|
Campaign Logs Main
Characters
Events (season
1:
1-13)
Events (season
2:
14-19)
Events
(season 3: 20+) |
Campaign Events
Season 3
Session 20: Those Who Will Rescue (1 Napay 785 to 6 Napay 785)
 |
In Mydir, Clement and
Gram start the task of finding a group that can rescue Emmerick from
Hertoplowis. They need mostly faithful of Falan that are not
known in Pacyr or Hertoplowis. They also need someone that can
be trusted that knows Hertoplowis. |
 |
Gram
first goes to a dwarven friend he has made in Mydir.
A native of another nation and a person that knows
Hertoplowis well enough. His name is Bandrig and he
agrees to the job. Next, the two of them go to the
town of Grimhold on the plateau. Gram knows it
well. It is out of the way and has many devoted
followers of Falan. Clement teleports them and
once there, Gram shows Bandrig around the town.
They go to the First Post, the temple of Falan, where
they discuss what type of people they are looking for to
help. That done, Gram calls in a few people he
thinks fit their criteria. |
 |
The first
is a human named Marston. He is a ranger of Falan
and a respected member of the town watch. Next are
two friends and business partners. Both tinkers
and devoted to Falan as a cleric and ranger
respectively. Artemus and Gnevil are their names.
All three agree to join the effort, for payment.
Gram then contacts Clement so that he can send Saren to
the town and they can all meet. Saren will be
going with them, but not Gram. |
 |
Once they
all meet, Gram suggests that they get to know each other
and that Grimhold is a better place to train, since
Pacyr is calm and quiet. Bandrig loudly dissents,
but finally agrees to take a few nights watch here with
them, as opposed to trying to collect some bounty on an
undead tinker gnome vampire or going to a pit of
skeletons. The next night, Marston arranges them
to take watch. The watch involves walking the
perimeter of the town. Four hours into their eight
hour shift, they are set upon by a flying skeletal crow
of sorts. Bullets and magic missiles are loosed,
but the thing manages to pick Saren of his horse and
carry him. They fail to turn the creature.
Artemus blasts it with holy rays. Marston hits it
with pistol and shotgun. The creature drops Saren
and attacks Marston and Artemus, draining Marston of his
life and nearly killing him. Saren gets back onto
his horse, Ardent, charges the hovering creature, and
destroys it. The group heals and continues its
shift. |
 |
Marston
reports to the deputy on duty what happened, but since
they are all still okay and no others were seen coming,
they continue their shift. The next time they pass
the perimeter closest to the Skull Lord's lands, zombies
are there, crawling through the barbed wire. This
time, they turn several of them and Gnevil uses his
strange device to drain away the negative energy from
tow of them. Bandrig uses his swords to cut one
up, Saren chops into them with his ranseur. When
those near are destroyed, they shoot down the fleeing
ones until Saren catches them and destroys them. |
 |
The rest
of that night and the next two are uneventful. The
group decides that is enough and Gram contacts Clement,
who arrives and takes them to Mydir. |
Session 21: The First Leg is the Easiest (6 Napay 785 to 2
Progonust 785)
 |
In Mydir, the group
enters the University, the temple of Falan. After being shown
quickly around, the go to a meeting room, one Saren has seen many
times before. Clement expresses his concern that the group and
their mission might be revealed. This room is the most secure
there is from scrying and such in the temple. Gram leaves, not
wanting to hear the plan in case he was compromised. Soon
after, the last member of the group, and Icefian cleric and wizard
of Falan is introduced. His name is Harrick. The group
then plans out their strategy. Using Bandrig as the leader,
they will pose as merchants in two wagons selling cloth. They
will travel normally and do everything to make it appear as if this
is just another trip for Bandrig into Hertoplowis as a merchant.
Albeit, requiring more help. Artemus and Gnevil's time as shop
keepers is helpful in the ruse. |
 |
Over the
next two days, Bandrig collects what he needs to sell
the mission. The tinkers tinker, Saren goes to
where he stays in Mydir. Marston is left to wander
the temple. When the days end, the group gathers a
distance from the temple and sets off to Hertoplowis.
They are stopped only once in the three weeks, by a
human claiming to be an investigator for her Lady,
Hemator. He warns Harrick about his familiar, but
otherwise sends them on their way. |
 |
When they
reach the border, it takes a time for the other who have
never seen Hertoplowis to take in just how massive the
city sprawl is. They are detained at the entrance
to the city nation for over an hur, but are released
without arrest. The first day, Bandrig makes his
normal rounds, meeting with merchants and taking one or
more of the others with him as he goes. The goal
is to head north while stopping at merchants to not
arouse suspicion. That night, an unsleeping
Harrick sees the door to his and Bandrig's room open.
He and Bandrig ready themselves. The intruder put
up his hands and reveals himself to be a drow. He
has been waiting for a merchant to arrive that can get
him out of Hertoplowis. It has become much more
challenging since the last group of smugglers was caught
and stopped from performing that service. Bandrig
agrees to do it, if the drow, named Emitx, helps them.
The drow agrees, although he is not told exactly what
the mission is. |
 |
Later
that day, the group is stopped in the street by
evangelists of Everentual. Seeing no way around,
they are forced to listen to a story. At the end
of which, Bandrig appears disoriented for a moment, but
recovers and the group moves along. Waking up the
next morning, the group sits next to a few dwarven
merchants. |
Session 22: But You Said Not to do Precisely That (2
Progonust 785 to 10 Progonust 785)
 |
The dwarven merchants
prove to have nothing useful, so the group continues on its way.
Saren is 'haunted' every day by the figure at the edge of his vision
which he can never get to, and no one else can see. The next
two nights, the group is visited by constables of Falan, who
question them, but do nothing else. They learn to begin to
avoid the evangelists in the streets. |
 |
On the
fourth night, a constable of Gruweas knocks on Bandrig's
door. After entering, he questions Bandrig and
demands to see papers. Bandrig refuses, spouts off
legal precedents, and after getting butted by the
human's crossbow, attacks with magic missiles. The
constables are called out. Bandrig surrenders
without a fight and is locked in a judge hole for a day
while he waits trial. The others wait at the inn.
THe next day, a Grean cleric arrives and after some
debate with Bandrig, fines the dwarf and gives him a
warning. |
 |
Six
nights into their journey, while sleeping, they hear a
ruckus. An elf sneaks into Marston's room after he
opens the door to see what was happening. They
hide the elf, who had just stolen from some faithful of
Sutyr the group had seen staying at the inn. After
a time, the elf leaves and they go back to sleep. |
 |
They find
more merchants, and have particular luck with a
apparently Dedestroyt worshipping undertaker. |
 |
On the
ninth night, while at a large unaligned inn, Artemus and
Gnevil are attacked by a shadow. It nearly kills
Artemus, and begins to turn him shadowy before the
others arrive to help. Saren fails to turn it.
Harrick blasts it with searing light, Artemus with holy
light, and Bandrig with magic missiles. The shadow
survives and drains the strength from Saren and Harrick.
Finally, Gnevil sucks the shadow into his device.
They go to sleep. |
 |
When the
wake the next morning, and pray for recovery, they also
ask the waitress about the inn. Saren discovers an
evil presence in the basement. They go to
investigate. Harrick sound proofs the exit to
prevent gunfire from being heard everywhere. Down
one flight of steps, Saren detects over a dozen undead,
one of which is clearly more powerful. Emitz and
Bandrig leave the stairs, Artemus and Gnevil retreat as
well. Bandrig sends a runner to get all of the
Falan constables. Saren does not leave, Marston
won't leave him, and Harrick to too curious. Saren
yells out a challenge into the basement. He turns
and destroys several. After a moment, he is
charged by shadows. Emitx and Bandrig look for
another way into the basement. Before the shadows
reach Saren, Marston fires his shotgun and destroys two
while hurting many others. Saren attacks.
Harrick fails to turn any shadows. He then turns
to his wand and burns them with light. A wave of
cold comes up the stairs, chilling them. Gnevil
helps to reload the shotgun and Marston continues to
fire. Saren moves into the basement. Artemus
comes to see what is happening. Bandrig and Emitx
reach the storm doors and head down. |
 |
The lone
man, an undead fitting the description of the
proprietor, is in the center of the basement. With
the shadows defeated, he tries to flee to the exit.
He barely misses Bandrig who retreats. Emitx hits
the creature in passing. The others give chase.
Harrick blasts the creature with a searing way.
Marston hits it with another shotgun blast.
Harrick hits it with another ray and it collapses.
They drag the creature into the basement and then the
main room. |
Session 23: Narrowly Avoiding Detection (10 Progonust 785 to 14 Progonust 785)
 |
The group decides
that Saren and Bandrig will stay and give the story, while the
others flee with the magic wagon. A few minutes after they
leave, a group of four cleric evangelists of Han~Sui arrive and move
towards the remaining two. After some discussion, they go to
the crowd and begin to talk to them, as they all wait for constables
and the clerics of Falan. More minutes pass, and the
constables arrive, but seem unable to recognize Bandrig and Saren.
After Bandrig makes an attempt to talk to one and succeeds, he is
held magically. Saren notes that several evil presences have
entered the area. The crowd flees as spells are cast and fear
or panic overtakes them. Only the dwarf Fenric, one of the
Han~Sui worshippers, remains. Three clerics of Falan, two
human and an elf, are visible once the crowd is gone. They try
to enspell the three, and succeed in drawing Fenric peacefully away.
Saren and Bandrig resist the spells. Bandrig enchants himself.
Saren tries to knock out the elven cleric, who retaliates by badly
wounding Saren with his sword. Saren mounts Ardent.
Bandrig sneaks up on the elf and cuts off half his leg. The
other cleric move in the heal their companion. Saren charges
in and knock on out, followed by a charging Fenric who knocks out
the last one. |
 |
Bandrig
asks Fenric to retrieve some judge, and he goes off to
find a cleric of Everentual. Bandrig and Saren
wait and collect their story. The others, who had
returned a watched from afar, still wait. Six
faithful of Everentual arrive, led by a judge.
They survey the area and ask for a story from Saren and
Bandrig. Bandrig gives an accurate but not
complete story which holds up to their scrutiny.
The judge dismisses any charges and gives Bandrig a
formal letter absolving him on charges for any incident
here. Saren, however, is required to go in for
questioning due to his cult ties. Saren goes
peacefully, letting Bandrig know that he will be okay.
Bandrig leaves and meets up with the others. |
 |
For four
days they travel. The sprawl gets sparse in this
section. They sell a number of cloth samples at a
general store. They stay at an inn in the Celetal
section where they can all use telepathy and Bandrgi and
Marston must sneak passed two constables of Celetal.
On another night, a constable of the Oldest Orc warns
Artemus and Gnevil that he has seen their home overrun
by undead in a vision. |
 |
Just
after the sun sets, on the 14th day of their journey,
traveling through a brief empty section of the sprawl,
the wagons are stopped by a bonfire that springs up in
the center of the road, and a voice that calls on them
to put up their arms and surrender their wagons.
To punctuate the point, to heavy bolts come and, hitting
both Bandrig and Marston, nearly killing them each.
Bandrig goes invisible and Marston takes cover on the
wagon. They spot the snipers on either side of the
road at top of two buildings. Gnevil rolls out of
the wagon and begin to fire at one of them.
Marston targets that one as well. Emtix begin to
climb the wall to that one. From in the wagon,
Artemus has a magic sword attack the other sniper, who
runs from it to the ground. Harrick, in the other
wagon, is attacked by a third man who knocks him to the
ground and nearly out. Harrick plays his bones
with a magic fiddle and Bandrig sneaks in to stab him.
The man flees and calls out for the other to do the
same. Before they can get away, Artemus and Hirrck
unleash magic swords, lightning, and magic missiles to
stop them. Gnevil and Marston fire away. One
gets away. The leader is about to when Marston
blows his head off with his rifle. Emitx drops the
third of the building. They strip the thieves of
belongings and throw the bodies into the bonfire before
leaving. |
Session 24: Circling Central (14 Progonust 785 to 19 Progonust 785)
 |
Harrick is able to
identify some of the magical items and the group divvies them up
among themselves. They rest and heal. The next few days
travel are calm other than an apparent fight in the inn they are
staying at overnight between faithful of Smofarf and Gruweas, in
which the group does not get involved. They also are wary of
an inn dedicated to Habastly, where they see suspicious activity
over night and the innkeeper seems nervous, but they leave well
enough alone and leave the next morning. |
 |
Three
days after getting ambushes, and two days into a rain
storm, which slows the group by a day, they are on the
road again. Still in the less inhabited, but not
empty part of the sprawl. A sudden cloud burst
makes it very difficult to see or move. The road
becomes icy. Bolts and arrows fly in and hit
Bandrig and Marston. They alert the others. |
 |
Emitz is
quick is roll out of the wagon and hide. Bandrig
turns invisible and protects himself. Marston
takes cover. Harrick drops an obscuring mist over
his wagon. Two men slide by and cut the reigns of
both wagons, although Marston makes one pay with a
bullet. Harrick's wagon gets frozen on one side.
The door to the other wagon gets pulled open and a vial
gets through into it. The bang and flash blinds
Gnevil and Artemus. Harrick heals Bandrig, and the
door to his wagon gets ripped open. Bandrig sees
two men approach and try to cut the harness by freezing
it and smashing it. Marston sees a man try the
same with his, but a well places shot stops the man.
The horse on Marston's wagon gets spooked and begins to
try to flee. |
 |
The man
in Gnevil and Artemus' wagon demands they surrender.
They begin to and then the man trips of Artemus' trip
wire. Gnevil shoots him and Artemus summons a
sword to attack him. Marston shoots at the men in
the rain, taking them out of action. Harrick holds
the man the jumps into his wagon. Bandrig attack
one of the men trying to free the horse on his wagon.
Harrick then hits them each with a withering fell magic
missile, enough to cause them to flee. The man in
the other wagon flees as well. The held man breaks
free and lunges at Harrick, nearly killing him.
Bandrig returns and beheads the man. The rain and
ice begin to clear. Emitx returns with three of
the men unconscious. |
 |
The group
ducks into an alley, heals, cleans up, strips the men on
valuables, and wakes the least hurt. Bandrig
questions him and discovers that they are after the
group's magic items, particularly Harrick's ring.
They are affiliated with the thieves that attacked days
before and had been following them. Bandrig
threatens them and sends them away, the one man dragging
both his friends. The hide the dead body in an
empty house. |
 |
As they
travel, they are successful in selling cloth to several
merchants. |
 |
Two days
later, they reach the edge of Central. They are
turned away at two guard posts, one to Celetal, one to
Gruweas, before over a day later finding an entrance
guarded by Smofarf. There, a dwarf lets them in,
gives them information and directions. |
Session 25: Searching for the Best Route (19 Progonust 785
to 22 Progonust 785)
 |
The group spends two
days at a Smofarf inn, where they rest and scout the area.
They go to a shop and trade some items for a spyglass and potions.
Using the spyglass, Marston and Gnevil are able to find what they
home is the location of the temple of Falan and the paths to it.
After Emitx does some scouting and they ask questions, they come up
with a plan. They will go through a domain of Celetal to reach
a smaller domain of Falan where they will hope to find an allied
cleric. From there, they can go through a domain of Dedestroyt
and then into the large domain of Falan. |
 |
The make
their way after another day. In the domain of
Celetal, they are stopped by an evangelist and his
preaching sucks in a few of them. After nearly a
half an hour, they are let go. Later in the day,
they reach the shrine of Falan. Everyone except
Bandrig and Emitx go into the shrine. The other
two wait in the wagon at a nearby inn. After they
go in, Bandrig notices a dog watching them. |
 |
In the
shrine, they meet a cleric named Jacob. He tells
them that Joseph, their contact had been here but left a
few weeks ago. He tells them where the domains of
Falan are and who the clerics in Central are. He
does his best to give them a lay out of the temple,
known either as Yorbone or Out Lord of the Other Life.
When the meeting is over, he asks them not to return for
his safety. |
 |
Once back
at the wagon, they begin to discuss a plan. Emitx
is outside the wagon. As they talk, a thud hits
the wagon wall. They cast protective spells, and
everyone but Marston exits to look around. Bandrgi
finds the dog under another wagon. It attacks, but
misses, and the group returns the favor. It flees
and Bandrig gives chase. He doesn't catch it, but
does hit it with several magic missiles before it
escapes. |
Session 26: The Last Leg of the Journey (22 Progonust 785 to 24 Progonust 785)
 |
The group decides to
immediately leave the domain of Falan and head into Dedestroyt's
domain nearby. Traveling through there, they stop and speak
with the chief constable of the domain, a cleric of Dedestroyt named
Paul. He questions them and then answers questions about the
temple of Falan and its heretical clerics. The group thanks
him and leaves. |
 |
In the
next domain, that of Smofarf, the group stops for the
night. They decide to send Emitx to scout the
temple. Harrick makes him a scroll and gives him a
wand to aid him while he is away. Emitx leaves
early the next morning, with Bandrig for part of the way
to plan. When Bandrig returns, he finds a cleric
of Han~Sui and two constables of Smofarf outside the
inn. They are accompanied by a familiar dog.
Bandrig tries to get close enough to hear, but can't.
They group goes inside. Bandrig waits for an
opportunity and slips in the door unnoticed. He
sees the men going towards the rooms and follows.
They go to Harrick's room and demand he come with them.
They do the same to the others until they are all seated
in the dining room of the inn. Bandrig watches and
listens. The cleric, Investigator James Valy,
tells them he has been on their trail. After a
long interview, he finds them guilty of failure to
report the death of the bandits that attacked them.
They agree and pay a fine and go on 30 day probation.
Bandrig returns and bluffs that he has been sick in the
water closet. |
 |
The
investigator begins to write a documents listing what
has occurred for them to sign. As he does, they
talk to one of the constables of Smofarf, who tells the
more about the nearby domain of Falan. Five hours
later, they sign and then ask the investigator if he
will do anything about the heretics. The
investigator agrees to travel with them to the temple
and investigate, the next day. The group rests and
waits for Emitx. Bandrig goes to meet him at
dinner time. He finds Emitx and they separate
traveling back to the inn. Once there, they find
the group and head to a room to talk. As they walk
up the stairs, Bandrig and Harrick notice a strange
shadow. Harrick tries to web it, but it turns out
to be just a shadow. Artemus is able to quickly
destroy it. They report the incident to the
investigator, who begins to search around. |
 |
Once at
the room, Emitx gives them the lay out of what he saw
and who he saw. The group comes up with a plan to
use the investigator as a distraction and sneak into the
temple. They will use the magic compass they found
to locate Emmerick from the outside for guidance.
Harrick will pretend to be looking for the cleric Lotorn,
a Disciple of Falan who is not a heretic who resides at
the temple. They will leave the next morning. |
 |
Just as
the sun is rising late in the morning, they arrive at
the temple. The failed to find a cloth merchant on
the way to stop and allow the investigator ahead of
them. Bandrig starts to use the compass outside.
The investigator marches inside. Harrick meanders
in to look for the dwarf. The others move inside
as well. They hear a shot from deep inside.
It is the investigator yelling at a cleric. The
four convince the door guard to go check on that.
That allows them to go down a side corridor Emitx had
scouted. Bandrig finishes locating Emmerick and
meets up with them inside. Harrick, asks an
acolyte for help, but the acolyte is too concerned about
the fight about to break out between the investigator
and one of the clerics of Falan. Harrick begins to
leave, but before he does, he drops a globe of darkness
on the investigator. He leaves just as the dog
appears from the darkness. |
 |
Harrick
finds the other and they make their way to one of the
secret doors, the ones that leads down, since that is
where the compass told Bandrig Emmerick was. Emitx
leads them to the trap door, and Harrick knocks it
opens. There is a narrow hallway and steps down.
The group casts spells to protect themselves and walk
down. As they near the end, both Gnevil and
Artemus sense the undead. Before they can react,
an undead man steps in front of them and releases a
lightning bolt. |
Session 27: Vampire! (24 Progonust 785)
 |
Emitx dives passed
the creature, who then quickly realize is a vampire, and reads a
scroll that hides himself from the undead. Bandrig tries to
get by the creature but is hit and drained for his effort.
Marston fires his pistol, as does Gnevil, Harrick and Artemus heal
themselves. A barrage of missiles hits the four still in front
of it, while Bandrig and Emitx begin to search the area beyond.
Gnevil retreats up the stairs for cover. Marston continues to
fire as Harrick and Artemus unleash holy light. The creature
hastes itself, but Artemus responds be dispelling some of is spells.
Marston uses the enchantment given to him by Clement to silence the
creature. It dominates Marston and uses his as cover as it
drains his blood and backs away. The others summon light, fire
their pistols, summon magic swords. and for nearly a minute they try
to destroy the creature. Marston is forced to shoot Harrick
and almost kills him. Emitx, still hidden revives Harrick.
Artemus gives Emitx his holy water pistol, but Emitx can't figure it
out. The group, nearly exhausted, has the vampire near
destruction. The vampire grabs Marston, draining him of more
life and healing itself, but allowing Marston to break free of the
domination. Marston spins around and calls out, "Die you
undead son of a bitch!" and destroys it with his holy shotgun. |
 |
Far down
the hall, Bandrig hears that blast as he search for
Emmerick using the compass. The sound also alerts
another prisoner, who Bandrig talks to. He is a
cleric of Han~Sui named Blake. Bandrig finds the
room with Emmerick and magically opens the door.
He sees Emmerick bound to a chair by the ankles, in a
helmet which is anchored in four places to the walls,
and his chains are chained to the ceiling and floor.
He begins to investigate when Emitx arrives. They
debate for a time until the others arrive. Before
he leaves the staircase, Harrick webs it. Once the
group meets up, the look at the room. They find
nine doors, five of which are magical. Bandrig
sets to the task of freeing the cleric of Han~Sui.
Gnevil begins to blast open the other magical doors.
Marston begins to look into the rooms. Emitx,
Artemus, and Harrick try to free Harrick. After
analysis, the three go into the room. A stone wall
drops down blocking them and a spinning device drops
from the ceiling with a message about Emmerick.
Hearing the message, they waste no time trying to free
him. They quickly get his his free, and remove the
anchors from the helmet. As they continue to
think, another device begins to drop and spin.
Artemus shatter the ankle shackles and they lift him out
of the chair. The stone wall lifts. Emmerick
grabs Emitx hand, and he runs in fear. |
 |
In the
hall, the others have found three clerics of Han~Sui,
but only Blake is conscious. They found a torture
room and a room with a blue skinned celestial.
They free them all, and carry them out. Moving
back to the stairs, they find the web still there.
Letting Emitx search before they go, they look for
another way out. Emitx finds several corridors,
but hears voices coming from one of them. The
group hides down another corridor to let them pass.
One of the undead traveling with a human cleric that
passes by comes towards them. Harrick commands it
to ignore them and leave. The group sneaks down
the corridor those came from and finds a trap door.
Emitx goes up, still hidden to the undead and finds two.
he opens the door Gnevil blasts them with lightning,
destroying them. The group rushes through a large
house to the street. |
 |
Blake
leads all but Bandrig and Emitx to another domain.
Those tow go back for the wagons. The temple is a
buzz, but they do not stay to find out what happened.
They take the wagons to the others. |
|