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Introduction to LukeDev75's Greyhawk Campaign

 
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Introduction to LukeDev75's Greyhawk Campaign
 PostPosted: Mon Aug 20, 2012 9:21 pm Reply with quote  
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  LukeDev75
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Feel free to click through on the dynamic links to the Greyhawk Wiki page.

Your journey begins in the small port town of Coich, pronounced “cee-och”. It is on a peninsula south of the city of Gryrax, the capital city in the Principality of Ulek.



Principality of Ulek.is the southernmost of the three independent Ulek States. It is likely the largest mixed dwarven and human realm in the Flanaess, and one of few that is both possessed and administered by the dwur themselves. The Principality sits in the western Flanaess along the coast of the Azure Sea, bordered by Keoland to the west and the Pomarj peninsula to the east, between the Sheldomar and Jewel Rivers, respectively. Its northern border with the County of Ulek is traditionally observed as the Old River. Some logging is conducted in the northeast, where the Suss verges across the Jewel, but the most dominant feature for the Principality is the broad set of lofty hills that dominate the central fastness of the realm, separating it into two distinct regions all the way south to the sea.



Taken together, halflings and dwarves outnumber humanity if all of the provinces of the Principality of Ulekbut the city of Gryrax. This breakdown carries over to the military forces of the realm, highlighted by the elite heavy dwarven infantry armed with battleaxes and dressed in adamantine chainmail. Halflings are used frequently as scouts and slingers. The principality maintains a strong naval presence on the Azure Sea to both patrol the southern coast and keep shipping lanes secure from pirates. These vessels are mostly crewed by humans in the service of the prince, but they are frequently staffed with dwarven marines of unusual discipline and courage.



The port town on Coich is a place where these human sailors congregate. A semi-retired dwarven marine maintains Coich’s law and order, but the town’s mayor is a human. Coich is located in a semi-tropical region where lumber is long and solid. The town is located on the western coast of a peninsula formed by the Lortmil Mountains turning into rolling hills and projecting into the Azure Sea. There is a small valley between green rolling hills running from Coich to the east coast of the peninsula. This valley is where humans cultivate fields and relaxing or retired human sailors call home.



There has been years of fighting between the Principality of Ulekand the Orcish Empire of the Pomarj dating back to the Greyhawk Wars. Only recently have the dwarves of Ulek begun to regain their eastern provinces from the Pomarj. The peninsula where Coich is nestled has never really been involved with the fighting. There are no known resources making the area around Coich desirable nor has there been any strategic value to having an orcish army landing there. Gryrax, is situated at the northern end of the peninsula as a stronghold.

This has kept the town of Coich and its surrounding area quiet for humans, some dwarves and halflings to relax from the efforts of war. Coich’s distance and the roads to Gryrax, discount the town from ever becoming a major port. Sometimes storms and miss-guided merchants mistake Coich for Gryrax, but soon realize their mistake and are on their way. This kind of traffic does result in Coich being a culturally rich environment with a wide variety of goods, albeit in quite limited quantity. It is also a good location for adventures to pick up work in a relaxed environment. Negotiations over a pint of Ulekian Stout in the tavern or on the beach seem to benefit the hireling more often the employer.



It is the common year of 596 and you will arrive in Coich in the Greyhawk month of Goodmonth after the end of the KING’S FESTIVAL in Furyondy/ Veluna. This is considered High Summer with less than two months to Brewfest, autumn. Depending upon your background you will know all or some detail of the following;
• The town’s constable is a semi-retired dwarven marine with at least one human and one halfling working for him.
• The human mayor is a former ship’s captain.
• There is one large named ‘merchant’ vessel in port with a human captain.
• There are at least two smaller unnamed vessels, similar to fishing vessels.
• It is known that an elven or half-elven druid lives in or near Coich.
• There is no fixed religion for the entire community. Most religion is administered by wandering clerics.
• Women and drink are generally plentiful in this virtual resort community.

So why are you here? A properly prepared back-story should give you what you need to place your character in Coich. Below are some ideas you may consider.
• Looking for work: either as a sailor, mercenary, artisan or cleric.
• Looking for a place to relax – lay low maybe.
• In need of a story? What better place then a community sailors, warriors, travelers, etc?
• You may have only been able to afford a trip as far a Coich.
• You may be looking to book passage out of Coich.
• Looking for a relic some wandering merchant or sailor may have left behind. Maybe a map, a magic item, a unique weapon, a rare artistic item, etc.

How ever you arrive, you have come upon this town as our journey into the World of Greyhawk begins. You may already know some of the other adventurers or meeting them for the first time – itself an adventure.

You have all found work being hired by a mysterious man to insure the safe delivery of a package from Coich to Gryrax. You will be paid handsomely, upon a safe a secure delivery. You might be able to negotiate some extra benefit prior to departing Coich, but the payoff is upon the delivery.

Please see the map for referencing location and distance. The red lines are well-traveled highways, the gold are less traveled roads and the gold dash lines are considered trails or paths. In order to get to Gryrax it is slightly less than a day’s journey by sailing vessel, leave at dawn and depending upon weather, you should arrive by evening. Along the west coast road to Gryrax it would take about a full day by horse and by foot two days, if you can all hustle (and make your rolls) a good day and a half. It is more like a full two days by foot.

The trail to the other side of the peninsula is about 15 miles. Therefore, at a 20’ basic movement, it is a full day’s walk to the opposite side.

The area is a fairly lush valley with gentle sloping hills to either side. The trees and general environment is similar to northern Florida or southern Georgia.

I hope this gives you the basic idea of the environment you will start in. Please feel free to contact me should you have any questions.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:39 pm; edited 1 time in total


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 PostPosted: Tue Aug 28, 2012 10:49 pm Reply with quote  
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  LukeDev75
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Our group has met some within the town of Coich, but not yet all. What has been seen of our group of adventurers is as follows;

Two Half-Orc Barbarian Brothers, though one thinks he is a Paladin. Kragg is the Paladin Barbarian of Kord and the smarter one to Krugg the Kleaver, Kragg's good looking Twin Brother. Kragg likes to help ladies in distress, Krugg like to help ladies undress.

A quiet, yet athletic (he leapt upon Kragg

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


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Orc Attack
 PostPosted: Wed Aug 29, 2012 3:16 pm Reply with quote  
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  LukeDev75
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Our group gathered in the town of Coich, Kragg first interacting with two dwarves. Looking for a place to secure his horses, Kragg approached a passing dwarven resident of Coich asking for a place to shelter his horses. During the conversation, Kragg seemed to amuse the dwarf by explaining the Kragg was a Paladin. The dwarf brought Kragg to see the town

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


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Count me in!
 PostPosted: Tue Sep 11, 2012 12:30 am Reply with quote  
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  Fenris
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Greyhawk Lives! I would very much like to join your campaign and finally after over decade have a chance to be a victim..oops I mean gambler of fortune!

_________________
Crush your enemies, see them flee before you and yeah take all the stuff they leave behind!


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Summary of Session Events 8/30/2012
 PostPosted: Mon Sep 17, 2012 10:24 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 8/30/2012

As this session began, the alarm bells sounded and our heroes were located as per the map below.

Iris, Neema and Sanura were headed north along the road, but in cover, away from the activity. Iris noticed that Neema and Sanura do not seem at all interested in the alarm cause; they just wanted to keep moving quickly away from town.

Katie reached the town guard at a tower who sounded the alarm.

Jabari and Zerth had just gotten to the point shown on the map below, discussing the urgent need to find Neema and Sanura at Katie Daly’s Inn and Tavern.

Onyx and Hook were on the first floor of the tavern trying to see something – anything!

Krugg had just run over the bridge looking for Kragg, but turned back before actually contacting Kragg.

As the bells rang out, Kragg began to wake within his tent.



Jabari and Zerth entered the Tavern and met up with Hook. Onyx had headed upstairs to find a vantage point, hoping for access to the roof. Jabari, Zerth, and Hook headed upstairs directly to the room once occupied by Neema and Sanura. Onyx had gained access to the roof. Within one of the guest rooms in the tavern a dwarven soldier guard for the town, J.D., was awakened by the alarm and the noises within the tavern.

As J.D. entered the hall, Zerth kicked in the door the Neema’s and Sanura’s room – a magical explosion forced Zerth hard up against the wall opposite the door. J.D. and Jabari began a challenging exchange of vibrato. Onyx came down from the roof to discover Neema’s doorway beginning to burn. J.D., Jabari, and Zerth agreed and, with Hook in tow, headed back to the first floor. Onyx stayed behind to extinguish the burning door.

While the action was taking place in the tavern, Krugg had waded upstream to meet the oncoming Orcish horde head on. Krugg easily handled a number of goblin advance infantry. Chasing after them directly into the goblin Sergeant.

Outside the tavern, townsfolk were mustering with the town guard as the PC group exited the building. A short debate concluded with Jabari having the new dwarf J.D. joining their little group to track the escaping ladies. Jabari believed that Zerth, Onyx, and Hook would also defend the town against the incoming horde, but he was wrong. Hook had picked up the trail of the ladies heading north and quickly headed after them. Onyx and Zerth followed him out of town.

Krugg had more trouble dealing with the single sergeant than he had with the group of four. Having vanquished the goblin leader, he pursued a goblin further upstream. Krugg found another goblin all right, a lieutenant! Krugg took a bit a beating and became enraged, finishing off the lieutenant. He figured he should seek the talents of a healer, so Krugg head back towards the town. The large cracks of heavy crossbow bolts whizzing past Krugg let him know that his twin brother Kragg was covering his retreat.

Back at the town, Jabari and J.D. encountered their own hobgoblins and goblins, Jabari easily handling his adversaries. However, J.D. had a challenge as he encountered the incoming group’s sergeant leader. Krugg arrived back within the town as the battle was waning, hacking several opponents from behind.

North of town, the trackers of Hook, Onyx and Zerth encountered two goblins riding worgs. Hook’s quick bow and Berth’s mystical monk powers easily handled the goblins, but the worgs charged aggressively. Onyx attempted magic against the worgs, that could have affected his companions too, but the apparent rush of battle kept all on their feet. The trio managed to destroy the worgs, but they had taken slight wounds and the encounter slowed their pursuit.

Back in town, the battle turned against the Orcish raid causing the raiders to retreat. Krugg was introduced to J.D. just before he collapsed to the dirt, his wounds overtaking him as his rage faded. Kragg was close enough to see his brother sprawl to the ground.
The trio of trackers were closing in on Neema and Sanura as the session concluded.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:40 pm; edited 2 times in total


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Summary of Session Events 9/6/2012
 PostPosted: Mon Sep 17, 2012 10:25 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 9/6/2012

As this session began, Hook, Onyx and Zerth were closing in on Neema, Sanura, and Iris. Iris had witnessed some type of magical affect upon Sanura that had a slight luminous result. This low glowing magic help show Hook, Onyx and Zerth where the ladies were.

Kragg was trying to administer aid to his wounded brother Krugg. Believing himself to be a Paladin, Kragg laid his hands into Krugg’s bloody open wounds, an action that would have killed his brother had Adom not cast some healing magic upon Krugg. However, the magical aura could be seen by Kragg, who easily interpreted the radiance to be channeled healing from Kord. As Kragg basked in the glory of being a Paladin of Kord, one of the town’s dwarven clerics applied some wound healing to Krugg. Krugg slowly began to come to.

Iris realized the separation from her comrades and sent her companion eagle back to town with a message of her location, now on a northeastern trek from Coich. Adom relayed this information to the Great Paladin of Kord named Kragg and inspired Kragg to immediately seek out and aid the safe return of Neema.

Onyx, Hook and Zerth rushed after the ladies in a cross attempt to capture and protect them, as previously arranged by Adom. The magical affect Onyx desired against the worgs was successful against Sanura, but not Neema. However, Neema did not leave her companion. It began apparent to Onyx that Neema was trying to influence them with magic, but the rest of the group seemed unconcerned. After a slight and almost heated debate, the group decided to continue in a northeastern direction away from the town of Coich.

Back in Coich, Kragg had gotten his squire, Barney, to muster up the group’s horses and follow him out of town. Kragg began travelling north on the road out of Coich, Rug slowly followed.

After a short travel, the predawn sky turned the forest into a gray mist. The group of Hook, Iris, Onyx and Zerth, along with their package of Neema and Sanura, were attempting to find a place to hold up for a short while. Zerth and Hook simultaneously spotted two hill rises that seemed good, Hook pointed to some apparent advantages over the hill Zerth chose. The group settled in atop the hill of Hook’s choice.

Kragg lead Krugg and Barney up the road in search of his comrades and the package. Adom had given Kragg a vision of where the fleeing group was. As Kragg approached the area he believed to close to Neema and the others, he drew his signal whistle and blew hardily.

The group upon the hill heard the whistle followed shortly by the sound of cracking vegetation. Through the predawn mist, the group looked around and spotted movement atop a neighboring hill. Within overgrown foliage there seemed to be some kind of construct coming alive. There were a dozen medium sized singular stone pillars surrounding a topped six pillar gargantuan construct, all now apparently animated. Kragg’s mystical vision and keen observance of a significant gap in the roadside vegetation, lead to Kragg charging into the forest.

A battle ensued with the animated constructs with Kragg and Krugg slowly, but firmly hacking their way through the stone constructs. From a distance, Onyx assisted with the most fortuitous use of a spider web spell. What would not normally be considered useful against a gargantuan animated object, the spider web seemed to keep the construct hindered. The smaller targets were much easier to deal with and were being dispatched by Krugg as Kragg charged through. Zerth entered the battle with Iris lending her Druidic skills and Onyx continued to give long-range magical support.

The animated objects were ultimately defeated by felling a tree upon the largest one. The party was wounded and tired, resources depleted, but the “battle” was not yet over.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:42 pm; edited 1 time in total


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Summary of Session Events 9/13/2012
 PostPosted: Tue Sep 18, 2012 9:41 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 9/13/2012

This session began at the end of the previous session’s battle . . . but the “battle” was not really over.

Neema and Sanura somehow summoned a Bison and convinced a majority of the party to attack the Bison. Immune to these enchantment effects, Onyx noticed the two ladies attempting an escape. Iris’s strong natural abilities resisted the charms of the two ladies and attempted to entangle them upon the hilltop. Using non-lethal abilities and tactics, Neema and Sanura broke free of the entangling underbrush and headed east. Onyx marked the ladies trail with a well tried Color Spray.

The group pursued Neema and Sanura, both of whom were traveling quickly. If not for the ability of Iris’s Eagle companion and Hook’s tracking abilities, the group would have surly lost the trail of the two women quickly and early. The woodland’s gray morning mist turned to sunshine of an autumn day, with the group beginning to tire only slightly in their near daylong pursuit.

Eventually the group came upon the coastal path on the eastern side of Coich’s peninsula. With a goblin’s javelin injuring him, Onyx was the first to clearly discover the coastal path was the site of a goblin raider ambush. Kragg was the first to confirm that just a little further east of the path was a sharp incline, cliff really, that lead to the Azure sea – nearly 30 feet below.

On the group’s easterly travel, J.D., who had caught up with Barney and Kragg’s support wagon, had joined the party. Krugg and Barney had trailed behind because the tough forest terrain made it difficult for the horses and wagon. Iris, Hook, and J.D. confronted the goblin Sergeant in the pathway and some goblins to the right (near the cliff), and Zerth and Onyx confronted the goblins to the path’s left. With both of the overpowering half-orc twins absent, the group worked together to defeat the goblin raiders.

By now, the group was tired and drained of resources. They assisted Kragg up the cliff and settled in for an uneventful evening of full rest. Krugg, Barney and Kragg’s supply chain, which included Onyx’s horse, caught up with the party in time for some of Iris’s most excellent healing stew. Onyx had a backpack clearly belonging to Neema. Upon searching the contents came to the rightful conclusion that the articles of clothing, jewelry, exotic spices and perfumes belonged to the royal court of the Duchy of Gradsul. The Duchy of Gradsul is part of the Kingdom of Keoland and located about 135 miles southwest of Gryrax, as the crow flies (this is not the overland distance). All anyone really knows about the Kingdom of Keoland and the Duchy of Gradsul is that there seems to be a difference of opinion about what best defends the Kingdom and the Duchy.

The following morning the party seemed to be in agreement that capturing Neema and Sanura were in their best interest. It is apparent that without the “package” the party was in peril from either Adom and Jabari or the Duchy of Gradsul or whomever the “package” was to be delivered to. So they set off in search of the two ladies.

Iris’s companion helped to quickly locate Neema and Sanura as they were preparing for their day. Several of the group quickly and quietly raced after their quarry. Hook got in on the ladies only to be foiled yet again by Neema’s seemly exquisite charm, enough to even hand her back her weapon. Not fooled in anyway, Iris quickly cast a spell that encased Neema in a living cocoon. The ladies now captured, it is time for the group to determine the next course of action.

The map below shows the town of Coich, where this adventure started, the yellow shows the path of the groups travel, and the red crosses indicate the sites of battle. This information is available most specifically to the characters of Onyx, Hook, J.D. and Iris. Kragg and Krugg may have a map of the area, but they really do not know the area. And Zerth is really not from around here.



Where will we go now?

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:43 pm; edited 2 times in total


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Summary of Session Events 9/20/2012
 PostPosted: Sat Sep 22, 2012 8:36 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 9/20/2012

Referencing the map in the above post, this session began with the capture of Neema and Sanura. The location is just above the Red Cross on the eastern pathway. Krugg attempts to tie up Neema so she will not escape, Hook keeps insisting everyone be careful (in a nice way) with Neema, Onyx and Iris try to figure out what magic it is that Neema is using. The others debate the course of action.

Detect magic reveals that the amulet around Neema’s neck is the most powerful and is most likely the culprit in Neema’s excessive charm. Kragg insists it is not magical and attempts to remove by force, under the protests of Hook. In the course of this action, Kragg manages to bash Neema’s face hard enough to warrant healing delivered by Iris. Onyx dispels the magic and the necklace opens freely, sending Kragg and Hook for a little tumble.
The party turns south along the coastal path along the path Krugg cut to follow on the initial chase. The yellow path line above shows the route the group is backtracking on. About mid-way between the east coast and the site of the battle with the animated construct, that party encounters a Copper Dragon, assumed to be an Adult. The Dragon seems fascinated by the Red-Dragon skin armor worn by Kragg. After some tedious riddles, most the group becomes disinterested in the Dragon and begin to continue their journey. However, Kragg stays behind trying to either capture the Cooper Dragon, talk to it, kill it or be killed by it (hey, it was/is a possibility).

With Hook scouting ahead of the party, he comes upon the clearing where you all rested two nights prior. This is the area where you engaged the construct and Neema and Sanura escaped. His scouting and the keen eyes of some (clearly not all), noticed a pair of goblins atop another hill. Hook’s archery skills quickly and quietly took care of the two goblin lookouts. However, it seems relatively clear that the goblin lookouts and an elaborate animated stone monument are guarding something. Referencing the map below, the only path for the party with horses and cart takes them down range of hill #2.



Map references are (all distances given in a straight line):

Red Cross = The group’s current location excluding Kragg.

Hill #1 = Your old campsite, the hill is approximately 270’ away with a 20’ rise over difficult terrain (1/2 movement).

Hill #2 = Site of the two Goblin lookouts, now presumed dead. It is about 375’ feet away with nearly a 30’ rise. The terrain across the “clearing” presents no real difficulty until you get to the base of the hill.

Site #3 = The ruins of the construct, approximately 130’ from the party.

Site #4 = This is the exit path cut by Kragg’s charge into the woods and the trail of the cart and horses. As an exception to the straight line and following the Red Line on the map, this is a distance of approximately 515 feet.

It is mid afternoon and the sun is out, though the forest canopy obstructs any direct sunlight (except for the occasional beam piercing the overhead). The canopy is also sufficient to block vision to any aerial creatures. Between the hills and the forest, sight distances range from 70 to 160 feet very abruptly. From your current position and because of the clearing, you have a fairly clean line-of-sight to hilltop #2, but not #1. There is plenty of underbrush, even in the clearing.

This is your current situation. Please recall at the start of the next session Kragg is not directly with the party, some of you have wounds you are still nursing and Neema is NOT tied up.

See you all at the next session.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:44 pm; edited 1 time in total


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Summary of Session Events 9/27/2012
 PostPosted: Sat Sep 29, 2012 11:32 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 9/27/2012

Referencing the encounter map in the previous post, the group was settled in by the Red Cross. The group’s overall plan was to scout the top of Hill #2 for any enemies, secure the hill, and have the party’s horses, carts, “guests”, and members make a dash for Site #4. This would enable a fairly easy trek to the road, where the party would head north towards Gryrax. To that end, Ranger Nicholas Hook moved surreptitiously to Hill #1 and then towards the back side of Hill #2. Hook reached the top of Hill #2 to find two dead hobgoblins. Hook’s clever method on insuring no further hobgoblins came to the hilltop, was to stand upon the access hatch. Hook signaled the party to begin their run across the clearing.

As the dash began, it seemed the hobgoblins within the hill began to react. Zerth raced up the hill to assist Hook. Together they eliminated a number of hobgoblins attempting to breach their hatches. Onyx noticed a hidden door near the bottom of the hill starting to open. Another judicious use of a web spell put the exiting creatures in a sticky situation. And yet another astute use of a kelpstrand spell by Iris, effectively rendered the two Dire Apes within the cave from exiting. The party made its escape to the road and headed north several miles.

Clear that the group needed rest and healing, they set up camp several yards into the forest on the east side of the road. Camp was set and a few set about certain tasks. Iris began brewing another one of her healing stews. Onyx went searching for the proper herbs for brewing some potions. Klagg setup his oversized tent and offered sharing the tent with Neema and Sanura. Klugg and Zerth messed with some of the Bison meat for chow. Hook went about getting a crossbow bolt from his thigh. J.D. and Barney helped settle the horses and supplies. Hook and Iris were the first to consume Iris’s healing stew, only to find it caused them to become gravely ill. Onyx set some wizardly Alarm spell around the camp and the group settled in for the night.

Near daybreak, the Wizard’s spell made a racket loud enough to wake the undead, not to mention the members of the group. As the party awoke searching for the cause of the alarm, it became apparent that a small house cat had wandered into camp. Onyx seemed to doubt the sudden arrival of the cat, but others laid back down for a few more winks of sleep. The cat breezed by Krugg, giving him a friendly kitty-cat rub, purring the whole time. While browsing his spellbooks, the elfish wizard was nearly surprised to find a very attractive human woman standing before him. She appeared to be some sort of Druid, but her attire was much darker than the normal wood tones.

As the party was reawakened by the sound of a new voice, the woman was heard given commands to Krugg about collecting the valuables from the party and giving them to her. Krugg’s abrupt awaking of Zerth made it apparent not all was right with this visitor. Iris awoke to see her not as a Druid, but as a sorceress normally called a Witch. Kragg exited his tent to notice an arrow pass by very close to him. The arrow had come from another direction – behind the group! Onyx took advantage of the moment and seemed to shock the witch to death. Kragg and Zerth dispatched her backup archer. A sweep of the perimeter revealed two horses nearby. As search of the Witch, the archer and the horse revealed the following items. ( ) = who found the items Click on items with links to see more info. Actual Gold Piece Values can be determined later, either via an Appraise Skill Roll or when you reach Gryrax. Most general equipment can be seen here at Goods and Services.

The Witch (Onyx and Iris)
Five (5) candles
A Crystal Ball, it may be magical (see the possibilities here: Cyrstal Ball
A Masterwork Dagger
Flint & Steel
Fine Leather Gloves
Two (2) Metal pens
Two (2) empty vials
Whetstone
One (1) vial of writing Ink
Balabrana
Belt pouch
Chalk x2
A Silver Comb
A Masterwork Dagger Stiletto
Fish Hook x2
A Small Metal mirror
Two (2) Sewing needles
Sashling
Ferronniere
Gamache
A Medallion (non-magical)
A Plain Brooch (non-magical)
A Ring of Spell Storing
Sandals
A [url=http://www.d20srd.org/srd/specialMaterials.htm ]Masterwork Silver Dagger[/url]
A Small Silver Mirror
A Vial of [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm ]Cure Light Wounds[/url]
A Signet Ring (which a currently unidentified symbol)
A Waterskin, filled with apparent water
A Travelling spell containing the following spells:
Arcane Mark
Daze
Detect Magic
Detect Poison
Light
Read Magic
Cause Fear
• [url http://www.d20srd.org/srd/spells/causeFear.htm]Charm Person[/url]
• [urll=http://www.d20srd.org/srd/spells/causeFear.htm]Disguise Self[/url]
Sleep
Alter Self
Protection from Arrows

The Horse (Zerth)
Saddlebags, Large
Book – Blank 9”x12” w/50 pgs
Dry Rations (1 week’s worth)
Iron Pot
Lantern, hooded
Mess kit
Flask of Lamp Oil
Small Sack containing a pair of sandals and 1yd of Thistledown
An Empty Sack
Saddle Bags, small
Candle x5
Chalk x2
Daggers (STD) x2
Hairbrush, Tortoise Shell
1lb of Herbs
An Hourglass
Two (2) Metal Pens
A Vial of Perfume
Sealing/candle wax
Soap
1 lb of Exotic Spice
A Steel Etcher
A Vial of writing ink
Saddle Blanket x2 (one each horse)
Saddle, Riding x2 (one each horse)
Bedroll x2 (one each horse)
Healers bag (only one)
Rope, 50 ‘Silk (only one)
Tent, small (only one)
Wineskin, empty x2 (one each horse)
Winter Blanket x2 (one each horse)
Bit, Bridle and Shoes x2 (one each horse)

The Wood Elf Archer (Kragg)
He was wearing Masterwork Studded Leather armor (which is fairly intact as the killing blow was a decapitation)
One broken Darkwood Composite Longbow
Quiver of 18 Standard Arrows.
One Masterwork Rapier
One Standard Dagger
One Standard Handaxe
Clothing of a Traveler’s Outfit
Cloak of Elvenkind
Boots of Elvenkind
A Standard Backpack
Flint and Steel
50’ of Silk Rope with a Grappling Hook
Caltrops
Crowbar
Small Steel Mirror
Pitons (3)
Masterwork Thieves Tools

All coins: Platinum = 9; Gold = 248; Silver = 6; Copper = 3



The group has decided to spend the remainder of this day through till morning the following day before heading off to Gryrax. The Map above shows the yellow travel path again, with the Red Cross on the west showing your current location. The Ranger could tell you that you are about 11-12 miles away from Gryrax, which translated to about a steady 8 to 10 hour walk with the Cart and slower travelers, such as the Dwarf, J.D. The weather has been fairly nice, but it is subject to change without notice.

The GM has left the tracking of wounds up to the players, though he has a general idea. Much healing has taken place, but please keep an accurate record. You will to travel to the town and interact either along the way or when you get to town.

See you all Thursday October 4th.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:46 pm; edited 1 time in total


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 PostPosted: Fri Oct 05, 2012 11:24 pm Reply with quote  
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  LukeDev75
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Summary of Session Events 10/04/2012

Referencing the map in the previous post, the group began its journey north on the west coast road from Coich to Gryrax. As they approached the fork in the road their trek was interrupted by a human Monk going by the name Fezzik – yes, Fezzik. He was fleeing from east to west, yelling to beware the angry creature pursuing him. A gargantuan monstrous Spider was chasing the Monk, apparently injured and aggravated by two of the Monk’s axes.

Traveling point on the trail, the Archer Nicholas Hook and the Half-Orc twins of Kragg and Krugg met the massive spider – initially flailing harmlessly at the beast. J.D. trudged slowly from his rear position to get into the action, slowing to measure up the new fellow Fezzik. Zerth, eventually joined by Fezzik, flanked the arachnid launching bolts and thrown axes at the creature. Iris tried to block the beast’s advance, but the large bug easily moved over the obstruction. The Druid began successfully throwing magical wooden spikes at the spider. The front men of Hook, Kragg, Krugg, and now J.D. began successfully hitting the massive target. But the twins and dwarf had been harshly damaged by the monster, Kragg taking the affects of the spider’s poison. Preparing himself for the right moment, Onyx launched another devastating electrical attack on the fiend. The near fatal wounds the creature had received, coupled with the wizard’s electrical energy, reduced the over-sized arachnid to a curling pile of a smoking carcass.

The Druid, Iris, administered her healing skills on her comrades and magically delayed Kragg’s poison. Some of the others questioned Fezzik on his intentions. Krugg wanted to find the spider’s lair, in hopes of finding treasures of the creature’s victims. Iris and Onyx gathered some of the venom. Barney, remember Barney, he gathered up the horses and cart – the cart with Neema and Sanura. The two maidens had not attempted an escape, the dangers of the forest smoking foully before them. The party gathered themselves and finished their journey to Gryrax.

Along the way, Fezzik imparted information to his fellow countryman, Nicholas Hook, concerning their homeland Keoland. Fezzik related that there was a Ranger fellow he met in the city of Gryrax. This Ranger told Fezzik that he was in search of a “kidnapped” noble from their homeland of Keoland. Apparently, this Ranger had been sent out to offer a sustainable reward for the return of this kidnapped noble. The Monk had no further information, other than he knew the Ranger was still staying within the City of Gryrax until he could muster a party to retrieve the missing noble.

For the purposes of this table-top RPG game, the city of Gryrax will be represented by the map below. No copy write infringement intended



The party of wounded characters arrived at the main gate of the Dwarven protected city. The Sergeant of the Guard was not going to allow entry to the Half-Orc Twins and intended to take the “Dark Elf” Zerth into custody. Some within the group sensed the dwarfs motivations were to kill the “Dark Elf” – no questions asked. Fezzik started to interject, but was appropriately interrupted by the party’s dwarf, J.D., who attempted to speak the language. With this exchange of diplomacy failing, the reformed Half-Orc “I once believed I was a Paladin” Kragg quickly offered a donation of 50 gold pieces to the dwarven gate guards. Entrance to the city of Gryrax was granted.

Having just been in the city within the past week, Fezzik quickly showed the wounded party and poisoned Kragg to the Temple of Kord. Upon the base of the steeps before the Temple of Kord and before the group could even present themselves properly, the Clerics of the Temple seemed to recognize something about Kragg and granted the party full access. The Clerics immediately addressed the needs of the ill Kragg and the team’s injuries. They allowed the adventurers a place of rest for the evening, including securing Neema and Sanura. The most wounded, Kragg and Krugg settled in for a night of a magically induced healing sleep.

During the late night/early morning hours, Neema and Sanura seemly convinced Fezzik that the two ladies were being kidnapped. Fezzik attempted to assist them in their umpteenth escape attempt, however their failed again. The Monk was able to move about the temple quietly, but not the two women. Their noises awakened all of the party, except the twins. A story was related by the two maidens and supplemented by the group (the story will be summarized below). The adventuring party discussed their current situation, the morals of delivering the ladies and a few other issues, but the majority decided to complete their “mission”.

The next morning, the group delivered their “package” to a ship docked within the city walls. Adom and Jabari happily welcomed them and, as promised, rewarded the group handsomely. The following are the payments to the members of the Group.

A Ring of Protection +2 was given to each the Druid Iris, Wizard Onyx and Monk Zerth.

Amulets of Natural Armor +2 to each Half-Orc, Kragg and Krugg.

The Archer Nicholas Hook was given Lesser Bracers of Archery and a quiver of twenty (20) magical [url=http://www.mithrilcircle.com/Chells/RPG/DD_Guides/DnD3.5Index-MagicItems-WeaponsArmor.pdf]Burrowing Arrows.

For the Dwarven warrior, J.D., Adom presented him the “strength of the Half-Orcs” in the form of Armbands of Might and a master worked Adamantine Dwarven War Axe.

Experience Points for the encounter with the Spider and the delivery of the “package” can be found here: http://coinich.com/gamealot/viewtopic.php?t=433 Krugg and J.D. Leveled up at the end of this encounter.

The following is a summary of the Political Intrigue concerning Keoland and Neema (click through as appropriate):

In short, Neema and Sanura seem to accurately claim that Neema is a royal from Keoland who is being given up to an arranged marriage to someone in the Scarlet Brotherhood. Neema does not want to go into this arrangement, but does understand the political situation associated with such an arrangement. Neema and Sanura come from Duchy of Gradsul, making Neema the daughter of Duke Luschan VIII of Rhola.

The “intrigue” concerns relations between Keoland and the Prince of Ulek are strained from the latter's economic alliance with the Lordship of the Isles, so support of the latter's Pomarj campaign remains tepid. Duke Luschan wants to build a dozen new frigates to contend with naval threats on the Azure Sea, and he courts an alliance with Irongate.

This stated, it should be noted that Neema and Sanura know the arranged marriage is with someone in the Scarlet Brotherhood.. But, Local Knowledge would indicate that Duke Luschan wants an alliance with Irongate. Is Duke Luschan unaware the Scarlet Brotherhood. is behind this?

For Adom and Jabari, they are from Sultanate of Zeif. While it has been clear Jabari is a well-qualified warrior, it is only assumed that Adom is a high-level magic user. What is now known about Adom is that he wears a Robe of Stars, which has the ability to allow the wearer to travel physically to the Astral Plane. This has been confirmed by Zerth, who confirmed meeting Adom “on the other side” and Onyx, who confirmed the magic of the robe he had seen.

The current situation has the group free of obligations during the mid-morning hours. Players may take the time to “Play-By-Posting” to cover issues they may want to do while in the City of Gryrax. Gryrax has a population of over 27,000, many markets, temples etc. so there is plenty to do in and about the city. Gain character development and a few experience points by posting in this Play-by-Post thread setup here:

We have had Seven (7) sessions thus far. Your first Mission was assigned. When we meet again, on Thursday October 18th (tentatively), the group will have an opportunity to choose their own direction. Think about it – in character!

Admin Note: this thread will now be locked as it has become the GM’s account of the game.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:47 pm; edited 1 time in total


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 PostPosted: Wed Mar 27, 2013 9:14 pm Reply with quote  
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  LukeDev75
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Items recovered in the encounter with the Cat-Folk and his Lions.

[url=http://www.d20srd.org/srd/magicItems/wondrousItems.htm#goldenLions]Figurine of Wondrous Power

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


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 PostPosted: Wed Apr 03, 2013 8:24 am Reply with quote  
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  LukeDev75
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Cr.

Treasure from encounter with the two road bandits.

From the Human Rogue who attacked the rear of the group:
+1 Studded Leather Armor (+1 magic enhancement)
Cloak of Elvenkind
Boots of Elvenkind
2 Potions of Cure Moderate Wounds
2 +2 Rapiers (+2 magic weapon)
1 Standard Dagger
Adventuring Gear:
1 – Backpack
1 – Bedroll
1 – Blanket
1 – Fishhook
1 – Flint and Steel
1 – Mirror, small, steel
1 – Mug
1 – Signal Whistle
2 – Torches
1 – Water skin (filled with water)
1 – Thieves Tool Kit (Masterwork)
1 – Area Map

From the Human Rogue/Sorcerer who attacked the front of the group:
Masterwork Leather Scale Armor
Bracers of Armor +3
Cloak of Elvenkind
Boots of Elvenkind
Handy Haversack
Necklace of Fireballs Type 1
4 Potions of Cure Light Wounds
4 Potions of Cure Moderate Wounds
2 Potions of Cure Serious Wounds
2 Potions of Mage Armor
1 Masterwork Rapier
1 Masterwork Dagger
1 Masterwork Composite Longbow
Adventuring Gear:
1 – Backpack
1 – Bedroll
1 – Blanket, winter
4 – Candles
1 – Case, map or scroll
3 – Chalk pieces
1 – Fishhook
1 – Flint and Steel
1 – Manacles, Masterwork
1 – Mirror, small, steel
1 – Mug/Tankard, clay
1 – Potion Belt
1 – Pouch Belt
2 – Sewing Needles
1 – Signal Whistle
1 – Torch
1 – Signet Ring
1 – Water skin (filled with water)
1 – Whetstone
1 – Explorer’s Outfit
1 – Thieves Tool kit, masterwork

Items lost by Onyx Silverwood because of the fire attacks:
1 Weasel Familiar (another weasel is running around without a master – could roll this week)
1 Masterwork Composite Bow and related ammo
1 Backpack
1 of the two Spell books
1 Traveler’s Outfit
1 Water skin
1 Belt Pouches
2 Potions Cure Light Wounds (GM Note: used, not burned)
1 Cloak of Resistance
1 Case, map or scroll
1 Belt Pouch with the following recently received items: Clockwork Squirrel, Bag of Marbles, Feathers, Runes Talisman, Dragon Figurine, Fang, and Sea Shell.
1 Horse, along with the following items on the horse:
1 – Saddle, riding
1 – Small Saddlebags
1 – Bedroll
7 – Rations, trail

The Cart, its horses and yet another Barney have been lost. The following is a list of what is recoverable from the smoldering cart:
2 – Standard Dagger Blades (handles are no good)
1 – Throwing Axe Head (handle is no good)
1 – Flint and Steel
1 – Mirror, small steel (must be cleaned and polished)
1 – Whetstone
1 – Hand Axe-head (handle is no good)
1 – Iron Pot
1 – Mess Kit
100 Gold pieces (subject to GM check)

The Tents, rations, food, clothing, kits, etc on the Cart (along with the associated horses) are gone!

The following adventures also lost their horses; Krugg, Hook and Onyx. Every other horse is wounded, except Mark and Marie’s horses.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


Last edited by LukeDev75 on Sat Jan 26, 2019 11:50 pm; edited 1 time in total


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Treasure from the last encounter, played on Thursday 2/12/15
 PostPosted: Wed Feb 18, 2015 9:52 am Reply with quote  
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  LukeDev75
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Treasure from the last encounter, played on Thursday February 12, 2015.

1,000 Platinum Pieces (1 pp = 10gps for a total of 10,000 gold) This single item weights 20 lbs.
10 Non-magical Art items as follows, values are only estimates:
2 - Ivory Statuettes, 1 gp each
1 – Jeweled Anklet, 3,000 gp
1 – Golden Circlet with four aquamarines, 6,000gp
1 – Necklace string of small pink pearls, 4,000 gp
1 – Large well-done wool tapestry, 600 gp
1 - Ceremonial electrum dagger with a star ruby in the pommel (MW), 400 gp
1 - Embroidered silk and velvet mantle with numerous moonstones, 1,100 gp
1 – Black velvet mask with numerous citrines, 80 gp
1 – Jeweled gold crown, 5,000 gp

The following Magic items were recovered as well:

Decanter of Endless Water
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.
• "Stream" pours out 1 gallon per round.
• "Fountain" produces a 5-foot-long stream at 5 gallons per round.
• "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp; Weight 2 lb.

Serpentine Owl
This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 9,100 gp.

Bracers of Armor
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.

_________________
I hear the horses thunder
Down in the valley below.
I'm waitin' for the angels of Avalon,
Waitin' for the eastern glow.


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