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Hero Backgrounds
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Name: Lysander
Lysander comes from a great family. His father, Alexandre,
was a great and respected military leader. As a child, Lysander started learning the ways of the sword. Then ill fortune fell upon the family. Alexandre was defeated by the three headed monster,
Ovakiel, who then destroyed their city, Mornec. Alexandre was not killed, though. Lysander's family has a wrongly deserved reputation in his
home town, as they blame them for the destruction of their city. Ever since Alexandre was defeated, the name of Aristides has been a
word of scorn. Alexandre later died of shame. Lysander, his young brother Leander and his mother, Dijana, left Mornec as refuges and
went to Blackmoor. Lysander took up a life on the streets, and was forced into the militia after being arrested one too many times.
After he was released, he vowed to make a name for himself as an adventurer. He set off on the road, not knowing where it was going
to take him.
Home Community
Lysander grew up in a large town which served as regional and provincial centers its size ranges from 2,001 to 5,000 inhabitants.
Climate
Lysander feels at home in mostly flat and often cultivated by nearby settlements. Lysander grew up with cold winters, but warm
summers.
Education
Lysander learned basic wilderness survival skills. Lysander has military training, from which commoners typically become infantry or
archers, and those with higher social status become staff officers or squires. Lysander spent time on the street which taught him minor
thievery and con games.
Family
Sometimes Lysander's family had to beg for food and shelter. They own no property and income barely covers basic needs. The male
members control Lysander's family. Lysander's family trains actively in matters martial and is prepared for combat with a few days of last-minute preparation. Lysander's family has neutral ethics or no consistent family ethical direction. Whether Lysander's family is
unfairly painted as cheats or has a better reputation than they deserve, it's clear the community has the wrong idea. Lysander's
family has no specific political stance. Lysander's family has no commitment or an inconsistent family religious direction. In
general, Lysander's family is upstanding, but one or more members of family are known to be disreputable. Lysander's family are like most
laborers and servants. Lysander's father, Alexandre, was a great military leader who was eventually defeated.
Events
Lysander's father eventually died of shame after his defeat. Lysander aided in the defense of the community against raiders or a
marauding monster. As a result of some calamity, Lysander was forced to become a displaced person.
Relationships
Lysander has 1 younger brother, Leander. Lysander remembers his grandparents, but they have passed away. Lysander has 2 living
relatives. Lysander is a loner by choice or circumstance. Lysander's Father instructed him in basic skills. Lysander's family
has earned the enmity of the whole of his home town where his family name is anathema.
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Name: Ashrem
Home Community
Ashrem grew up in a large city which had more than 25,000 residents.
Climate
Whether it’s a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers.
Education
Ashrem was curious about government and how officials wielded power. In his
youth Ashrem was exposed to an unusual skill ... the secret art of
assassination. Ashrem spent time on the street which taught him minor thievery and con games.
He desired to become an assassin.
Events
Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered
many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of
his ways, Ashrem was forced to become a displaced person.
Family
For some reason, Ashrem's family’s economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the
streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend
themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's family’s actual ethics, public opinion is so ingrained about his family that it’s essentially unchangeable.
Public opinion is accurate, his family deserved its fate. Ashrem's family
hid this commitment from the public. Ashrem's family has no specific political
stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's family’s ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.
Relationships
Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem
does not remember his grandparents, since they were executed as well. Ashrem
does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with
Ashrem, Meldor of Kuhl, although Ashrem has never harmed the
sorcerer. Ashrem's believes his ways of dealing with enemies
unsettles Meldor. Ashrem has often stolen things for Meldor
that Meldor could not get the courage to acquire for himself. Ashrem
has entrusted Lysander with knowledge of a secret ritual and he feels
close to Lysander because Lysander and he were both inflicted with
Lycanthropy of the were-rat kind..
Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions
that Ashrem killed Horken's grandmother. Horken is totally oblivious
to this fact and only Lysander knows the truth.
Misc
Ashrem has a strange affinity for collecting body parts of those enemies
he has found formidable. He has a collection of mounted pieces in
his room. Visit Ashrem' Room
No one has yet to ask Ashrem why he decapitates his enemies, but it is
believed that he is searching for the beasts who murdered his
family. Ashrem has collected many heads of defeated foes.
Ashrem also likes to collect exotic poisons, this only enhances his
abilities as an assassin.
Ashrem has an affinity for platinum, and eagerly gives away all gold
and silver, especially silver, he finds. Ashrem was never one amass
wealth since he figured he can always gather, in the loosest sense, what
he needs.
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Name: Lydia
Pseudo Background
Home Community
Up to 500 halflings live in these semi permanent villages called Shire is where Lydia grew up.
Climate
Whether it’s a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Lydia feel at home. Lydia grew up with cold winters, but warm summers.
Education
Lydia learned basic wilderness survival skills. Lydia has advanced studies in a formal church setting. Includes training as an acolyte or special functionary for religious practice. Lydia learned to illustrate, sculpt, dance, or create art in other ways.
Events
War or some other disaster ruined Lydia's community. Lydia broke the law and got caught and suffered some form of punishment, or Lydia learned how to dodge the consequences and survive.
Family
Lydia was raised as part of a religious order. While Lydia's “family” didn’t have much direct income, it had access to resources through its church. The members with the most talent (usually ability in the family business) control Lydia's family. Lydia's family maintains a low level of readiness including a few weapons and an occasional discussion of how to defend against raiders or low-level monsters. Lydia's family holds to the letter of contracts and agreements. Lydia's family is a part of the system but is open to suggestions for change. As above, but Lydia's family hides this commitment from the public. Members of Lydia's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Lydia poorly as a result. Lydia's family produced a cleric of some repute.
Relationships
One of Lydia's parents has a long term illness or infirmity. Lydia has 1d4 older siblings. Lydia's father’s parents are deceased. Lydia's significant friend is dead or missing. The person who taught Lydia the most isn’t actually in Lydia's area of expertise. A fellow apprentice or student of the arcane arts develops an intense dislike for Lydia. Perhaps you were the instructor’s favorite….
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Meldor of Kuhl's Background
Meldor grew up in a quiet, farming hamlet of humans in
a relatively civilized, peaceful region of the Great Plains called Kuhl, not
too far from Greyhawk. His family, all humans, had been farmers for
generations. From watching his father and older brothers manage the farm,
and his mother and older sisters manage the house, Meldor learned the
importance of careful planning, hard work, and simple determination in the
face of adversity.
Unfortunately for Meldor, he was a very weak child,
and not physically capable of most farming tasks. He could no more guide a
plough or fell a tree than fly to the moon. On the other hand, he had
striking good looks and remarkable talent for talking his way out of trouble
or getting what he wanted. So, with some misgivings, his parents
apprenticed him to Gehru, the local village bard. Under Gehru's tutelage,
Meldor learned more about the world outside his village, honed his speaking
and acting skills, and even developed a mild flair for the dramatic, but he
never could sing or play an instrument any better than average.
It was just beginning to appear that Meldor was not
much good for anything, other than perhaps village jester, when his parents
finally confirmed to him what he had been beginning to suspect for some time
– he was not really their son. They had found him as a baby, wrapped in
swaddling clothes, on their doorstep one morning, with only a simple note
accompanying him: "May the Creator protect this child."
Plunged into an identity crisis, Meldor hid in some
nearby woods to sort things out, and there had an epiphany: the note did not
refer to Pelor, as his human parents had assumed, but to Corellon Larethian,
and Meldor's unusual looks were actually the result of having a measure of
elven blood in his veins. But he was even more surprised when the intensity
of his emotions over these sudden discoveries, catalyzed by a chance
accident, triggered his most astounding discovery – he could perform magic!
Deciding he should no longer stay in Kuhl, Meldor bade
his family and Gehru goodbye and headed for Greyhawk, with no particular
goals other than to develop his new-found magic talents and make a name for
himself. Fortunately for Meldor, he soon met up with Lord Gelban, who saw
to it that Meldor began to be trained properly as a sorcerer.
Home Community: Actually a half-elf but
thought to be human, Meldor grew up in a quiet, farming hamlet of humans in
a relatively civilized, peaceful region of the Great Plains called Kuhl, not
too far from Greyhawk.
Climate: The Great Plains have mild weather
and a temperate climate.
Education: As a child, Meldor learned about
farming and household economics. During times when he was too weak to help
with the heavy manual labor, his mother taught him to read and write. Later
he was apprenticed to Gehru, the local village bard, from whom he learned
public speaking, basic acting, a little about the world, and very little
music. After Lord Gelban took Meldor under his wing, Meldor began to learn
some basic spellcasting. Nevertheless, at the start of his adventuring
career, Meldor knew very little about magic and almost nothing about the
various monsters that inhabit the world.
Events: Meldor's early childhood was entirely
noneventful, unless you count watching fireworks at the annual Kuhl Fair.
As a youth, Meldor struggled to fit in with the guys, without much success,
although the girls usually seemed to like him. The pivotal event in his
life, of course, was his sudden, triple discovery that his parents were not
really his parents, that he is part-elven, and that he has innate magic
powers.
Family: Meldor's parents own a small house and
farm. Through careful planning, hard work, and determination, they grow
enough food and produce enough simple craftworks on the farm to support
themselves. His family has farmed in Kuhl for generations, and are
considered solid, dependable, if unexciting, folk. They have no military or
combat training, but most of the men and some of the women can wield a mean
pitchfork in a pinch. His family members are generally fair, good, and
trustworthy, although there are exceptions now and then, and the family
reputation in Kuhl reflects this track record. His family has worshipped
Pelor for as long as any of them can remember, and is apolitical. His
family is something of a "meritocracy" – respect goes to those who get the
job done most efficiently and well. His family's ancestors have been
largely forgotten.
Relationships: Meldor's parents are both alive
and healthy, tending their farm in Kuhl. Meldor does not know who his
biological parents are or anything about them, other than that one or both
of them has some elven blood, and they apparently were faithful to Corellon
Larethian. Meldor has three older brothers and two older sisters; he does
not know whether he has any biological siblings. Meldor's grandparents have
all died, but he has a fair number of cousins and other kin in the Kuhl
area. Due to his charm and generally good nature, Meldor has always made
friends easily, but has usually not been particularly close to any of them.
His closest friends are generally the members of the party with whom he has
traveled the longest, the obvious exception being Ashrem, whom Meldor finds
disturbing. Meldor does not know of any living enemies. Meldor was
instructed by Gehru, the local village bard, and later by agents of Lord
Gelban.
Miscellaneous: Meldor started his adventuring
career with a "chaotic good" alignment and a desire to worship Corellon
Larethian, largely due to his reaction to his discovery of his elven blood
and magic powers. Over time, however, he has switched to "lawful good" and
reverted back frequently to honoring Pelor, influenced both by his
upbringing and by his association with Lydia and Magnarus. He has also been
troubled by his own drift away from goodness toward neutrality, seemingly
under the pressure of the moral dilemmas so often posed by the exigencies of
adventuring.
Meldor has a definite penchant for planning and
analysis, traits that were highly respected and encouraged by his family,
and brings these talents to bear in his use of magic. Thus Meldor carries a
wide-assortment of scrolls for every occasion, almost always maintains his
concentration, and takes true pleasure in casting a well-placed,
carefully-sculpted, four-cube fireball. He tries hard to use the right
spell at the right time, and one of his favorite sayings is the single word,
"Control." He often uses the wrong spell, however, because his knowledge of
monsters is based almost solely on his own experience.
Due to his good looks, preference for finesse rather
than sheer power, and perhaps some lingering influence of Gehru, Meldor
enjoys using his diplomatic skills, specializes in enchantment spells, and
has even developed his own style of casting magic missiles with unnecessary
flair and uttering suggestion spells in rhyming couplets. Meldor looks on
Gelb's larger-than-life, dramatic antics with a mixture of admiration,
amusement, and friendly rivalry.
Meldor's leadership abilities have developed with the
experience he has gained through successful adventuring, and he currently
has four followers – one adept and three experts. Meldor sorely misses his
cohort, Horken, not only because of their mutual friendship but also because
of Horken's extraordinary defensive capabilities in combat. Meldor has
never adopted a familiar. |
Name: Ulfgar
Ulfgar comes from a long line of adventurers. He was trained as a fighter from when he was young. As he got older, though, his family
shifted into politics. Not interested in politics, Ulfgar decided to become an adventurer. A good basic fighter, Ulfgar got involved in a
quest to raid the lair of the local monster, Karthadoc. In the course of his first adventure, Ulfgar's party is all killed off
except for him and his friend, Marthek, whom Ulfgar saved from terrible peril. But, Ulfgar stole Karthadoc's Flaming Mighty Longbow
and blinded Karthadoc's left eye with it. Karthadoc vowed revenge, but couldn't catch Ulfgar. Ulfgar's family urged him to leave the
city, and he did so, happy to go on new adventures. On his travels, he learned as much as he could about archery using his new Flaming
Bow. After another adventure, he came across a small monastery. This was no ordinary monastery, though, for it was not filled with
monks. Instead it was filled with masters of the "Order of the Bow". Here he started training and became an Order of the Bow
Initiate. Filled with his new skills and knowledge, he set off adventuring again, and ended up in Brindinford...
Home Community
Ulfgar lived in a city of up to 12,000 residents, small cities are big enough to be the capitals of smaller nations.
Climate
Ulfgar feels at home in high altitude and rugged lands where vegetation is sparse above the tree line, but forests and meadows
predominate lower down. Ulfgar welcomes the cold all year long, although where he comes from seasons are still discernible. The
length of day and night changes greatly from season to season.
Education
Ulfgar learned basic wilderness survival skills. Ulfgar has military training, from which commoners typically become infantry or
archers, and those with higher social status become staff officers or squires. Ulfgar learned basic local or national history.
Events
Ulfgar contracted a lingering sickness or developed a congenital defect. Ulfgar participated in a minor adventure such as building a
homestead or working on a caravan on a new route. A significant monster, Karthadoc, threatens Ulfgar's home community and is
eventually either destroyed or driven off.
Family
Ulfgar's family owns a moderate dwelling. The family's income slightly exceeds its needs. The male members control Ulfgar's
family. Combat is a regular part of the lives of Ulfgar's family. Most adult members are veterans of some
combat, and martial weapons and training are commonplace. Ulfgar's family has neutral ethics or no consistent family ethical direction. Ulfgar's family's ethical
reputation matches their private ethics. Ulfgar's family is now a part of the political system and supports it. Ulfgar's family is
also a member of a religious order. Ulfgar's family is known as stalwart companions. Ulfgar's family is closely tied to a group
that's generally well regarded by the community, like a local church or helpful monastery. Ulfgar's Father holds a high position in the
current political system.
Relationships
Both of Ulfgar's parents are alive and healthy. Ulfgar has 2 younger siblings. Both of his grandfathers are living. Ulfgar has
10 living relatives. Ulfgar doesn't make friends easily, but Ulfgar is a good friend to those he has. Ulfgar has a few close friends. A
top-notch instructor taught Ulfgar more advanced military, religious, or arcane techniques. One local monster, Karthadoc, has chosen to
direct his hatred toward Ulfgar, because of some minor adventure Ulfgar completed. |
Name: Horken
Born in the Dwarven
province of Mrid, Horken proved to be an exceptional
youth. Enlisting in the Guard at Mrid's Gate, Horken
soon became well known for countless heroics performed
during a period of intense activity from the Karak Guun.
During this time, Horken
met Caithana, a barmaid at a tavern he frequented. One
year later they were married, and at Caithana's request,
Horken retired from the Mrid's Gate Guard early, as a
Captain.
Horken and Caithana lived
happily for three years until a particularly fearsome
attack by the Karak Guun managed to breach the Gate (a
feat the Karak Guun have managed only a handful of times
in all of recorded history)
Horken's house was burned
to the ground in the fighting, and while Horken
survived, Caithana perished. Horken slew the orcs
responsible for her death, but in his despair found
little left to keep him in Mrid. Distraught at his
beloved wife's death, Horken left Mrid, declaring
himself an outcast, unable to ever return except with
the express permission of the King.
Horken traveled for some
time, before eventually settling down again in
Brindinford with his aunt Shoomma, likewise a Dwarven
outcast. Shoomma was also, however, a master smith,
renowned throughout the Great Plains. Horken buried his
sorrow at his wife's death by learning the art of the
forge, proving himself an apt pupil under Shoomma's
teaching.
When Shoomma died under
mysterious circumstances during an attempted coup within
the city, Horken again found himself alone in the world.
Vowing to avenge his aunt, Horken decided to join the
adventuring party which had prevented the attempted coup
and driven out the fiends behind it.
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Name: Gelb Flinderhop
Gelb Flinderhop was born the only son of a merchant. Mr. Flinderhop had
high hopes for his son. The family wasn't wealthy by any standard, but
they had more coin than some noble houses, and Mr. Flinderhop wanted his
son to rise high. The military, civil service, it didn't matter
much to Mr. Flinderhop. His wish was that his son would somehow, through
word or deeds, get a foot in the door of land and title. Mr. Flinderhop,
sadly, would probably never get his wish.
When Gelb was about 13, he accidentally set the house on fire. The details
aren't important, but suffice it to say that, as a result of the incident,
Gelb was discovered to have some latent talent for magic. Mr. Flinderhop
was overjoyed by the news, and arranged for Gelb to attend an
exclusive wizard's academy.
Sadly, Gelb did not flourish in the structured environment of the
academy. Indeed, he earned a reputation for laziness, and had a penchant
for practical jokes. Gelb was more concerned with entertaining his
classmates than practicing his spells. He managed to learn the basics in
his one and a half years at the academy, but, much to his father's dismay,
he did not distinguish himself for anything other than tomfoolery. When he
and his best friend, Jert Angelhort, somehow
managed to inadvertently summon a dire rat into the headmaster's study
(they were trying to steal a flask of the headmaster's brandy; it's a long
story) Gelb decided it was best that he head out on his own. Gelb left the
academy. He got a job working in a tavern, and continued to learn bits and
pieces of magic lore from passing wizards. Indeed, it's surprising how
much you can learn from drunken mage, and Gelb learned quite a lot. It was
also during this time that Gelb
learned to sing and play the lute, and to tell tall tales, and party with
the best of them. He would put on shows combining magic tricks with music.
He got many compliments on his magic, but much fewer on his singing...
Eventually, Gelb honed his wizardly skills enough that he was able to
take odd jobs here and there. He became an "adventurer" of
sorts. Gelb, as he'll eagerly tell you, has seen many things and done many
quests. Half of his boasts and stories might even be true. And this leads
us to the present:
Gelb Flinderhop. A true renaissance man. A singer, a poet, and a
wizard. (and a carouser, and a dandy, and occasional exaggerator). |
Name: Magnarus
Pseudo Background
Home Community
Magnarus lived in the smallest community that supports a number of craftspeople. The population ranges from 401 to 900.
Climate
Magnarus' home included swamps, moors, and other low, wet areas. Magnarus grew up with cold winters, but warm summers.
Education
Magnarus learned basic wilderness survival skills. Magnarus learned an unusual trade such as bookkeeping or the law. Magnarus studied comparative cultures of other races, or other nationalities.
Events
Magnarus was born under a strange moon, a comet in the sky, or some other phenomenon. Magnarus participated in a minor adventure such as building a homestead or working on a caravan on a new route.
Magnarus' home community has a crisis which could included structural problems like earthquake, climate shifts, famine, or repeated waves of plague.
Family
Magnarus was raised as part of a arcane order. While Magnarus' “family” didn’t have much direct income, it had access to resources through the magic of wizards and sorcerers likely provides the resources. One branch of
Magnarus' family follows one leadership structure, and one or more others follow a different structure. Most of
Magnarus' family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home.
Magnarus' family is known for involvement in the community and acting to help others.
Magnarus' family is a part of the system but is open to suggestions for change.
Magnarus' family has a historical conflict with followers of a particular deity (player decides which) assumed to be disreputable. Individuals are treated without regard to
Magnarus' family name. Magnarus' family is closely tied to a group that’s generally well regarded by the community, like a local church or helpful monastery.
Magnarus' family’s ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.
Relationships
Both of Magnarus' parents are deceased, and the player chooses how the parents passed away. Magnarus has
3 older siblings and 1 younger siblings. Magnarus remember his grandparents, but they have passed away. Magnarus has
7 living relatives. Magnarus' significant friend is dead or missing. A favorite instructor of note has requested an oath or service from Magnarus (describe the oath or service). Magnarus has no known enemies, yet.
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Name: Holg
Pseudo Background
Home Community
Holg comes from a town large enough to appear on most maps which has a population somewhere near 2,000.
Climate
Holg grew up in a subterranean community far beneath the surface world.
Education
Holg learned how to read and write. Holg has apprenticed with a political or bureaucratic functionary. Holg read poetry and prose extensively, and Holg has some skill in composition.
Events
Holg saw a horrible crime or violent event. Holg served his faith in a minor capacity perhaps including a minor vow or oath. An armed conflict engulfs Holg's community. This can be a traditional war, a revolution, or an invasion by a monstrous host.
Family
Sometimes Holg's family had to beg for food and shelter. They own no property and income barely covers basic needs. Holg's family is lead by an outsider; liege lord or other person to whom the family has sworn support. Most of Holg's family members are versed in basics of using clubs, spears and knives in self-defense and defense of the family home. Holg's family has neutral ethics or no consistent family ethical direction. Family policy has changed for better or worse, but Holg's family’s reputation has not yet been affected. Interesting question: How did the policy change, and why? Holg's family supports the current political structure and rulers. Holg's family is deeply committed to a patron deity (you choose which one). Holg's family is known to produce upstanding individuals but has an occasional bad apple. Holg's family are like most laborers and servants.
Relationships
Holg's parents are lost or unknown. Holg may learn more about them in a future adventure, of course. Holg has 1d4 older siblings. Holg's father’s parents are deceased. Holg has no living relatives beyond the ones already mentioned. A favorite instructor of note has requested an oath or service from Holg (describe the oath or service). A fellow apprentice or student of the arcane arts develops an intense dislike for Holg. Perhaps
he was the instructor’s favorite….
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Name: Nick Delozier
Pseudo Background
Home Community
Nick Delozier's grew up in an encampment. Most elven camps are at least semi-nomadic and support between 10 and 50 elves.
Climate
Highlands, cliff dwellings, and any other rugged terrain makes Nick Delozier feel at home. Nick Delozier grew up with cold winters, but warm summers.
Education
Nick Delozier was curious about money or government. Nick Delozier helped plant, weed, and harvest a crop. Nick Delozier studied political philosophy.
Events
Nick Delozier saw a horrible crime or violent event. A significant monster or villain threatens Nick Delozier's home community and is eventually either destroyed or driven off.
Family
After fleeing some calamity or war, Nick Delozier's family owns nothing and has no regular income. The members with the most talent (usually ability in the family business) control Nick Delozier's family. Nick Delozier's family relies on outside protection such as guards or mercenaries. Nick Delozier's family holds to the letter of contracts and agreements. Whether Nick Delozier's family is unfairly painted as cheats or has a better reputation than they deserve, it’s clear the community has the wrong idea. Nick Delozier's family supports the current political structure and rulers. As above, but Nick Delozier's family hides this commitment from the public. Individuals are treated without regard to Nick Delozier's family name. Nick Delozier and family are settlers or refugees in the community.
Relationships
Nick Delozier's parents are lost or unknown. Nick Delozier may learn more about them in a future adventure, of course. Nick Delozier is an only child Player choose which of Nick Delozier's one grandparent is living. Nick Delozier has other relatives out there somewhere, but doesn’t know who or how many. Nick Delozier has several friends who are companions or associates but who aren’t intimately close. Nick Delozier wronged someone (either actually or only in that person’s imagination) in a social or business context.
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Name: Saranus
A peace loving gnome who does nothing but sings.
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Name: Char
The daughter of Rilatin the Infernalist and one of his
human-concubines, Char was singled out at an early age for the exceptional
inborn magical abilities that she possessed.
Taken into Rilatin's tutorage, Char rapidly began to master the magical
arts, especially that of the school of Evocation, which her master
favored. Her childhood years were spent in continuous study under Rilatin.
In his keep she remained, never being permitted to leave.
Char's potential, however, was more than even Rilatin had dreamed.
Enticed by her beauty and budding power he soon sought to claim her as his
consort.
It was not long, however, before being consort to her father and mentor
began to have a detrimental effect on Char’s
psyche. She began to spend long hours in the keep’s
extensive libraries, studying ancient volumes which even Rilatin feared to
read. Unknowingly surpassing Rilatin in knowledge and power, Char soon
became obsessed with one particular tome that contained formulae
suggesting the existence of creatures beyond the boundaries of the
multi-verse itself. As her studies intensified her power began to grow
exponentially, and with each bit of knowledge gained another bit of her
sanity was lost.
A few years into their curious relationship Rilatin began to grow
intensely jealous and fearful of his young lover’s
ever growing power. Unwilling to allow himself to be surpassed as the
penultimate Sorcerer in Theralu' acli, he decided to eliminate his lover
and daughter while he could still overpower her. Knowing she would like be
warded against magical assault, Rilatin chose instead to utilize the
deadly Cunoxiuos Poison, distilled from the spores of Vapon mushrooms.
Cunoxious Poison is exceptionally rare, its actual existence in fact
doubted by some. In small doses Cunoxious simply produces hallucinations
of a maddening and terrifying nature for a short period of time. But a
large enough dose can easily drive an imbiber into a catatonic state,
tormented by horrifying visions for the rest of their days.
Placing the poison in Char’s
evening drink he sat back and waited expectantly for the scene to unfold.
With relish he imagined her fevered screams as her hallucinations overcame
her. However, when she ingested the poison, something peculiar occurred.
As the hallucinations came to her, she was not frightened but instead
considered them curiously. She found herself captivated by them, as
fantastic images began to dance in her head and whisper dark secrets in
her ear. Pushing down the cacophony, she began to look curiously at the
only man she has ever known in her life. Without hesitation she struck
down her father, master, and lover, the Drow Sorcerer Rilatin the
Infernalist.
Freeing his slaves and leaving his keep to burn, Char left Theralu'
acli, never to return again.
|
Setting Background
The Great Plains: A large expanse of land, spotted throughout not
only by the great City-States, but also small patches of forest, Druidic
grove, and small hamlets. Much of the known world consists of the Great
Plains. Indeed, the Plains stretch from Greyhawk to the Kalkist
Mountains, as well as encompassing the Ne'hael Sea and lands beyond.
The Plains are bordered on the South by the Elven Forest, a wholly
different kind of forest than those who live on the Plains are used to.
To the North and West the Plains are bordered by the Waste, a desolate
desert that stretches for many miles. The Eastern half of the Plains
contains the majority of the great City-States, and is generally
considered to be one of the bastions of culture in the world. The
Western half of the Plains is much more agricultural, with small towns
and hamlets slowly giving way to the Waste. Temperate, the weather is
often rather mild on the Plains.
Ne'hael Sea: A large freshwater sea only two walking days away from
Greyhawk, the Ne'hael Sea is one of the only bodies of water in the
nearby area. Vessels sail back and forth across its waters, speeding
travel across the central Great Plains. The Ne'hael Sea evenly splits
the Great Plains in half, and is one of the distinctions between the
area controlled by the City-States and the areas slowly being abandoned
to nature.
Named for a legend involving the forbidden love between a Succubus
and a Paladin, the Ne'hael Sea supposedly houses some ancient relics at
its bottom, but those who have dared to delve its depths have never
returned.
Kalkist Mountains: Bordering the Great Plains to the East, the
Kalkist Mountains have always been the home of the Dwarven people. High
and craggy, most of the Kalkist peaks are ringed in snow year round.
Deep within the Mountains the Dwarves mine veins of rich ore, and forge
their chains of Mithril. Little known to most folk, is that the Dwarves
are not the only inhabitants of the Mountains. Many other subterranean
species inhabit the Underdark, a series of caverns that not only
crisscross throughout the Mountains, but backtrack underneath the Great
Plains themselves.
Within the Underdark, a constant war is fought for dominance, between
the myriad of races that live there. Other things live deeper still
within the ground, some creatures of darkness unimaginable, some of
light undefeatable. Whenever one is unburied, however, it surely means
large scale change is coming.
Beyond the Kalkist the lands once again flatten out into more plains,
but these are generally not considered part of the Great Plains
themselves. The plains beyond the Kalkist are more rocky than the
fertile lands of the Great Plains, and they are home of the Karak Guun,
or "Great Orcs" in that harsh tongue.
Karak Guun: A nomadic, barbaric people, the Karak Guun are almost
constantly at war with themselves. Occasionally a few bands have
attempted to push their way through the Kalkist, but they have always
been stopped by a combination of the City-States and the Dwarven
Kingdoms.
The Dwarves have proven less successful in defending against the
Karak Guun alone, however. While the Karak Guun prefer the open land of
their home to the underground Kingdoms of the Dwarves, more than one
Dwarven City has found itself abandoned at the pounding of the Karak
Guun War-Drums, and more than one Dwarven Thane has found his head
impaled upon the point of a Karak Guun spear.
Elven Forest: The Southern border to the Great Plains has often been
something of a mystery to the people of the Plains. Few who enter ever
return, even the Elves who inhabit the Plains. Supposedly the Elves of
the Forest are feral. The wood itself is rumored to be an Eldar Wood,
one of the first forests of the world, perhaps the only one left.
A few settlements have been built within its confines in recent
years, as settlements had been built there in years past. Trade with
such settlements is often slow, and news from what villages exist is
often slower still. Whether the Elves of the Forest have come to some
agreement with the settlers, or they simply lack the strength to drive
them out is unknown and only helps to make the Forest even stranger to
your common Plainsman.
Greyhawk: One of the biggest and strongest of the City-States of the
Great Plains, Greyhawk holds its massive strength mostly on account of
two things. Greyhawk's ruling council of Merchant Lords provides the
City with considerable economic power and abilities. Secondly, the
Salindane, Greyhawk's Guild of Magi, provide them with terrifying power
in battle. After the massacre at Rendath Ford, no one has challenged
Greyhawk in open conflict for a decade.
Brindinford: One of the second biggest of the City-States, and
something of an ally to Greyhawk, Brindinford is ruled by a familial
line, the head of whom is titled Duke. Renowned as the current home of
the Church of Pelor's head, Brindinford attracts a lot of negative
attention. Recently, Brindinford managed to repel an attempted invasion
by extradimensional forces with the aid of Meldor of Khul, Lysander of
Blackmoor, Ulfgar, Ashrem, and Lydia of Pelor.
Extradimensional Forces: The most learned of Sages and Magi can tell
you that beyond our Plane lies other shades of reality, other Planes of
existence. What few of them know, much less understand, is that those
said "Outer Planes" are only the beginning. Beyond even them
lies a place so twisted and foreign to a rational mind that even naming
it a place is a mistake.
Home to beings of horrific image and unknowable motive, only the
insane even consider dabbling within its domain.
One commonly known fact about these realms is that the beings known
commonly as Mind Flayers, or Illithid among the learned, originate in
some way here. Often entering into the Material world for unknown
regions, forces Good and Evil often hunt these creatures down
ruthlessly. For when dealing with the Outer Regions, Good and Evil do
not matter. It is simply Sanity, or Madness.
The Waste: A desert of sorts, the Waste is mile upon mile of barren
stone that stretches as far as the eye can see both North and West.
Created, so legend claims, during a battle between the great Dragon
Ashardalon and the Druid Dydd, the Waste has proved uncross able time
and time again. Even the Salindane have failed in their attempts to move
past it, blocked by a strange magical effect emanating somewhere within
the Waste. Whatever it is, it has puzzled their greatest minds, and is
still a curiosity today.
The Northern parts of the Waste often get quite frigid in Winter,
much more so than other regions of the Plains. Snow is not unknown,
despite the general lack of rain in the warmer seasons. One of the
better known (although still quite obscure) landmarks of the Waste was
Nightfang Spire, a towering piece of rock molded in between two sheer
cliffs. Lying a short way into the Waste, Nightfang Spire recently
resurged back to life, an unknown master taking control. A noble band of
adventurers managed to slay him within his home, however, and lift his
vile curse. Few people on the outside world noticed such events,
although it was of interest to Sages and Magi. Nightfang Spire had long
presented a bastion of knowledge that any Sage would eagerly jump at a
chance to learn. Blackwing, the Dragon who had lived there had kept all
unwanted visitors away, however. |
Adventure 1
|
After receiving another letter begging for
help, as well as reporting sightings of large ominous flying creatures,
everyone set out for the small town of Blasingdell and the Glitterhame.
Roughly two days out from Greyhawk, Ashrem suddenly received a
message from a friend, warning him that a band of assassins had been
seen leaving Greyhawk after them. The party took a few extra precautions
but traveled on.
Two days after that, four days total since the party had left
Greyhawk, everyone was setting up camp. Lydia had wandered into the
forest to pray to Pelor when a hawk suddenly dove from the trees,
attacking Ulfgar.
Two invisible men appeared and struck at Ashrem and Meldor. Combat
quickly broke out, but the two men were not alone. The hawk scratched
Ulfgar, bestowing a curse of unluck upon him.
The half-elf attacking Meldor proved resistant to Meldor and Char's
spells, and quickly began to wound Horken who had moved to protect
Meldor.
A large creature of astral matter suddenly appeared and charged
Magnarus, while two spell casters stepped from behind the trees.
Char summoned a celestial bison to combat the large astral construct
while the man fighting Ashrem turned invisible. He appeared a few
seconds later next to Horken, and proceeded to viciously strike at
Horken's vitals.
One spell caster launched a spell towards Gelb, causing a large
monster to suddenly appear before him. Bending downwards, it began to
eat him and Gelb suddenly fell over dead, from fear.
The other spell caster began causing huge explosions of fire to
detonate within the party, burning several members badly.
Magnarus managed to heal Horken of all his injuries, as Meldor
managed to confuse the two warriors attacking him. Meldor followed that
by throwing several balls of lightning to engulf all four attackers. The
construct, as well as one of the warriors and one of the spell casters
fell, but that left two more.
Ashrem fired at the remaining warrior as he charged forward and the
assassin finally fell.
When the group turned to the late spellcaster, however, he had
vanished.
Magnarus moved to get a better view when suddenly the last assassin
reappeared at the other side of the party. Letting loose a wave of
mental energy, Char, Meldor, and Horken suddenly found themselves
reeling in pain.
Ulfgar managed to shake it off, however, and quickly placed two
arrows into the spellcaster, despite his curse. Searching the bodies,
the party spent some time dividing up the large amount of loot, and the
next day Magnarus brought Gelb back to the world of the living, albeit
weakened.
The next few days passed unevntfully as the party continued to divy
up the large amount of potions and scrolls found on the dead assassins.
Finally reaching Blasingdell the aprty found it in ruins. After
questioning the mayor, as well as an old woman who had seen the flying
monsters, the party decided to hold an impromtu fair of sorts, with
several party members singing, telling stories, preaching, or putting on
firework shows, all in the effort of cheering the towns people up.
The plan worked and the towns people appeared greatly relieved. Gelb
spent much of this time identifying the rest of the assassins gear and
again time was spent dividing it up.
Finally, three days after arriving in town, the group set off for the
Glitterhame, without Lydia, who revealed that she would be leaving the
group to start a temple in Blasingdell.
At first Ashrem and Meldor could only vaguely remember the
Glitterhame, but once inside everything came rushing back.
Moving through rooms of no longer unworked stone, the group entered
into a large fungal cavern. Meldor and Ashrem remembered that once this
cavern had housed gricks, and that Ashrem had nearly died when they
attacked.
They also noticed a mine shaft leading down that had not been there
before. Heading down, the group walked for several hours. After a while,
the mine shaft changed from smooth worked stone into a more natural
cavern, still heading downwards.
Deciding to not follow the cavern, the party back tracked, and went
to the door leading to the dwarven residence.
Examing the throne room, kitchen, forge, and sleeping quarters
revealed that indeed dwarves had returned to the Glitterhame, but that
none were there now. They did not appear to have left in a hurry,
however, and the party was begining to think solving this mystery would
be harder than they thought when Char's bat familiar, Fluffy, started
squeeking.
"Uh, Mistress, the bats up there say the dwarves left a couple
of days ago."
The fact that Fluffy could talk to other bats quickly led to an
indirect questioning of the bats by Meldor, but they seemed to know
nothing aside from the dwarves being absent.
Remembering that there were bats in the mine shaft, Gelb lent Char
his flying carpet so that she could quickly go back down and see.
And indeed, the dwarves had all passed that way. The party now knew
where the dwarves had gone. It was just a matter of finding them ... |
Adventure 2
|
After finding out where the Dwarves had
disappeared to, the party camped out in one of the abandoned Dwarven
bedrooms before moving back to the mine shaft.
Plunging downwards, the party traveled for miles, rapidly leaving the
worked area of the mine shaft and reaching the natural caverns of the
Underdark.
Walking through the seemingly endless darkness, the party finally
stumbled upon a large, natural cavern. And were summarily ambushed by
archers within the darkness.
Ulfgar charged forward as others cast multiple defensive magics, and
quickly moved within sight of the attackers. They were large, humanoid
bats. Ashrem and Ulfgar peppered them with crossbow bolts and arrows,
respectively, while Gelb, Meldor, and Magnarus blasted them with spells.
More of the bat creatures jumped down from a ledge above, and began
to attack Ulfgar with strange staff weapons while arrows continued to
rain down from above.
More spells and arrows from the party quickly slayed the beasts on
the ground, however, the ones on the ledge retreated upwards, just in
time to escape Magnarus's Blade Barrier.
Fluffy, Char's familiar, flew up and found that a rope was hanging
from an opening in the ceiling. Refusing to enter himself, Fluffy
returned to Char's shoulder as Ulfgar, invisible, climbed up the rope.
At the top he found two remaining bat creatures, and both began
attacking them. Letting go of the rope, Ulfgar fell, turning into a hawk
as he did.
Meldor launched a Fireball up into the room while Ashrem began
climbing along the walls towards the opening. Suddenly, one of the bat
creatures called down. "I give up. Don't kill me!"
After a brief amount of distrust, the bat creature descended down the
rope. It came from a city deeper into the Underdark, which it simply
called "the Enclave". He admitted he was a slaver, and had
recently enslaved a number of dwarves.
Sensing his lifespan growing increasingly short as Belkas began
complaining about being hungry, the slaver suddenly released an ear
splitting scream, stunning Char, Magnarus, and Ulfgar. Then turning
about, he bounded down the ledge and began to run on all fours for the
end of the cavern. Horken and Gelb fired after him but he made it to the
end of the hall and escaped.
Meanwhile Ashrem had entered into the room at the top of the rope,
and found three prisoners against the wall. Two humans and another bat
creature, all unconscious and bound by chains. Picking the locks holding
the humans in place and slitting the throat of the unconscious bat, he
then turned to the pile of equipment and money in the corner of the
room, and started dumping it out of the hole.
As the Magnarus came to, he activated his Winged Boots and flew up
the hole into the room above, intending to heal any prisoners up there.
Gelb meanwhile hopped onto his Carpet of Flying and flew after the
slaver, Ulfgar in hot pursuit in hawk form.
Ulfgar rounded the corner in time to see Gelb hop down from his
carpet and systematically mutilate the dead slaver, stabbing it
repeatedly with his sword, which seemed to faintly glow a deep, blood
red.
Magnarus healed the two humans, who revealed themselves as Dekkar and
Chin, a pair of adventurers captured by the slavers. As to the identity
and fate of the enslaved bat, no one seemed to care.
Gathering their belonging from the equipment now lying dented and
scratched on the ledge eighty feet below, the group, now two members
larger, gathered together and proceeded deeper into the Underdark.
More miles passed as the group trudged through the darkness, and
Horken guessed the party's overall depths as several miles under the
ground.
And then the party discovered the city. Situated in an immense
cavern, the city was wrecked, with all of its buildings lying in rubble
and buried under piles of rock. Except for one building seemingly left
mostly intact towards the center of the city.
Approaching, the party saw evidence of markings once there but long
worn away. The doorway was open (the doors seemingly having rotted into
nothing) but the entire building was tilting at an extreme angle. After
a brief discussion the party entered.
A short stairway led to a raised area, while the northern side of the
building seemed to be completely flooded. Detecting Magic, Meldor and
Horken moved towards the water, and were caught completely off guard by
the two creatures within. Large hulking crustacean like monsters with
tentacles hanging from their mouth, they emerged from the water with
their claws snapping forward towards Meldor and Horken.
Chin struck one with his Stunning Fist, causing it to stop, while the
other one struck Meldor. Jumping in the way, however, Horken placed
himself in the way of the beast's claw and was grabbed.
Suddenly three more bat creatures attacked, two coming from on top of
the stairs and the third utilizing a pathway to the right of the group.
Unleashing bone shattering screams, they quickly wounded several party
members.
Meldor, Char, Gelb, and Magnarus quickly unleashed spells, blasting
the bat-men while Dekkar moved forward and quickly cut the creature
holding Horken to pieces. Chin engaged the other crustacean and wounded
it severely.
Several more spells, combined with Ashrem and Ulfgar's bolts and
arrows fell two of the bat creatures, the third turning and running back
up the stairs.
Healing momentarily, the party followed, with Char in the lead.
Suddenly, a trap door opened underneath of Char and she plunged downward
into water.
Thinking fast, she incanted an Alter Self, and grew a pair of gills
to allow her to breath. Safer, she began to look about, seeking escape.
Meanwhile, up top the trap door Char had fell through had been
propped open by Meldor. Underneath was simply a small pit, however. Gelb
flew down on his carpet and began to seek some hidden passageway.
Finding that the floor of the pit was another trap door, Gelb opened it,
using one of Meldor's pitons to hold it that way.
Char, seeing a small amount of light swam forward and began to push
on the strange object blocking her escape. Gelb, feeling something
clawing on his carpet, quickly flew up. Realizing it was only Char, he
dove back down and pulled her up.
After seeing that she was fine, the party asked if anything had been
down there. Char explained she hadn't really looked around, and suddenly
decided to head back in.
Swimming about she moved towards some bones in the southern end of
the room when suddenly something large hit the door leading out.
Realizing that being alone underwater with something else, possibly a
big something else, was not a safe place to be, Char quickly left with
Gelb again.
Seeing the danger of any more pit traps, Ashrem moved forward and
easily found two more.
Stepping cautiously around, the party entered a large room with two
more bat creatures standing towards the center. Behind them were a large
number of bat creatures, lizard men, and dwarves, chained together and
digging through rubble.
Holding their arms open, the bat creatures called out in their
peaceful intentions, inviting the group into the room. Giving them
general directions to the Enclave, they seemed eager to make the party
leave.
However, as they began to abuse the slaves, the party became hostile,
with Gelb suddenly releasing a Lightning Bolt (zapping several prisoners
while he was at it)
The two bat creatures barely had time to react as Ashrem deftly shot
two bolts through one of the creature's eyes and Meldor Held the other.
That was when the Beholder floated up from the stairwell leading
down.
(DM attempted to call game a night. Player's rioted. DM laid smack
down.)
The Beholder quickly began to spin about, rays firing in all
directions. Dekkar collapsed to the ground sleeping, while Char began
exclaiming that it was her friend and to leave it alone.
Chin snapped the neck of the held bat while Ulfgar was turned to
stone and Ashrem began to float into the air. Gelb launched an Acid
Arrow and Ashrem shot the Beholder with several bolts, just before Char
ran forward and turned it invisible. Ashrem was dropped from 20
feet in the air.
Dekkar woke suddenly, before the Beholder's death ray killed him,
while Meldor and Horken turned invisible, by spell and potion. Following
their example, Ashrem downed his own potion of Invisibility while Chin
rushed forward to engage Char in combat, attempting to stun her.
Ashrem moved forward and struck Char in the back of the head with a
poisoned dagger, while Chin continued to pound on her, pummeling her
into unconsciousness. What is it with Monks
and attacking their own party members?
Gelb suddenly turned to stone, and besides the slaves, the only
people in the room seemed to be Magnarus and Chin.
Suddenly Meldor, having casted a See Invisibility, launched a Cone of
Cold at the Beholder, catching it full on. Freezing completely, it
plummeted to the ground where it landed upon several of the slaves.
So things aren't looking too good for the group. Two stoned party
members, one dead. In addition, nearly everyone is down a LOT of spells.
Hope all of those slaves are really 20th level Clerics in disguise eh? |
Adventure 3
|
After finding out where the Dwarves had
disappeared to, the party camped out in one of the abandoned Dwarven
bedrooms before moving back to the mine shaft.
Plunging downwards, the party traveled for miles, rapidly leaving the
worked area of the mine shaft and reaching the natural caverns of the
Underdark.
Walking through the seemingly endless darkness, the party finally
stumbled upon a large, natural cavern. And were summarily ambushed by
archers within the darkness.
Ulfgar charged forward as others cast multiple defensive magics, and
quickly moved within sight of the attackers. They were large, humanoid
bats. Ashrem and Ulfgar peppered them with crossbow bolts and arrows,
respectively, while Gelb, Meldor, and Magnarus blasted them with spells.
More of the bat creatures jumped down from a ledge above, and began
to attack Ulfgar with strange staff weapons while arrows continued to
rain down from above.
More spells and arrows from the party quickly slayed the beasts on
the ground, however, the ones on the ledge retreated upwards, just in
time to escape Magnarus's Blade Barrier.
Fluffy, Char's familiar, flew up and found that a rope was hanging
from an opening in the ceiling. Refusing to enter himself, Fluffy
returned to Char's shoulder as Ulfgar, invisible, climbed up the rope.
At the top he found two remaining bat creatures, and both began
attacking them. Letting go of the rope, Ulfgar fell, turning into a hawk
as he did.
Meldor launched a Fireball up into the room while Ashrem began
climbing along the walls towards the opening. Suddenly, one of the bat
creatures called down. "I give up. Don't kill me!"
After a brief amount of distrust, the bat creature descended down the
rope. It came from a city deeper into the Underdark, which it simply
called "the Enclave". He admitted he was a slaver, and had
recently enslaved a number of dwarves.
Sensing his lifespan growing increasingly short as Belkas began
complaining about being hungry, the slaver suddenly released an ear
splitting scream, stunning Char, Magnarus, and Ulfgar. Then turning
about, he bounded down the ledge and began to run on all fours for the
end of the cavern. Horken and Gelb fired after him but he made it to the
end of the hall and escaped.
Meanwhile Ashrem had entered into the room at the top of the rope,
and found three prisoners against the wall. Two humans and another bat
creature, all unconscious and bound by chains. Picking the locks holding
the humans in place and slitting the throat of the unconscious bat, he
then turned to the pile of equipment and money in the corner of the
room, and started dumping it out of the hole.
As the Magnarus came to, he activated his Winged Boots and flew up
the hole into the room above, intending to heal any prisoners up there.
Gelb meanwhile hopped onto his Carpet of Flying and flew after the
slaver, Ulfgar in hot pursuit in hawk form.
Ulfgar rounded the corner in time to see Gelb hop down from his
carpet and systematically mutilate the dead slaver, stabbing it
repeatedly with his sword, which seemed to faintly glow a deep, blood
red.
Magnarus healed the two humans, who revealed themselves as Dekkar and
Chin, a pair of adventurers captured by the slavers. As to the identity
and fate of the enslaved bat, no one seemed to care.
Gathering their belonging from the equipment now lying dented and
scratched on the ledge eighty feet below, the group, now two members
larger, gathered together and proceeded deeper into the Underdark.
More miles passed as the group trudged through the darkness, and
Horken guessed the party's overall depths as several miles under the
ground.
And then the party discovered the city. Situated in an immense
cavern, the city was wrecked, with all of its buildings lying in rubble
and buried under piles of rock. Except for one building seemingly left
mostly intact towards the center of the city.
Approaching, the party saw evidence of markings once there but long
worn away. The doorway was open (the doors seemingly having rotted into
nothing) but the entire building was tilting at an extreme angle. After
a brief discussion the party entered.
A short stairway led to a raised area, while the northern side of the
building seemed to be completely flooded. Detecting Magic, Meldor and
Horken moved towards the water, and were caught completely off gaurd by
the two creatures within. Large hulking crustacean like monsters with
tentacles hanging from their mouth, they emerged from the water with
their claws snapping forward towards Meldor and Horken.
Chin struck one with his Stunning Fist, causing it to stop, while the
other one struck Meldor. Jumping in the way, however, Horken placed
himself in the way of the beast's claw and was grabbed.
Suddenly three more bat creatures attacked, two coming from on top of
the stairs and the third utilizing a pathway to the right of the group.
Unleashing bone shattering screams, they quickly wounded several party
members.
Meldor, Char, Gelb, and Magnarus quickly unleashed spells, blasting
the bat-men while Dekkar moved forward and quickly cut the creature
holding Horken to pieces. Chin engaged the other crustacean and wounded
it severely.
Several more spells, combined with Ashrem and Ulfgar's bolts and
arrows fell two of the bat creatures, the third turing and running back
up the stairs.
Healing momentarily, the party followed, with Char in the lead.
Suddenly, a trap door opened underneath of Char and she plunged downward
into water.
Thinking fast, she incanted an Alter Self, and grew a pair of gills
to allow her to breath. Safer, she began to look about, seeking escape.
Meanwhile, up top the trap door Char had fell through had been
propped open by Meldor. Underneath was simply a small pit, however. Gelb
flew down on his carpet and began to seek some hidden passageway.
Finding that the floor of the pit was another trap door, Gelb opened it,
using one of Meldor's pitons to hold it that way.
Char, seeing a small amount of light swam forward and began to push
on the strange object blocking her escape. Gelb, feeling something
clawing on his carpet, quickly flew up. Realizing it was only Char, he
dove back down and pulled her up.
After seeing that she was fine, the party asked if anything had been
down there. Char explained she hadn't really looked around, and suddenly
decided to head back in.
Swimming about she moved towards some bones in the southern end of
the room when suddenly something large hit the door leading out.
Realizing that being alone underwater with something else, possibly a
big something else, was not a safe place to be, Char quickly left with
Gelb again.
Seeing the danger of any more pit traps, Ashrem moved forward and
easily found two more.
Stepping cautiously around, the party entered a large room with two
more bat creatures standing towards the center. Behind them were a large
number of bat creatures, lizard men, and dwarves, chained together and
digging through rubble.
Holding their arms open, the bat creatures called out in their
peaceful intentions, inviting the group into the room. Giving them
general directions to the Enclave, they seemed eager to make the party
leave.
However, as they began to abuse the slaves, the party became hostile,
with Gelb suddenly releasing a Lightning Bolt (zapping several prisoners
while he was at it)
The two bat creatures barely had time to react as Ashrem deftly shot
two bolts through one of the creature's eyes and Meldor Held the other.
That was when the Beholder floated up from the stairwell leading
down.
The Beholder quickly began to spin about, rays firing in all
directions. Dekkar collapsed to the ground sleeping, while Char began
exclaiming that it was her friend and to leave it alone.
Chin snapped the neck of the held bat while Ulfgar was turned to
stone and Ashrem began to float into the air. Gelb launched an Acid
Arrow and Ashrem shot the Beholder with several bolts, just before Char
ran forward and turned the beholder invisible.
Dekkar woke suddenly, before the Beholder's death ray killed him,
while Meldor and Horken turned invisible, by spell and potion. Following
their example, Ashrem downed his own potion of Invisibility while Chin
rushed forward to engage Char in combat, attempting to stun her.
Ashrem moved forward and struck Char in the back of the head, while
Chin continued to pound on her, pummeling her into unconsciousness.
What is it with Monks and attacking their own party members?
Gelb suddenly turned to stone, and besides the slaves, the only
people in the room seemed to be Magnarus and Chin.
Suddenly Meldor, having casted a see invisibility spell, launched a
cone of cold at the Beholder, catching it full on. Freezing completely,
it plummeted to the ground where it landed upon several of the slaves.
So things aren't looking too good for the group. Two stoned party
members, one dead. In addition, nearly everyone is down to a few spells.
Hope all of those slaves are really 20th level Clerics in disguise eh? |
Adventure 4
|
Finding himself stranded in Brindinford,
Meldor despaired momentarily. Suddenly, inspiration struck, and with a
small curve of his fingers, he found himself again hurtling through the
Astral plane, to arrive jarringly at the Temple of Lolth, back in the
ruins of Chael-Rekshaar.
Reunited with the party, he informs them that the gold has been
"deposited" and that everyone is now free to continue on. Gelb
decides to explore the stairs leading down first, and the party soon
works their way back to them.
Walking down the stairs, the party quickly encounters water.
Considering the small underwater grotto in the north-western corner of
the temple, and Char's brief underwater adventure through the trap door,
everyone concludes that the bottom floor must be entirely underwater.
Plans for aid in swimming and breathing are considered, but in the end
abandoned.
Deciding to instead explore the top floor first, Gelb unrolls his
carpet and quickly flies up to the hole in the ceiling. Shortly before
getting there, however, he spots two Desmodu waiting right next to the
hole.
Turning about and flying back down, Gelb lands and calls out to the
Desmodu.
"Hey! What are you doing up there?"
A brief conversation is held. The Desmodu admit they are guarding the
upper floor from the "temple thieves". They refuse to come
down, and likewise refuse to let the party up.
Further discussion is held, and then combat breaks out. Gelb, Char,
and Meldor quickly begin launching destructive spells through the hole
as Dekkar, Ulfgar, and Ashrem fire upwards.
Desmodu begin pouring from the hole, followed quickly by another
Beholder! But the Beholder barely has an eye ray off before it is
brought low by combined spell, arrow and bolt.
Finally, Desmodu stop appearing, and a lone voice shouts out from
above. "I give! Don't kill me and I will talk!"
A charred Desmodu appeared from the hole, and approached the party.
Under Gelb and Meldor's questioning, he revealed much of what was
going on. The Desmodu had long ago nearly been wiped out by the Drow of
Chael-Rekshaar. In a last ditch effort, the Desmodu Magi had somehow
managed to level the city of Chael-Rekshaar, at the cost of sealing the
Desmodu Enclave away from the outside world.
When the earthquakes started happening, the Enclave became unsealed,
and the Desmodu once again found themselves able to venture into the
outside world.
Just as he began to relate something about fire, Ashrem suddenly
stabbed him in the back, finishing off the already wounded Desmodu.
Moving upstairs, Meldor and Char began to magically clean several
books after looting a few magical items.
Ashrem and Gelb moved on down a hallway while Meldor and Char read
up. With a little searching, and the help of some keys Ashrem had found,
they quickly had amassed a small fortune in gems.
Meanwhile, Meldor and Char were reading about the end of the city.
The book was written in an archaic form of Drow, so they couldn't make
out the details well. But essentially, it backed up the Desmodu's
claims.
Only one area was left unexplored. The cold, watery depths ... |
Adventure 5
|
Anyway, our story begins ...
Fluffy, Char's bat familiar, quickly flew along the length of the
crevasse before returning with news of a narrow point to the right of
the party.
Scouting himself, Ulfgar managed to spot a cable strung between to
outcroppings, creating a perilous bridge between both sides. Moving
closer, the party discussed momentarily before crossing, most of the
party flying across or spider climbing along the wall. Chin cart wheeled
along the rope.
Now the party was presented with another problem. Two cliffs towered
over them, their tops hidden in the mist. What was worse was that their
sides were slick from the moisture in the air.
Dekkar shrugged, and realizing his Spider Climb would soon run out,
began climbing up the cliff. Chin quickly joined in as well, leaping up
through the rushing water with ease.
Fluffy scouted about again, grumbling as he went about being
mistreated, before returning with new of Desmodu positioned at the top
of the cliff. Ulfgar turned into a hawk, and flying up quickly confirmed
it. A brief debate was held on what to do with the Desmodu, with some
party members advocating a quick attack while others suggested a more
diplomatic solution.
Realizing that time was running out before Dekkar and Chin gained the
top, Ulfgar flew up and behind the Desmodu, assuming Human form again
and drawing a line of fire on both of them.
The Desmodu seemed unsurprised, and quickly informed him that he was
likewise in the sights of the other guards behind him.
Dekkar and Chin arrived at the top of the mountain, followed shortly
by Ashrem, likewise Spider Climbing, and for a few moments it looked
like combat would break out.
But eventually hostilities were lowered and Rikk, a Desmodu guard was
called over to escort the group to the Desmodu Enclave. As the group
walked, he provided a small tour of the area, pointing out the lake the
Desmodu obtained much of their meat from, as well as some of their most
prosperous fungal farms. The Desmodu city itself was apparently mostly
situated around a immense pillar of rock, each dwelling climbing higher
and higher up towards the top of the cavern.
Entering into the Desmodu Marketplace, Rikk revealed that another
party of above-worlders had recently visited the Enclave, and talked to
Baandar. Deciding that talking to the other above-worlders took
precedent over talking to Baandar, the Desmodu leader, the party told
Rikk they'd be fine within the Marketplace, and that he could return to
guard duty.
Ashrem stepped into a patch of shadows and used Alter Self to alter
his form into that of a Desmodu (albeit an unusually short one.)
Wandering through the Marketplace, he quickly spotted the other above-worlders,
and moved nearby to over hear them.
The other group was four in number and consisted of: a female ...
something, looking almost like a reptilian Orc with a large greatsword
strapped across her back; an Elf male, dressed in long flowing robes; a
Half-Elf female sporting studded leather, and a Human male wearing an
impressive set of plate mail.
Listening in on their conversation for a moment, Ashrem realized that
him and his other companions were the topic of the day. Apparently news
of even more above-worlders had raced ahead of the party, beating them
to the marketplace. He listened for a few moments more before leaving
and reporting much of his info back to the party (still in Desmodu form
of course).
Deciding to approach the other party, Meldor and the rest walk over
and introduce themselves. Both party's introduced themselves, with the
Human male acting as the other group's spokesperson. He was Rourmed, his
Elven companion was Engrim, his Half-Elven companion was Erynna, and his
... last companion was Delka (she's a little touchy about her parentage
he explained.)
The groups both quickly hit it off, and it was revealed that Rourmed
and his friends were here investigating the earthquakes as well. Meldor
quickly pulled Rourmed and the others away from the Marketplace and
explained the party's current suspicions that the earthquakes were being
caused by the Desmodu. Rourmed denied the allegations, blaming it on
natural volcanic action. Baandar might know more.
Deciding they had learned as much as they could from each other, and
happy to have finally met another band of good adventurers, Meldor and
the rest returned to the Marketplace and set out for Baandar's
residence. Soon they came upon a large crack in the ground, which
emitted a faint red glow from its bottom. Roughly twenty feet into the
crack, however, was a very small ledge which projected out from a door
in the side. Lowering a rope down, the party quickly descended and
entered into the Shrine to Vesperian.
Inside the party met Baandar, an elderly Desmodu who explained much
of the history of his race. After exchanging Detect Evils, Baandar
revealed that Rourmed and the others had been protected from such
scrying, a fact which bred distrust in him. Upon learning that the
earthquakes had been causing undue problems, including the deaths of
many people (a fact which Rourmed apparently never mentioned to him)
Baandar revealed he knew the reason for the earthquakes, and in fact
knew how to stop them, although he lacked the ability to do so.
Agreeing to show the group to the location of the problem tomorrow,
Baandar offered everyone places within the Shrine to sleep for the
night. Unfortunately, the Shrine did not often house so many guests, and
the party would have to sleep in different chambers. Splitting up evenly
the party gathered into the two largest rooms inside the Shrine. Char,
having offered to read book she had found in Chael-Rekshaar, decided to
spend the night with Baandar, to which he voiced no objection.
Later that night, Char sat up in bed, disturbing Baandar. Magnarus
walked into the room, motioning her to be silent. "Shhhh. No noise,
Char."
When Magnarus reached into his platemail and pulled forth a circle of
darkness, throwing it to the ground, Char began to have her doubts. When
he pulled his mace and began to swing at her, she was pretty sure
something was up. And when Delka, Engrim, and Erynna crawled out of the
circle of darkness on the ground ...
Char began to release powerful magic, Chain Lightning careening about
the chamber. Meanwhile, in the party's other two rooms, those on watch
suddenly perked up, hearing the obvious sound of thunder INSIDE the
Shrine. Not a good sign. Awakening the others, the party quickly began
streaming into Baandar's chamber, except for Dekkar and Magnarus who
stayed within their rooms to strap on their platemail.
At first confusion reigned, with Ulfgar shooting into Baandar while
Ashrem wondered how Magnarus (who he had been rooming with) had managed
to beat him here when he had ran out of the room ahead of him (and where
Magnarus had been busily putting on his armor at the time anyway.)
More magical attacks went off, and combat was joined, with Char and
Bandaar turning Invisible quickly. Meldor and Horken quickly followed
suit while Delka and Chin squared off. Erynna quickly shed herself of
her bow and began inflicting vicious wounds with her rapier. The air
rippled as one of the Words of Power was uttered, and Chin suddenly
froze, unable to move. Realizing that the enemy wizard must be stopped,
Gelb tossed a Disintegrate at him, destroying him completely. The return
volley from Erynna quickly forced Gelb to retreat back to Magnarus,
demanding healing.
Bad Magnarus began to heal many of the wounds inflicted upon his
allies, and both he and Delka continued to prove resistant to most magic
anyway. At Gelb's urging Magnarus and Dekkar decided to forgo their
armor and rushed to the fray where the party was quickly being shredded.
As Horken began to throw tanglefoot bags at Delka, she quickly found
her mobility limited. Realizing the still immobile Chin was the only one
within reach, she quickly moved forward and began to hack at him with
her sword as one might hack at a tree with an axe. One slice, two
slices, three and ... Chin crumpled to the ground, a bloody mass of
flesh. Dekkar, unarmored except for his shield, was likewise receiving a
beating from Erynna, who proceeded to quickly slice him to pieces.
Dropping to the ground, he began to crawl away, quickly finding shelter
underneath the Blade Barrier Bad Magnarus had summoned.
Soon the tide of the battle began to turn as the greater number of
the party began to overcome the opposition. Erynna soon fell, leaving
only Delka, who had been reduced to using her bow, and Bad Magnarus, who
looked to be on the point of death. And then Bad Magnarus uttered a few
faint syllables and laid his hands upon himself, and all of the many
wounds covering his body suddenly sealed up and faded away. He had
Healed himself.
The party redoubled their efforts, Meldor launching Dispel Magic
after Dispel Magic at Bad Magnarus, feeling his spells crumble away
under the onslaught. Suddenly Bad Magnarus began to be effected by magic
again, and a quick number of Fireballs, Ice Storms, Chain Lightning's,
combined with the physical attacks of the other party members, finally
brought the pair of them down.
As Bad Magnarus fell, his features began to melt, turning once again
into those of Rourmed. For some reason, the other group had attacked
Baandar in the middle of the night, with one of them in the form of the
party. Their plan had apparently been foiled but the exact nature of
that plan remained unrevealed ... |
Baandar, in thanks for saving him from a
pretty serious ass-whuppin', gladly offered to identify any of the
possessions of the would be murderers, in order to better aid you.
Unless someone objects, we assume a day or two passes for Baandar to
work his way through the list. |
Adventure 6
|
Talking to the Dead Identifying new stuff
Journey to the mountain lair
Too hot to handle
Gelb makes a daring attempt at negotiations with 2 Salamander |
Adventure 7
|
wrecking the mountain lair
The party takes a beating by some fireballs
Magnarus walks through a firewall
Ulfgar killed everyone we met
Ulfgar shoots a salamander with a hooka
Ashrem attempts to free a half-elf trapped in a cage
Ashrem was bull rushed by and Effretti and falls off his carpet and
into a pit of lava
Released Desmodu prisoners
|
Adventure 8
|
The wish that kills....
Some Effretti wished us withered
Meldor, Horken and Gelb were withered, Fluffy survived somehow
Magnarus dismissed the Effretti, but it would be return later
Maganarus brought the group back, but couldn't bring Horken back
The group waits for the Effretti to return
|
As Gelb finished incanting the words of power, an emerald
green beam of energy burst from his fingertips, washing over the
invisible magma dam. Briefly the magma dam was visible as it turned an
incandescent green before shattering into a million motes of light.
Magma quickly began to bubble forth, and Gelb ordered his carpet
around and out, flying from the magma at top speeds.
Outside the rest of the party, short one, waited for Gelb. Bursting
forth from the entrance of the Salamander Citadel, Gelb raced ahead of
the magma. Sitting at a safe range the party watched as the Citadel was
subsumed, magma slowly filling every crevice before flowing outwards
into a deep crevice far below. Had any Salamanders escaped alive, they
certainly would be unable to survive within the Citadel now. Satisfied
that they had obtained their goal, the party Teleported back to the
Desmodu Enclave.
Baandar was both saddened and angered at the news of his former
Salamander allies fates, but at the revelation of their betrayal, agreed
at the necessity. He again extended his offer at free Identifications,
which the party happily took him up on (not wanting to expend the
energy, time, or pearls themselves.)
Afterwards, Baandar wished each of them good luck and good life, as
was the Desmodu way, before extending an invitation to return whenever
needed. They had saved the entirety of the Desmodu race, after all.
Teleporting back up to Blasingdell, the party stopped momentarily to
talk to the new Mayor, Malakai Marnan, ensuring him that the earthquakes
are finally over. Lydia's work is evident, as the villagers no longer
show signs of malnutrition, or broken bones. The town has a long way
towards being rebuilt, but it is obvious that Lydia's new Chapel to
Pelor will dominate the town square when it is complete.
Wishing Lydia luck, the group teleported again, this time back home
to Greyhawk. Gelb had been anxious over the past few days, ready to
return and pick up the hat he had commissioned what seemed so long ago.
Magnarus, who had received a vision from Pelor, thought he was on the
verge of discovering a new spell in Pelor's service. Ulfgar likewise had
become anxious, eager to see about commissioning a bow he had
envisioned. If he could only build it, then he would truly be
unstoppable ...
But the heaviest burden on everyone's mind was the fate of Horken.
When he had fallen in the Salamander Citadel, little attention had been
paid. The Salamander Wizard Helkitrin had unleashed a Wish, after all,
and Gelb and Meldor fell at his side at its power.
But when Magnarus attempted to call Horken back to the world of the
living, Horken failed to return, despite his souls willingness. Somehow,
somewhere, Horken's soul was being held hostage. Who or what possessed
such capabilities, the party didn't know. But they would find out.
So that is where the group left off. Magnarus planned on doing a
Commune which should allow him 12 or 13 questions. |
|