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These are the characters and storylines of a campaign a friend and I ran some time ago. 

Character Name

Race

Current Career

Asmodon

Human

Wizard - Level 1

Buck Satan

Dwarf

Mercenary Sergeant

Dax

Halfling

Fence

Eldar Lartis

Elf

Charlatan

Erique Gauss

Human

Priest of Mórr - Level 1

Felix

Human

Targeteer

Gabriela Silberstein

Human

Duelist

Gorgano

Elf

Scout

Everybody Must Get Stone

Outrage engulfed this small town as some tombrobbers broke into the Valentina Tomb and desecrated the remains of their family member.  The tomb was broken into sometime last night, with the remains of Rudolph Valentina shoved to the corner into a lump.

There appeared to be nothing missing, although the door that sealed the tomb was destroyed, and there were a few stab wounds in the body of the late Valentina.  Rumors tell of a story that the Valentina family buried a large yellow and green opal with Rudolph.  City officials said that no stone was found in or near the tomb.

No other tombs or graves were disturbed in this seemingly-targeted attack.  Neither the Huydermans nor any other rivals of the Valentina gang have claimed responsibility for this desecration.

"On Morr's lintel, we would never desecrate the graves of our enemies.  We only concern ourselves with those still alive and able to harm us," said Dirck, leader of the Huydermans gang.


Game notes: PCs were following an individual to the graveyard.  A large gem was found, and a fight ensued when a rival gang arrived.  The body in the tomb was used by one of the PCs as a shield and was eventually tossed aside.

Kidnapped!

Lord Bernhard Silberstein has issued a reward for the disappearance of his youngest daughter, Gabriela, and some of his retainers.  Besides his youngest daughter, the missing people include a young, gruff dwarf named Buck, a halfling named Dax, and an elf named Eldar.

Lord Silberstein believes that the group had to have been kidnapped, despite the lack of a ransom note.  "I had hired Buck to look after my little girl.  They have grown so fond of each other, that I know he wouldn't have let anything happen to my little Gabby," explained the Lord.

Lord Silberstein has authorized a reward of 100GC for the safe return of his daughter, her dwarven bodyguard, and the halfling.


Game notes: The PCs start their adventuring careers, traveling away from home and the troubles caused by the disappearance of the aforementioned gem.

Found: Ring, Weapons, and Musical Instrument

The officials of Averheim have in their possession some personal items.  These items were found on the side of a road a few miles outside of Averheim and were presumed to have been left by some travelers, possibly on their way to the Border Princes.

Among the items found are a gold ring with an emerald fixed in it, a flute, a couple of swords, and assorted clothing.  The ring, flute, and clothing appear to be of elven origin.  The owners of said items may claim them at the warden's office in Averheim.


Game notes: While traveling on a road, some pirates waylaid the PCs, capturing them and tying them up.  As they sit in the back of a covered wagon, the PCs manage to free themselves and ambush the two guards.  Irritated at Eldar Lartis' demeanor, the PCs bicker and eventually tie up the elf, strip him of all equipment, and toss his equipment off the side of the moving wagon.  Free the PCs are, but they are too late: they are well on their way to the Border Princes.

... And He Calls Himself a Prince ...

Word from Sartosa says that Prince Kehlam Ah-Kazid of the Border Princes will survive a broken arm and several broken ribs. These wounds were inflicted in an attack by a beastman army on his own palace.

Witnesses say that several individuals infiltrated the palace and attempted to take it over by getting people involved in a large orgy held in the large dining hall of the palace. When this apparently failed, several beastmen along with "... a creature ... with a large lobster-like claw" appeared, attacked, and injured the Prince and several of his retainers, including several slaves that escaped in the mayhem. The palace suddenly erupted in tongues of flames and burnt to the ground, apparently due to somebody knocking over a large number of the Prince's wine barrels. The Prince escaped with help from some prisoners and their captor, Captain Serena Mendani.

"The prisoners aided greatly to save my Prince's life, and for that the prisoners were freed," said the young Mendani. "The Prince will be well enough to continue his rule in a couple of months."

Mendani mentioned that members of the prisoner group originally came from the Empire, though she said nothing as to how they got there or why they were imprisoned.


Game notes: The PCs were taken captive by Prince Kehlam and kept as his slaves.  The PCs follow along until the palace is beseiged by the minions of Chaos - a Slaaneshi army!  Instead of running, the PCs stand their ground and fight alongside the Prince.  Despite the Keeper of Secrets severely disabling the Prince and the effects of the formerly-secret in-palace orgy, the PCs succeed in helping to drive off the followers of Slaanesh.  For their efforts in the siege, the Prince releases the PCs and equips them with suitable arms and armor.

Quenelles: Heroes Bring Death Back to its Master

Officials from Bretonnia report that a party of adventurers have slain an alleged necromancer that has been living near Quenelles for several decades.

The sorcerer, named Richard Mortis by the townspeople, died in a horrible battle that erupted in the center of town.  The victors, led by a stout and agile dwarf and a lithe female human, surrounded the wizard and evetually hacked him to pieces.  There were no deaths among the victors, though a human archer suffered a broken arm and several cuts and bruises were had by all.

None of the villagers were hurt, and no buildings were damaged in the melee.  Apparently the evil sorcerer does not live in town and has never been seen in town until this very occurrence.  Nobody knows where he actually lived or when he had turned to the dark arts.


Game notes: The PCs headed off to Bretonnia.  As the rains poured down and their mode of travel got bogged down in the mud, the PCs sought shelter in a seemingly-innocent hovel in the middle of the forest.  During the night, after the PCs encountered some bizarre phenomena, one PC decided it was not the effects of the storm and scouted out the towers of the keep.  The others followed, and Felix becomes the lucky individual to find the necromancer, Richard Mortis.  Richard possesses Felix, who begins to attack the other PCs.  While in combat, Felix's arm breaks from a blow by one of the other PCs, and the party chases Richard out of the keep.  The PCs follow Richard into Quenelles, where they fight off assorted creatures.  Eventually, the PCs reach Richard and chop him down before Richard could do any real damage.

 

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