Meamnar:Stoned

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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 Rgr3, 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 Lendora Moonbeam commanded him to find a magical flail known as Lichbane.
  • Borlack, a dwarven Ftr1/Clr2 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.
  • Faeryn, a half-elven Brd3, 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.
  • Garrett, a halfling Rog1/Wiz2, 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.
  • Gwyn, a halfling Rog1/Drd2, is also from Rhone. Stricken with a similar case of wanderlust, she has traveled across Hylar in search of adventure, only to stumble upon the group in Calduran.

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. Robert hired them for a guild operation to occur during the evening of the following day.
  • 07 - The party spent the majority of the day at the Griffon's Talon, awaiting their assignment. As they passed the time in the tavern, Borlack recognized a fellow dwarf from Azgrimlode who had left the stronghold under suspicious circumstances. Nonetheless, he paid the dwarf and his unknown human companion no heed. They also heard several rumors regarding the discovery of a dead man somewhere within the town earlier in the day. Evening eventually came, though, and the group went off to meet Robert at the agreed location, a stable. Once there, they followed him to the manor of one of the most prominent citizens of Dunkirk. Borlack and Artemis stood watch outside, while Robert, Faeryn, and Garrett entered the home. They found no one inside, which seemed to surprise Robert. Upstairs, soon after he left Faeryn and Garrett alone in a bedroom, a fire broke out within the home, and they were forced to flee, but not until after searching most of the house unsuccessfully for Robert. Once regrouped and safely away from the home, the party determined that their best alternative was to return to Calduran Keep. With nearly every guard in the city attending to the blaze, the keep was vacated, and the group was soon in the courtyard where they discovered the human associate to the dwarf they saw in the tavern. He was nearly in a second-story window when the group fired upon him and brought him to his death. While gaining entry themselves, they were attacked by Robert and two prisoners that he had freed from the dungeon below. Robert was quickly disabled, and Borlack was left to attend to the other two thugs while the rest of the group entered the keep in search of the dwarf. The ensuing chase eventually led to the rooftop, where the dwarf finally fell from a volley of arrows.
  • 08 - Appreciative of the group's success, Lord Calduran rewards them with a banquet in their honor, rooms for the night, and gifts of money, healing potions, and a couple of magical weapons. Halfling merchants from Rhone arrive with food for the banquet, accompanied by Gwyn, who decides to join the party. Asking Uncle Mortimer about Eerevann reveals that the wizard died about two centuries before, at the hands of a vrock. A group of adventurers, Krell's Raiders, eventually defeated the vrock. Faeryn recognized the name of one of Krell's Raiders, a gnome named Marbles, as a retired adventurer living in Hylar City. The party decided to travel there to seek him out.
  • 09 - The group leaves Calduran for Dunkirk.
  • 10 - The group arrives in Dunkirk, just before nightfall.
  • 11 - The group leaves Dunkirk for Threshold. Around early evening, they are ambushed by a band of goblins. All but one are killed, and the survivor is interrogated before he is killed as well. Through him, they learn that the goblins were being used as forced labor in a mine about three days to the north.
  • 12 - The group arrives in Threshold sometime after lunch. They book passage on a barge leaving the following day.
  • 13 - The group leaves Threshold for Hylar City, floating south on the Running River.
  • 14 - The group arrives in Hylar City, and heads for the Bullseye Tavern, where Faeryn believes he may find Marbles. The gnome is not there, but the bartender is able to give them directions to his house nearby. From Marbles, they learn that another member of the Raiders, Owen, discovered a ruby doorknob in Eerevann's keep, and had gone to Kirkstall Abbey to study it.
  • 15 - The group leaves Hylar City for Kirkstall Abbey, by way of Colchester.
  • 16 - They arrive in Colchester just before nightfall.
  • 17 - Walking a few hours from Colchester, they reach the Abbey, and are admitted by Abbot Allistair. After given a short tour of the grounds, they are admitted to the library to search for information regarding Owen and the ruby doorknob.
  • 19 - After two days at the Abbey, studying Owen's own journal (among other works), the decide to return to Threshold to find information about a man named Lorick, an associate of Owen's.
  • 24 - Arriving in Threshold, the group seeks out Raelis, a local sage, who confirms that Lorick was once the town's head councilor, but that he abruptly resigned and left town at about the same time that Owen would have arrived in town. Reaching a dead-end with Owen and the ruby doorknob, which they now believe is the Wandering Door, they decide to set out for the mine.
  • 27 - The group arrives at the location of the mine, where they find a pair of massive stone slabs set into the side of a hill. Searching around the hill, they find plenty of goblin tracks, but little else except a natural cave. Inside the cave, they eventually find the mine, a 60' passage from one of the cave's deepest rooms to a mysterious, empty, stone-walled room. Access to the room is blocked, however, by an invisible barrier. After making other attempts to get past the barrier, Garrett fires a magical bullet from his sling at it, which triggers a severe earthquake. The group eventually discovers that the earthquake has caused a cave-in, trapping them underground. They follow a passage that leads them deeper - down into the Underdark.
  • 29 - The group encounters a svirfneblin scouting party, whose leader identifies herself as Alomi Shattergem. From the gnomes, the group learns that the earthquakes caused significant changes to the Underdark, including the opening of a new passage between their home, Glickenstone, and a nearby drow community, Sreen. The residents of Glickenstone have had to evacuate their home, heading for another svirfneblin city, Blackenrock. Alomi's group was originally tasked with protecting the main group, but became separated after the second earthquake. The two parties agree to combine forces and head for Blackenrock.

Jaliden

  • 1 - The combined groups encounter a drow raiding party, and are able to defeat it.
  • 6 - They reach Blackenrock, where the party is treated favorably before being offered a guided trip to the surface.
  • 21 - The party reaches the surface near the village of Newkeep. Upon arriving at the village, they discover a problem the residents are having with a nearby ettin, and are enlisted to help by the village elder, Aranda.
  • 22 - The party defeats the ettin, who was really a cursed cleric, by helping him understand the nature of his curse and how to rectify it.
  • 23 - The party remains in Newkeep to help Aranda and the other residents reconstruct their bridge, which had previously been destroyed by the ettin. Afterwards, they set out for Ardeon, on the advice that Aranda's cousin Dorn, the proprietor of the Greasy Goblin, may be able to help them in their quest to find the Wandering Door.
  • 25 - Arriving in Ardeon, the party soon learns from Dorn that Sal the Sage, a resident of Ardeon, may have information about their quest. Sal informs them that Lorick's disappearance corresponds with the first records of the Stone Doors, and that he may have been a resident of Hylar City at one time. Sal suggests either returning to Hylar City to talk to Marbles or another local wizard, Pyron.
  • 26 - The group leaves Ardeon, destined for Hylar City. Along with Sal's friend Neva, they travel via a river barge, piloted by Captain John and his crew, Cort and Sully. A terrible storm drives the barge ashore on the eastern bank of the river, and the group heads into the forest searching for shelter. They discover a keep, and eventually defeat the creatures therein.

Notes

Magic Items

  • Artemis
    • 4 vials of drow poison
    • potion of cure light wounds
  • Borlack
  • Faeryn
    • Songbook, given by Uncle Mortimer.
    • +1 Longsword, given by Lord Calduran.
    • 5 vials of drow poison
  • Garrett
    • Wand of Magic Missiles (20 charges left)
    • +1 Sling Bullets (50)
    • +1 Dagger
    • potion of cure light wounds
  • Gwyn

Other

  • Use Captain Merrill Stubing (of Love Boat fame) as a ship captain.
  • Artemis has ghoul fever.
  • 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', Owen.
  • When Krell's Raiders split up, Owen took the Wandering Door (a ruby door handle in its dormant state) to a library/abbey in Manetheren to study it. After trying unsuccessfully for 8 years to activate it, he was called away to seal the Stone Tomb, and left the Wandering Door with his notes at the abbey.
  • Owen was called away by Lorick.