Post by Kaber on Jun 28, 2009 13:36:19 GMT -5
And so a new group rises, a new generation takes up their swords and spell books and the games continue anew.
This time around I have only two players so far, one 2E veteran who is new to 3E and his 10yr old daughter who is new to DnD period. The word has been put out for others to join and so I hope soon we may have a well rounded party.
I have started them off easy, using modules to break them in through their lower levels.
the first adventure was for levels 1-3 and is called the Scirocco's Kiss.
An elvin wizard was sent out into the world to take her test of adulthood. She was sent to the city of Sarago to retreive a gift from a longtime friend of the elves, a human, named Harramen.
Once in the city she met a human rogue who offered his services as a guide for a small fee. Once they settled, the guide led the elf to the bakers quarter near the docks (the area where Harramen the Baker worked) . A fog had settled in from off the coast making for poor visibility and muffeling sound.
It was enroute that they were acousted by a man in tattered clothing. Tall and gaunt, dark skinned and breathless. He seemed at first glance furtive, tense and perhaps a little scared. As he approached them he kept glancing over his shoulder then stumbeling and coughing. He clutched a leather satchel to his chest and finally he collapses at the characters feet.
As they tried to help him up he barely manages a horse whisper.
First in Kalamaran then in Merchant tounge and finally in Brandobian. ( Substitute for common )
"Please, you must.....help! Evil has landed, must be stopped. Take th-this case *cough* ...Potent items that will....need...to van-vanquish...unholy one. Call upon....the gods and ....crossbow....fire it..into the black heart of evil. Your ...... aim, must be true. Seek.....Seek out......the Succoro's Kiss at.....at nine.....there you will find it. At nine...must kill.............."
The mans eyes roll back in his head and he is dead. After a breif inspection they find a dart protruding from the back of the man's neck. There is no sign of the assassine however.
The case contained a +2 crossbow, three +3 bolts and a priest scroll with three Bless spells written by a 12th level Truthseeker Priest. (other preists may use the scroll at reduced effeciency. Lawful good at 9th level neutral good at 6th level and lawful evil, neutral evil or chaotic good as though it were written by a 3rd level cleric)
So to make a long story short. Our two brave adventurers find out that nine is the pier number and so they try to sneak aboard the ship (called the Succoro's Kiss) . Of course there are four fantical worshippers on board at any given time plus a light crew and a personal gaurd. All pay homage to a Rakshasa who currently resides in the belly of the ship. ( Two to Three worshipers go out after dark to retreive a sacrafice for their lord and the captain and some of the crew do take a shore leave.) the plank has a 40% chance of breaking when more than 290lbs.
at one time is placed on it.
Naturally the characters creep up the plank at night together and it breaks. One dives to the dock and the other (the wizard) jumps to the ship where she is grappled by a worshiper and the personal gaurd (alerted by the sound of the plank snapping). Three worshippers leap to the dock to dispatch the rogue. A fight ensues and the rogue is killed. The wizard is taken below and introduced to the Rakshasa who offers her a chance to join him. She at first agrees but when asked to hand over the elvin gift she refuses and attempts to fight her way out but she is killed.
I was kind however and wrather than kill them once and for all I had their bodies dumped in the sea where they were rescued by mermen and a Swanmay and taken to a cave a mile outside of the city. Three days later they awake and the Swanmay explains the dire need to have the Rakshasa killed. The party agrees but upon returning to the docks find the ship empty. They set if aflame and with no clue now as to the where abouts of the Rakshasa (or their items which were stripped from them before they were tossed in the sea) decide to find work to make some coin and hopefully in time they will find the rakshasa's new lair and take back the items stollen from them.
For more information about the Module The Scirocco's Kiss (An adventure for 5 to 7 players levels 1-3) pm me and I'll be happy to give you more details.
This time around I have only two players so far, one 2E veteran who is new to 3E and his 10yr old daughter who is new to DnD period. The word has been put out for others to join and so I hope soon we may have a well rounded party.
I have started them off easy, using modules to break them in through their lower levels.
the first adventure was for levels 1-3 and is called the Scirocco's Kiss.
An elvin wizard was sent out into the world to take her test of adulthood. She was sent to the city of Sarago to retreive a gift from a longtime friend of the elves, a human, named Harramen.
Once in the city she met a human rogue who offered his services as a guide for a small fee. Once they settled, the guide led the elf to the bakers quarter near the docks (the area where Harramen the Baker worked) . A fog had settled in from off the coast making for poor visibility and muffeling sound.
It was enroute that they were acousted by a man in tattered clothing. Tall and gaunt, dark skinned and breathless. He seemed at first glance furtive, tense and perhaps a little scared. As he approached them he kept glancing over his shoulder then stumbeling and coughing. He clutched a leather satchel to his chest and finally he collapses at the characters feet.
As they tried to help him up he barely manages a horse whisper.
First in Kalamaran then in Merchant tounge and finally in Brandobian. ( Substitute for common )
"Please, you must.....help! Evil has landed, must be stopped. Take th-this case *cough* ...Potent items that will....need...to van-vanquish...unholy one. Call upon....the gods and ....crossbow....fire it..into the black heart of evil. Your ...... aim, must be true. Seek.....Seek out......the Succoro's Kiss at.....at nine.....there you will find it. At nine...must kill.............."
The mans eyes roll back in his head and he is dead. After a breif inspection they find a dart protruding from the back of the man's neck. There is no sign of the assassine however.
The case contained a +2 crossbow, three +3 bolts and a priest scroll with three Bless spells written by a 12th level Truthseeker Priest. (other preists may use the scroll at reduced effeciency. Lawful good at 9th level neutral good at 6th level and lawful evil, neutral evil or chaotic good as though it were written by a 3rd level cleric)
So to make a long story short. Our two brave adventurers find out that nine is the pier number and so they try to sneak aboard the ship (called the Succoro's Kiss) . Of course there are four fantical worshippers on board at any given time plus a light crew and a personal gaurd. All pay homage to a Rakshasa who currently resides in the belly of the ship. ( Two to Three worshipers go out after dark to retreive a sacrafice for their lord and the captain and some of the crew do take a shore leave.) the plank has a 40% chance of breaking when more than 290lbs.
at one time is placed on it.
Naturally the characters creep up the plank at night together and it breaks. One dives to the dock and the other (the wizard) jumps to the ship where she is grappled by a worshiper and the personal gaurd (alerted by the sound of the plank snapping). Three worshippers leap to the dock to dispatch the rogue. A fight ensues and the rogue is killed. The wizard is taken below and introduced to the Rakshasa who offers her a chance to join him. She at first agrees but when asked to hand over the elvin gift she refuses and attempts to fight her way out but she is killed.
I was kind however and wrather than kill them once and for all I had their bodies dumped in the sea where they were rescued by mermen and a Swanmay and taken to a cave a mile outside of the city. Three days later they awake and the Swanmay explains the dire need to have the Rakshasa killed. The party agrees but upon returning to the docks find the ship empty. They set if aflame and with no clue now as to the where abouts of the Rakshasa (or their items which were stripped from them before they were tossed in the sea) decide to find work to make some coin and hopefully in time they will find the rakshasa's new lair and take back the items stollen from them.
For more information about the Module The Scirocco's Kiss (An adventure for 5 to 7 players levels 1-3) pm me and I'll be happy to give you more details.