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Sidenote - d20 Modernd20 Apocalypse Campaign
Here may be found... the last words on... the Modern Campaign. That is the Modern campaign after the apocalypse happened. This is significant only in the many parallels to the Heroshi campaign (especially recently). I have no intentions of resuming this campaign, so my notes are open for all to see. I doubt we'll ever play it again, but it was fun while it lasted.
Here's a quick summary of the events before my notes start: 1) Wacky modern day, college-themed adventures in Bradsten, Michigan. They join a group called the Crusaders... they fight monsters. 2) Nearly everyone gets killed by a necromancer. 3) Pretty much everyone else gets killed by the same necromancer. 4) A new party arrives in the form of the Black Dragons: Jude, Robert, and Jason. 5) The party meets the mercenary group Fargoth's Ferrets, led by a drow multidimensional blackmarketeer. 6) They at some point release an efreet, David Cole "Coalbeard" who goes about setting up a business empire. 7) Ivan Rowsteinovich, a shifter, discovers his sister, Natasha, and father live, but captives of General Magnus. Special Event) Ivan and Robert murder Mike "Jethro" Reaver. 8) The party defeats General Magnus, but failed to stop his plan to seperate upper Michigan from the mainland. 9) However, it's at that exact time that an alien race called Necros invade the earth. 10) The party is frozen cryogenically for about 50 years. 11) The party travels across he island of Michigan to Ivan's farm. After a chase involving a black dragon, a corvette, and Ivan's Blackhawk helicopter, Ivan's father and sister are killed. 12) Despite an infestation of Necro Spawn Zombies, they seek out survivors in Bradsten, and find the Crusaders of the Black Dragon led by Jude, who's really old. He brings them up to speed on current events, tells them of an efreet, and gives them directions to a brazier that can capture fire elementals.
The following occured between D&D campaigns 2 and 3. I typically typed up the game report on Monday (at work) and composed the campaign prep throughout the week. The standard players were Keith as Ivan (the shifter), Joseph as Jerry (the techno-mage) and Will as Robert (the [ex-]soldier and later gunslinger). Later we switched to a low level party and were joined by Tim and occasionally Crystal.
After that was a mini-campaign that brought the Boyds back in. We started in the Technocracy of Northern Florida which was actually just the Earth outpost of the Federal Space Exploration Force (FSEF). They were sent on a few assignments on Earth and were then sent out to space where they encountered a hulk with dead crew and a single Necro. As it was prepared to suck their brains out the ship entered an anomaly in space that sent them back in time, conveniently to Bradsten, Michigan a few months before the original Modern campaign started. In hindsight, I'm glad that campaign fizzled. However, I did get a chance to have Viggo say "No, I can't die yet!"
The Connection to the Heroshi Campaign
Viggo, was in fact part of Keld who was split when he attacked Edenova. He was sent through the Shadow and was reincarnated on modern Earth as his good half, Viggo, and the evil, General Magnus. What became of Keld when Viggo and Magnus fell into the Spawn of Edenova is a mystery, but I can guarrantee he'll never show up again. However, Robert, Ivan, and Jerry eventually got an opportunity to battle both Zanzer Tem (Dr. Alexanzer Temovsky) and Keld (Lt. Damien Kell of the Federation).
Though we never actually roleplayed it, I assumed that Ivan, Robert, and the others returned to Shadowhold and paid Mr. Cole back, ultimately trapping him the brazier and having it cast into Shadow. The brazier ended up back on Heroshi, eventually coming into the possession of a white dragon. The dragon was slain in her lair, and the brazier spent decades frozen in ice along the rest of her hidden treasure. Shortly after returning from Nuegalon (and a quick hop through the astral plane), the party that later came to be known as the Heroes of Morbidia found the brazier and released the efreet. They found it unusual when he initually assumed human form garbed in a business suit and tie. He assisted them in their effort to return to Morbidia in exchange for helping him return to the plane of fire. Once back in his native realm, he went about reclaiming his throne. Succeeding at that, he contacted the Heroes and began helping them regularly, providing wishes and equipment. He became embroiled in a plot to release devilkind upon Heroshi. He was allowed to believe that he was calling the shots, when in fact, his actions were orchestrated by one he thought his servant... the black rakshasa Saberhagen. Coalbeard met his fate after being tricked into confronting the Heroes in 'Ald Fel.
Campain Log Entries
Campaign Prep Have Jude direct them to seek the Efreet they freed who is residing in Seatle. He tells them that Seatle is a good place to seek a way to get into Bastion (Seatle is just outside the death zone surrounding Bastion. People with connections to Faroths Ferrets have access to a tunnel that leads to Reno.) Jude informs them that in Pittsburgh there at the FF base there is a tunnel that leads to Seatle (the one to Reno from there is collapsed.) However, the tunnel to Seatle is submerged. However, this is good considering that Pittsburgh is now infested by vampires. When they get to Seatle they have to capture the Efreet in order to bind him to the wishes deal. I figure that Ivan'll wish his sis and dad back to life and maybe a TP to Bastion. If no TP they can seek out the FF members and get them to arrange stuff.
Vampires = Strong/Fast Ordiary 3/3 + Vampire template , Should be CR 7, mobs of 8 = EL 13 Advanced Vampires = Strong/Fast Ordinary 5/5 + vampire, CR 11, gang of 6 = EL 16 Fargoth = Strong Hero/Charismatic Hero/Arcane Arranger 5/5/10, CR 20, Minions Megacorpse = Frost Giant (14 HD) Lich (Undead) (+3) Acolyte/Dark Knight 8/3 approx CR 28, Bloodsuckers, Lovegiver, Skin Shroud, Piercing Gaze, +3 Unholy Scythe of Frost Frost Giants - Giant 14 HD, Bloodsuckers, Booby Trapped Halberds of Frost Winter Wolves - Magical Beast, Dread Implant Ogre Grunts - Giant (4 HD), Strong/Street Warrior 2/5
Game Report 1/14/06 After arriving in Shadowhold they track down the local FF reps and get some info on Coles complex and a road to Reno. The party crashes Mr. Coles meal at a fancy restaraunt. He escapes to the kitchen while his bodyguard covers him. Cole assumes gaseous form and escapes through the kitchen vents. Meanwhile a group of hit-ogres sent by the Megacorpse pull up to the alley behind the restaurant. Jerry appropriates their van and runs them amok. A couple ogres make their way up to the roof and open fire on Mr. Cole. After taking out the ogres, Ivan makes a flying leap at the gas cloud efreet, and over the edge of the building, and captures it with the brazier, assuming bird form on the way down. They wish Natasha and Dr. Rowsteinovich back to life. Jerry's wish comes out as "I wish Ivan's helicopter alive." The efreeti made it so and conjured the now intelligent Cobra helicoptor into being over hovering over the van. It soon contacted them over the CB radio and asked for explanation. They made it to the tunnel leading to Reno at which point Cobra, as they called him, transformed into a huge robot and climbed in the back of the van.
Campaign Prep Mr. Cole is angry and has sent people after those who offended him. Cobra is a spy covertly transmitting their actions back to Cole Enterprizes. Several followed far behind them and made it to the Reno tunnel entrance. They stopped outside when the tracer suddenly TPd several hundred miles south. They send in some scouts and decide to wait for their targets to come back through and ambush them. Meanwhile, the party will track down Fargoth's base in that nature preserve. He welcomes them into the base. Cobra gets to stay on the helipad since he can't fit inside. While they're there Coles first goon squad shows up and attepts... something. Well Fargoth sends them on a mission to... do something regarding his three drow spies in Sacramento.
Game Report 1/21/06 Leaving the van in Roberts, Natasha, and the Professors hands outside of the haunted forest, Ivan and Jerry rode a phantom chopper toward Fargoth's base. Avoiding the allure of dread trees intoxicating arouma, they were eventually ambushed by a spider like retriever. Ivan was petrified by an eye ray during the running fight from it. They eventually left it in their trail of smoke and made it to the FF base. Fargoth's men administered a stone salve to Ivan and in an hour he had recovered. No sooner than that the retriever assaulted the base in search of its prey. They and soldiers faught it from the roof. Ivan happened to notice robed figures on the nearby parking garage and attacked them in T-Rex form. They were revealed to be vrocks. Their leader challanged Ivan and devastated him. The vrock lord demanded they surrender, which Ivan reluctantly accepted. Jerry attempted to retreat, but the vrocks swooped down upon him. The two were apprehended and TP'd away.
Campaign Prep The vrocks TP Ivan and Jerry to a sealed up room in a sub-basement of one of the Cole Industries buildings. The vrocks later TP Cole in to tell them he's decided to let them live but to teach them the horrors of servitude, he has sold them to the Federation. From here there are two possible ways to go about their rescue: a) Robert, Natasha (played by Keith), and the Prof (played by Joe) go rescue them, or b) As a one shot side plot have them roll up 1st level characters and send them into Alexanzer Temovski's Research facility and have them rescue their advanced characters along the way. From there let them choose who will face the scientist. If the low level characters do, have them fight him straight out, 3rd level smart hero/4th level scientist + 2 bugbears. If the advanced characters do, they fight 3 Federation Supersoldiers (4 Strong Hero/4 Tough Hero/4 Soldier with laser weapons, power armor, and genetic manipulation to make them faster) until Alexanzer gets to his huge mech (appropriated from Texarca) with all sorts of magical weapons and a self destruct system that releases angry fire elementals.
Game Report 1/28/06 El Vrockos TP Ivan and Jerry into a sealed room and take their possessions. A few moments later Cole TPs in with another pair of vrocks and says nyah nyah I'm selling you into slavery, so there. Jerry and Ivan resist but a shriek from one of the vrocks takes out Jerry, and a blow from Coles falchion takes down Ivan. They both get collared, boxed up, and shipped to the Federation. Meanwhile, in Blytheville, AR (Texarca), Clint - an overzealous swordsman - and Cedric - an amiable officer trainee, are hired to deliver a caged lizard to a wizards estate. They are let inside and the "wizard" thanks them and offers them their reward... and releases sleep gas on them. Cedric fights it off but is grappled by a pair of guards and knocked out. They are collared and thrown in a cell. A little while later they are joined by another prisoner, Axel - a beligerent conartist. They are kept in line by the shock collars for a while, but they eventually egg their hobgoblin jailer, Jerj, into making a mistake while preparing to take them to the uranium mine. They jump him and overpower his two goblin assistants as well. They then escape and procure leather jackets and weaponry for themselves in the armory and locker room.
Campaign Prep As for Ivan an Jerry, they're heavily sedated and being kept in stasis tubes in Zanzers genetics lab. Their normal equipment is still boxed whereas their magical stuff is set apart for R&D (research and destruction). After investigating the items Zanzer has them melted down or subjected to anti-magic fields from dispel magic to the likes of MkD. The I-ammo clips get melted down of course. Cole sends the fiends out to retrieve Robert. Of course, Robert, Prof, and Natasha are probrably well on their way to Coles by the time he gets around to it. As far as Clint and Cedric are concerned, continue running ZTD as planned. Let Will put in his character in whatever room is convenient, being brought to the dungeon. They'll eventually find Ivan and Jerry and release them, then let them choose who to finish the adventure as. Just a random thought, but that welded shut door near the exit, that says Stonefast... have under it Shell #14 (and there're only supposed to be 0-13). Its infested with aliens... the Grendelspawn. I believe that kinda would be geared more toward the advanced characters... however I think one hunter could perhaps be a good challenge for the low level ones once they finish the adventure (they should be level 4, so they could take a CR 6 with some difficulty.
Game Report 2/4/06 Robert got to Fargoths Fortress and got the story. They let him borrow a wand of location thingy and he traced them to near Seatle. It all came together in his mind. They drove back through the tunnel and Robert cased a restaurant across from Cole Industries. After waiting for a long while he went outside. The streets were deserted until six large figures approached him, Vrocks in their robes. The vrocks apprehended him and TPd him to that cellar and boxed him up to send him to join his pals. So, back in Zanzers Research Facility, Clint and Cedric left were in the armory and heard someone approaching the room. They waited for the door to open and assaulted the gnoll guards bringing another prisoner, Gus, to jail. They finished the gnolls off and convinced Gus to accompany them. They stepped into a long hallway and didnt go far before a goblin saw them and cried for help. Two orcs came to his aid. Clint fell into a pit while attempting to close the distance to one orc and that orc moved to the lip of the pit and shot him, which knocked him out. Coming around the corner, Cedric and the orc shot each other simultaniously, resulting in a double knockout. Gus laid his hands on Cedric and stabilized him with healing magic. After some medical care, they got around the pit and proceeded down the hall. Suddenly they were enveloped in webs. A man in a labcoat appeared suddenly, Alekzanzer Temovsky. He created an illusory pit in front of the party which fooled them only momentarily. Cedric managed to get a shot past Zanzers force shield and damage him, after which he retreated through a nearby door. Entering that door, they found that there were no other exits, but only a room with computer terminals and aluminum cases with various equipment in them.
Campaign Prep Oh, good, everyone's together again. Rob, Ivan, and Jerry are stewing in preservative fluid in one of the labs and the low level party is complete. Run Escape from ZD parts 4 and 5 as planned. When they free their advanced characters, they need time to recover, forcing them to continue playing as their lowbies until they are almost out of there. At that point give them the option of having their advanced guys take over and lead the way out. Pretty much everything is already planned, detailed in previous entries, so go for it. Once they're out and everything at Zanzers place is resolved, give them the option of which group to play with (for the time being). If they go with the advenced party they'll be heading for Fargoth's (probrably via Jerry's TP spell) to resupply before going to take out Cole. When they get there they are offered aid by the Megacorpse, who offers several ogre grunts to accompany them. If they go with the lowbies, send them on that errand I planned a while back to get the fuel tablets from the gang to fill the tanker for the town.
Game Report 2/11/06 The group searched the room and found a secret door. A trained german shepherd inside the closet was handled by Gus and began following him. Beyond they came to a supply room where they took weapons, armor, gear, and food. While gathering cans, they noticed a trap door under the corner of the palette that began to move. A constrictor snake crawled out and attacked. They killed it and moved on to the next room, the barracks. They took advantage of the showers to clean themselves up from their battles and left Axel behind while they went ahead. They found a kitchen with a minotaur who offered them dinner, but quickly made it evident that they were the intended meal. They explored a break room and were temporarily trapped inside due to a faulty door. After Clint hacked it open they dealt with the gnoll guards the noise had brought around. They entered the kitchen and battled zombies, rescued an old blind man and some gnomes, and freed some pixies. Not much happened besides some standard encounters and picking up new equipment.
Campaign Prep None needed. Oh, but on their way out, have a Federation Officer named General Kell meet them and parley. They'll probrably get the reference and attack him on sight. Toying with the possibility of using him as a reoccuring villian. He'd be a dark knight, but that's several levels advanced of the low level party, but maybe for the advanced. Well, I statted the bastard out, he's CR 19... Strong 6, Charismatic 6, Soldier 6, and Dark Knight 1... and still way too weak to take them on single handed. It'd be over in about 5 rounds. He's hard to hit... and that's something, but that means Robert hits him 50% of the time and both he and Ivan have Chaotic weapons. They wont be burst firing, but when they hit... it'll be big and bad for him. As for what he can do to them... he can hit Robert about 30% of the time... and he's got two weapon fighting with his bayoneted rifle, so he gets two attacks at +17, but the f'n bayonet does pathetic damage... UNLESS I MAKE IT... LAWFUL! Even if they don't have alliegence to chaos on their sheets they've been playing it that way for a long time. There it is. Two attacks at +17... one does 1d4+2d6 and the other does 1d6, both plus 8 for his strength. That's about 30 damage in a good round. If that's still a little low add frost or something for an extra 1d6. Couldn't hurt. Then there are his soldiers... they get bonuses from his tactical aid and greater inspiration. With their armor, those soldiers can last a while riding his leadership. With three soldiers the odds are about even.
Game Report 2/25/06 Gus, Clint, and Cedric along with Axel tagging along and the gnomes and blind man hangling back, proceeded to a doorway that required a handprint ID to open. Going back the other way they found a surgery room where they found a man strapped to one of the tables with silvery restraints around his wrists and ankles. They freed him and told him to join the others following at a distance. As they were searching the room they heard screams coming from down the hallway. They rushed to find the four gnomes had been torn apart by something, and that something, the werewolf they'd released, came around the corner. After difficulties damaging it, they resorted to using laser fire and silvered surgery tools Axel found in the other room. Gorgo turned out to be alright. He began following with the party. They shortly found a lab with Alexanzer's neice, Tatanya. They interrogated her and she agreed to let them through that door. Afterwards they allowed her to return to her lab. They found the uranium mine and met heavy resistance from its ogre guards. Clint and Cedric were both knocked out for a while, and Axel was bashed in the head, knocking him silly. Gorgo had to help him around. Gus gave the slaves weapons and convinced them to help bring the ogres down. Afterwards, they limped into a room where a group of dwarves had overpowered their ogre guard. They took point and the party proceeded toward the exit, a lift. They saw a hand on the rail of the lift and then the lights went out. Gus cast light on a gun and tossed it, canceling the darkness. They confronted two bugbears as Xanzer made his escape on the lift. A well placed shot from Cedric's laser put him down as the lift rose him out of sight. Gus lowered the lift and he, Clint, Cedric, and one of the slaves who'd taken out a ogre climed on and went up. There they met three soldiers holding Xanzer cuffed and collared. One took off his helm and introduced himself as General Kell of the Federation Army.
Campaign Prep The Federation plans on glassing the place with an airstrike once Zanzer is apprehended and Kell and his men pull out. Their escort, a Blackhawk helicoptor, is hovering outside the garage.
Scenario 1 We switch the action to their advanced characters. During the maybe five minutes that Tatanya was gone from her post, their tranquilizers wore off and she wasn't there to readminister them. This gives them (probrably Ivan) opportunity to break out and then free the others. After Tatyana returns they can interrogate her and find out where their gear is. It's inside her lab. Some of it has been subjected to magical disjoining, such as the f'n I-ammo clips! Woohoo! She can then show them the emergency ladder to the surface which leads to a maintenance hatch for that lift the low guys took out. They end up facing their lowbies, Kell, and the Federation soldiers in the garage just as Kell is introducing himself. From here it's interesting. Their advanced dudes will probrably conclude that the soldiers are their captors and have reason to attack. Motivate their low level characters to get out of the way. If they try to flee out the large bay doors that are only open about 10' they are in cinematic mode deterred by autofire from the machine gun mounted on the Blackhawk (which they can hear from inside). This should behoove them to get back down the lift. As soon as they're down, they hear an explosion (a potshot made by one of the bombers on the side of the warehouse). This causes the lift to deactivate and rubble to fall blocking their way to other parts of the facility. Their only escape they find is a metal hatch with the warning "Danger: Stonefast". Down there they find either (a matter of whimsy) a dimensional gate that'd deposit them in Heroshi - post Llem/Grok/Burne campaign - or a tunnel leading out to the desert. In any case... that aliens idea is right out. Gonna have to go with robots for adversaries down there. Add traps like radiation, lasers, and that kinda stuff.
Scenario 2 But then again... I could reverse the circumstances. Start the game out with the low level guys and have Kell spray them down with bubber bullets... subdual damaging them into unconsciousness. Kell boards his coptor and flies away with Zanzer. He orders his soldiers to put them on the jeep and drive into the wastes and leave them. Then the planes blow the lab up. Below, the advanced guys have just been directed by Tatanya to take the maintainance space to the elevator. They come out just as the airstrike begins and traps them down there (as above). Then they can try to escape through Stonefast/Shell #14 which IS infested by grendelspawn. The dwarves, slaves, Axel and Gorgo have already gone down into the dungeon and can be found holed up in a barricaded room. Even if all of the NPCs get gutted by Grendelspawn, they leave Gorgo alone. You see, the GS get around using blindsense which makes them aware of obstacles. They only attack things that see because they see through the eyes of nearby creatures. They cannot control this and seeing with eyes makes them crazy, so they leap at that viewer. If you're blind like Gorgo or have shut your eyes before it sees [through] you it ignores you like you were any other obstacle. If you shut your eyes while its attacking and then play dead, it will leave you for dead. Anyways, instead of a dimensional gate there is the alien queen. This dungeon is not sealed off by more than a collapsed tunnel but they need explosives to open it.
3/4/06 Scene 1: Advanced Characters They broke out of their tubes and interrogated Tatanya. She gave them back their stuff including their MKD'd I-ammo clips. They made their way outside through a maintenance duct. Scene 2: Low Level Characters Cedric confronted Kell about the jurisdiction over the base. Kell had them sprayed down with rubber bullets and sent them back down the lift. Scene 3: Advanced Characters Emerging from a hatch next to the lift, they noticed Kell and Co. He introduced himself and then ordered his men to attack. Robert was out for a while choking on tear gas, but even though Ivan was incapacitated by massive damage he managed to lure Kell into the spreading smoke. Kell however recovered before Robert and moved to coup de gras him. The blow was not enough to kill him though and Robert recovered to retaliate. While this was happening Jerry used what was left of his magic to hold off the soldiers. When he was completely out he dragged Alexanzer's body behind cover and donned the scientists magic-mimicking gauntlet and belt and his jetpack and boots of striding and springing. He produced a shield for himself, globes of darkness for cover, magic missiles, and webs. Robert finally finished off Kell and they escaped in a humvee before the airstrike blew up the base. Scene 4: Low level characters The three awaken to find that they've been taken into a compound below the research facility by the dwarves. Gorgo and Axel were there too.
Campaign Prep I'm sure Robert, Ivan, and Jerry will be heading to Reno for their money and to get equipped to assault Cole. Of course, the two bombers and helicopter are gonna try to stop them. Gus, Cedric, and Clint will be escaping through stonefast. I've decided that there are only two aliens loose in the compound itself. There're more in the spaceship though along with thier queen. To be frank, they stand no chance of facing the queen and living, at least not without tons and tons of explosives. Then maybe. The point is that its a setup for an adventure they can tackle later.
Game Report 4/15/06 Gus, Cedric, and Clint investigated the research facility. A single alien killed some of the slaves and left one critically wounded. They managed to kill it with great difficulty. They proceeded to find the explosives storage room and unlocked it with an unlabeled keycard they found. They gave the explosives to the dwarves while they explored the entry chamber marked on the map they found. They attepted to break in but found it locked by an odd key-thingy. The dwarves got the explosives rigged and they escaped. At a small settlement near the tunnel exit they said bye to the remaining slave, the dwarves, and Axel. They met some adventurers (the allies of the apocalypse) and got a ride to forest city in their hover-converted bus.
Campaign Prep Need to develop Forest City, so probrably switch to the advanced mugs for the time being. A note on the aliens... they'll need to be able to handle an EL 9 encounter without being decimated. They'll be taking on like 3-5 aliens at once, and then the queen and at least three guards. So probrably level 15 average I guess before they should go back.
Game Report 4/22/06 The three of them set off with seperate destinations. Gus met a shaman outside of town with a curse. He has a stunted chicken arm, is really old, and vomits spiders periodically. Needless to say, this distresses Gus and he offers to help. The cultists who put the curse on him live in an abandoned mineshaft in the mountains. They were red robed worphipers of Sorric, the "spinner of lies". They possess two amulets, supposedly containing the old mans youth and beauty. Gus got with Clint and Cedric and convinced them to help. They got to the mine and opened the huge stone doors. They battled some medium sized spiders in the first room and then tracked some human footprints into the next where they faced five normal cultists and a mage. The mage fled and Gus sicced Woofer on him. When we left off Woofer was pursueing the mage down the corridor.
Campaign Prep The followers of Sorric cast the old man out of their ranks and cursed him. He was once second in command, but the leader disagreed with his method of using the truth to aid in deception. He felt it went against the spirit of Sorrics teachings. So they took his youth and beauty, which had aided him in his machinations, and sealed them in amulets which are guarded within the mines. One by a huge spider and another by the cult leader. Why not just feed him to the spiders? The curse is crueler (not to be mistaken with the yummy pastry). Plus, they expected him to send folks to retrieve the amulets. It serves as a steady flow of spider chow. In the mines there are the following:
Sorric Adept Smart Hero 3/Mage 3/Acolyte 1; CR 6 Sorric Novices Low Level Mage (d20M) CR 4 Sorric Initiates Low Level Cultist (MM) CR 1 Medium Spiders CR 1 Large Spiders CR 2 Kwevencha CR 7
30% easy (EL 2-) 50% standard (EL 3) 15% tough (EL 4-7) 5% overpowering (EL 5+)
Encounters: 1 2 initiates 2 2 medium web spinning spiders 3 1 large hunting spider 4 3 initiates 5 1 initiate and 1 large spider 6 3 medium hunting spiders 7 3 medium web spinning spiders 8 2 initiates and 2 medium hunting spiders 9 4 medium web spinning spiders EL 5 10 Adept and Kwevencha fiend EL 8
Well, after they've gotten the amulets, they return them to the "shaman" and he assumes his true age and appearance. He still has the weird arm though. It's a graft from a fiendish spider that he can poison with. He is himself an adept of Sorric. He also has an acolyte level. The amulets individually have powers if worn. If worn together they fuse into one (one insets into the other). The web amulet (containing his beauty) allows the wearer to cast web and the spider amulet (containing his youth) allows the wearer to spider climb. Fused, they allow the summoning of a Kwevencha and nullifies Zone of Truth spells for the wearer.
Game Report 5/6/06 Persueing Woofer down the corridor, they came into a room where the cultist mage had fled which was lair to a large hunting spider. They defeated them and moved on. They found the leader of the cult and questioned him about the amulet. He tried lying, but they didn't believe him and attacked. They retrieved the first amulet from his body, a web with a spider shaped inset.
Game Report 6/3/06 The group went back to the intersection and went the way they hadn't last time. They found a room inhabited by a single gargantuan spider with the second amulet dangling around its neck. It entangled Clint in webbing and closed range. After incapacitating Clint with its venom and then doing the same to Woofer, it began to squeeze through the narrow passage to get at the others who had fallen back. Gus managed to grab its amulet and join it with the one he wore. This caused both him and the spider to swell in size, which crushed the spider and broke the link between the amulets. Since they were all weakened by their battle with the spiders, they made use of the cultists bunks and food stores and rested for ten days. Once they felt up to traveling they returned to the shamans residence outside Forest City. Gus handed the amulets over to the gross guy who quickly donned them and joined them. He rose into the air and vomited a wave of spiders that overran his body, forming a shroud over him. They became a red and black web-design robe. The wizard thanked them and asked them to decide their reward. When they hesitated he told them to take it up with his minion and summoned a Kwevencha and then teleported away. The Kwevencha was not inclined to give anything but a butt whoopin', and began to administer one. In the end though they were able to destroy the creature and it faded back into shadow.
Campaign Prep Where did the wizard go? Who is he? What are his plans? What I should do is have him be a major villian that they have to prepare (for the duration of several levels) before they can face him. He is a wizard (well, smart hero/mage/archmage) and is sure to want a place in noble society in Texarca, since they are the ones who hold power. Hence, I should set them on his trail and have them come into a city he just left after gaining some followers to his cause. He leaves behind people to prostleize to the towns he leaves. As he goes, he gains wealth and power by deposing good nobles by making them appear responsible for some crimes. He then steps in and does his civic duty and makes sure they're brought to "justice". However, he leaves some loophole for them to escape and therefore have to be apprehended, which inevitably leads to the use of lethal force, by himself and his companions. In all cases he stays well out of the PCs reach. They only find evidence of his passing in rumors and small cultist cells. The stupid people who were converted often say dumb things like "We are bound by the unbreakable web of Sorric's protection" and such. Oh, and eventually he gets body doubles-- one in every town he considers a base of operations. He builds an out in the open mansion which his followers settle around. This is his fake. He has one of his doubles give his servants there orders. His real base is in a secret base, but that in itself is a cover for the real secret base underneath.
Game Report 6/10/06 Gus suggested they forget about the wizard and go somewhere else. Cedric insisted he at least go back to Forest City for a transfer. So they set out on the road back to town. When they reached the split in the road [one leading to the north part of town and the other the south] there were two travlers there. They asked the travelers if a scary man had passed this way and which way he went. They said south, so they went north. However, Marach had told the travelers that the men persueing him meant him harm and asked them to divert them from his trail. The travelers reeled and tried to divert them again, but their lie was clear. Cedric stepped forward to cuff the traveler who quickly went for a gun conceled under a cooking pot. Gus acted first and cut the guys arm off. Cedric went in next and bit the other guys jugular. They went down quickly. Over the hill, Clint, who had needed a potty break and had rocks in his boots, saw a cloaked figure coming toward them. He greeted him cautiously and let him follow them since they seemed to be heading the same way. They went down the northern trail. As they came to the maintained forested area in the outskirts of the city, Sancho noticed a bird seemingly trapped in midair. They found a web stretched across the path and were then beset by two Ettercaps and medium sized spiders (an ambush prepared by Marach). After defeating them and cleaving through the web they got to town and Clint got his reassignment. They transfered him to the front, to the Poplar Bluff outpost. Instead of physical transport they allowed Arcanet travel using a Teleport Node to transfer their physical bodies and gear to the other base. For the heck of it, everyone else signs on for a term of service.
Campaign Prep Quick note: Work in a gnome named MIMAL, a scout who works for Texarca. He works his way north from Louisiana to Minnesota and back. Okay, so we can work in Crystals character by having her be a Arcanet tech working for the military. The Arcanet is basically another plane of existance in the format of a computer network. It's formed by the users own mind. As such, spellcastors have an advantage in that environment, since they can use Castor Level checks to manipulate the environment.
Game Report 6/17/06 They went into the Arcanet with their new companions ... and ..., and confronted some TRON lookin thieves. They got out and found the base on the other side under attack.
Campaign Prep Okay, Mimal is the only survivor in the base since it was invaded by wererats in disquise as human refugees. The wererats summoned liquified zombies to aid them and heck, even a liquifuied zombie otyugh. Why not. So anyway, they're all over the base. Dire rats. Have some of those too. There are a few human form wererats who've taken the badges and uniforms of the Texarcan soldiers and tech crew. The first group they encounter attacks them as soon as their backs are turned. The second group goes "Aiiieee! Don't shoot!" and then tries to lead them into an ambush with zombies. The third group is with Mimal, acting all buddy buddy, but waiting for a chance to take him back to their master. Their boss is a vampire baron. He's only CR 9 or so, so if they track him down and are prepared they have a chance. Course this only angers the other vamp nobles, but hey. Mimal is a gullible little cuss, but an excellent tracker. He's level 5. The wererats have stolen away or destroyed all vampire fighting equipment in the base. Silver weapons can be found in the furnace melting down.
Game Report 7/22/06 Gus, Cedric, and Sancho continued to explore the base while Clint and Sean presumably went back to inform the Texarcan Military of the attack. They were accosted by some flesh hungry dire rats and subequently by some liquid zombies. After being covered in a Blood-Pus-Crap (BPS) combo, they discovered some surviving techs. However, they soon revealed themselves to be wererats and attacked while Cedric searched the other bathroom. They found a vault door which they were able to blow open using some elemental sodium they found some time ago. They entered and gathered the bulk of the equipment they found. Later they found a pair of soldiers (privates) hiding in a storeroom. They got them to follow behind, though they were quite cautious of them. They entered a garage with a tech fixing a Humvee and two corperals. They waited for the tech to finish the repairs and while they waited they lugged a crate in to load into the Humvee. I don't think they checked to determine its contents. Cedric was alone with the corperals and tech while they did this errand and it was before they returned that the tech finished repairs on the vehicle. One of the corperals promptly snapped the techs neck and the other chained the exit doors before transforming into wererats. Just outside Gus and Cedric could tell something was up and kicked the doors open. They put down the wererats and loaded up the Hummmer. They took some extra fuel and left the base. They were unfortunate though, to break down about 30 miles from the border (and consequently the next closest Texarcan base). However they were only a few miles from a Galalethan town. Gus, Cedric, and Sancho went to look for parts for the Hummer and arrived at sundown. They were able to gain asylum in a church. The priest had a sister escort them to a room. As he left the priest muttered, "What a horrible night to have a curse".
Campaign Prep Naturally something happens that night. A sister (neice of that hot sister in the previous campaign) takes a liking to them. They get a room next to Mimal, who's staying the night on a scouting mission north. Werewolves attack and the sister takes them into the catacombs beheath the church to escape as dawn breaks. Down there are a series of traps designed to repel undead and werewolf invaders. The priest and his followers retreated here before the sister led them down. They activated the traps thinking it too late to save them. There are waterfalls and canals to repel vampires, silver arrow launchers, tar (which can be lit in an emergency). The underground sancuary itself is shielded by magic cirles against evil and other wards againt undead.
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