Difference between revisions of "Meamnar:Stoned"

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(Notes)
(Notes)
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* Borlack has a disease, incubation in 1 day.  Effects are -2 Dex, -2 Con.
 
* Borlack has a disease, incubation in 1 day.  Effects are -2 Dex, -2 Con.
* Wand has 21 charges left.
+
* Wand has 20 charges left.
 
* Uncle Mortimer will recognize Eerevann as a wizard who met his demise a century or so ago at the hands of a Vrock he accidentally allowed through a planar gate.  The Vrock was eventually defeated by an adventuring party known as Krell's Raiders.  One of the Raiders, a gnome named Marbles, is retired and living in Hylar City.
 
* Uncle Mortimer will recognize Eerevann as a wizard who met his demise a century or so ago at the hands of a Vrock he accidentally allowed through a planar gate.  The Vrock was eventually defeated by an adventuring party known as Krell's Raiders.  One of the Raiders, a gnome named Marbles, is retired and living in Hylar City.
 
* Gaining entry into the Stone Tomb requires a Dispel Magic spell cast by Borlack.  He'll have access to the spell at Clr5.
 
* Gaining entry into the Stone Tomb requires a Dispel Magic spell cast by Borlack.  He'll have access to the spell at Clr5.

Revision as of 08:59, 20 November 2006

Stoned is a story arc for a tabletop campaign for three characters, which takes place in the campaign setting of Meamnar.

Adventures in Stoned

Members of the Party

  • Artemis, an elven Rgr2, originated from the forest of Ethlariel in the kingdom of Thelbane. His home village was decimated three years ago by a horde of undead creatures. Who or what drove the horde is still unclear, but Artemis has dedicated himself to the task of finding and punishing whoever is responsible. After vowing this, he received a vision in which the goddess Sehanine Moonbow commanded him to find a magical flail known as Lichbane.
  • Borlack, a dwarven Ftr1/Clr1 of Azard, has left the dwarven city of Azgrimlode in the Serpent's Spine to search for an artifact called Heldak's Bracers. These magical bracers were crafted and worn by Heldak of Azard, the warrior-priest who founded Azgrimlode many centuries ago. It is customary for young priests in Azgrimlode to take up such quests, but quite rare that one would vow to recover this important artifact. In the history of the city, only three have tried and none returned.
  • Garrett, a halfling Rog1/Wiz1, is from the village of Rhone, in the western hills of Hylar. Some time ago, he came across the journal of his great-great-grandfather, Baldo, who went missing over two centuries ago. Its last pages described Baldo's preparations for a journey which would take him to the tower of the wizard Eerevann, in search of an artifact called the Wandering Door. Intrigued, Garrett has decided to follow in his ancestor's footsteps and find the Wandering Door.
  • Faeryn, a half-elven Brd2, grew up in the city of Hylar, and was trained at the Academy of Arts there. During his studies, he discovered some genealogical records which proved that he is a descendant of the great bard Montaine. He also learned of Montaine's famous ring, crafted by an elven king, which (according to legend) could only be worn by a member of his family, but which was lost when the bard died. Faeryn seeks this ring, both for its powers and as a personal tribute to his ancestor.

The Story

The group begins the campaign in the town of Threshold. Over the course of several days sharing drinks and stories in the common room of the Threshing Floor inn, they conclude that their paths are strikingly similar and that it would be in their mutual best interest to join together and pursue each of their causes collectively.

  • 1420 NR
    • Martil
      • 01 - While studying Baldo's journal, Faeryn recognized the order to which the wizard belonged. He is fairly certain that another member of this order, the White Circle, lives in one of the villages to the west. Therefore, the group decides to set out for the first of these villages, called Dunkirk. Near dusk, they come upon a caravan that has been ambushed. They soon pick up the trail of a group of goblins, and within a few hours discover a cavern into which the goblins have fled. They explore the cavern, which is likely of dwarven design, and defeat the goblins, acquiring a Wand of Magic Missiles in the process.
      • 02 - The group finally rests, late into the night, in one of the rooms of the cavern. They conclude their search of the cavern, and decide to rest again before departing.
      • 03 - Moments after they've left, the party spies a pair of humanoids approaching the cavern from the east. The two, a human and a duergar, enter the cavern and then reappear moments later, with the duergar carrying a suspicious bundle that he did not have before. They decide to confront the pair, at which point there is a brief fight before the human and duergar flee the scene. With the two gone, the party returns to the cavern to find the wand-wielding goblin's corpse has been decapitated. The group continued on to Dunkirk, arriving late in the afternoon. After inquiring with Sir Nazar about the identity of a wizard of the White Circle, they were directed to Calduran, where the lord's sage would likely either know of or be that wizard. They spent the night at the Sudsbucket.
      • 04 - The party left Dunkirk and traveled along the road to Calduran. The day was uneventful, and they ended up camping along the road.
      • 05 - They arrived in Calduran at about midday, and headed to the Hawk and Yak Inn and Tavern. While there, they were arrested by the town guard and taken to Calduran Keep, where they were confined in the dungeon. After some resistance by members of the party, the group eventually resigned themselves to spending the night in prison.
      • 06 - Sometime after midnight, they were approached by Uncle Mortimer, the sage to Lord Calduran, who apologized for their treatment and explained that they were arrested in order to offer them a reward for serving the lord. In exchange for infiltrating the town's thieves' guild and reporting on whatever major crime it was about to undertake, they would be paid one hundred gold coins per person. The group accepted, and were released the following morning. By virtue of a 'hot' piece of jewelry provided to them by Mortimer, they were eventually able to contact the apparent leader of the guild, Robert the Smith. (to be continued)

Notes

  • Borlack has a disease, incubation in 1 day. Effects are -2 Dex, -2 Con.
  • Wand has 20 charges left.
  • Uncle Mortimer will recognize Eerevann as a wizard who met his demise a century or so ago at the hands of a Vrock he accidentally allowed through a planar gate. The Vrock was eventually defeated by an adventuring party known as Krell's Raiders. One of the Raiders, a gnome named Marbles, is retired and living in Hylar City.
  • Gaining entry into the Stone Tomb requires a Dispel Magic spell cast by Borlack. He'll have access to the spell at Clr5.
  • Lichbane is in the hands of an elven paladin, stranded for centuries on another plane, surrounded perpetually by undead minions who he is forced to slay, one after another.
  • The Wandering Door will be used to find Lichbane.
  • One of Borlack's predecessors in the search for Heldak's Bracers (the first one) actually found them but was called to help seal the Stone Tomb, and was buried within.
  • Among its other uses, Montaine's ring can locate the paladin, who is the brother of the elven king who crafted it. Once in the paladin's hands, it will call to an elven god to intervene and end the paladin's curse.
  • One of Marbles' companions in the Raiders was another of the Stone Tomb's 'sealers'.
  • 175 xp for Calduran adventure, plus mission award, plus rp award (currently, 1 vote for Borlack, 1 for Artemis)