Archive for category AE Campaign 2 (RoI)

Previously on RoI

I hadn’t put my notes for my Ruins of Intrigue Campaing up, so here’s the story up to where I started writing blog entries.

The players arrived in Serathis (1st day of Sixthmonth) and were accosted by Jared who offered to show them around the city. They turned him down and took lodgings in the Slumbering Serpent. They were greeted there by Gaelean Lorekiss, the innkeeper.

After a fight with some thugs in a side street (NPCs from The Giant’s Map web adventure) in the Slums of Serathis, the PCs were called in to meet Kaelys. She told them that the marble hand of a statue had been stolen from her. One of the thieves died in her traps. The thief was dressed in rags and had a tattoo of a rock held between two stylized hands on his right palm. Kaelys offered a significant reward for the return of the hand or the entire statue.

The PCs went deeper into the slums and met Faela. They were impressed by her work among the unfortunate and plan to set up a training center there. She suggested they check out the Stone Keeper ravers.

Second Session (2nd day of Sixthmonth) The players hired Rin-Goras to head up thier project. They also interviewd a nervous sibbecai, Tosh, and a shady human, Gunter, for the job. Rin-Goras is doing the job over 10 weeks, at 1,200 gp/week. This is payable every week in advance on Waterday. He will train any in the neighborhood who care to work as part of the project.

The PCs wandered around a bit, visited the Black Pyramid, saw Stomper pass then went to fight the ravers. They ran into Night Stalkers lurking around. Justin found a parchment in an old library. There was a pretty fair fight and the PCs returned to their headquarters to rest for a day tended by Faela. They woke up ready to go on the 4th day of Sixthmonth

Third Session
The PCs went back to the Stonekeepers hall. Jaimie and Faith were hypnotized by an allip’s murmur for a number of rounds during which Justin and the allip flailed at each other ineffectually. Jaimie beat the crap out of a chest and found a gem, a blink dog statuette, and a stick. The stick radiated some strong magic. They went back to rest. Faith and Justin went to the tower of boundless knowledge and met Sa-Arren who told them that the Black Pyramid is deadly. Faith dazzled the faen who was taking the registration for explorers, Gelias. She left the stick with him to identify. Justin is studying the parchment they found.

Fourth Session
The party fishished off the ravers and the nutty memelith and gave Kaelys the statue. Then they did some research in the Giants’ Hold and discovered that the statue was of a celestial. The party ran from a five-headed hydra and fought a small group of bandits. Then they went looking for bandits and got their butts kicked so they ran away.

Fifth Session
Sam and Michelle joined the group. They met the group while being attacked by spine hounds. They sold three spine hound pups to Kerlon’a. Bolstered by their new friends, they decided to take on the bandits again. They beat the bandits, chasing off the leader, Harold and two of the bandits. In the headquarters they found a letter signed with a Bloody Hook and letter refering to the Shadow. Justin and Sam explored and found a tunnel beneath the headquarters. They went north and found a storeroom with tunnels branching off northwest and northeast.

RoI March 4, 2006

We continued through Aerie of the Crow God.

The party finished exploring the tower. The rooks didn’t prove to be much of a challenge. The ochre jelly managed to surprise them “I told you there was something suspicious about that large puddle!” After retrieving Lord Pendour’s body, they continued to hunt for the missing key.

The party was very careful in making their way across the chasm – Kayla had a rope tied to her waist, so when the centipede rushed her off the bridge, she only has a short fall before being pulled back. The zombies were a breeze. The shrine to Malotoch disturbed them and so they destroyed it. The biggest challenge in fighting the dire rats was making through the tight passageways. Even with Hornhauer’s help the dire rats didn’t stand a chance. The party retrieved the key and debated about doing some more exploring or just returning the key.

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I’m actually quite disappointed in this module. So far the encounters have been almost completely unchallenging, especially in proportion to the rewards the party has been collecting. This is a party of 3 players, all at 6th level, so I would have expected some significant challenges by now. Ah well, I can always come up with nastiness on my own….

AE Campaign 2 Feb 5, 2006

(possible spoilers for DCC: Aerie of the Crow God)

Their former patroness Kelys called them and told them that a friend of hers needed help. Lady Pendour has had her daughters’ lives threatened if she doesn’t get the key to her husband’s safe. Her husband disappeared some time back while on a mission to get rid of harpies that were plaguing the settlement of Peldrenford. Shortly after his disappearance, Peldrenford was destroyed. In return for their help, Lady Pendour offered to call in favors with Vi-Taran and Meragoth’s ceremonium to give the PCs free access to a couple of beneficial ceremonies, some now and some upon their return.

Using their contacts with the merchant’s guild, they easily found passage down to Peldrenford. They were attacked by akthars who didn’t prove to be much of a challenge. From there they rowed upstream to Gurnard’s Head. They were attacked on the stairs by a pair of harpies, but Justin’s stunning magic proved to be their undoing – a sorcerous blast coupled with the electrical template sent the bird-men falling to their doom. The party spotted arrow slots and crawled below them.

Upon reaching the top of the stairs, the PCs found a sword stuck in the flagstones by the tower. Kayla picked it up and got a vision of a man being defeated by the birdmen and the sword falling from the top of the tower. They proceeded to break into the tower. After bypassing the trap on a nightstand drawer, they found a note describing the concerns of a former inhabitant as well as a scroll of teleport.

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It was a fun enough session, but short. On top of that, the kids kept interrupting. I’m hoping that the next time we get together to game we can go longer and with less chaos.

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Jan 28, 2006 AE Campaign 2

I had a couple of different adventures as possibilities. They decided to go with clearing out a tower for the Merchant’s Guild. (Scarlet Tower, Fast Forward Entertainment).

It wasn’t a particularly good adventure – nice enough in that it only took an evening to complete, but short on action or interest. The initial door puzzle provided a bit of entertainment.

Jaimie’s oathsworn was killed by the invisible stalker. This was a mercy killing. Jaimie was sick of playing such a weak character. The oathsworn as written might be interesting as a backup in a large party, but is pretty much useless as a front line fighter, especially in a three player party. If one of my players is interested in playing an oathsworn, I would go with one of the variants on the AE boards or just use a monk from D&D. Jaimie made a ritual warrior as a replacement.

Kayla, Faith’s litorian akashic, made a tremendous search check and found the book holding the passwords for the whole place. It took the PCs some time to figure out what to do with the crystal head. They had some fun once they figured it out. However, they were leery of the summoning circle it was held in and left the circle and the head for the merchant’s guild.

This definitely needed more encounters, puzzles, or other things for the players to do. It might have made a nice investigative adventure, save that there weren’t many clues. As I said, it worked well for an evening’s entertainment and I’ve got a few higher-action possibilities lined up for next time.

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Ruins of Intrigue December 17, 2005

Well, we played in our Ruins of Intrigue Campaign last night. Unfortunately it didn’t get too far. We got the the grandparents to watch the kids and had our Christmas party. Between the distractions of stuffing our faces with too much food and a little wine, it was hard to focus on the game.

Last time the PCs had overcome a bunch of bandits and chased some more into tunnels beneath their hideout. There was a green glow behind some rock in a side tunnel. The PCs decided to retrace their steps and try to find the last surviving bandit or two. Thanks to some good rolls, they managed to track the survivor to where he was describing what has happened to a group of his fellows. The PCs jumped them and managed to drive them off. Again, there was only one survivor, but this time he managed to make it up into the city and escape into the crowds.

That was about it. We decided to play “Men are from Mars…” and Munchkin instead.

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I had plot hooks for the green glow. I had a nice mystery adventure planned for the city. Instead they kept wandering the tunnels. Aargh! If I can’t get them out of the tunnels next time I may drop a piece of the World’s Largest Dungeon in so that they have lots of room to wander and stuff to run into.

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