Monday, April 03, 2006

Summary of Campaign

In another place, in another world, an ill-bred, young lady, was given an armed escort of women to take her across the mountains to meet with the prince of that land, in the hopes that he would be pleased with her countenance and take her hand in marriage.
He wasn't.
He didn't.
Point in fact, the bonny prince Herschel is an evil wizard/fighter, whose plans extend far beyond this world. With the help of a number of like minded fellows of varying races, he intends to bring chaos back to it's rightful place on top. The women barely escape his dungeon, stumbly through a series of misadventures until.....


Our brave adventurers lay huddled in the musty library as Estefan, their host, swirls his brandy absently. Brandy that he hasn't touched since he is, afterall, a vampire. Vargoyles circle outside the castle windows, no more than a rustle of bat wings against the dirty panes, a scrabble of claws, a hiss. The night stretches before them, and dawn, and its safety, an eternity away. Estefan offers them a choice - sacrifice one of their party and leave the castle immediately to fight the vargoyles and wolves that roam the grounds or...accept a quest from thier host, a quest he will not describe until they have promised to take it.
They have had better days.
Deciding to take on the quest, they find themselves pawns in an ugly game between the forces of chaos and law - with evil on both sides. To fulfill their oath, they must travel to the southern continent and destroy a portal to another plane - or die trying. Transported far to the south by a portal stone, they find themselves in forbidding surroundings. Dwarven slaves, forced to mine a strange ore by beholders, trudge through the valley below them. A dark jungle beckons to the east. The sea rages at their backs. And a road leads south to a foreign city.


After finding thier feet, the intrepid party strikes off in an attempt to close the portal before *something* get through. But it never seems as simple as all that.


A gnome that looks like an orc.
An orc that looks like an elf, then an orc, then an elf, then an orc.
Two elves that might make the summer Olympic track team.
One really nasty city.
Exploding temples.
The medieval mafia.
A Godfather with a Deliverance accent.
And a tournament that delivered more damage to one poor spectator than to the participants.
Gammy “the made man” and the lovely, unpredictable Sam trick poor slobs into loosening their purse strings, the magic users immolate monsters (and party member), and the party handles a persistently annoying green dragon.


After many adventures, the party discovers that there is more to this wicked chess game than simple politics. The prince and his "counsel" intend to bring one of the Old Ones into the world, misguided in their belief that they can control this awesome power. As they bring in minions from other planes in the form of Slaadi, the repercussions of their actions is already main plain in sweeping weather changes. The only way to stop them and close the portal is to gather ancient weapons - those forged by the metal kings.

A silver ring
A golden crown
A mithril hammer
A copper sword
An iron axe
A bronze long sword
And....

Seperately, each artifact is powerful, but together they can close the portal and send the Old Ones back...if they can be found. And the counsel....who are they? The prince and his lady Mira are simple enough but the rest remain a mystery. And how do the mines tie in to all of it?

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