Aarden Campaign Summary: Difference between revisions
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"Find the others" | "Find the others" | ||
"Get to the breach" | "Get to the breach" | ||
"Bring the key" | "Bring the key" | ||
"Protect the builder" | "Protect the builder" | ||
When they woke up they searched and found a few valuable items and freed the husband of the couple that was meant to have left the town. His wife had already been killed as part of a sacrifice. Upon exiting the Hall of Laws, the Party with the Help of the Husband, explained what was happening, and they went inside and discovered the dungeon. The party was allowed to stay in town and thanked for helping put an end to what was happening. The Party decided to spend a week town (for Downtime Activities) | When they woke up they searched and found a few valuable items and freed the husband of the couple that was meant to have left the town. His wife had already been killed as part of a sacrifice. Upon exiting the Hall of Laws, the Party with the Help of the Husband, explained what was happening, and they went inside and discovered the dungeon. The party was allowed to stay in town and thanked for helping put an end to what was happening. The Party decided to spend a week town (for Downtime Activities) | ||
Revision as of 06:35, 21 June 2023
Campaign Main Page
Session 01
Our Party meets up in Solace and enjoys the Harvest Festival. After playing a few games the festival is attacked by fade beasts. Wyverns, Purple Worms and other Beasts. The Party fled the town as it became obvious there was no hope in defeating the beasts. In an old abandoned Church North of the own Solomon, Sin and Proximo met a Black Knight he didn't speak except to demand a key of some kind
Session 02
After escaping the town of Solace the party took refuge in a Cave. They cleared out the inhabitants a few giant Spiders and Centipedes, then set up camp for the night. In the cave, they found a few items, including some letters on the corpse of a courier. The party was able to deduce that the letters were about 10 years old. One of them mentioned a woman in Midweld who fits the description of someone who came out of the fade, odd hair colour and spouting gibberish. It's a 10-year-old lead, but worth chasing down. The only thing she would say is "One is Ten"
After leaving the cave the party went to Sin's campsite to pick up their supplies and start their journey to Midweld. They met a travelling merchant who sold them some potions.
Session 03
Upon reaching the town of Three Bridges the party ran into a team of Clerics and Which Hunters that were leaving for Solace. The Party informed them of the Monsters and the Black Knight. Word of the Black Knight surprised the Nostor that was there and he asked the party to stay in town until they returned.
While in town the Party helped out with the refugees, getting them food and tending to the injured. The next day the Party met a Man called Alistair and helped him Capture a Fadehound.
Session 04
The party returned to town with the captured Fadehound and delivered it to Alistair's basement. Proximo was upset and grumbling about the heresy. Afterwards, they went to the church to talk to the Nostor, first about the Graverobbing the town had been experiencing, then the Black Knight. The note about insects crawling out of the wounds made the Nostor think of Yidrha. An old god that can create avatars of herself in the form of black snakes. And hearing the fact that the knight wanted a key of some sort, the Nostor thought we should find the key and hand it over rather than risk the wrath of an old god. Proximo found this upsetting and the party decided it was best to figure out what this key was before handing it over.
The party then began work investigating the graverobbing, a stakeout didn't turn up anything but searching a nearby cave the party found evidence of necromancy. Consulting Alistair, they were given a list of components that would be required. the next step would be to check with the West Empire company to see if they had received orders for any harder-to-find items.
Session 05
At the West Empire company, the party met their guard captain Colton. There was a woman there who was very upset, Susanna Grimsby. She was expecting a delivery that had gone missing. She asked the party to look into it. The party asked around about the ingredients and even searched through some packages, but couldn't find anything. As there were leaving they ran into Pavel Romanov, who was also searching for the necromancer who had robbed the grave of his father. He had intercepted the package destined for Susanna, containing many of the reagents used in necromancy.
The party went to Grimsby Manor and found Susanna and several animated skeletons in the basement. They fought and killed Susanna even though Proximo was trying to bring her in alive to reform her.
Session 06
Having Killed Susanna Grimsby the party reported back to The Nostor about her being a Necromancer who was responsible for the Graverobbing. He was upset and asked the party not to mention it to anyone else in the village. Talking about what the church would have done to her if taken alive upset Proximo quite a bit. Pavel Returned and Vowed not to take another life unless absolutely necessary. Later the Party met up with Alistair to identify many of the reagents found in Grimsby Manor. Solomon decided to learn Herbalism and Sin learned Poisoning.
After a few days the Nostors returned from Solace and talked to the party. The Fade Beasts were all gone and they had left the corpses rather than eating them, which was very unusual. The Nostor discussed the Black Knight. Afterward, the Party bought a few Horses and a wagon to travel to Midweld. On the way, the party spotted some familiar bandits on the road. The party paused and decided to split, with Solomon and Sin disappearing into the forest and Poximo, Pavel and Lies in the Wagon continuing along the path.
Session 07
The Party was able to easily handle the Bandits. Capturing most of them alive, they were stripped of their weapons and sent on their way. Before that though they directed the party to a hidden base and their leader "Marko". The party then investigated the base in an underground cave system. There they found two brutes who they had seen previously in Three Bridges escorting a wealthy woman to some ruins. From Eavesdropping on their conversation with Marko (a spell caster), they were trying to get some Deed from the woman who resides in Vezenholt. The Party were able to easily dispatch the three. Then they set out to Noxfeld.
Session 08
The Party talked to the one remaining Survivor in the Cave hideout (Retcon). He had a lot of disdain for The Church, Directing it to Pavel and Proximo whom he accused of killing children. The Party decided to leave him alive though warned him about attacking people on the road. And before they left set up warning signposts to give future travellers a heads-up about possible attacks.
After that, the Party went to Noxfeld. A Walled Village right on the edge of the fade. While shopping for supplies the party noticed there weren't any elderly citizens around. A Church bell was rung and there seemed to be some kind of community gathering. The Party was barred from attending though.
Session 09
The Party got a room at the local Inn. While there they discussed what was happening with the Innkeeper and they were told to keep the population down anyone over 40 was sent out of the Village. To see if anything nefarious was happening. the party snuck out to witness the party. There didn't seem to be anything amiss. It was overheard that the Couple leaving would head out in the morning so the party decided to get some rest and check back in the Morning.
The next morning a little girl ran into the Inn screaming about a monster attack south of the city. The Party set out to fight the monster. and was able to defeat it. though not before it Swallowed and incapacitated Solomon. While unconscious he had a vision of a forest of mushrooms and a Cat telling him he wasn't meant to be there yet and referring to him as "Guardian".
After the fight the Party talked to the owners of the farm that had been attacked. But couldn't get any more info about Noxfield's weird rituals. Other than that they were scared.
Session 10
The Party investigated a sewer system under the Farm that had some sort of monster in it. They managed to kill a few gelatinous monsters. And told the Farmers it was safe.
The party then went back to Noxfeld and investigated the Hall of Laws where the couple had stayed the night before. They found blood on the walls and Confronted the Man in charge. He let them into the basement where he had been doing experiments on the people meant to leave the town. He then transformed into a weird worm monster.
Session 11
In the Dungeon under the Hall of Laws, Confronted with the strange monsters the Governor had transformed into, (Two swarms of black worms/snakes, and a husk of a corpse possessed by some entity). The Party easily dispatched them. And after killing the entity the party blacked out and found themselves in the weird Mushroom forest, all separated. The Cat being appeared in the sky enormous and told Solomon
"Find the others"
"Get to the breach"
"Bring the key"
"Protect the builder"
When they woke up they searched and found a few valuable items and freed the husband of the couple that was meant to have left the town. His wife had already been killed as part of a sacrifice. Upon exiting the Hall of Laws, the Party with the Help of the Husband, explained what was happening, and they went inside and discovered the dungeon. The party was allowed to stay in town and thanked for helping put an end to what was happening. The Party decided to spend a week town (for Downtime Activities)
Session 12
On the Way from Noxfeld to Suthan, the party came across an old in now overgrown with plants. Upon approach the party succumbed to the intoxicating aroma of the berries growing on some of the plants. This turned out to be a trap and man eating plants ambushed the party. The party was able to defeat the plants but burned down the Inn in the process. Sin was able to find a few items inside before it burned down however including a journal of the old owner, a Paladin.
Session 13
The Paladin's journal revealed the existence of a cursed grave belonging to a necromancer beneath the Old Inn. the party decided to go under and defeated the undead underneath and the Paladin that was cursed by the the necromancer to never leave the tomb.
The Party then set off to Suthael, where they were greeted by a Solomon Impersonator. They Got some supplies and booked passage on a ship bound for Midweld.
Session 14
On the Boat to Midweld the Captain didn't believe Solomon was who he said he was. Clearly he had met the imposter first and assumed Solomon was the fake. They then met a few Doctors that were on the way to Midweld and were curious about Solomon's hair. They had attended the mysterious woman with Green hair who had appeared. And they told the party that she had been in a coma for the last decade. The Doctors agreed to take Solomon and Proximo to meet the green haired woman. The rest of the trip was uneventful.
Upon arriving in Midweld the party met their old friend Alistair. They all together, went to see the Green haired woman. In the hospice care building they found Mei Beauchamp, the ranger that had been part of their team. She had aged more than they had expected given how long she had been out of the fade. Proximo tried a lay-on-hands to wake her, but nothing worked. Alistair suggested using a rare reagent found only in the fade. The party set out to meet an inventor that had suits capable of protecting people from the fade, Mara Tisette Jostenbury. They got the suits and head in. They found a cave and while exploring disturbed a monster.