woensdag 30 december 2009
The party enters the Monastery of the Sundered Chain and encounter more orcs defiling this dwarven stronghold. During the fight, they gain the assistance of a half-elven bard who resided in the monastery. After the fight, the party descends into the bowls of the monastery and fight their way through the orc invaders' ranks. At the bottom of the monastery they can free the last remaining dwarven defender, the paladin Kalad. Kalad informs them that more orcs are planning to invade the dwarven strongholds through the vents, a natural heat-exhaust system of a sort.
The party spends the night in the monastery and heads out at first light. After traveling more than a day, they arrive at the vents and discover that another party had already entered here. From the council assignments, the party remembers that the Farstriders were send to the vents. The party has to navigate the vents and gets lost once but Nighthawk's feline companion can finaly put them on the right track. When they exit the tunnels, they encounter more orcs and slay them. Dorn learns that Kalad is also a Moradihammar.
Siege of Bordrin's Watch (part 2)
Party: BFC (Joost), Felisin (Fausto), Altaris (James), Dorn (Jeroen), Kilani (Marijke)
Experience (per character): 2762 (current) + 869 (session) = 3631
Treasure: Power Jewel (Marijke), Magic Holy Symbol +2 (Fausto), Horned Helmet (Joost), Shimmering Cloth Armor +1 (James), Horned Helmet (Jeroen), Medic's Mace +1 (Fausto)
Gold (per character): 271 (current) + 136 (session) = 407
Residium (per character): 20 (current) + 0 (session) = 20
Potions: Potion of Healing (James), Potion of Healing (Fausto), Potion of Healing (Marijke)
Remarks: Due to the nature of the adventure every character starts at 4th level next adventure. The session ended after the first milestone and no daily powers have been used yet.
zondag 6 december 2009
After traveling for several days, the party is finally through the Westdeep forest and almost within sight of Overlook. But the party finds trouble ahead as they discover the destruction of a trade caravan by orc raiders. The party engages the orcs and kill them but is too late to save the lives of the caravan people. From amongst the caravan's remains, the party can only salvage a set of dwarven armor and a strongbox holding the symbol of the Elsir Consortium. Unable to open the box, the party decides to take it with them and deliver it back at the Elsir Consortium in Overlook. Unable to bury so many corpses, the party stack the remains of the wagons together and lite a funeral pyre.
The rest of the journey to Overlook is uneventful and the party arrives in Overlook where they learn that lots of mercenary and adventuring bands are already gathering in the dwarvenbuild city. The party seeks lodging and asks for directions to the Elsir Consortium and the citycouncil. They learn that the city council is holding a public session that afternoon. With some free time on their hands, the party heads for the Elsir Consortium to deliver the strongbox. There they meet with Bran Ironfell who thanks them for returning the strongbox and the news of what happend with the caravan. The dwarf is very distressed at the thought that orcs are on the east side of the mountains.
The party then heads to an inn for refreshments. There they meet with another adventuring band called the Freeriders. The party swaps tales and rumours and then head out to the special council. The dwarven rulers of the city address the crowd of adventurers and mercenaries and then hands out assignments. The party takes the assignment to deliver word of the growing orc threat to the remote Monastary of the Sundered Chain, a place of worship for followers of Moradin.
After the councilsession is disbanded, the party can talk to one of the leaders of Overlook. They are thanked in advance for their assistance and given a map to the monastary. The dwarf is not happy to learn that orcs have already found their way across the mountains but is relieved when he hears Brindol will send reinforcements.
The party rests for the night at the inn and leaves the following morning to warn the monks at the monastary. The road is long and difficult but the party can make good speed, only needing to spend one night in the mountains.
When they finaly reach the monastary, they notice plumes of smoke coming from the courtyard. The monastary is already under attack by orcs. The party rushes into the courtyard and can defeat some orcs. Hopefully they are not too late to save the monks.
Siege of Bordrin's Watch (part 1)
Party: BFC (Joost), Felisin (Fausto), Altaris (James), Ak'iss (Wesley), Dorn (Jeroen)
Experience (per character): 2382 (current) + 380 (session) = 2762
Treasure: Battleforged Plate Armor +1 (Jeroen)
Gold (per character): 271 (current) + 0 (session) = 271
Residium (per character): 20 (current) + 0 (session) = 20
After resting, the party ventures forth in the dungeon once more. While moving towards the upper levels, Nighthawk's feline companion draws the attention of the party. The cat had discovered a goblin hiding. The party restrains itself and does not kill the small creature on sight. The goblin introduces himself as Ak'iss and tells his story in broken common of how he was forced to join Sinruth's band after his tribe was defeated. The party gains information about the Rivenroar crypts from the goblin and decides to let him join the party.
But during the night, the undead have not been idle as well. Several of the foul creatures have been reanimated by their undead leader and spring a trap upon the party. The party fights bravely and can destroy them, hopefully this time for good. From a magical scrying pool, the party learns which opponents they still have to face. They also learn that Thurann, the last of the prisoners from Brindol is being held by an undead creature that is leaching the boys lifeforce in a magical ritual. The party sees the need for haste and continue their exploration of the crypts. Before long they stumble upon the wight as he is still performing the unholy rite. He animates several piles of bones into skeletons and combat erupts. In the end they can kill the wight and release the boy.
After returning the boy to the entrance and leaving him in the care of Dorn and the other companions, the party sets forth to seek out the last remaining items that were stolen from Brindol's Hall of Great Valor. When they enter a strange room, two zombies call to life an undead monstrosity that attacks the party. But the foul creature is quickly destroyed by the coordinated actions of the party. Pressing on, the party finaly enters a chapel where a hobgoblin spellcaster is hiding with more undead minions. After defeating them, the party can recover the last stolen items from Brindol.
The return trip to Brindol is easy as Nighthawk's feline companions seems to know the way. Upon arrival in Brindol, the party is welcomed as heroes. Soon Alys arrives to ask them to visit the town council. There they meet councilmember Troyas again who is very pleased with their success. He hopes the party will want to work for them in the future if the need arrises. He also upholds his deal with lady Felisin and promises to send half of the city's defenders to Overlook as soon as the can be mustered. He pays the party what they were promised and even hands out some magical items to the party. That evening a large feast is held in honor of the party but the next morning finds the party already on the road to Overlook ...
Rescue At Rivenroar (part 3)
Party: Nighthawk (Wim), BFC (Joost), Felisin (Fausto), Altaris (James), Ak'iss (Wesley)
Experience (per character): 1672 (current) + 710 (session) = 2382
Treasure: all the characters who have not yet found their lvl3 and lvl4 items, receive them at the end of the session
Gold (per character): 156 (current) + 115 (session) = 271
Residium (per character): 20 (current) + 0 (session) = 20
Potions: Potion of Healing (Fausto)
zondag 22 november 2009
The party continues their exploration of the underground crypt and finds an unconscious eladrin suffering from a headwound. The party can revive him but draws the attentions of spectral undead that glide out of the walls. The party can defeat the ghosts and release them from their undead state. One of the ghosts warns the party of a dangerous undead lord that held sway over them and that seeks to use the captives from Brindol in an unholy ritual to augment his undead state. The party is drained from their battles and decides to retire for the night. They return to their dwarven allies at the entrance and spend the night.
The next day the party encounters fiery creatures and more goblins and they can rescue another of the captives, the castellan of the Hall of Great Valor. In addition they loot a crypt and recover several magical items. They then escort the Castellan to the entrance where Dorn is keeping watch. When they return, they have to battle their way through more undead only to discover they have come too late to rescue Kartenix, the captain of the guard. The party finds his corpse in the zombies' lair. The party also finds another magical item. They then push through and have to fight hobgoblins and drakes to reach another crypt. Here they rob the dead as well and find several magic items. The party finds Mirtalla the cook tied to an altar that used to be dedicated to Vecna but has been rededicated to Bane. Felisin tries to bless it in the name of Corellon but fails. The party can coax the catatonic cook out of her fear and escorts her to the other villagers at the entrance to the crypt.
Before going up a level and propably enter the ruins of the castle proper, the party checks out a set of stairs leading down from the entry hall. When Nighthawk opens the doors, he gets charged by to massive horned lizards that almost kill him. Nighthawk's pet cat comes to his rescue and Felisin keeps him alive until he can strike back. After defeating the drakes, the party discovers the witch Zerriksa trapped in a magical circle. With the help of Altaris, Nighthawk and his perceptive feline companion, Ozan is able to break the circle and release the crone. They escort her topside as well.
The party then heads up the stairs towards the lower levels of Castle Rivenroar. At the top of the stairs more hobgoblins and their drake allies await the party. During the fight a goblin spellcaster appears and harasses the party but they can defeat him. The party finds more sarcophagi to loot and recover more magical items. They also find Jalissa, the missing acolyte of Ioun, who takes an affectionate intrest in Nighthawk's companion upon her rescue. Ozan escorts her to the entrance while the rest of the party continue their ascent.
The party then comes upon more hobgoblins and their leader, the mighty Sinruth himself. After a long battle in a room filled with menhirs emanating with cold, the party can defeat them. On Sinruth's body, the party finds a note. But weary from the battle, the party returns to the entrance to recover.
Rescue At Rivenroar (part 2)
Party: Nighthawk (Wim), BFC (Joost), Felisin (Fausto), Ozan (Patrick), Altaris (James)
Experience (per character): 702 (current) + 970 (session) = 1672
Treasure: Boar Charge Totem (Joost), Healer's Brooch +1 (Fausto), Skald's Leather Armor +1 (Patrick), Staff of Ruin (James), Leather Armor +1 (Wim), Claw Gloves (Joost), Bracers of Respite (Fausto), Master's Wand of Phantom Bolt (James), Paired Handaxe +1 (Wim), Aftershock Handcrossbow (Patrick)
Gold (per character): 0 (current) + 156 (session) = 156
Residium (per character): 0 (current) + 20 (session) = 20
Potions: Potion of Healing (Wim), Potion of Healing (Patrick)
zaterdag 3 oktober 2009
The elven nobles arrive with their escort in Brindol. While Dorn is seeking lodging, the party enters a tavern to have a drink. There they hear rumors of war to the west. Suddenly goblinoids burst into the tavern and attack the tavern's occupants. The party fights them off but cannot prevent that the goblins put the tavern on fire. The party helps to form a bucket brigade and can control the fire. After catching their breath, the party sees a curious sight coming around a corner: a cart being pulled by an ogre with two hobgoblins in the back. The party engages the ogre and the goblins and can defeat them. A messenger by the name of Alys arrives and asks them to go to the bridge entrance of Brindol. When the party arrives at the bridges, they meet up with Dorn and Ozan who took out their share of goblinoids. Unfortunately, several of the goblins escaped Brindol using the other bridge. After making sure that there are no more goblins in Brindol and that the fires are under control, the party retires for the night.
In the morning, the party meets Alys once more as she brings a message from one of Brindol's councilmembers. The party follows her to his estate and can convince the nobleman that they are worthy for the task he has for them. The party learns that several of Brindol's citizens were kidnapped last night and that the goblins also raided the Great Hall of Valor, taking a lot of relics from The Red Hand attack on Brindol 10 years ago. While they have no great monetary value, these items do mean a lot to the citizens of Brindol. After agreeing to rescue the prisoners and retrieve the items, the party first interrogates a captured hobgoblin by the name of Morik. They can convince the hobgoblin to share information about the goblin's leader and hideout. The party then gathers supplies and heads out into the mountains north of Brindol to the ruins of castle Rivenroar. The journey is uneventful and after 8 hours of traveling they arrive at the ruins. The tracks of the hobgoblins lead straight into the crypts beneath the ruins.
When the party enters the underground complex, they have to fight goblins and hobgoblins as soon as they enter the entrychamber. After defeating them, Ozan decides to scout ahead. At the top of some stairs he discovers a floor with glowing runes. Unfortunately they are guarded by swarms of tiny dragonlike creatures. They trip him and he falls down the stairs. When the party returns to this room in full force they not only have to fight these annoying drakes but their goblin masters as well. In the end, the party can defeat them. When they explore the next room, they discover one of the missing citizens, a dwarf alchemist by the name of Andronsius. After freeing him, the party returns him to the surface where Dorn is guarding the entrance.
The party then sets off in another direction and have to battle more hobgoblins and goblins. During this fight, Nighthawk's feline companion drops down into a pit. The feline sees and hears creatures moving in but can climb out of the pit before they can attack.
Rescue At Rivenroar (part 1)
Party: Nighthawk (Wim), BFC (Joost), Felisin (Fausto), Caladon (Giovanni), Trix (Jurgen), Ozan (Patrick)
Experience (per character): 0 (current) + 702 (session) = 702
Money (per character): none
Residuum (per character): none
woensdag 12 augustus 2009
Before creating your character, have a look at the Scales of War Player's Guide. You can find a PDF of this player's guide in the files section of the discussiongroup (http://rpga-lva.googlegroups.com/web/SoW_Players_Guide.pdf).
Ability Scores : 22 Point Buy
Equipment: 100 gp.
Background: Characters can choose backgrounds from either the general backgrounds or the Scales of War specific backgrounds. Other backgrounds are not allowed. You can find a PDF of these background in the files section of the discussiongroup (http://rpga-lva.googlegroups.com/web/SoW_Backgrounds.pdf).
Deity: Deities are limited to core deities only. FR deities will not be mentioned in plot (unless these also exist in Core). Exceptions are possible if necessary.
All published (in a book) Wizards of the Coast material is allowed. Dragon content is also allowed with the exception of playtest material.
The main characters for this campaign are :
Ak'iss, Unaligned Male Goblin Ranger (Wesley)
Ak'iss grew up in a nomad tribe of goblins. They followed the trecking steppe ponies around the land. In truth, these were the lifehood, clothes and legends of the tribe. Nothing in their posession wasn't made without at least some bit of these famous horses. They trecked through dangerous territory and the tribe often encountered dangerous beasts. For exactly this reason the tribe had "Shair Min", monster hunters. Ak'iss' father was one of the very best. It was a sign of honour and a rite of passage for young men to slay such a beast. His father taught him everything he knew and when the time came for Ak'iss to prove his manhood, it was expected that he'd come home to bring with him a beast like no other. He did not prove them wrong and to this day still wears the helmet fashioned out of the dire boar he felled then. one day, his tribe followed their herd through hobgoblin territory. The clan had skilled fighters and monster hunters but they were outnumbered and outclassed fighting the hobgoblins. After the battle Ak'iss was given the choice to join the hobgoblin's warband or die. Enduring shame now and choosing to live now and fight another day, Ak'iss has spent the last few weeks together with these hobgoblin skum.
Scales of War background: Monster Hunter
Altaris, Unaligned Male Eladrin Wizard (James)
Altaris is the youngest scion in an old eladrin family - so old that it can be traced back to the glory days of Cendriane, in the Feywild. But as that city was ravaged by time, so was this family. Ruined by the fall of Cendriane, disfavoured by royal intrigues at the Astrazalian courts, exiled to the material plane, the luckless family finally stranded at the Marth Forest. As Altaris was born, his parents wavered between crying with joy, and frowning with worry over what new misfortunes would befall this new generation. But they loved him, and he showed bright promise: a talent for the arcane arts at a surprisingly young age. He acquired arcane potency at a speed that made some mistake him for a sorcerer - until they learned of his vast ability to absorb knowledge. He quickly outgrew what training the elves could provide at the forest. And so his parents gathered what resources they had left to get their son the best tuition they could afford: at the College of Ioun, in Brindol. Altaris now studies there, studying arcane magic and human society in all their aspects. To make ends meet, Altaris sometimes performs detective work for the Lion Guard. His keen observation skills and strong powers of deduction have helped solve several cases of criminal offense; the latest case leading to the arrest of the thief Kip Fargrim. But as the noose closes around some of the crime guilds, rumour has it that a contract is out on a certain fledgling wizard. Captain Kartenix thought it prudent to send Altaris out of town until after Fargrim's trial; and has written letters of recommendation for the guards in Overlook, where allegedly some troubles has occurred and a capable detective might be welcomed.
Scales of War background: Born under a bad sign
BFC, Female Cougar Animal Companion (Joost)
As the halfling and the human travelled, sometimes a strange sound in the woods alerted them but nothing seemed to happen. Growing close to Astrazalian, they kept finding fresh killed animals short before nighttime. One evening, there was no animal but instead a black catlike creature walked into the campsite with a large deer in her mouth. Dropping it at a small distance of the two, the catlike creature moved back to the other side of the campfire and laid down to groom herself not seeming to mind them. As the creature made no hostile intent, they ignored it and cooked the deer dropping a part for the cat. The next days it followed them from a distance, sometimes even leading them making a sound to an easier passage through woods and bushes. As entering Astrazalian, the catlike creature stayed close to the human and seemed uneasy in the big city. As they left again after a few days, the cat seemed to ease and become more playful as it brushed the partymembers against their legs or occasionally licked a hand.
Scales of War backgrounds: Silent Hunter, Forest Warden, Explorer/Guide
Caladon Starbourne, Good Male Elf Avenger (Giovanni)
Caladon is the son of Lord Celathon Starbourne and Lady Laseen, Elven nobles of the Fey City of Astrazalian. The Starbourne family takes its name from a peculiar omen that has marked the birth of the most legendary of its heirs. Once every two or three generations, a falling star is spotted in the sky, on the same night as a great hero of the Starbourne comes to the world. Alas, Lord Celathon's birth was not marked by a falling star, but he hoped that at least one of his heirs would be luckier that he was. On the night Lady Laseen gave birth, a falling star was indeed seen on the horizon. Lord Celathon joy could not be contained, but something unsettled him. His wife gave birth to twins, a boy and a girl. They were named Caladon and Felisin. For many years Lord Celathon interrogated Seers and Oracles, to find out which one of his children was to become a hero, but the response was always uncertain, since the twins seemed to share not only the womb, but also their Soul, and it was impossible to discern the Destiny of one from the other. And so it happened that Lord Celathon took his son and left Astrazalian, hoping that, by living completely different lives, the twin's destiny would also separate, and each of them would be free to follow his or her own path. They travelled to faraway lands, hiding their true identity. And always they were seeking danger, or a new challenge. Caladon became adept in the use of the Elven Longblade (Fullblade), but his father new that there was more to his son than martial prowess. Every night, Caladon would look at the stars, even though his father would have sworn that he was LISTENING more than looking. “What do they tell you, son?” would Celathon ask. The young elf would smile “They’re calling me, Father, they wish me to serve them”. To serve the Stars. Maybe finally Lord Celathon had found the answer to the riddle that had haunted him so long. “I’m going to bring you on one last quest, my son” he told him on a fateful night. What happened later, is a mystery. After many years, Caladon returned to Astrazalian, but the naïve and joyful light in his eyes was gone. A grim determination could be seen in his gaze, and strapped to his back was Stardust, the long-lost ancestral sword of the Starbourne family. His martial arts had been bolstered by Radiant power he could summon with each strike. Celathon did not return, and to those who asked him about the fate of his father, he simply replied “He awaits my return”. More, he would not say. Once home, he spent many weeks in training and meditation, silent for days at a time, until he heard the call to arms of the Town of Overlook. That awakened something in him, and he took his few things, and travelled to the besieged town.
Scales of War background: Auspicious Birth
Dorn Wyrmshield, Lawful Good Male Dwarf Paladin of Moradin (Jeroen)
A member of the Moradihammar, the hammers of Moradin, an elite branch of the faith of Moradin, Dorn's grandfather was sent to the City of Starlight as part of a peace treaty between the eladrin of Astrazalian and the dwarven kingdom that spanned the Wyrmsmoke and Giantshield mountains. For the last couple of hundred years, Dorn's family has lived in Astrazalian as bodyguards of the eladrin nobles. With the death of his father several years ago, Dorn is now the last of the Moradihammar in Astrazalian, maybe even the last in the world. When Lady Shandria, First Sword of Astrazalian, received a message from the city Overlook with a request for military support, she send the elf noble Felisin to Overlook to negotiate. To protect the elf noble, Dorn was assigned to function as her bodyguard. Now for the first time in his life, Dorn leaves the city of his birth and gets a chance to explore the world, hopefully finding clues about his long-lost kin.
Scales of War backgrounds: Last of the breed, Scion of an ancient bloodline, Explorer/Guide
Felisin Starbourne, Good Female Elf Cleric (Fausto)
Kilani Sunderchild, Good Female Half-elven Bard (Marijke)
When a young elven noblewoman appeared on the doorstep of the dwarven Monastery of the Sundered Chain, carrying a newborn baby, the wise dwarves knew not to ask too many questions. The noblewoman requested that her daughter be raised by the monks, leaving a king's ransom to pay for her care. She introdused herself to the dwarves as Loganisella, and while the dwarves suspected that this wasn't really her name, they accepted her story. Loganisella's child was the bastard welp of a human warrior and would never be accepted in her family. Rather than letting her child grow up in shame, looked down upon by the elven aristocracy, she chose to give the baby a life of honor and worthy training. As the father's child had died in combat and she didn't know of any relatives, she turned to the Monastery of the Sundered Chain, whose sense of honor and methods of training she approved of. She requested that her child be raised with a sense of selfworthiness and honor, and be prepared for a hard life. After that, she left, never to return. While she has some of the grace of her elven forefathers and a deepset love for art and music, Kilani's human sense of practicality was enhanced by her dwarven upbringing. Thus she became a rare creature: a bard with little tolerance for folly or beating about the brush. With a straightforwardnes and honesty that amazes many, she manages to bring her message without antagonising anyone. She has great insight in people's intentions, wether they are elven, dwarven or human. She intends to use her skills to fight prejudice between said races and bring them to see more clearly and perhaps learn from one another. Most of all, she intends to make good use of her training, go out and see the world, and have some adventures of her own. She will never make any claim on elven nobility and goes by the name of Sunderchild, intending for that to become a name to be reckoned with.
Scales of War background: Noble Bred For War
Nighthawk, Good Male Human Ranger (Wim)
This campaign will use the new 4rd edition Dungeon magazine Adventure Path : Scales of War. This adventure path takes characters from 1st to 30th level in 18 adventures. The campaign will be played by a core of 6 players who also agree to DM one adventure every six adventures. After each adventure is completed, the next DM starts the next adventure (this can be during one session).
DM's are encouraged to check out the following site for information on running the campaign : http://scales-of-war.pbworks.com/
Every character (even if that character's player is not present or if he is the DM) gains the same amount of XP (combat, skill challenge and quest). When the next adventure begins, every character gains enough additional XP to reach the minimum level of that adventure.
In-game the missing characters are always present but outside the encounter (guarding the rear in dungeons, scouting ahead or the flanks in wilderniss area, doing something else when in rural area, …). If all the present characters are killed in-game (party kill), the characters of the other characters are also considered deceased.
XP will be handed out during the session. Characters can level during the session but only after an extended rest. Every player should prepare the level-up for his character.
Each level, each character can find one magic item parcel with a magic item lvl+2. By the end of the adventure, the DM makes sure all characters (including absent players’ characters and the DM’s character) received their allotment of found magic items. The players should prepare their list of magic items and deliver it to the DM before the adventure.
The party will find other monetary rewards in a per character format in stead of a nominal amount. The total money (including residiuum) found will be logged on the campaign site. Each player must keep track of his money spend which may not be more than his remaining starting gold in addition to the gold per character found.
If the partymembers must pay something (ferry, food, ...) all characters must pay it (including the characters who's players are not present). These expences will be deducted in the same per character format as for found gold.
Character death will follow the standard rules. There will be no charity clause.