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- Nightfang Spire
- Time Frame: Unknown Time
- Genre: Fantasy (d20)
- Progress Level: D&D = Dungeons and Dragons
- Life: Vampires and more undead
- Setting: unknown fantasy world
- Plot: An adventure company on a mission for a lord Gelbin
- Goals:
- Search for the vampire Gulthias
- Who knows what else????
- Characters: 3 Magic Users, 1 Rogue, 2 Clerics, 1 Ranger,
and 2 Fighters
Now available in Audio form
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 existance 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.
|
What follows is what I would like to think
of as a Story Hour in fast forward. I am going to give a rundown of
where the party has been, who the party consists of, and why they went
there. Despite the general brevity I will try to keep, this is probably
over a year worth of game time, so expect this to be lengthy. If you
aren't really interested, skip to the last paragraph where I will set
the party up for next session.
|
(cue the begining of The Sunless Citadel)
Lord Gelban of Greyhawk had a problem. Far
to the East, across Lake Trill and along the Old Road, laid the small
hamlet of Oakhurst.
Every year a local tribe of Goblins offered
a special, magical apple to the people of Oakhurst for sale, and they
likewise sold it to Lord Gelban.
One year, however, they failed to produce
the apple for the towns people, who assembled a small band of their
young folk and sent them into the goblin's lair to discover the reason
for their absence. When they failed to return, Lord Gelban decided to
take a hand himself.
One way or another he had recently obtained
the services of six special youths. These youths were:
Tazz - a Half-Orc from the Western plains.
Insane, with strong pyromanical tendencies. Useful for his impressive
strength, but controllable only in combination with ...
Zatt - Tazz's brother. Another Half-Orc
barbarian from the Western plains. Evil, with a wide mean streak, but
one of the few capable of making Tazz see reason.
Jozan - a small dexterous Halfling.
Possessing of a murderous rage against many of the Humanoid races, Jozan
has the makings of a cold hearted killer.
Lydia - a kind and benevolent cleric of
Pelor. Especially of note because of her aptitude with healing magics.
Lysander - a Human warrior of great renown.
Skilled with sword and shield.
Meldor - a Half-Elf sorcerer with great
promise. Tough, and lucky to boot.
Traveling to Oakhurst, the group penetrated
deep within the goblin's stronghold. Along the way, they met up with and
befriended:
Meepo - outcast Kobold. Kicked from his
tribe for uselessness (which is pretty bad coming from a tribe of
Kobolds)
Erky - a Gnome warrior-cleric who had been
captured by the Goblins.
Brevers - a Dwarf possessing strange powers
of the mind. He had been traveling with Erky when they had both been
captured, but had managed to break free using his abilities.
Deep in the Goblin's stronghold the party
discovered that the apples came from a large unholy tree planted deep
within their home. Slaying the druid who had taken control of the tree
and burning it to the ground, the group returned to Lord Gelban much
depleted.
Tazz had been smashed by some kind of
flaming, burrowing worm.
Erky had been killed by a similar beast.
Brevers was struck down by a Bugbear in the employ of the tree's
druid.
Zatt was struck low by the unholy tree's
druid, whose animal companion finished him off.
Jozan bled to death from wounds accumulated
during the fight in the grove. Despite Meldor's best efforts, Jozan's
wounds were too great to staunch.
(this is where the first module, The Sunless
Citadel ends.)
(here begins The Forge of Fury)
Feeling remorse at sending so many to their
deaths, Gelban asks the party to partake what he thinks will be an easy
job. One of the maps the party had found in the Citadel is apparently
directions towards the Glitterhame, a legendary lost Dwarven stronghold.
Supposedly, the stronghold was the home of Durgeddin, one of the
legendary master smiths.
Gelban simply wanted the party to venture to
the abandoned Glitterhame and collect anything there that bore
Durgeddin's mark. In addition, he had hired a young scout to help the
party out.
Ashrem - growing up on the streets,
Ashrem aspired to be an assassin. Already possessing a killer instinct,
it won't take him long.
In the abandoned Glitterhame, the group
finds it very much NOT abandoned. At one point, a Ghost of madness and
death laid its hands upon Lydia's brow. In the act, it drove her partly
insane, lessening her ability to sleep and limiting her connection with
her God.
In addition, inside laired a young Dragon
which the party barely prevailed against.
While in the Glitterhame, the party learned
that the unholy tree had been the remains of an ancient Vampire than had
been foolishly killed with a green stake that had eventually grown into
the tree they had burned down.
In the process of destroying the tree, the
party had freed the Vampire, Gulthias, and in his climb back to power he
planned on turning the party to his side and enlisting his aid.
Fighting off the Vampiric lackey Gulthias
had sent for them, the group left the Forge of Fury weary but laden with
many of Durgeddin's artifacts.
(here ends The Forge of Fury)
(here begins The Speaker in Dreams)
Lord Gelban, feeling responsible for Lydia's
condition, pulls some strings within the Church of Pelor and arranges to
have her healed in the nearby city of Brindinford.
Arriving there, the group finds the city
infested with beasts of various kinds. After slaying a pack of Wererats
and Grimlocks and breaking up a small cabal of evil spell casters the
group found themselves the heroes of the town.
That's when things REALLY got bad. A Mind
Flayer had taken control of the Baron of the city, and had ordered the
city gates locked shut. Fiendish clerics had taken control of the Temple
of Pelor and desecrated a large part of it, in addition to opening a
portal allowing a limited amount of Devils into the world.
In the battle with the Mind Flayer, an
enslaved Medusa turned Lysander into stone. The group's chances against
the heavily entrenched demonic forces looked dismal until Ulfgar
arrived.
Ulfgar - a mysterious traveling archer,
Ulfgar had planned on freeing the Baron from the Mind Flayer's control
himself but was a bit too late. He readily agreed to lend his bow
against the Fiends infesting the City, however.
Raiding the Temple, the party moved slowly
through out the entire complex, room by room banishing the Devils back
to their home plane. Once they had finally cleared the Temple, Lydia
managed to close the remaining portal to Hell through her conviction and
re-sanctified the church in Pelor's name.
The head of the church of Pelor in
Brindinford happily restored Lydia's mind, as well as turning Lysander
back to his natural form.
Ashrem, having received a communiqué from
the Assassin's Guild earlier, enlisted Lysander's aid in slaying an
elderly Dwarf who someone had desired dead.
Later on, as the party was greeted to a
grand celebration as the saviors of the town, Horken, the nephew of the
elderly Dwarf Ashrem had killed, asked Meldor to allow him to accompany
the group.
Horken - when his aunt died, Horken found
little left to keep himself in Brindinford. Having previously served
several years within the Dwarven Army, Horken was already an
accomplished warrior. Impressed with the heroism of Meldor of Kuhl,
Horken asked to accompany him on his journeys. (Horken is Meldor's
Cohort.)
(here ends The Speaker in Dreams)
(here begins The Standing Stone)
Apparently while the group had been locked
within the city of Brindinford with the various monsters and beasts that
had invaded the city, Lord Gelban had found another job for them.
Another team that he employed had
disappeared to the South of where they were, near the small town of
Ossington.
Quickly traveling South, the group soon
discovered the town of Ossington being terrorized by a ghostly horseman
and homicidal Elves. It wasn't long before the group realized not all
was what it seemed, however.
Discovering that the kindly sage and his
helpers were in fact an evil wizard and his Demonic helpers, the party
engaged in mass combat against them in the village.
Finally finishing off the rest of them, the
party had barely managed to rest when an urgent sending from Lord Gelban
flashed through their minds.
"Gulthias has risen to the North!
Return to Greyhawk immediately for more information! This is of vital
importance!"
|
Heart of Nightfang Spire
|
Adventure 1
|
Traveling hard for several days, the party
has finally managed to reach the outer walls of Greyhawk as our story
continues...
|
Upon reaching Greyhawk Lord Gelban gave
introduced the group to a few new adventureres. Lysander took his
share and left the party. He told us he would meet us back here on
our return.
|
The group spent 3 weeks traveling on
horseback to Dry Lake. 2 days later we were camping out under the
Nightfang Spire.
|
As the group entered Greyhawk, Lydia received a message calling her
instead to the Temple of Pelor.
There she was introduced to the Sacred Exorcist Magnus and was gifted
with Pelor's Interposing Hand, a powerful magical shield of her faith.
The rest of the party continued to Lord Gelban where he introduced
them all to Nick, Hulg, and Gelb a few additional adventurers whose
services Gelban had retained.
Lysander decided to leave the group and go back to his turnip farm.
The rest of the group spent a few days shopping furiously before
setting out.
At the gate, the group was ambushed by four assassains. The
assassains wielded poisoned blades, and managed to do some moderate
damage before the party eliminated them.
Hulg left one alive and proceeded to interrogate him, unfortunetly
all the assassain could tell him was that he had been hired to kill the
party.
Riding for several weeks the party approached the mostly abandoned
town of Drylake. Almost everyone had either disappeared or had left
town. Nonetheless, the inn was still open and the party spent a night
before moving on to Nightfang Spire, Gulthias's home.
Two days later, the party reached Nightfang Spire.
Scouting forward, Ashrem was lulled to sleep by the music of a patch
of Blightvines. As Holg and Ulfgar attempted to help Ashrem out, they
fell asleep as well.
The party argued about exactly what to do for nearly an hour before
Gelb, getting frustrated, tossed a Lightning Bolt at the vines.
Blowing the vines all to hell, Ashrem, Ulfgar, and Hulg were saved.
Investigating the room the vines were in, as well as the base of the
tower, the party soon realized there was no way into the tower itself
from the bottom floor.
Perhaps the top is open some suggested. But the way to get there
seemed unclear. It started to rain.
People suggested climbing up, or Spider Climbing up, or Levitating
up, or using Dimension Door up. No plan seemed that great.
Finally Ashrem volunteered to climb up. Climbing up, a bolt of
lightning nearly struck him, but he managed to dodge at the last second.
Reaching the top, he noticed that indeed, the tower was open from the
room.
But lairing in the roof itself was a Mooncalf, which attacked Ashrem viciously.
Ashrem activated his tattoo of fire breath and burned the Mooncalf.
Letting go, Ashrem plummeted towards the ground, stopping himself at the
last second with a Levitate tattoo.
Rushing out the party engaged the Mooncalf in combat, but as a flying
creature, the Mooncalf was out of range of most of the group's
abilities. Further, because of its impressive magical capabilities, the
Mooncalf was resistant to several of the spells the party's spell
casters threw at it.
Gelb cast an ice storm at the beast. Meldor tried to confuse
it.
Ulfgar planted several arrows into it, causing it to grab Ulfgar with
its large tentacles and begin squeezing the life out of him.
Ulfgar nearly dead, was twice cured by the Cleric Magnarus.
Finally, as the beast choked the life from Ulfgar, Ashrem planted
several crossbow bolts into the creatures eyes, felling it.
Now the party, seriously depleted in resources, looks forward to
entering the spire.
|
Adventure 2
|
After Holg and Ashrem explored the top of
the tower (and dispatched the three Wights up there) the party rested.
Ashrem levitated just above the Wight's reach and started shooting
crossbow bolts while Holg cleaved through the Wights. Afterwards
Ashrem and Holg started tossing the coins over the top of the spire to
the party below.
Holg and Ashrem returned to the base
camp for the evening.
A Vampire Spawn attacked during the night,
charming Ashrem and ordering him to kill Ulfgar. Ashrem spent a
few moments studying his victim and then attempted to paralyze Ulfgar.
Ashrem believed the Vampire to be Lysander. Ashrem almost
succeeded in killing Ulfgar, but Ulfgar was too tough. Meldor
suggested to Ashrem to feign death while Holg tied him up.
Ashrem layed quiet and motionless for almost 9 hours.
The next day scaling the tower through the
trading of Slippers of Spider Climb, the party dropped down to the 1st
floor (although its really the top floor) of the tower. Ashrem
choose to take his time and climb without the spider climb
slippers. Gelb went around back and opened a Dimension Door to
the roof and presto he was there waiting for the first party member
that used the slippers of spider climb.
Moving through, the party was assaulted by
Shadows and Vampire Spawn countless times, although Lydia managed to
Turn them to dust each time they came at the group. Horken,
Ulfgar and Lydia were all touched by Shadows and their strength was
sapped.
The party managed to find a young sage
from the nearby town of Drylake who was nearly dead from blood loss.
After healing her, she revealed some basic information on Gulthias.
Ashrem found a secret passage that was
warded by a magical trap. Gelb tried but failed to dispell it, but
Meldor easily defeated the trap. Inside was a box of alchemist's
fire. Meanwhile, Ashrem and Magnarus opened another chest in the
dragon vault. Magnarus pocketed 2 gems and Ashrem asked Holg to
carry the remaining coins.
Now, the group is preparing to head down
to the second floor, although Lydia is fast running out of Turn
attempts for the day.
|
|
Adventure 3
|
After destroying 3 Wights that attacked during the night,
the group paused momentarily to remove the necromantic seepage that lay
in the far eastern room.
Moving down the stairs, Ashrem noticed a symbol carved into the floor
which Lydia and Meldor quickly recognized as a representation of the
Gulthias Tree. After Gelb detected it as magical, Meldor and Gelb
attempted to dispel the magic. After failing several dispels, the party
simply moved over it cautiously.
Exploring the southern half of the second floor of Nightfang Spire
(counting from top to bottom) the party found an altar dedicated to the
god of a long dead dragon cult. Lydia and Magnarus quickly smashed the
altar to dust. Ashrem located a trapdoor which led down into darkness.
In the south western corner of the second floor, the group located a
large tapestry depicting a dragon they only assumed was Ashardalon, as
well as what Magnarus thought might be the City of Brass.
Moving into the center of the second floor, the group entered into a
room full of sarcophagi. As Lydia began to detect undead, several
Specters and a Mummy burst from the sarcophagi and attacked.
The specters were turned by Lydia after they had inflicted a few
negative levels, fleeing through the walls. The mummy proved more
dangerous.
Attacking Holg with a wickedly curved kama, he quickly sliced several
bloody lines into Holg, severely wounding him (dropping Holg to 3)
Meldor cast Invisibility on Holg as Lydia entered the fight. With the
specters gone, everyone else began to turn to the mummy, so with a grin
(if mummyies could, in fact, grin) it stepped back and vanished.
Searching through the sarcophagi, the group found a little treasure,
and a couple of traps. And then the specters attacked again. This time
Ulfgar managed to finish one off with some of his enchanted arrows,
before Lydia turned the remaining two and they again fled the tower.
Moving north, the group found a hallway with four doors. Walking
forward, Horken suddenly found the ground beneath him dropping away.
Sliding down a passageway lined with razorblades, Horken suddenly found
himself being ejected out of the tower 150 feet above the ground.
Falling, he managed to spread himself out and avoid serious injury from
the fall (only 40 points of damage)
Drinking a potion of spider climb Horken dutifully began climbing back
up the tower to rejoin everyone else. What a dedicated follower.
Inside the tower, the party was in combat with the specters who had
returned yet again. Magnarus used a greater turning to eliminate one
specter while Ulfgar used more enchanted arrows to take down another.
Moving through the remaining rooms in the second floor, the party
found another altar dedicated to the gods of the ancient dragon cult,
this one with the symbol of Gulthias carved on top.
Another room contained a stairway down to the third floor (from top
to bottom) and the fourth was empty.
The third door was hideously carved with fanged mouths, tentacles,
and eyes and above it was written "Oggunon Sathaar lies interred
here. Only fools pass this threshold."
Naturally the party went in. After Ashrem picked a trapped lock.
Inside was a metal valve capping a large metal pipe, 5 foot in
diameter. After Meldor used a Mage Hand to open the valve, he invisibly
spider climbed into the pipe in order to get the stuff Horken saw at the
bottom.
Suddenly a large Gibbering Mouther materialized in front of Meldor,
and attacked. Only by the grace of his invisibility was Meldor able to
avoid some of the creatures blows. It looked bad until Lydia turned the
beast and sent it scurrying down to the bottom of its pipe.
Peppering it with arrows, holy water, alchemist fire, and pretty much
anything else the party could manage to toss down there, the party
finally caused it to turn to mist. It was a Vampiric Gibbering Mouther.
Realizing it had no heart to drive a stake through, that there was no
way to get sunlight into its pipe, and that no one had sufficient magic
left to destroy iit, the party attempted to destroy the creature using
running water.
After Lydia poured two gallons of magically created water onto the
beast, the party dropped several containers of holy water down the hole.
That seemed to do the trick and the mist dissipated.
Holg contracted Mummy Rot, but was healed by Magnarus.
|
Adventure 4
|
The adventure continued during the night the group went
to nap in the Oggunon's chamber. The group was fast asleep when 3
spectres entered from 3 different walls. The group was quickly
awakened by an alert Ulfgar and immediately started attacking the
spectres. Meldor obliterated one with a lightning bolt and the
others were turned by Magnarus or Lydia. When the spectres
returned, the group layed into them, and Holg was able to slay the
remaining two pests. Some members of the group were touched, but
the clerics managed to make things better for those who failed to
withstand the trauma themselves.
The next day the group returned to the stairwell and
descended yet again.
The group investigated a few rooms and found some
Girallon. The group quickly eliminated two, then a group of six
appeared suddenly behind the magic users and clerics. The sage was
quickly torn apart and Nick was ripped limb from limb as well.
Meldor managed to confuse many of the Girallon and they actually killed
each other. Ashrem killed a weakened one that Gelb lightning
bolted. Holg and Lydia killed the other. Holg had to return
to get some major healing from Magnarus. Ulfgar fired many arrows
to slay the last Girallon. Ashrem removed the head of one wearing
a skull mask.
The group searched through many doors and rooms and
found little else. Ashrem did manage to almost fall in a trap, but
was saved by Gelb who had cast Cat's grace on Ashrem only hours earlier.
Ashrem was attacked by a Morg or something with a long
tongue. Lydia and the group dispatched it. Ashrem collected
a few jars of embalming fluid.
Eventually the group found another set of stairs and
descended once more. The group found another batch of Girallon and
Meldor confused them. After a few minutes the group opened the
door once more to find a pack of wights. Some members of the party
attacked immediately, others waited for Lydia to do her stuff.
Lydia dispersed the undead with ease.
The group wandered a little further to hear some guy,
Rhunad talking from a cell. He warned about a guy named stictches
right as "Stitches" appeared behind Horken, Gelb and
Lydia. Stitches was a flesh golem with a few flesh golem and
Girallon companions. The group went to battle once
more. A few fireballs, lightning bolts, and fire walls later, the
group was still starring into the face of stitches and another flesh
golem. Stitches' companion slammed Horken into Gelb. Holg
stepped up and sliced, Ulfgar fired arrows, Ashrem fired bolts, finally
the creature dropped. At last they attacked stitches and killed
his ugly mug. Ashrem sliced his head off for later.
The group did not release Rhunad since he didn't
provide much info about Gulthias, but he claimed to know the Cuckoo.
The group found a place to spend the night, although
it was filled with dead body parts.
|
Adventure 5
|
In the middle of the night, Holg heard the sound of something moving
about the room. Rousing everyone from sleep, the party quickly realized
it was an invisible attacker. Ashrem was drained.
Utilizing some Dust of Appearance, Meldor forced the Wight in the
room to take visual form. Once it realized it could be seen, however,
the Wight ran from the room and seemingly disappeared.
The rest of the night passed uneventfully.
In the morning Magnarus woke from a dream sent to him by Pelor,
telling him to raise Nick. Believing the dream to be a true message from
his God, Magnarus did so, although he found himself again harassed by
Rhunad as he passed by.
Bringing Nick back to life, the party was now faced with deciding on
what to do with Rhunad. Meldor attempted to Dispel the magic on Rhunad's
door, but only succeeded in setting off some kind of Lightning Trap.
Inside the party saw a Vrock somehow kept within a magical circle inscribed
upon the ground. After a small bit of negotiating with the Demon, and a
LOT of arguing within the party, Lydia took it upon herself to free the
creature. Thanking her, the Vrock filled the party in on much of the
past and present happenings within Nightfang Spire.
However, after it had refused to submit to a Detect Evil, and
Magnarus Detected Evil anyway, the Vrock vanished with these words for
Magnarus.
"You are marked, and the Abyss awaits."
With nothing left on the 4th floor, the party moved on to the 5th.
There they fount countless urns filled with cremated remains, some
broken but most intact.
After a brief combat with some Zombies who seemed to be cleaning up
the general refuse, as well as a Girallon and a Mohrg who seemed to be
helping them.
The party opened the doors to a huge room dominated by a giant pillar
of fire. Suspecting nothing, Ashrem entered the room only to be
caught unaware by the Elder Fire Elemental as it proceeded to burn him
to crisp. The party leaped into battle with the creature, taking
grievous wounds from its powerful blows. A lucky shot by the
creature engulfed Lydia in fire, and she too fell, leaving Meldor as the
only original member of Lord Gelban's Adventurers.
A final Lightning Bolt from Gelb finished the Elemental but it was
too late for Lydia and Ashrem. Magnarus refused to Raise them, despite impassioned
pleas from Meldor.
After a brief bit of mourning (and some looting) the party moved on
and found two ladders leading down into darkness.
|
Adventure 6
|
After climbing down the left ladder, the party quickly determined that
the surrounding area is empty.
Moving on to a door to the west, the group enters into a room with
several Girallons. Quickly dispatching them, Ulfgar detects faint
singing coming from within a hole in the western wall. Ulfgar
fires an arrow that goes right over a small gnome.
Strolling into the room come Char, a Half-Drow Sorcerer, and Sarnarus,
a Gnome Bard. Both groups, being highly paranoid, instantly mistrust one
another. Ulfgar is fascinated by the gnome, and the gnome suggests
that Ulfgar point his arrows at his fellow sorcerers, in other words
means Meldor.
Meldor lightning bolts the gnome and Ulfgar who was slightly in the
way.
A fight breaks out, with Holg pinning Sarnarus to the ground while
Horken stands above him, mace ready.
Then more Girallons burst through the door on the southern wall.
The party quickly enters combat, both sides realizing they share a
common enemy. Combat spells fly as more and more Girallons come at the
group.
Pushing the Girallons back, the party moves down the southern
hallway, discovering more Girallons yet.
Another fierce battle breaks out, this time with Girallons seeming to
stream in from everywhere.
Holg and Horken distinctly hear one Girallon giving orders in the
back, commanding more Girallons to the front.
Meldor would cast confusion while the rest of the sorcerers would
cast fireballs and lightning bolts and a few ice storms.
Horken fought side by side with Holg and Saranus.
But in the gigantic struggle, the party finally manages to push the
Girallons back, slaying their leader.
Finding only two female Girallons left, the party slays them as well,
in addition to seven of the child Girallons they were guarding. The
other 24 children flee into the other portions of Nightfang Spire.
Looking at what the Girallons had found through their cleaning, the
party finds themselves the new owners of several minor magical items, as
well as a significant amount of gold and gems.
Meldor says,: "Char, those were some very impressive spells you
cast. And your gnome companion fought most bravely and well. It appears
my lightning bolt was cast improvidently. Please accept my apologies.
Should you and the gnome wish to join forces with us, I for one would
welcome it."
Char: "My companion and I alone do not stand much of a chance
against Gulthias. His magic is much more powerful than our own. I
believe that in allying our forces we stand a much better chance at
defeating him. *she casually flips her hair over her shoulder* If the
rest of your party sees fit. We will join you on your quest."
Saranus sings a short note to Meldor: Mr Meldor...
Please forgive that I sing,
but this the method my message I bring
I would not ask your word be muting,
I apologize for my befuddling.
I sing to inspire and fascinate,
next time I to you will demonstrate
You will feel better I state,
Your thanks you will articulate.
Saranus composes a short lyrical song
about the day...
Saw a bright light in the dark
Barely missed by an arrow with spark Grappled by a mighty half-orc
Shot by a lighting bolt with fork Slammed by a mindless dwarf
Misunderstanding abounds of course Girallon, Girallons, everywhere
This party's mages burn their hair
Down the hall we run...
Holg the mighty's slashings begun
Brave, brave Horken fighting at my back
Trying my best to inspire this pack Yippee, more fire spells churn
Causing more Girallon to burn At the end of the day
Many Girallon we slay
Gelb: "Great tune, Saranus! Do you know 'The Pig ate my
Carrots'?
No? How about 'There's a hole in my pantaloons'? There's this great
duet that we could sing..."
|
Adventure 7
|
After exploring a small remainder of the Girallon's lair and finding a
piece of the Key which looked like a wing, the party retreated to a
small room and rested for the night.
The next morning Nick sat down and began to examine several of the
magical items the party had found, Identifying many of them.
8 hours later, the group exited from their small hide away and
examined the rest of the Girallon lair. Besides what had obviously been
a fatal trap for several Girallons, the lair had been completely looted.
Moving past the lair, following the route the Girallon Children had
taken, the party came upon a large altar to Ashardalon. Written on it
was a riddle in Draconic.
Rushing forward, Char read the riddle to herself, before saying,
"That's easy. Nothing!" Suddenly a bone-yellow ray shot from
the altar and struck her. Even as Char was being blasted, however,
Holg was wondering, "Nothing what?" As he muttered the
riddle's answer, a bone-yellow beam struck him as well. Char
managed to resist the beam's desire for her death, but Holg proved less
lucky and slumped to the ground, dead.
Re-appropriating Holg's equipment, the group resolutely pushed on.
The next room contained an unopened sarcophagus, and lacking anyone
with decent trap skills, the party simply opened it. And was
rewarded with a shower of falling bricks from the ceiling, striking
Gelban and Horken, barely missing Saranus..
Looting the sarcophagus, the party moved into another room where the
plundered yet another sarcophagus, and then another room yet with a
sarcophagus. This room's sarcophagus was coated with a fine sheen
of Black Lotus Extract, and as Horken and Saranus pulled the lid open,
they quickly felt their bodies begin to wither.
Luckily, Holg had possessed a Potion of Neutralize Poison, and
Magnarus had memorized the spell of the same name. Rushing over to cure
them both, Magnarus then used two Restorations to cure the horrible
damage the Extract had caused.
Moving into the next room, the group encountered a small pack of
Girallon, as well as the bodies of all the child Girallons. Quickly
wading into combat, the Girallons didn't have a chance against the
combined spell might of the group.
It was then the first Magic Missiles started hitting.
Two Ethereal Night Hags had been waiting in the room, and they began
to launch Magic Missiles at everyone in the party.
Invisible and immune to most anything the party could do, the Night
Hags attacked with impunity for several rounds. Finally, Meldor cast See
Invisibility, and gave Char a scroll of the same spell. With this
Meldor realized the Hags were on the Ethereal plane and called out to
the group.
Saranus cast Blink, and began striking at the Night Hags as he
oscillated between the Ethereal and Material Planes. Char cast Minor
Globe of Invulnerability, allowing bestowing Magic Missile immunity to a
large number of party members.
While the party attempted to deal Night Hags, 2 Mohrgs and 3
Girallons, attracted by the noise, burst into the room and joined the
combat.
Blasted by area spells, the Material creatures didn't last long,
although they nearly brought Horken down before they dropped.
Ulfgar slew the two that could pose a threat to Horken.
Finally, bringing down the Night Hags as well as the extra Girallons
and Mohrgs the party quickly searched through the room before backing up
and resting again. Saranus had to chase a Night Hag into another
room, and he neatly timed his blinking as he stepped through a closed
door. He barely made it to the Night Hag and slew it.
Meldor had caused the most damage to the Night Hags with his hail of
Magic Missiles.
The next day Nick and Gelb Identified the rest of the items of the
group, as well as formally divided up the remainder of Holg's stuff.
So then there were 8.
Meldor says to Gelb and Nick, "I'm all out of See Invisibility
scrolls now. One or both of you might want to memorize a See
Invisibility spell or two. You might also consider memorizing a spell
like Flaming Sphere that would let you 'mark' the spot where an
invisible creature is so the rest of us know where to shoot."
Horken says to the group, "With Holg gone, I propose a change in
our tactics. When we open a door, I'll block the doorway against the
enemy. The rest of you can fire over my head and clear the room of
anything unfriendly without having to worry about getting attacked in
melee. We wouldn't enter the room until it appears clear. What do you
think?"
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Adventure 8
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After a quick bout of Identifies, the party decided to bypass the door
Saranus had Blinked through the day before in order to continue through
the right hand door, the way the Mohrgs had come from.
Moving down the corridor, the party entered into a room that was
obviously the sight of a large battle, seemingly between Girallons.
Someone had conveniently piled a large pile of platinum and gems into a
chest in the corner of the room, and although suspicious, the party soon
was overcome with greed and pocketed all of the loot.
Moving past the Girallon corpses, the party came into a large room,
with four door leading out of it, as well as three small mini-rooms
inside of it.
Checking the center mini-room, the party found it clean, and in fact,
completely dustless. Paranoia being as rampant in the party as it is,
instead of entering they decided to throw a copper into the room. When
the copper vanished upon striking the ground, the room was dubbed a
Teleportation Chamber and the door was closed.
The other two min-rooms proved less exciting, only containing a
sarcophagus. Magnarus and Horken opened both of them, took the scant
silvers and gems found within, and made sure the bones inside would stay
just bones.
Checking the more Western of the two Southern doors, the party found
a larger sarcophagus filled with the bones of several people. Again
looting the few silvers and gems that had been left to them, Horken
stirred the bones to make sure they stayed bones, and the party went
back to the original room.
Moving to the other Southern door, the party opened it to find a
large pedestal, carved into the shape of a Dragon. But most alarming to
the party was the metallic piece of Dragon Key clutched in its mouth.
Rushing into the room to grab it, Sanarus was only moderately surprised
when the pedestal came alive, and attacked him.
However, despite its larger than normal size, the Gargoyle was still,
after all, a Gargoyle, and proved fairly ineffective, other than a solid
hit on Magnarus.
Crumbling into rocky shards, the party shifted through its remains
and grabbed the Tail of the Key.
Going back into the center room, and going through the North door,
the party wandered down a winding passage until they eventually found a
door.
Opening it, the party was suddenly confronted by several Mohrgs,
lazing about a number of corpses. Acting quick, Gelb launched a Fireball
into the room.
To his surprise, his Fireball seemed to possess even greater strength
than it should have had, and the entire room exploded into a Hellish
Inferno.
When the smoke cleared only a ring and a chest were left in the room,
and Horken, who had been close to the door, had suffered horrible burns.
Healing Horken up, the party entered the room, looted the ring and
the contents of the chest (although despite its fine engraving, regrettably
had to leave the chest behind)
Moving through a hole in the Western side of the room, the group soon
found themselves overlooking a chasm. Horken and Char could barely make
out a platform in the center, on which sat another pedestal, this one
also seeming clutching something in its mouth.
The fact that this was a Dragon Pedestal with another piece of Key
was not for a moment doubted.
Summoning three Pseudo-natural Celestial Eagles, Char sent them
winging towards the pedestal, hoping they could pry the Key away from it
and escape without being eaten. She didn't count on the pedestal's trap
killing one of the birds, or for the five Specters who patrolled the
room to absorb the life energy of the other two.
Informed of the Specters presence, Magnarus launched a Turning into
the darkness, and grinned as two of the Specters fled into the darkness.
Feeling brave, Char used her magic to grow wings, and took flight
towards the pedestal.
She had apparently forgotten that three Specters were un-Turned, and
was beset by them. Rapidly draining away her life force, Char found
herself greatly weakened, and deprived of much of her magic.
Utilizing the Heartstone stolen from one of the Night Hag's body, she
transported herself to the Ethereal plane, and quickly fled back to the
party.
Meanwhile, the group was launching everything they had at the Specters,
blasting them again and again with spells and arrow. Sanarus began to
sing a holy hymn that seemed to empower Magnarus's abilities. Soon the
three Specters were dispersed.
Char's energy was Restored by Magnarus, and feeling brave (or maybe
stupid) Char prepared to fly to the ledge again.
Flying over, she forgot about the fate of her first summoned Eagle,
and eagerly reached out for the Key. And then she realized the pedestal
was still trapped. Electricity coursed through her, causing her to jerk
her hand back and leave the key where it was.
Cursing she headed back to the party, and related what had happened.
So finally, the party decided to give Sanarus Meldor's Slippers of
Spider Climb, so that he could climb up above the pedestal and use a
Shatter spell to destroy it. Char would fly next to it and grab the key
as the pedestal was destroyed.
They didn't count on the two Specters returning.
Sanarus held off on his plan and instead created a Magic Circle
Against Evil, protecting him from the Specter's attacks, while the rest
of the party launched even more spells and ranged attacks at the flying
monsters.
Shattering the pedestal, Sanarus began to move back to the party,
while Char darted down, grabbed the key, and shifted across the Ethereal
Veil using her Hearstone. She failed to notice the subtle cracks beginning
to run across its surface.
Singing a moving song, Sanarus Fascinated the one remaining Specter,
rendering it immobile just long enough for Gelb to Cone of Cold it into
oblivion.
Congratulating themselves on acquiring the key, the party moved back
into the Mohrgs room, and then into the winding passage way, deciding to
get the two doors they had left behind.
Moving back into the large room with four exits, the group went
through the Western door.
Inside was another large sarcophagus. Following standard procedures,
the party looted the sarcophagus and stirred the bones about. Then they
went through the Southern door in the room.
Inside this room they found a large fountain, with the words
"Break the bonds of time, until Ashardalon returns"
As Char spoke the words, yellow liquid began to fill the fountain,
and Char scooped up as much as she could, putting it into a vial.
(For those new to the group, or forgetful of things long ago, the
Sunless Citadel was full of fountains very much like this one)
Deciding to leave the potion alone for now, the group walked further
back, into the room they had encountered the Night Hags in.
Going through the door Sanarus had Blinked through, the party found
themselves within an empty hall that ended at another double door.
Opening these, the party viewed a small room with a far wall that curved
inward. On the far wall was a large keyhole. The group didn't have long
to wonder about where they were, however, before they were attacked.
Something invisible struck at Horken, attempting, but failing, to snap
his neck and draining away some of his life force in the process.
Similar attacks occurred throughout the group, however where most of the
attacks were followed by the appearance of a Vampire Spawn, the creature
attacking Horken remained unseen.
Chaos erupted among the group. Horken was made invisible, as was
Gelb. Several Fireballs and other area-affects were launched in the vain
attempt to hit monsters the party couldn't see. You'd think the Night
Hags would have taught them a lesson.
Magnarus managed to Turn two of the Vampire Spawn, even as they
drained away some of his soul. Sanarus fired a crossbow bolt at the
remaining one, and struck it directly through the heart! Howling, the
beast crumbled to the ground, quickly decaying away to a skeleton.
Casting Nethergaze, Nick's eyes suddenly turned to a solid, dark
purple color, and small wisps of smoke began to rise from the Undead who
met his gaze (a guy with solid purple eyes and a pink mow hawk ...
wicked!)
With the Vampire Spawn taken care of, more and more pressure began to
be applied to the invisible opponent, several arrows and spells being
thrown in his general direction.
And then suddenly it had cast a spell and moved, somehow getting past
everyone to strike at Nick standing in the back. Its offensive didn't
last long, however, before Char burned it to a crisp using Aganazzer's
Scorcher.
It was the same Wight that had attacked the party while they rested
so long ago, and had fled from Meldor's Dust of Appearance.
The party had just begun to relax when the last Vampire Spawn, Turned
by Magnarus earlier, came screaming back into the room.
But Gelb was ready. Taking Belkas in hand, he lunged at the creature
and ran it through. Belkas pulsed a deep purple as the Spawn dissolved
into mist.
"Yeelch! What crap is this you feed me? You definitely tasted
better" Belkas muttered as it took in what it could from the desecrated
corpse.
Moving back to rest, the party started to settle in for the night.
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Adventure 9
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Waking in the morning, the party stops for some quick Identifies
performed by Nick before deciding to backtrack to the hallway they had
passed up so many night ago. The party's lack of abilities allowing the
crossing of the huge chasm could have effected this decision.
Moving back, the party soon finds themselves in a section of the
catacombs that they had never been in. As Mohrgs began to jump out from
the walls, the party found them easy to deal with, and quickly
dispatched them, except for Magnarus, who was paralyzed by one of the
Mohrg's tongues.
During the combat, however, a loud thudding, as if of extremely heavy
footsteps, could be heard approaching the party. As the last Mohrg fell,
the large Tombstone Golem stomped into view. Slowly moving forward, it
easily ignored the repeated spells of the party, until Meldor remembered
some scrolls he had on his personage.
Greasing and Webbing the Golem repeatedly, Meldor managed to slow it
enough for the Greater Magic Weapon crossbow bolts and arrows of the
party to chip away at the Golem's facade. Finally taking enough damage
to fell it, the Golem collapsed to the group dead..
Exiting the Golem's chambers, the group moved into another hallway
filled with sarcophagi chambers. Opening and looting each one as they
went, Ulfgar and Horken exposed themselves to Burth Othur Fumes not
once, but twice. Ulfgar, in fact, nearly succumbed to the Fumes but
Magnarus's healing magic saved him in the end.
Horken almost fell in a pit trap, but nimbly avoided it. The last
sarcophagi chamber held, instead of sarcophagi, a pedestal with the last
piece of the key. Saranus shattered the pedestal and then Meldor used
his Mage Hand to retrieve the key. The party managed to avoid the trap
lying in wait within the room.
Moving down the hallway, the group came again to one of the rooms
that provided access to the Core. Possessing the fully assembled key,
the party considered entering and attacking Gulthias.
Deciding instead to rest, they were about to turn back when a
familiar Mummy appeared and attacked. Horken quickly went on the
defensive, using the techniques he had learned as a Defender to protect
him and those behind him.
The spell casters of the group meanwhile blasted at the Mummy, until
a Turning from Magnarus blasted him to ashes.
Moving off to rest, the party returned to the access chamber the next
day, and entered Gulthias's lair.
Moving into his rooms, the party was at first confused by their
seeming emptiness, until Gulthias who was using Invisibility suddenly
attacked from above.
The party, unprepared, quickly began to scatter. It wasn't until Gelb
managed to Halt Gulthias that the party calmed down enough to remember
their plan.
Launching a Sonic Orb at Gulthias, Char managed to wound him
considerably while Meldor began stripping away his defenses using Dispel
Magic.
Ulfgar, Saranus, and Horken landed a few arrows into Gulthias, once
Saranus returned from the Ethereal plane at least.
Nick fired several plus-sized Magic Missles, doing a good bit of
damage.
Finally losing his magical capacity for flight, Gulthias plummeted to
the floor where he died, and summarily turned to mist. Rising up to the
Heart, he was damaged by Magnarus's Sunbeams, but not destroyed.
Focusing Holy Energy onto the Heart, Magnarus dispelled its evil
flames, allowing it to be wounded by the arrows and spells of the party.
Weakened beyond relief by the group's combined efforts, the Heart
plummeted to the floor where it burst apart into a disgusting mass of
mummified flesh.
Picking through the remains, the party realized that they had
triumphed over Nightfang Spire.
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Meldor says to the group, "Hey, what do you say we clean up this
place and claim it for our own? It's got plenty of room for all us; it's
easy to defend; and it even has a nice library! And I believe I could
find some loyal people to attend to it while we are off
adventuring."
Gelb replies, "Not really my type of place, but I'd be willing
to visit from time to time. Right now I need to get back Greyhawk. My
clothes are just covered with Girallon blood stains, and that just won't
do for a
fashion plate like me. Besides, I'm long overdue for treating the ladies
of Greyhawk to my latest magical-musical performance extravaganza, 'It's
Gelb Time! starring Gelb Flinderhop, written and
produced by Gelb Flinderhop' ..."
Saranus says, "I think this Nick mentioned that he would like
living here."
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Adventure 10 - Conclusion
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Searching through Nighfang Spire, the party turned up more random pieces
of gold, as well as a large magical Tome.
While everyone else looted, Magnarus used the herbs and oils he had
brought with him to Hallow much of the Spire. He was unable to penetrate
the Core itself, but the rest of the Spire soon found itself protected
from evil by the shining light of Pelor.
Finishing the search, and the blessing, the group exited from the
tower, tons of loot in tow. Apparently the preternatural cold the party
had noticed entering the Spire had finally turned to snow, and walking
out, the group sensed a hard time traveling.
Until everyone remembered they could use magic. Utilizing his Helm,
Ulfgar Teleports back to his home in Greyhawk, taking Char with him.
Gelb likewise Teleported back to the inn he had worked at, taking up
his old singing position, and putting on two performances that set the
City alight with praise of his abilities.
The rest of the group was left standing in the snow, several hundred
pounds of treasure between them.
Remembering Lord Gelban's admonishment about losing his horses again,
the remaining party members walked back to the horses, where Nick
utilized his new Mass Fly spell to gift the horses with the ability to
fly. After a little friskiness, the remaining group took off, and flew
to Greyhawk.
Finally arriving, the group got together and briefly discussing
treasure, visited Lord Gelban.
Congratulating everyone on their victory, Gelban gave each member of
the party 5000 gold, as well as a promise to Resurrect Lydia and Ashrem.
Holg, who had expressed his wish not to be Raised upon death, was left
from the deal.
Further, Lord Gelban revealed the recent pregnancy of his wife, and
invited the group to a Grand Ball in honor of the event.
After being fitted, bathed, and groomed, the group arrived at the
ball, hob knobbing and drinking with the social elite of Greyhawk.
Congratulated on all sides by their victory over Gulthias, both Saranus
and Gelb were asked to play for the audience.
Unfortunetly, Gelb had already imbibed heavily, and half-way through
his song, began feeling rather sick. And then getting rather sick. All
over the stage.
And unfortunately, because of her recent sensitive stomach, Lord
Gelban's wife likewise became rather sick. All over Lord Gelban.
Everyone was scandalized. Except for most of the party, who all found it
rather funny.
The next day Lord Gelban began helping the party sell their disparate
loot. He was glad to do so (less glad to do it for Gelb) but soon nearly
everything was sold and accounted for.
Except for a golden crown Horken had found.
Directing Horken to a merchant dealing in such expensive jewelry.
Following behind, the party filed into the shop, approaching the man
behind the counter.
Holding out the crown, Horken asked for a price.
He was surprised when the man instead dropped to his knees, and
proclaimed that he could never buy the crown from his King. Shocked,
Horken began to question the man, and soon learned the crown belonged to
the Lost Kingdom of Nuenthor.
One of the few legends that remained to the scattered people of
Nuenthor was of the return of their King. He who found the crown was
destined to be their King, and to rebuild Nuenthor from its once noble
ashes.
Suffice to say, Horken was floored.
Putting the crown away for now, the party flew to Brindinford, where
Lord Gelban had arranged for the Ressurections of Lydia and Ashrem.
Taking their remains, the High Cleric brought both of them back,
radiant pillars of light building their bodies from nothing.
While in Brindinford, Meldor stopped at the Reality Wrinkle. Not
announcing his identity, he allowed his employee Therkahn
"Amber" Darkeyes to slowly draw a noose around his own neck.
Saranus finally ended his game, and Meldor gave the store a thorough
inspection.
Finding all in order, he authorized Darkeyes to draw more heavily on
the funds than he previously had been allowed to.
Now the party had come to a dilemma. Meldor had received a letter
begging for aid from Blasingdell, the small town situation nearby the
Glitterhame.
Apparently, Dwarves had re-inhabited the Glitterhame, and restarted
their forges. But recently earthquakes had begun shaking the region
where earthquakes had never shook the region before.
Having saved them before, the people of Blasingdell again asked
Meldor to come and save them.
But now the party also had Horken's recent ascent to royalty.
Which path to take ... which adventure to follow ...
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