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.


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