Adventure 1.0 A random gathering:
In this adventure, a seemingly random group of dwellers of the city
meet at a party. Things and people are never as they seem, and a
pleasant dinner party turns into something far worse. A murder is
reported, but the body can't be found. Everyone is a suspect and no
one has an alibi. The culprit turns out not to be any guest, but every
guest. The players only barely defeat the entity pulling the strings
behind the scenes. Where did it come from, where is the owner of the
mansion, did they find all of the bodies, was magic involved, and
where did Andre go? were just a few of the questions still remaining
when dawn found the players still alive.
Adventure 2.2 The cloak room stupid!:
Portents and dreams abound, as the characters begin to find out about
each other, they discover they may have more in common than they
thought. Information becomes the most precious commodity, guarded more
closely than ones life. Alliances are made, and sides are chosen. An
innocent search of the mansion reveals a secret door to the
sewers. The intrepid adventurers descend to find a very dangerous
entity, reinforcements of darkness and Andre, well sort of. They take
a trip into the woods in search of Erin, and answers, finding the
first proves easier than the second. On the return trip something
befalls the characters which will prove to be quite disturbing. They
are pulled into an alternate world, hunted by a diety, and their only
allies, a small group of ill-prepared revolutionaries, who do not speak
their language. Attacked by foes on all sides, they finally manage to
escape when the god decides to let them leave, just like
that. A somewhat happy, though very disturbing conclusion to the
adventure. Many of the characters have the feeling that they know more
than they should, but not as much as they need. Several disturbing
connections are made, along with perhaps some deadly foes.
Adventure 3.0 A crime without a body:
This adventure started easily enough, as the characters find the
answers to a few questions, which lead to only more questions. But for
some reason they got ahead of themselves and missed the adventure
entirely, weather this was for good or bad, may never be known.
Adventure 4.1 A cold winter's night:
The winter solstice, a cult of druids, and a player involved in a
ceremony culminate in a minor magical disaster, a wild midnight melee
and the probable deaths and mortal woundings of several important
personalities. Many players are left with the feeling that things
have gone out of their control and that they might have been better
off if everything had never happened, the druids, if any still live
would defiantly be of this opinion. Who are those black robed spell
casters, why did they attack the druids, what was Moire doing in the
circle, why did all of the players who said not to go, show up anyway,
and will the red-head live? These any many other questions perhaps time
alone will answer.
Adventure 5.0 Lies, lies, all lies:
It was a simple job, all they had to do was sneek into the thieve's
stronghold, and steal one of their most heavily guarded treasures. Why
would a group of low-power adventurers do such a thing? Because one
of them suggested it. Well it couldn't have been that bad, since they
all made it out, though Thayana has probably made some unkind
acquaintances, and Case died again (how does he keep coming back?). The
rest got a peak at the strange world of Moire, and have been leery of
asking her questions ever since. As for the stature that all was
risked for, Remee took it to do who knows what.
Adventure n.0 You want to do WHAT?:
It was a scheduled gaming session, with an adventure almost planed by
the DM, and what should happen, only 3 players show up. The DM knows
his campaign is a little on the dangerous side, but even he won't send
the lonely three on this adventure. So what happens? The brave splinter
party decided to start their own adventure, before the DM thinks of
something really nasty for them (He did have to scrape a scheduled
gaming session, so you really can't blame him). Noticing that the
thieves didn't kill them the last time, they decide to go back for
more, and attempt to recover some valuable items that were lost the
first time. Although not completely successful, they did get an
important lead. To be followed as soon as hit points would allow.
Adventure n.1 How to recycle:
Now healed and with reinforcements from the main party, the splinter
group runs hot on the trail of the missing valuables. And the trail
leads to an abandoned church, that would have had significance, to the
player who had quit (but I digress). They find many things in the old
place of worship, many quite disturbing, but no lost items. The night
culminates in a fiendish trap and creatures from the abyss, and a
battle with a figure in the shadows who eludes every effort to capture
him.
Adventure 6.0 Into the Mountain of Madness:
What could be dangerous about splunking? the players ask, other than
the fact that the man who hired them thinks they will find another
world. But worst of all he was right. Many things real and imagined
befall the intrepid adventurers as they try and stay alive and
sane. Most never did figure out what was real and what was imagined,
assuming there is a difference. With 3 characters turned to stone, and
the rest in the madhouse (but wait, one of the stone characters is in
the madhouse, in the flesh??), none will ever be the same again.
Adventure 7.2 Was this planned before or after 2 pcs were turned to
stone?
The surviving players escape from the local institution (no not the
college) and enter into considerable research. They decide the best
course of action is to try and recover the ancient elven ring Nenya,
an item of great power. Unfortunately it is in the lair of an elder
creature know as Scatha, which has woken form its long
slumber/imprisonment. Undaunted, the remaining buoyant players travel
to the dwarven city near it's lair, and luckily manage to avoid even
seeing the creature itself, although they were not so fortunate when
it came to one of the other denizens of that forgotten place. As a
result Moire may never be the same. In the lair the players manage to
find just a few rings, but thanks to some fast magic and luck they
also find the correct ring, they think. Additionally some interesting
pieces of treasure are taken as well, there were expenses after all.
Adventure 7.3 So ah how does this thing work?
Finding the ring was only half the problem as the players invest a
significant amount of time trying to figure out how to use it to turn
their friends back to less hard-headed forms. Eventually they
discover that they have the wrong ring, but that they also have the
right ring, but how to use the right ring right and not wrong, is a
challenge they still need to surmount. Somehow in the confusion, one
of the characters is restored, but the other is not (might it have
something to do with the fact that the player, who's character is
stone poked the DMs eye just before this adventure?).
Adventure 8.0 Brothels can be a real bother
Morie, the ever-informative, prostitute enlightens the rest of the
characters to the fact that the competition (hers not theirs) has a
certain woman of elven origin working, possibly not under union
code. Before they can formulate a plan, Thayana rushes off into the
night to save the elven captive. When he doesn't return from his Erol
Flynn scene, the rest go of in search of him (except Thomas, who is
still stone). The rescue attempt goes in a word: badly, in two words
very badly, and time would show that it was even worse than the
players thought at first. Three characters are nearly slain, though
this means they will miss the next adventure, not altogether a bad
thing.
Adventure 9.0 The Beginning of the End
Elven-human relations which had previously been tense, have by now
become hostile. The activities of the players in the previous
adventure have been blamed on the elves in general and Thayana in
particular, since humans have been killed and an elf was sighted. The
next day an uncontrolled mob rushes the elven section of the city, as
the town guard do nothing. The last elven high magi works a spell to
allow the elves to escape, while Thayana and two other characters
attempt a desperate delaying action. Although successful in delaying
the mob long enough for most of the elves to escape, Kenny's reputation
may suffer as a result, and Case has found out that the mob may not
have been quite as uncontrolled as it at first appeared. As dawn
breaks, the players will have a number of problems on their hands not
the least of which are the restoration of Thomas and the sheltering of
Thayana.
The end of year 1 (mostly because the DM left to go to Cleveland, but he did spend lots of time getting ready for the second year...)
Adventure 10.0 More Miserables
The time is ripe, the proletariat will triumph, well that was the
plan at least... The PCs are wrapped up in a revolution led by the
local intellectuals. As some suspected it seemed to be doomed from the
beginning. Big magic and betrayal were as deadly foes as the guard
who did the dirty work. Somehow Moire slept through the whole thing,
and then disappeared.
Adventure 10.1 A message for you Sir
A familiar elf visits pcs with some welcome information and a request
for help. While some of the pcs plan a rescue attempt for the captured
elves, which functions with 75% success, others are doing, something
else. The PCs decided to have an honesty session, then Case
disappears, but before leaving he tells the others that something is
terribly wrong with Moire. In addition to the betrayal by Remee and
the strange request and behavior by Donny, the PCs and their allies
could be in trouble.
Adventure 10.2 Problem Solving
The remaining players attempt to solve the bewildering variety of
problems which they have amassed. They begin by sneaking into the
woods in search of elves, so they can return the liberated elven
captives to their brethren. This fails miserably. Afterward, they find
out that Case is most likely dead and Donny behaving very
strangely. Soon after they stumble on to a familiar looking amnesiatic
who wants to kill Remee. The party manages to contact the elven
messenger despite the best efforts of one of the players. That evening
the players attempt to: kill Remee, twice, perform in a bardic
production, evacuate the elves by three different means, attack Moire,
escape from Moire, capture Moire, explain to Moire why she is tied up,
dig up one's own grave, cast spells, turn a player back from stone
(again ?), and escape from the guard. Surprisingly they are successful
in most of these endeavors, the primary exception being the planed
funeral of Remee. The adventure seems to have ended on a happy note
(no pun for Kenny the Bard intended), with more characters in a
functioning state at the end of the adventure than at the beginning.
Adventure 11.0 Last Knight
Actually this particular adventure lasted 2 nights. A stranger in
need, the last of the Knights Templar, comes to Moire for help. After
some help from a nun, a select group of characters, hand picked for
their ability to follow some really bad ideas, and for the fact that
they were the only ones who came, descend into the secret crypts
beneath the great cathedral of Paradys, and with the knight attempt to
retrieve the great Stone Sword. They fail of course, and learn that
ghosts are bad even when they hate the same person you do, and that
reading the mind of an insane person has a few undesirable side
effects. They uncover a clue to the where-abouts of the sword, and the
knight leaves, probably to never be heard from again. Additionally a
few startling revelations concerning certain organizations are
unearthed. But the Church High Inquisitor, a likely minion of the
shadows, is destroyed, hopefully.
Adventure 12.0 A Heart warming story of a Ladye and her Dog
The players are drawn into investigating a string of gruesome murders in
the lower side. And though the cause is found and at least for now
stopped, in at least one player's opinion, it did not end well. If any
had forgotten, this adventure clearly indicated that the characters
are working toward different goals.
Adventure 0.1 What do we do now?
An entire game session is spent during which the players take no
significant action, but do spend a lot of time discussing their
situation nd what is going on. They decide not to get involved with the
senate once they determine that Lazarus is not a Vampire. But are they
any closer to uncovering the truth?
Adventure 0.2 You Guys did What?
While the players are still deciding what to do, a number of town
gaurd rush into the Cockatrisk and arrest Kenny and Cal, for the
murder of Lazarus! Cal decides to willingly go, but Kenny makes a
runfor it with the help of a diversion by Fishhead. The rest of the
group hides, except for Moire who looks on with disgust. Kenny is
apparently captured despite the flawless illusionary fog. A rescue
attempt caried out by the free players, manages to succeed, but only
Cal is found in the prison. The players comb the city in search of
Kenny, and run into someone else looking for Kenny. Cal has a lengthly
discussion with a denizen of the night, and learns where to find
Kenny, as well as who didn't kill Lazarus. However, Kenny's position
in the ex-elven section seems unusually well gaurded, and the players
are at a loss for a plan. Then Kenny just leaves, along with a
mysterious old bard.
Adventure 13.2 The Scene of the Crime
Once again Cal is led to a meeting with the woman of the night, who
seems to be in a bad situation. Attempting to save her, he brings her
to the Cockatrisk and hides her in the basement. Further investigation
leads the players to Lazarus's house, where they find some information
and the dead man himself, who is not only not dead, but undead as
well. In the battle that ensues the players escape only by luck, and
whatever it was that killed Lazarus, it may still be there.
Adventure 13.3 You put a WHAT in the basement?
After the first attempt to save the unconscious vampire failed, the
party moved on to other things, now they try again. this time they are
successful, though Kenny donated a significant ammount of his
blood. The vampire, who goes by the name of Black Cat seems friendly
enough, and prommises to not only not kill them all, but to help them
in the future if she can. Also the players find out that a group calle
dthe Inner Circle is very interested in Moire, and gernerally refuse
to be refused. Tom learns that the darkness is coming soon, and it is
up to the players to stop it. A second visit with Erin tells the
players who they should work with, amoung other things. Also Donny
returns briefly and tells his brother some disturbing things which
have been happening.
Adventure 14.0 The Circle
After a covert investigation which tells the players nothing other
than the fact that the Inner Circle is moving against them, they
decide to attack. Gathering all of the players, as well as alies from
the Cockatrisk and other places, they storm the Circle Club, and
mannage to defeat the Cicle, however two of their number manage to
escape.
Adventure 15.1 The return of the brother
While deciding what to do next, and attempting to contact far flung
allies, Donney appears again, and attacks Kenny. Cal and Tara rush to
his aid and manage to drive off, but not destroy the creature which
was able to take the from of Donney, and some other things as
well. However not all ended badly, for the monster caried Wizard's
Bane, and left it behind when it fled.
DM's opinion:
The rather deadly nature of the combats of this campaign, along with
the conspiratorial nature of most of the npcs, has lead to an emphasis
on roleplaying. Roleplaying to gain information is considered
especially important. Information gaining abilities and spells are
used most frequently, combat spells are almost considered useless. Magic
which influences the reactions of others are also popular with the
players. The most cast spell is comprehend languages. The heaviest
weapon carried by a pc is a long sword, and the most damaging weapon
used with proficiency is a rapier. the heaviest armor ever worn by a
pc was leather. The most used proficiency is ancient history. The most
used thief ability is read languages. Most of the players have decided
early on who they can, or have to trust, and who they can use for
information. Although adventuring together, they by no means have the
same goals and objectives.