounding caves. Okay, they were exhausted and had used up most of their spells and supplies—but it was rather foolish. While most of the party was asleep they were ambushed by a duergar and some more kobolds. I choose to have them captured instead of slain (which also made sense in the context of what was going on in the dungeon). When the party came to they realized that Sink and Shamil, the gnome siblings, were missing and a new guy was with them: Bearn the cleric, one of the missing folks.
After freeing themselves (credits to Jolee the Rogue) they managed to regain their equipment and take the fight back to the remaining kobolds and their duergar master (much to the resentment of the kobolds). With an incredible display of sheer blind dice-rolling luck they actually defeated a large band of armored kobolds (I did not fudge any more rolls on my behalf) and finally reached a strange unnatural dungeon within the cave complex. Here they found even stranger kobolds (half mutated) as well as a temple of sorts to some unknown deities (actually they were Gods of Áereth). But the sinister force which had changed the kobolds also had it’s effect on the characters who were hallucinating strange and often gruesome things. Exploring the dungeon further they realised that all the books and wall markings were in an unknown language. It got even stranger: in a deeper dungeon level they came across mutated half-kobolds which had breath weapons and found rooms which literally pulsated with otherworldly magics. In one of them they found some sort of "mutant breeding farm" - large tree-like trunks with soft pods on them. They cut down the pods and found "things" in them... among them their lost comrades Sink and Shamil, half-mutated. Disgusted and horrified they took pity in them and ended their unnatural half-life (nb: the players of Sink and Shamil left the gaming group at an earlier point so I decided to make them "appear" this one last time, heh heh). After overcoming a magical teleport trap they reached the „inner sanctum“ and confronted a weird demonic being in it’s own strange dimension – a reincarnated mage from ancient times. Since the being wasn’t at full strength they managed to severely wound it. When it fled they pursued it and tried to finish it off. With a last display of power the being activated a magic item and a dimensional vortex swept the characters off their feet—and into a new world: Áereth.
(to be continued)
SPOILER WARNING: in the course of this "blog" I will likely reveal some of the plots of the modules I am using. So, keep this in mind if you are a gamemaster and want to use these modules with your players.
It all started as a campaign on Oerth (World of Greyhawk) since the Áereth campaign setting wasn't available at that point. So I had the players create characters for a different setting--but were already planning to transfer them to Áereth in due time.
The Protagonists:
TUSK BERINGOR - a NG male human ranger from the lands of Verbobonc
NIENNA MENELDUR - a NG female elf sorcerer from Celene (an elven realm on Oerth)
JOLEE ROMANO - a CN male human rogue of Rhennee origin
SINK & SHAMIL - gnome siblings (male and female); he is a CG fighter and she is a N druid
BEARN - a CG male human cleric of Pelor from the lands of Veluna
Using DCC#2 (Lost Vault of Tsathzar Rho) and placing the town of Hadler's Gap near the Lortmil Mountains/Kron Hills, I had Tusk being on the payroll of the Vicomte of Verbobonc. As one of the Vicomte's rangers it was his mission to investigate the disappearance of some folk in the area, most notably a cleric. On the way to Hadler's Gap he met with Nienna who just came from the elven realm of Celene further south. In the vicinity of the town they met with Jolee and the gnome siblings which were looking for a place to spend the night.
Arriving in town Tusk set about to investigate the rumors he'd heard. Villagers told him about strange happenings in the area--sheep disappearing, attacks from kobolds on outlying farms, and the sighting of a hulking ogre.
Ever the duty-bound ranger that he is Tusk started looking for tracks early the other day. Having nothing better to do the other characters followed him. Coming across a deserted farm house they managed to track ogre and kobold prints back to a rocky cliff face and a cave entrance. Knowing that an ogre can be a serious match for a group of 1st level characters they scouted the area and tried to use the terrain and surprise to their advantage. In the end they botched some rolls and the ogre heard them. A desperate fight ensued in front of the cave entrance which the party survived by sheer luck and a little bit of fudging on my part (didn’t want to kill off half the party on their first encounter).
After searching the ogre they investigated the cave and found a large band of kobolds inhabiting the place. All of them carried a strange and crude golden amulet of sorts around their necks, showing a three-fingered claw. Not knowing what to make of it they suspected (rightly so) that a far more sinister force could be behind the kobolds. After exploring the caves and delving deeper into its depths (with Sink the gnome nearly drowning in the underground river when he refused to let go of his steel shield) they finally reached the large underground pool where they ran into a larger force of kobolds and their magic-wielding leader. Defeating them in a rather tricky fight the party stupidly set up camp on the shore of the pool... without exploring the surrounding caves. Okay, they were exhausted and had used up most of their spells and supplies—but it was rather foolish. While most of the party was asleep they were ambushed by a duergar and some more kobolds. I choose to have them captured instead of slain (which also made sense in the context of what was going on in the dungeon). When the party came to they realized that Sink and Shamil, the gnome siblings, were missing and a new guy was with them: Bearn the cleric, one of the missing folks.
After freeing themselves (credits to Jolee the Rogue) they managed to regain their equipment and take the fight back to the remaining kobolds and their duergar master (much to the resentment of the kobolds). With an incredible display of sheer blind dice-rolling luck they actually defeated a large band of armored kobolds (I did not fudge any more rolls on my behalf) and finally reached a strange unnatural dungeon within the cave complex. Here they found even stranger kobolds (half mutated) as well as a temple of sorts to some unknown deities (actually they were Gods of Áereth). But the sinister force which had changed the kobolds also had it’s effect on the characters who were hallucinating strange and often gruesome things. Exploring the dungeon further they realised that all the books and wall markings were in an unknown language. It got even stranger: in a deeper dungeon level they came across mutated half-kobolds which had breath weapons and found rooms which literally pulsated with otherworldly magics. In one of them they found some sort of "mutant breeding farm" - large tree-like trunks with soft pods on them. They cut down the pods and found "things" in them... among them their lost comrades Sink and Shamil, half-mutated. Disgusted and horrified they took pity in them and ended their unnatural half-life (nb: the players of Sink and Shamil left the gaming group at an earlier point so I decided to make them "appear" this one last time, heh heh). After overcoming a magical teleport trap they reached the „inner sanctum“ and confronted a weird demonic being in it’s own strange dimension – a reincarnated mage from ancient times. Since the being wasn’t at full strength they managed to severely wound it. When it fled they pursued it and tried to finish it off. With a last display of power the being activated a magic item and a dimensional vortex swept the characters off their feet—and into a new world: Áereth.
(to be continued)