View unanswered posts | View active topics It is currently Thu Nov 21, 2019 1:32 pm



Reply to topic  [ 145 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
The Venga Campaign 
Author Message
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Celebrin(Elf Wiz 3rd), Neela(Human Rogue 3rd)

Friday Wildgate Continued

Goblin attack on Wildgate this night. Bomb the village with
alcohol bombs from the backs of giant dire bats. It goes well for the goblins
with the flop house totally destroyed and significant damage to the gate house,
the castle keep, the locksmith, and the statue of the thief god. The party helps
put out a minor fire at the Fallen Star inn, but basically only see the aftermath
of the attack.

The Reeve Marshak talks with them about their plan. They tell them they
are heading back tomorrow, and he asks them to share whatever information they
learn, as the town has to take out these goblins and will get together an
expedition in the few days.

Saturday Wildgate

It is midmorning before they head up to attack the caves. They find a
troop of cavalry who accompany them up to the goblin caves. The goblins had
planned to trap intruders in a killing zone just inside the entrance, but
the party finds them mostly sleeping, plus a Silence from Murga, allows the
party to essentially kill them all with little resistance. They capture the
goblin shamen who tells them that the lord goblin lives further into the complex,
and that the crater beyond is dominated by kobolds. They leave him tied up as
they push deeper into the complex. In the storage room they come across the evil
idol in blood soaked cotten. They smash it. As Mr. Spike pops through the
trap door the two guards dump a brazier of embers on him and with a magic
missile from Celebrin they drop the two. On the platform a sleep from Celebrin
takes out most of the goblins there. One retreats to the next platform and starts
to cut the bridge cable, one is cut, but the goblins are cut down before
they can spread the warning. They party looks into the cave of the evil
dwarf god, Murga wants to destroy it, and Mr. Spike wants to steal gems,
but a swarm of bats drives them off. After some argument they decide not
to pursue this and try to get over the half cut bridge. Murga tries three times
to cross, but fails. Neela succeeds and fixes the bridge. They explore the
large cave and Mr. Spike gets badly mauled by a bat, and as they retreat they
fire the cave and the platform. As they are doing this the three bat riders in
the air attack. Celebrin his them with a web, and manages send all three into
the side of the mountain. After some debate the party decides to fire the
remaining platforms and bridges and head back to town figuring that the goblins
are hurting enough that they can now pass into the crater. They head back bringing
the goblin shamen.

Back in town Marshak is pleased by their report and accepts the prisoner.
He tells them that at the center of the crater is a dwarf mine. Apparently they
abandoned the place several hundred years ago when they found something very nasty
in the excavation. Now the top levels are dominated by a tribe of kobolds who
will let visitors in to the lower levels for a fee. This is probably wise as they
have apparently dug their own small passageways and have turned their area into
a series of ambushes. The center of the crater is about 4 hours north.

They are also are told that the axe that Mr. Spike is using is likely
of kobold make, given the dragon motif. The shamen has told them that the dice
predict the future, but upon trying it Celebrin finds that it gives answers
in goblin.

The plan is to push on to the crater tomorrow.


Wed Apr 06, 2011 1:51 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
11th session as the party tries again at the goblin caves. Much to my frustration while the goblins guarding the entrance are well prepared for an attack, they fail a roll to be ready for the attack and the party slaughters them. Then Celebrin cannot fail in just about everything he tries turning what should be a tough slog into a cake walk for the players. Oh well, on to the Crater of Umeshti.


Wed Apr 06, 2011 1:57 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Celebrin(Elf Wiz 3rd), Neela(Human Rogue 3rd)

Saturday Wildgate

The party, especially Murga, is distressed that they will have to pay
kobolds to enter the Crater. They decide that between the "Blink Ring", which
remarkably has a snake motif, they
got from Master Ugo, the Axe they picked up in the Goblin Caves, and some gold
they can get in.

Sunday to the Crater of Umeshti

No trouble on journey to the crater. There they are met by kobolds who
ask them for tribute to the Great Lord Skritch. They pay 200 GP plus the ring
to enter. They see the path in and note the fear that the kobolds have in descending
to the third level. There they defeat the two gargoyles with a web from Celebrin.
They get trapped in the portcullis room, and are attacked by 5 mutant kobolds (3 with
poison, 1 with extra arms, 1 with extra legs) which they defeat with a sleep from
Celebrin. They head into the zombie room. They are turned by Murga, and they burn
most of them, but two escape to the cross roads room. The party catches and destroys
them, but Radko is alerted. As they explore from the cross roads room, the see it
connects to the shaft, but the gargoyles there ignore them and they find the secret
door leading to the elevator down. As they dither a large group of skeletons begin
to move on them. Murga fails to turn them, and a fortunate flask of burning oil kills
many of them. Radko tries to Sleep them, but only gets Mr. Spike's pet shocker lizard.
After taking a couple of Magic Missiles from Celebrin and a Silence from Murga, he retreats
pursued by Neela. The others are distracted by the Ginormous Kobold who is felled by
a Command from Murga. Radko casts Gaseous Form and looses Neela. He gathers his
girl friend, his spell book and retreats down the stairs. The party dithers about
what to do, and with CK convincing them to explore around here to look for the Scrolls
of Natarus. They find the lair, and conclude Radko is a vampire. They burn the
coffin, gather the books (Radko's notebooks), and try to destroy the Scrolls.
Holy Water boils off, and they are unable to physically damage the Scrolls. They
decide to take away the books and Scrolls wrapped up. A quick look through the books
reveals nothing. Heading up they again have to pay the kobolds, the axe and 200 GP
to go back up. They have no trouble in the trip back to Wildgate. There they
learn of the events below.

Venga Valiant - Front Page Headline
---------------------------------
Sorcerer's Brotherhood Taken Over by City
=========================================
Mayor Donal Fenkar announced today that the city administration
has taken steps to incoperate the Sorcerer's Brotherhood into the administrative
structure of the city. The Mayor released the following statement:

"Less than a week ago our city was attacked by
a necromancer who my administration has learned was nurtured by a member
of the Sorcerer's Brotherhood. Apparently the plan was to use this event
as an excuse for a coup against our city by the Sorcerer's Brotherhood.
To protect our liberty from this threat I have, with the approval of the
city council, revoked the privilege's of the Sorcerer's Brotherhood. At
midnight last night elements of the City Guard took over the Sorcerer's
Tower and the Venga beacon. Other assets of the Brotherhood were also
taken over. All members of the Brotherhood are required to sign a
loyalty oath to the city and my administration or will have 24 hours to
leave the city and the Venga Vale. I would like to stress
that not all the members of the Brotherhood were involved in the plot.
In an unrelated matter, Deputy Mayor Borloch has announced his resignation
as he would like to spend more time with his family. I would like to take
this opportunity to thank him on behalf of all the citizens of our city
for his long record of service."

Local residents report that the Sorcerer's Tower, which had been
under heavy guard since the attack by the White Necromancer last Monday,
was the scene of some confusion as some members of the Brotherhood
were seen to be making their way out of the city accompanied by
magical and fantastical servants. Grandmaster Denvor, one of the
only members of the Brotherhood who was willing to speak on the
record, said that these were terribly unfortunate events, but
that he understood the fear that motivated the city administration's
actions. On the other hand he hoped that the city would understand that
an independent magic users guild is beneficial to the city, and that the
Brotherhood's independence would be restored soon. He had no comment
on his immediate plans.

This newspaper applauds this action by the Fenkar administration.
To discover that the attack by the White Necromancer was in part
orchestrated by the Sorcerer's Brotherhood, left little choice
for our Mayor. Who knows what other plots and conspiracies were
being hatched by cabals within the secretive organization of
the frightening and over-educated. In these trying times we
call for all citizens of our city and the lands around to give their
unconditional support to the Fenkar administration.

Venga Valiant - Back Page Article
---------------------------------
Gobin Attack on Wildgate
========================
The small village of Wildgate, which is the northernmost
village acknowledging the rulership of the city of Venga, suffered
an attack by goblins early on Saturday morning. Goblins have apparently
moved into caves north of the village, and have blocked passage to the
Wild Lands beyond. They have been there since winter and attempts to
dislodge them have not been carried forward with much force. Apparently
a group of adventurers made a foray into the caves the day before
the attack, which probably prompted the goblin assault. Marshak the Reeve of
Wildgate said that the goblins had tamed some large bats and were using
them as mounts. They were easily able to make it impossible to travel
north from Wildgate as the passage is very precarious along a river.
The attack was made by goblins on bats who dropped some sort of flaming
bombs on the village. Most of the bombs caused only minor damage, but
an inn called The Sign of the Black Dragon was burned to the ground. Some
damage was also done to a village business and some of the defenses.
Marshak said that the village, with support from the city of Venga, would
act more forcefully in the near future to remove the goblin threat.
We applaud this effort to maintain access to the Wild Lands, and commend
the efforts of the administration to see to our defense.

Packet Pulse - Front Page Headline
---------------------------------
Gross Violation of Civil Liberties by Out of Control Fenkar Administration
==========================================================================
In the dark of night the Fenkar administration took over the private
property of an association of citizens which had long provided a vital
public service. The administration claims that they have evidence that the
Sorcerer's Brotherhood had planned a coup against the city of Venga in
conjunction with the recent attack by the White Necromancer. Note that
a full color rendering of the White Necromancer dressed as a cheerleader,
apparently she has picked out her costume for Thursday's Beltane celebraion,
appears on page 3 of this edition of this newspaper. The Fenkar administration
has not shared its evidence with the public leading this newspaper to
suspect that this claim is simply a smokescreen for their real agenda
of removing any other center of power standing in their way of total
control of the city of Venga and its environs. Last night their target
was an association of scholars and elderly gentleman who for years have
maintained the Venga Beacon as a service to the public. Their common
property has been siezed and they have been given the unpalatable choice
of signing a loyalty oath to the Fenkar administration or vacating the
city and the Vale of Venga within 24 hours.

Gornan Slan, noted Packet business man, condemned the actions
of the administration as outrageous and illegal. He further offered
refuge to members of the Sorcerer's Brotherhood at his country estate
in the mountains north and west of the city. Master Vesaus, a long
time member of the Brotherhood, said that he would avail himself of
Slan's generous offer, and thought that many of his brothers would
also at least temporarily do likewise. He opined that many members
of the Brotherhood would not return to Venga due to the hostile climate
that they now faced. They would either relocate to Caron, Marnor,
the Elvish lands to the west, or the Dwarven nation to the east.

This newspaper is aghast at these developments. Venga has long
had a reputation of welcoming any of peaceful intent. This has been
a great source of strength as Humans from the south, Elves from the
west, Dwarves from the east, and Halflings from the Vale have settled
in the city, lived together peacefully, and prospered. The Sorcerer's
Brotherhood grew out of this diverse mix from the scholarly and magically
inclined of these people. They brought together different traditions
and methods and forged a new superior methodology which has served our
city well. This has all been thrown away in one night by the arrogant
actions of the out of touch Fenkar administration. We despair for the
future of our city.
==========================================================================

They discover that the books are the notebooks of Malash Radko.
He describes himself as a spy for the Moran Empire and he was sent to
check out the defenses of Venga. He arrived in Venga about a year ago.
He soon learned of the Crater of Umeshti and semi-legendary Scrolls of
Nartarus which are reputed to be a great trove of necromantic knowledge.
He journeyed with a group of adventurers. They fought their way through
the kobolds and found the Scrolls. He apparently read the scrolls, and
used the knowledge he gained to betray the rest of his party. He then
made a deal with the kobolds and the Thune (?) to take over part of the
Crater. He mentions Hilde, who he subsequently made his bride; Ingelt,
an elf sorceror who he gave to the Thune; and a quartet of Dwarves who he
gave to the servants of the Thune and the kobolds. There are details on
his disgusting necromantic experiments including his development of
mutated kobolds.

He also describes the Scrolls. They were written by Nartarus
who was a follower of Cyriss the Mistress of Gears. Murga knows that this
is a new cult, a few hundred years old, neutrally devoted to technology.
Malash gives the location of her temple, which "opens" in a few days. It is about
two days from Venga. The temple can perform a "perfect
ressurection". Nartarus then turned to the bad and gives
lots of information on necromancy. Also there are other parts of the
Scrolls deeper in the Crater and Malash susmises that they are in the
Thune controlled part of the crater. He is not yet ready to go
there and take the other parts from them, but that seems to be
his goal.

They discuss what to do. They are very paranoid and decide
that they should return to Venga, and give the Scrolls to High Priest
Dumas. The party realizes that Alexia will be at the Temple of Gears
in a few short days to use the perfect resurrection on her mother. They would
like to be there.


Thu Apr 07, 2011 4:35 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
12th session using the Crater of Umeshti. Good fun in this one.

Disaster of a sort strikes after this. Celebin's player gets a great job in a distant city. Since Neela's player is the wife of Celebrin's player half the players are gone and we have to find some more. There is a long lay off, four months, over the summer before we start again with the new people.

Next up another back story.


Thu Apr 07, 2011 4:42 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Back Story for Zeebers, Human Rogue
===========================================
It seemed like such a good plan. Knock over a casino
that is part of the Riverrose Syndicate as your initiation
into the Wake Isles Syndicate. While the crime went well, somehow
your name got connected to it. You guess it was the money launderer,
Imosh, as when Silvertouch called you all together at a safe location,
he gutted Imosh before he said a word, and while you all watched
Imosh's life drain away Silvertouch said that the rest of
you had three choices. Apparently the Riverrose Syndicate is
something more than a criminal gang as Imosh said that High Captain
Hurley had you all marked for death. You could stay in Marnor and very
probably be dead inside of a week, you could sign on with a ship
on an extended trading voyage into the Middle Sea, or
you could ship up the Nor and hide out in Venga until it was
safe to be seen again in Marnor. You chose the latter, on a
whim to see the Wild Lands, and found your self on a barge owned
by High Captain Waernuk. No one asked any questions,
as when the barge stopped at the customs house Low Captain Hern
showed up, vouched for you, and everyone on the barge treated you
like an honored guest, which is a first for a kid from the slums
of Marnor, but it makes you think that the Wake Isles
Syndicate is also rather more than a criminal gang.

You note that just north of the city the captain of the
barge demands maximum vigilance as the delta is infested
with "rebels, bandits, and undead". After a few days the
swamps give way to plains to the east and dense forest to
the west. The captain mentions that it is elvish country
to the west, and horse barbarians to the east. The guard
is relaxed during this portion of the journey. The barge
stops at the Elvish city of Nylo, which sits at the
confuluence of the Nor and the River Morn, about a week into the
journey. At least that is what is called, but all you noted
were immense trees with platforms and docks that are cunningly
hidden among the rocks on the river bank. You realize that
if no one had told you, you may have never have noticed the
presence of the city. The flat country gives way to forested
hills a few days north of Nylo. Maximum vigilence is resumed
as you are told that you have entered the Galban Hills. To the
east the Duke of Galba holds sway and you are told that his
Vale Lords are little better than bandits who either plunder
lightly guarded barges or demand ruinous taxes for safe passage.

The barge puts into Yggsburgh, an impressively walled town
on the east bank. Your are told that this is the second
city of the Duke's domain and a large toll has to be paid to
pass the city. The crew enjoys this stop as Yggsburgh has bars,
casinos, and brothels that are welcoming to those who ply
the river trade.

The barge heads north and east following
the Nor as it winds through the Galban hills. After a total
journey of ten days you see that the Nor passes through a
cleft in a mountain ridge, and beyond you can see the city
of Venga. The city surrounds the south end of a large lake
that stretches away to the north among snow covered
mountains. You note during the day that an immense pillar
of smoke rises from the lake shore of the city, and as night
presses on the smoke is replaced by a glowing white column.
The old hands tell you that it is the Beacon of Venga that
the Sorcerer's Brotherhood maintains to guide explorers coming south
out of the Wild Lands.

The barge puts into docks at the south side of the
city. The crew quickly collects their pay, and disappear into
the district near the docks offering the usual diversions that
attract sailors the world over. The captain warns you to watch
yourself, as the place is thick with thieves, sharps and women
of dubious morals.

West of the city of Venga, over the great
bridge over the Nor River is the Packet. It is outside
of the walls of the city and outside its already lax laws.
It is essentially run by Marden, a halfling, who is head
of the Vengan Customs Service. His headquarters is in the
gate house at the western end of the Nor Bridge.
His official duties are to collect tolls for passage over
the bridge, and tariffs on the boats that use Venga's docks.
Unofficially he is the head of the Venga's Thieves Guild,
with most of the ilicit activities based on the Packet.
Bars, brothels, and forbidden goods from the Wild Lands
are the main attraction of the Packet. Marden's muscle
is provided by the Fell creatures, orcs mainly, who
are forbidden from dwelling in the main city and live
in the hovels of the Packet.

There is another power center in the Packet.
Gornan Slan is an Elf who has been "damaged" by
spending too much time in the Wild Lands. His skin
is pure white, and his eyes are pink. He is rarely
seen during the day, and only then heavily shrouded
to ensure that sun light never touches his skin.
He seems to have business ties in the Wild Lands
as he is source for rare and unusual goods from there.
He too is based in the Packet with a headquarters
near the bridge. His home is a formerly disused
sanitarium, just north of the Packet on the lake
shore. It is rumored that he has an estate in the
mountains north of the city.

Silvertouch has told you to contact Marden,
but you find the whole place in an uproar. Apparently
the Wild Lands and invaded the city. It was led by
a comely lass that the locals have taken to calling
the White Necromancer. The locals hand you some newspapers
to explain:

=====================================================================
The Packet Pulse - Front Page Headline
-----------------------------------
The White Necromancer Attacks Venga

The peaceful existence of the city of Venga was shattered
yesterday morning when a horde of undead horrors attacked the city.
The army was led by a beautiful and alluring young woman dressed in a form fitting
white dress, dubbed the White Necromancer. Note the eye witness drawing of her
on page 3. The host attacked the north wall
of the city and after a futile attempt to breach our stout defenses they
apparently took to the lake and entered the city via the fisherman's docks
and the sewers. There a desperate struggle ensued around the Temple
of Posiedon with the White Necromancer being driven off with her army left
behind as heaps of bones scattered around the city.

While there was little damage and little loss of life from
this incident this newspaper is aghast at the lack of preperation and
response by the city administration. How did an undead horde led by
a powerful and beautiful necromancer attack and enter the city? Perhaps
the city administration was blinded by the White Necromancer's good
looks, full breasts, and long, shapely legs? Whatever the reason we
demand a full investigation into how the institutions that are supposed
to defend our city including the Town Guard, the Sorcerer's Brotherhood,
the Council of the Olympians and Mayor Donal Fenkar's administration utterly
failed to provide for our most basic security needs.

Gornan Slan, noted Packet bussiness man, deplored the dereliction
of duty by the city administration and renewed his call for an immediate
election to choose a new mayor and city council that would include all
members of the Vengan community including citizens of the Packet and farmers
in the Vengan Vale. Slan generously provided a troop of workers to
aid in clean up and repair activities now going on in Venga. Mayor Fenkar
thanked Slan for his contribution to the city at this time of need.
=====================================================================

Packet Pulse - Front Page Headline
---------------------------------
Gross Violation of Civil Liberties by Out of Control Fenkar Administration
==========================================================================
In the dark of night the Fenkar administration took over the private
property of an association of citizens which had long provided a vital
public service. The administration claims that they have evidence that the
Sorcerer's Brotherhood had planned a coup against the city of Venga in
conjunction with the recent attack by the White Necromancer. Note that
a full color rendering of the White Necromancer dressed as a cheerleader,
apparently she has picked out her costume for Thursday's Beltane celebraion,
appears on page 3 of this edition of this newspaper. The Fenkar administration
has not shared its evidence with the public leading this newspaper to
suspect that this claim is simply a smokescreen for their real agenda
of removing any other center of power standing in their way of total
control of the city of Venga and its environs. Last night their target
was an association of scholars and elderly gentleman who for years have
maintained the Venga Beacon as a service to the public. Their common
property has been siezed and they have been given the unpalatable choice
of signing a loyalty oath to the Fenkar administration or vacating the
city and the Vale of Venga within 24 hours.

Gornan Slan, noted Packet business man, condemned the actions
of the administration as outrageous and illegal. He further offered
refuge to members of the Sorcerer's Brotherhood at his country estate
in the mountains north and west of the city. Master Vesaus, a long
time member of the Brotherhood, said that he would avail himself of
Slan's generous offer, and thought that many of his brothers would
also at least temporarily do likewise. He opined that many members
of the Brotherhood would not return to Venga due to the hostile climate
that they now faced. They would either relocate to Caron, Marnor,
the Elvish lands to the west, or the Dwarven nation to the east.

This newspaper is aghast at these developments. Venga has long
had a reputation of welcoming any of peaceful intent. This has been
a great source of strength as Humans from the south, Elves from the
west, Dwarves from the east, and Halflings from the Vale have settled
in the city, lived together peacefully, and prospered. The Sorcerer's
Brotherhood grew out of this diverse mix from the scholarly and magically
inclined of these people. They brought together different traditions
and methods and forged a new superior methodology which has served our
city well. This has all been thrown away in one night by the arrogant
actions of the out of touch Fenkar administration. We despair for the
future of our city.
==========================================================================

Today is Monday, and you find that Marden is too
busy to see you. Wondering what to do you wander into a seedy Packet dive
called the Howling Owl's Alehouse. To your surprise it seems a good number
of the Sorcerer's Brotherhood have adopted this venue as a place to start
their exile from the city proper. You strike up a conversation with
a robed guy called Thritas who seems to have had a few too many. He
rants that the White Necromancer, a known user of Wild Land magic, is
still at large, likely to grow stronger, and the he has sent a party to
the Crater of Umeshti, whatever that might
be, to figure out what her next move is. They are due back soon, and with
that information the Sorcerer's Brotherhood can take action and be restored to its
rightful place in the city. The others seemed less convinced, but his rantings
about the riches to be found within the Crater intrigue you, while Silvertouch
gave you a generous amount of cash to hide out with, eventually you are going
to have to start earning money, and how better to see the Wild Lands than
to go someplace called the Crater of Umeshti. Just as your patience is about
to wear thin into the bar walks a ragged looking pair. A large human carrying
a wicked looking ax and a Dwarf sporting well polished armor. Thritas stands
unsteadily and announces to the bar, "Here they are! What have you two learned
of the White Necromancer? When will she strike the city again?"

You start to wonder what exactly you have gotten yourself into
and think wistfully of a sun drenched ship plying the trade routes of the
Middle Sea....


Fri Apr 08, 2011 1:02 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Zeebers player was found by greenbadge, he joined the campaign and stayed to the end. We started up again in September 2008, about a year after the original session.


Fri Apr 08, 2011 1:05 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Zeebers(Human Rogue 3rd)

Monday, Venga

They find a letter from Celebrin (He has to return to the Elven lands due
to something he found in the Crater), send pigeon mail to high priest Dumas
that they are returning with the Scrolls of Natarus, and make their way back to
Venga. They arrive that evening. There is more scrutiny than usual at the gate,
but the group does not look unusual, a group of adventurers returning from
the Wild Lands, and they are let in. They see Dumas who puts the Scrolls into
a lead lined vault and promises Murga that they will be destroyed as soon as
he is sure that it can done without causing them to grow more powerful or lead
to more harm. They talk about Alexia and he agrees that they should go to
Cyriss' Temple to figure out what Alexia is up to. She is clearly on the bad
side and they may have to stop her from doing something horrible. Dumas tells
them that Master Thritas wants to see them and that he can be found in a Packet
establishment called the Howling Owl Ale House. Neela peels off to visit
her family while Murga and Mr. Spike head to the Packet.

They find Master Thritas sitting with Zeebers in the Ale House. Thritas
welcomes them and tells them that he hopes that they can help find the White
Necromancer and restore the reputation of the Sorcerer's Brotherhood. Others
of the Brothers are here. They have divided into four groups. One has signed
the loyalty oath and remains in the city, another has gone to Slann's estate,
another has gone to the Packet, and the last have left town for Marnor, Caron,
the Dwarf Nation, the Elvish Land, or the Wild Lands.

Thritas knows something of the followers of Cyriss. A few hundred years ago
a bunch of them were expelled form the Dwarf Nation. They claimed to be neutrally
devoted to technology. They settled here in town and made marvelous gadgets, and
worked on an automated crane that offloads cargo at the city docks. They made
alot of money from that and then went to the Wild Lands to build a temple. It has
been quite some time since they have been seen around here. He has no idea how
they might be connected with Necromancy or have built a ressurection device.
He knows that there is more about them in the Brotherhood's library, and he
asks them to come back tomorrow when he will know the location of the Temple.

Murga wants to see the crane. The three of them go down to the city docks
and see the crane off loading cargo from barges. It is powered by burning coal,
but it seems to have no operator. There is a large oblong crystal that glows and
flashes while the crane works. Murga tries to speka with it, but the workers
tell him to stop bothering it while it is working, and that if he wants to talk
to it he should come back on Sunday when it is resting.

A goblin messenger approaches them and gives them a note from Neela. She
says that her family has asked her to stay here as with the change of the administration
she is now needed here in town, and will not be able to accompany them on their
expedition to the wild lands.


Sun Apr 10, 2011 1:28 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
13th session is a short one to meet Zeebers new player and figure out what to do next. We still want more players, a party of three is too small. We plan the next session and will try to find at least one new player.


Sun Apr 10, 2011 1:33 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Zeebers(Human Rogue 3rd)

Monday Continued

They return to the Howling Owl for the night.

Tuesday

Master Thritas presents them with the location of the Temple of Cyriss. He
tells them to take boat and recommends Captian Quint's The Fortune. They
take the advice and start by mid-morning. He tells them it will take two days
to get to their location. By mid-afternoon they get to the Swampie Village.
They are told that a boat with a beautiful young woman on deck passed earlier.
They are warned of goblins, gatormen, and swamp shamblers.

They turn into the swamp and are attacked by goblins who they drive off.
They stop for the night and a trio of swamp shamblers attacks. They kill these
and Murga notes that they are some form of undead.

Venga Valiant - Back Page Article Tuesday
---------------------------------
Assault on Gobin Caves near Wildgate
====================================
Recent goblin attacks on the village of Wildgate were forcefully
answered yesterday when a group of Vale Guards joined the Wildgate militia
in an attack on caves just north of the village. The attack was a complete
success clearing out a pernicious Fell Creature infestation that had
blocked access to lucrative locations in the Wild Lands since last fall.
Marshak the Reeve of Wildgate was very pleased with the the expedition
and credited a group of Vale Guard led by Captain Samiss with its success.
"Our plan is occupy the caves to insure that Fell Creatures do not return.
Also we found a large still that the goblins had been using to make a
surprising tasty alcoholic drink. It is too large to move, and it looks like
we can get it back into operation providing jobs for our people and revenue
for our town." Captain Samiss stated that he was pleased with results of
the efforts of his men and the local militia. He is part of an effort to
strengthen the presence of the Vale Guard in the region around Venga in
response to recent Fell Creature incursions.


Fri Apr 15, 2011 2:43 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
14th session is the start of the Shadow of the Exile, the second part of the Witchfire Trilogy. Next up will be some back stories for some short lived new palyers.


Sun Apr 17, 2011 12:54 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Back Story for Calsen Rimos (Half Elf Illusionist 3rd)
==============================================

The Elves are the masters of the magical arts. While
the knowledge that is taught by the Elves goes back thousands of
years it is a paradox that some avenues of inquiry have been
opened and explored by the other races. The Dwarves have
learned how to create items filled with magical power. The
Halflings have learned how to make plants do the most amazing
things. The Humans are masters of devinely inspired magic.
Strangely at places where all these traditions come together
that seem to incubate the most innovative new ideas, and
other hybrids. Venga is one such place. The Dwarven
nation is to the east; the Elven nation is to the west; Halflings
live in the Vengan vale; and Humans who came up from the south.
Combine that with the fact that Venga sits on the southern
edge of the Wild Lands, where magic grows more powerful and
uncontrollable, finds Venga as the home of one of the most
interesting magical traditions in the world.

The Elvish community in Venga traces its roots back
thousands of years to when the Elves first came to this world.
It location at the southern end of Lake Venga where the River
Nor begins its course to the Middle Sea naturally made it
a center of commerce. Even more importantly it sits at the
southern edge of the Wild Lands. Magic grows more strong and
unpredictable in the Wild Lands and the Venga makes an ideal location
to study and understand magic. On the other hand after the
end of the Idyllic Age Fell Creatures descended from the
Wild Lands attacking the Elves and driving them to the deepest
forests for haven. What was learned about magic proved vital
in the counter attack that came when the Dwarves came to this
world and the Fell Creatures were pushed back into the Wild
Lands. Venga was one of the places where great armies of
Dwarves and Elves headed north to eliminate forever the
Fell Creature threat. Those armies disappeared, but for many
years their apparent sacrifice gave peace to the settled lands.
The awful truth dawned when a new Fell Creature invasion
came from the Wild Lands led by the Twisted Ones, who were the
survivors of the armies that had gone into the Wild Lands,
changed by the taint of chaos. At great cost this invasion too,
was defeated as the Halflings came to this world.

Venga became a unique place where the three races mingled
with Halflings farming the fertile valley, the Elves founding a
great institution of higher learning, and the Dwarves using it an
outlet for the goods they produce in their great kingdom under
the Palian Mountains to the east. These happy times were threatened
about a thousand years ago when the Humans came to this world.
Elves and Dwarves split on how to approach them with the Dwarves
seeing them as another threat and the Elves welcoming them as
hope for a more secure future. In retrospect both sides had a point.
Humans are very energetic and quickly came to dominate the lands around
the Middle Sea from the city of Mora. Venga was the northern edge
of their Moran Empire, and they built the Great Bridge which spans
the Nor at the southern of Lake Venga. Many human mages came
to study at the Vengan Institute of Arcane Studies. They mingled with
the Elves, Dwarves and Halflings there even after the Moran Empire
fell to barbarian invasions and civil war. Venga endured as a beacon
of civilization in the northern lands behind its stout walls defended
by the mages of the Sorcerers Brotherhood many of whom were trained
at VIAS.

Your father, Calnar Rimos, was a human who studied at VIAS. A
member of the old Moran elite who ran the city and saw to its defense. He became
a stalwart member of the faculty at VIAS and in his later years
met, fell in love, and married a daughter, Ahnnat, of the one Elven faculty
against the wishes of her family who tried to warn her what was
likely to happen. Your magical talent was recognized early and nurtured.
Your father died as you came of age, your mother heart broken,
distressed by the loss, and feeling betrayed by her relatives here
in Venga, moved to the Elven lands. She advised you to seek your
fortune with the city as they rewarded talent and your father's
family, the Rimos, still had connections with the city's administration.
Indeed you were welecomed in the Vengan City Guard where you became a
member of the criminal investigation team. You have no shortage of work
with the constant rivalry among the three commercial clans the
Frangela, the Fenkar, and Calmoni who struggle by fair means and foul
to control the shipping trade. In the last ten years this rivalry has
been disrupted by the appearance of Gornan Slann from the Wild Lands
where he now runs a lucrative exotic goods trade and provides cheap goblin
and orc labor that threatens the economic balance of the city. He also
champions the cause of the Halflings who mainly populate and farm
the surrounding valley, but have never had much say in the governance
of the city. From his base in the Packet, a suburb of the city proper
on the western shore of the lake on the other side of the Great Bridge,
and a den of bars and cheap shops, Slann is challenging the traditional
elites for a greater say in the city's running. The goings on in the
Packet are a never ending source of trouble for the City Guard who
have taken it upon themselves to police the area.

Recent events have been amazing:

Venga Valiant - Front Page Headline
---------------------------------
Undead Assault Does Little Damage

Yesterday morning a large group of undead attacked Venga. The Town Guard
estimates that about 1000 creatures marched out of the Wild Lands and
attacked the northern wall of the city. Apparently there had been advanced
warning of the assault as the Town Guard was manning the wall in force
and the assault made little progress. A large group of the horrors swept
into the lake and entered the city via the fish market docks and sewers.
A large group converged on the Temple of Poseidon and a smaller group
attacked a manor in the northern section of the city.

At the Temple reports are sketchy, but there was apparently
some sort of magical duel between the Necromancer leading
the assault and Master Ugo of the Sorcerer's Brotherhood. The Necromancer
is reported to have been a young woman dressed in white. She apparently
could fly and was accompanied by four cadaverous attendents. The Mauseleum
at the Temple of Posiedon was badly damaged in the ensuing duel. Apparently
she was badly hurt in the encounter as most of the undead collapsed and
she fled the city. We also fear that Master Ugo was seriously injured as
the Sorcerer's Brotherhood says that he is presently unavailable for comment
and it is unlikely that he will be able to comment in the foreseeable future.
High Priest of Posiedon Dumas speculated that she was after some item of
power that was in the Mauseleum, Ugo tried to sieze it from her, and that both
were badly hurt in the ensuing struggle. Other witnesses report that she was seen

carrying an oversized black sword as she fled. Dumas identified the White
Necromancer as a former resident of the Temple's home for fishermen widows
and orphans who had lost her mind and learned dangerous magical knowledge in
the Wild Lands.

The manor attacked belonged to Deputy Mayor Borloch. Here the assault
was more intense with 20 Town Guards and members of the deputy mayor's household
killed. The manor was left a burning ruin. Deputy Mayor Borloch had no comment
as to why his house had been singled out for attack. These undead did not collapse
when the White Necromancer fled and were eventually destroyed by the efforts
of the Town guard.

Elsewhere in the city we can confirm eight other deaths, mainly in attempts
by citizens to impede groups of undead from their goals. Besides the damage at
the Temple of Poseidon, the deputy mayor's home, and to some of fortifications
of the northern wall there was little other effect of the assault.

The whole incident is puzzling. The Town Guard clearly had advanced warning
of the assault, but did little to inform the citizenry of Venga. Apparently they
were confident in their ability to defend the city. The confidence was misplaced
and the city was only saved from serious death and destruction by the mysterious
motives of the White Necromancer who fortunately had something else in mind besides
conquering the city. We also note that besides the appearance of Master Ugo no other
prominent members of the Sorcerer's Brotherhood took leading roles in the defence of
the city. Also with an assault by undead where were the Priests of Zeus and the
other gods who would have been useful in turning back the attackers? Mayor Donal Fenkar
promised a full investigation into the circumstances surrounding this incident.
He claimed that his office only learned of the attack after it had started, adding
yet another puzzle to this incident.

No one had any comment about the prospects for further incidents involving the
White Necromancer.

The Packet Pulse - Front Page Headline
-----------------------------------
The White Necromancer Attacks Venga

The peaceful existence of the city of Venga was shattered
yesterday morning when a horde of undead horrors attacked the city.
The army was led by a beautiful and alluring young woman dressed in a form fitting
white dress, dubbed the White Necromancer. Note the eye witness drawing of her
on page 3. The host attacked the north wall
of the city and after a futile attempt to breach our stout defenses they
apparently took to the lake and entered the city via the fisherman's docks
and the sewers. There a desperate struggle ensued around the Temple
of Posiedon with the White Necromancer being driven off with her army left
behind as heaps of bones scattered around the city.

While there was little damage and little loss of life from
this incident this newspaper is aghast at the lack of preperation and
response by the city administration. How did an undead horde led by
a powerful and beautiful necromancer attack and enter the city? Perhaps
the city administration was blinded by the White Necromancer's good
looks, full breasts, and long, shapely legs? Whatever the reason we
demand a full investigation into how the institutions that are supposed
to defend our city including the Town Guard, the Sorcerer's Brotherhood,
the Council of the Olympians and Mayor Donal Fenkar's administration utterly
failed to provide for our most basic security needs.

Gornan Slan, noted Packet business man, deplored the dereliction
of duty by the city administration and renewed his call for an immeadiate
election to choose a new mayor and city council that would include all
members of the Vengan community including citizens of the Packet and farmers
in the Vengan Vale. Slan generously provided a troop of workers to
aid in clean up and repair activities now going on in Venga. Mayor Fenkar
thanked Slan for his contribution to the city at this time of need.

Venga Valiant - Front Page Headline Sunday
---------------------------------
Sorcerer's Brotherhood Taken Over by City
=========================================
Mayor Donal Fenkar announced today that the city administration
has taken steps to incoperate the Sorcerer's Brotherhood into the administrative
structure of the city. The Mayor released the following statement:

"Less than a week ago our city was attacked by
a necromancer who my administration has learned was nurtured by a member
of the Sorcerer's Brotherhood. Apparently the plan was to use this event
as an excuse for a coup against our city by the Sorcerer's Brotherhood.
To protect our liberty from this threat I have, with the approval of the
city council, revoked the privilege's of the Sorcerer's Brotherhood. At
midnight last night elements of the City Guard took over the Sorcerer's
Tower and the Venga beacon. Other assets of the Brotherhood were also
taken over. All members of the Brotherhood are required to sign a
loyalty oath to the city and my administration or will have 24 hours to
leave the city and the Venga Vale. I would like to stress
that not all the members of the Brotherhood were involved in the plot.
In an unrelated matter, Deputy Mayor Borloch has announced his resignation
as he would like to spend more time with his family. I would like to take
this opportunity to thank him on behalf of all the citizens of our city
for his long record of service."

Local residents report that the Sorcerer's Tower, which had been
under heavy guard since the attack by the White Necromancer last Monday,
was the scene of some confusion as some members of the Brotherhood
were seen to be making their way out of the city accompanied by
magical and fantastical servants. Grandmaster Denvor, one of the
only members of the Brotherhood who was willing to speak on the
record, said that these were terribly unfortunate events, but
that he understood the fear that motivated the city administration's
actions. On the other hand he hoped that the city would understand that
an independent magic users guild is beneficial to the city, and that the
Brotherhood's independence would be restored soon. He had no comment
on his immediate plans.

This newspaper applauds this action by the Fenkar administration.
To discover that the attack by the White Necromancer was in part
orchestrated by the Sorcerer's Brotherhood, left little choice
for our Mayor. Who knows what other plots and conspiracies were
being hatched by cabals within the secretive organization of
the frightening and over-educated. In these trying times we
call for all citizens of our city and the lands around to give their
unconditional support to the Fenkar administration.

Packet Pulse - Front Page Headline Sunday
---------------------------------
Gross Violation of Civil Liberties by Out of Control Fenkar Administration
==========================================================================
In the dark of night the Fenkar administration took over the private
property of an association of citizens which had long provided a vital
public service. The administration claims that they have evidence that the
Sorcerer's Brotherhood had planned a coup against the city of Venga in
conjunction with the recent attack by the White Necromancer. Note that
a full color rendering of the White Necromancer dressed as a cheerleader,
apparently she has picked out her costume for Thursday's Beltane celebraion,
appears on page 3 of this edition of this newspaper. The Fenkar administration
has not shared its evidence with the public leading this newspaper to
suspect that this claim is simply a smokescreen for their real agenda
of removing any other center of power standing in their way of total
control of the city of Venga and its environs. Last night their target
was an association of scholars and elderly gentleman who for years have
maintained the Venga Beacon as a service to the public. Their common
property has been siezed and they have been given the unpalatable choice
of signing a loyalty oath to the Fenkar administration or vacating the
city and the Vale of Venga within 24 hours.

Gornan Slan, noted Packet business man, condemned the actions
of the administration as outrageous and illegal. He further offered
refuge to members of the Sorcerer's Brotherhood at his country estate
in the mountains north and west of the city. Master Vesaus, a long
time member of the Brotherhood, said that he would avail himself of
Slan's generous offer, and thought that many of his brothers would
also at least temporarily do likewise. He opined that many members
of the Brotherhood would not return to Venga due to the hostile climate
that they now faced. They would either relocate to Caron, Marnor,
the Elvish lands to the west, or the Dwarven nation to the east.

This newspaper is aghast at these developments. Venga has long
had a reputation of welcoming any of peaceful intent. This has been
a great source of strength as Humans from the south, Elves from the
west, Dwarves from the east, and Halflings from the Vale have settled
in the city, lived together peacefully, and prospered. The Sorcerer's
Brotherhood grew out of this diverse mix from the scholarly and magically
inclined of these people. They brought together different traditions
and methods and forged a new superior methodology which has served our
city well. This has all been thrown away in one night by the arrogant
actions of the out of touch Fenkar administration. We despair for the
future of our city.
-----------------------------------------------------------------------
You were on the walls as the undead horrors swept towards the city
and you were recognized as being a heroic defender of the city. In the days
since you have been busy as the criminal element seems to have taken the
undead assault as a clarion call to step up their activities.

On Monday you found yourself investigating the death
of one of the more
prominent Dwarf artificers who has set up shop on one of the city's high
end commercial streets. Stuken was also always helpful to the City Guard
providing useful devices at reduced costs that aided in the hunt for crime.
Captain Helstrom tells all of you involved in the investigation that no
effort should be spared in finding those responsible for Stuken's death.
You spent a frustrating day talking to those in the Dwarf community
who distrusted you due to your Elven features,

On Tuesday to your shock and horror you are called to investigate the
death of another prominant Dwarf businessman, one Zharther, who ran a well
known Alchemists shop. As you head to Zharther's Shop you cannot help
but think that the two crimes are connected...


Sun Apr 17, 2011 1:05 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Backstory for Shiu-Feng (Human Dervish 3rd)
=======================================================

The people, the city builders call us the Golmon, lived
a good life on the grass covered plains. The elders tell of one
spring hundreds of winters ago when the people were moving north
from the winter feeding grounds to the summer grounds when a storm
came that seemed to sweep all before it with its cold winds
and snow. When the sky cleared the people were shocked that the
stars were different and the distant mountains were different.
Even more shocking when prayers were offered to the Breaker
of Horses, he came and made himself visible to all the people.
Such had never happened before. He advised the people not to fear,
that they had been chosen to come to this world to spread the
worship of the Breaker of Horses and to enjoy the rich oceans
of grass that he had given them.

For many years the people
thrived following the endless cycle of motion between the
southern and northern feeding grounds. This new world was
not a paradise as foul creatures from legend were here
and particularly troubled the northern feeding grounds
in the summer. Other humans, the city builders, were also
here. They lived to the south along the shores of what they
called the Middle Sea and ruled much land from their great
city called Mora. The people fought with them over the
southern feeding grounds which they claimed for their own,
divided up with walls, and planted useless crops that the
people's horses did not eat. Strangely one of their many
gods is the Breaker of Horses that they call Poseidon.

Also there were the fair folk
who lived in the forests and controlled powerful magic. The
people had good relations with them as they traded their
magic for the horses of the people. The mountain folk
took little interest in the people but guarded the mountains
well from the foul creatures who came from the north.
The little folk thrived under the wing of the city builders,
as they delighted in dividing the land with walls and growing
useless plants.

One unhappy summer after being driven from the
winter feeding grounds the people were comforted by powerful
beings that came out of north. They looked like the fair
folk and used their magic freely to comfort the people.
The true fair folk call these beings the Twisted Ones,
and fear them greatly. To our shame we were seduced
by the their power and the help they give to the people.
They promised vengeance and convinced the people
to attack the city dwellers and leave no stone atop
another. The valor of the people and the magical powers
of the Twisted Ones swept aside the armies of the
city dwellers and their cities and walls pulled down.
Their crops were burned by magical fire that the Twisted
Ones called down from heaven. The people reached the
sunny lands on the shore of the Middle Sea and all seemed
good. The city dwellers fought among themselves over what
remained of their lands, and were no threat to the people.

Then it all went wrong. Grass did not grow on the
lands that the Twisted Ones had burned. The people and our
horses began to starve. The Twisted Ones led the people
in an attack on the forests of the fair folk and mountains
of the mountain dwellers. Many of the people died as our
horses were useless in these lands. The Twisted Ones had run
out of city dwellers to sacrifice to their strange gods to
maintain their magical powers. They began to sacrifice the
old and young who could not fight. The Twisted Ones were
either killed in these battles, disappeared, or were driven
away as the people left this Time of Madness and
came to their senses.

The people wandered in despair over the
barren lands they had conquered. We fought among ourselves
over patches of green grass or wells that gave sweet water.
Winters grew more harsh and the city dwellers began to
reclaim the lands along the Middle Sea. We call this the
Time of Misery.

The people survive today as the land again begins to
turn green, but we are much diminished. We have heard that
Mora rises again, and it will not be long before her armies
of walking steel shields seek to reclaim the southern feeding
grounds.

Never again we will be tricked by the Twisted Ones.
The people have tried to move closer to the Breaker of Horses.
Those who are most favored by him are called the Ghost Dancers, and
call on the spirits of those who were killed in the Time of
Madness and Misery to protect the surviving people and let us grow strong
again. When the spirits of the ancestors enter the bodies
of the Ghost Dancers the bodies dance and grow strong, protecting
the people and growing sensitive to the evil of the Twisted Ones.

You were born in this Time of Misery, but your birth was
favored by the Breaker of Horses as the herd let out cries and noise
as you left your mother's body. You were fated to be a Ghost Dancer
and priests of the Breaker began to train you even as a youth. You were
sent to mingle with the city builders and learn their language. You
got your first blood fighting the goblins and orcs who threaten
the northern feeding grounds. You have been to the underground halls
of the mountain dwellers and seen the engines they use to travel faster
than the fastest horse and fought side by side with them against the horrors
that come from their deepest mines. You have seen the cities of the fair folk,
which blend invisibly in the forest, and seen the powerful magic that
is theirs to command. You have seen them ruthlessly hunt the foul
creatures as the people stalk the deer and the buffalo.

This last winter passed uneventfully with you spending time
with the people in the winter feeding grounds along the banks of
the Colico River. The feeding grounds surround the
ruins of the city once called Catanal, once a Moran city, and its fall
to and destruction by the people was our greatest triumph during the
Time of Madness. Now it is a place haunted and shunned.

As the people began preparing for the journey north and east
to the winter feeding grounds your teacher Shaocia, a priest of the
Breaker, tells you that he is disturbed. The Breaker has sent him visions
that Twisted Ones are stirring again and the people may be in danger.
He tells you that you are to go north the city called Venga. It
sits at a cleft in the mountains. There the city builders, fair folk,
mountain dwellers, and small folk live together and guard the cleft to
be sure that the madness beyond the mountains does not come south
to disturb the settled lands and the lands of the people. There
he tells you to seek out High Priest Dumas who worships the Breaker
as Poseidon. He will be aware of threats coming Twisted Ones.

You and your horse, Shia, begin your journey north following
an old Moran road. You pass through the lands called the Galban Hills.
It is a land of rolling hills and valleys dotted with villages. It is
ruled by the Duke of Galba who lives in the city of Caron which is built
on a mountain that breathes steam. The people there are suspicious
of you, but when they hear that you can speak their language they
treat you with courtesy, and they much admire your horse. Their horses
are either small ponies favored by the small folk, or huge draft or war
horses favored by the city builders. They have nothing like the horses
of the people that are mid-sized with great endurance.

You pass over a mountain ridge and see the city of Venga.
The city surrounds the south end of a large lake
that stretches away to the north among snow covered
mountains. You note during the day that an immense pillar
of smoke rises from the lake shore of the city, and as night
presses on the smoke is replaced by a glowing white column.
To your surprise when you enter the city you find goblins
and orcs moving freely about the city, with no one trying to
kill them and they not killing and destroying.

When you ask after Dumas you are directed to temple
near the lake shore. Next to the temple is a house of the
dead, which you find telling. The city builders are so attached
to their cities that even after they are dead they cannot bear
to be any where that is not surrounded by stone walls.

Dumas meets you and listens to your story. He grows
visibly distressed when you tell him that Shaocia has visions that
Twisted Ones are on the march. He tells you that
just days ago the city was attacked by an army of undead,
and the leader of that army, the White Necromancer, survived
and is planning to reanimate her long dead mother at a Temple
of some twisted god further to the north. Dumas has long had
a very uneasy feeling about this, the news that Shaocia
has had a vision, and you showing up two days before the Temple
is meant to work its unnatural magic makes him think that there
is more to this than he had thought. Dumas
has been working with members of the Town Guard to deal with
this threat, and he suggests that you meet with Captain
Helstrom to see how you can help out.

You find Helstrom is distracted from the White
Necromancer and the Temple to the north by two recent
murders of mountain dwellers who work here in the city.
Apparently they have helped defend the city, and Helstrom
wants to get to the bottom of their murders as soon as
possible. He drags you along to the shop of Zharther,
the alchemist, where you see the body of the mountain dweller
lying in his workshop apparently having bled to death from
many small cuts...


Sun Apr 17, 2011 11:47 pm
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Two new players to bulk up the party. They are new to C&C so I decide to introduce them via a side adventure. That is up next. The Dervish is from Simon Washbourne's Net Book of Classes.


Sun Apr 17, 2011 11:52 pm
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Calsen[1/2 Elf Illusionist 3rd], Shiu-Feng [Human Dervish 3rd], Helstrom [Human Fight 5th]

Tuesday Continued

Calsen and Shiu-Feng and Captain Helstrom investigating the
death of the Dwarf Alchemist Zharther in Venga. They note the scratches
on the floor and find the hole in the wall. Excavating they find the
passage and avoid the trap. Shiu-Feng is beaned by the man hole
cover trap and they get to the shed. They decide not to explore the shed
and cautiously push on. They go up the staircase, see that it is covered
with gear symbols, and get to the workshop.
There they tangle with the goblin workers, two clock work rats, and the
Claren the Clockwork Tinker. It is a tough fight with Helstrom torn up
by the rats, but eventually the party gets the upper hand and Claren flees.
They chase him and finish him off before he can animate more clock work
rats. They note that Claren is completely clockwork.

As the Town Guard investigates they are astounded by the clock work
rats. They are basically far more advanced than anyone around here knows
how to build. Helstrom is very concerned that the two Dwarves knocked
off by Claren were the most helpful to the Town Guard, and thus this looks
like some sort of prequel to attack on the city by the followers of Cyriss.

Wednesday
Party = Calsen[1/2 Elf Illusionist 3rd], Shiu-Feng [Human Dervish 3rd], Murga[Dwarf Cleric 3rd], Spike[Human Fight 3rd], Zeebers[Human Rogue 3rd]

Heading up the swamp. They encounter the towers. They find the
new lock on the gate which Zeebers opens. In one tower they find a zombie
and note that it bears sigils they have seen before from Alexia. In the other
tower they find some razor bats, but decide to leave the nest even though
Quint tries to convince them that the nest with babies could be valuable.

Further on they see the wreck of another ship. They see evidence of
gatormen and find ammunition for a "rifle". They conclude that this further
evidence of Alexia. Getting close they are attacked by gatormen who damage
The Fortune and are driven off. Quint tells them that the ship will take
some time to repair, ten hours, but that they should continue on foot as
their destination is close. He asks that they see to the gatormen, but they
decide against this, and press on to the Temple. They note that the path
has been recently traveled.

Calsen and Shiu-Feng follow a tunnel from Claren's lair connects to
the sewers and one tunnel goes down deep. They follow it and find themselves
meeting the other party.

They get to the Temple and note its strange appearance. They note its
well preserved look and the large tower. As the sun sets the front door
grinds open...


Tue Apr 19, 2011 1:15 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 15 is an introduction for the two new players. greenbadge runs Captain Helstrom for that session. The adventure is taken from DCC #48: The Adventure Continues, Like Clockwork. Great short adventure.

Session 16 is a contrived meet up between the two parties as we make more progress on The Shadow of the Exile.


Tue Apr 19, 2011 1:27 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Calsen(1/2 Elf Illusionist 3rd), Shiu-Feng (Human Dervish 3rd), Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Zeebers(Human Rogue 3rd)

Wednesday continued

They link up and enter the Temple of Cyriss. They stumble on a
priest, acolytes, and servitors performing a ceremony over about a dozen dead.
A short sharp fight with the priest who is part clockwork using a flame thrower
on Mr.Spike, Zeebers plugging a fleeing servitor, and Shiu-Feng chasing down
a fleeing servitor. They explore the Temple seeing how fiendishly complex
it is. They disguise themselves and get through the smelting room. They gather
4 servitor eyes and 2 nearly complete servitors in the workshop. Assemblying one
they note that it immediately starts repairs, and then disappears into the
depths of the machine. They see the orerry and see the structure
of Kylindo. They see the enhancer and Murga works out that it needs punch
cards to work properly. Calsen has picked up thy Staff of Cyriss (Very light
although made of metal. 3 buttons 1) Non-magical light 2) Mend (Cleric
Spell) Once/day 3) Meld into Stone/Meta Once/day). Zeebers disarmed
the trap, They figure out the light obviously, and Murga figures out
3) and tries to explore the Temple magically. He finds the architecture of
the machine non-Euclidian. They see the periscopes
and see that one shows them entering the temple, and others that seem to show
different worlds. Mr.Spike concludes that the Temple is a space ship.

They have been in the Temple about 3 hours.


Wed Apr 20, 2011 3:02 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 17 sounds short, but it is dungeon crawl that goes slow with puzzles and pain in every room. We like this adventure a bunch.


Wed Apr 20, 2011 3:04 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Calsen(1/2 Elf Illusionist 3rd), Shiu-Feng (Human Dervish 3rd), Murga(Dwarf Cleric 3rd), Spike(Human Fight 3rd), Zeebers(Human Rogue 3rd)

Wednesday continued

They pass on to the vault and break into one of the storage areas
and gather up the one labeled "Future". Murga gathers a damaged and disabled
Servitor. They pass through the vestment room and array themselves in
robes. They get to the central pillar. They see the end of the battle between
Alexia and her four zombie magic users and the last few clerics of Cyriss.
Alexia and company are victorious and they lie the body of Alexia's mother on
the great machine. Alexia notices the party and warns them off telling them that
all she is interested in doing is bringing her mother back. The party tries to
stop them and Calsen casts an illusion of a large monster which is attacked
by three of the zombies while the fourth blocks the cat walk. The illusionary
monster dispatches two of the zombies, while the third overcomes it and knocks
it below. Spike and Murga take on the fourth zombie and dispatch it. Shiu-Feng
hits Alexia with an arrow and she plunges her large sword into a receptacle.
The machine begins to howl and the lightening begins to fill the tube and rises
towards the top. Alexia is suffused with energy and is knocked over the rail
falling below, while the party runs away. The lightening rises covering the top
of the machine burning to a crisp the remaining zombie. Calsen snuck in and
gathered the head of Alexia's mother. Murga gathers Witchfire. It feels very
cold and there is a feeling of emptiness. They wrap it up and carry it along.
As the lightening recedes the machine begins to wind down, the party feels a
shudder, hears a tearing, and hears the sound of massive foot steps.

With the lightning gone the party looks below the catwalk and sees
the observation post that they originally looked in from the main hall way.
Zeebers uses a rope to climb down and the rest of the party follows. In the
main hall way they see the robotic cleric and dispatch him as they flee.

Outside they see the tower walking slowly away from the Temple. The
others pursue the tower while Zeebers goes to the boat. He finds Quint's
boat ruined, but another boat is in the lake. The small crew tells him
that gatormen attacked Quint's boat while they remained hidden. They are willing
to transport the party back to Venga. Zeebers catches the party and they decide
to take the boat down to the village. This will give the magic users a chance to
rest and recover. They head down the swamp and note that they are attracting
undead.

Thursday

Beltane, Festival of Birth, in Venga.

They get to the village in the morning and tell the incredulous
villagers about the tower. They decide to head on to Venga to warn them
of the tower. As they travel south on the boat they note an unusual number
of boats heading north. They hail one and learn that there has been an
attack on Venga by "White Elves" led by human magic users. They have
taken over the city, but not the Packet.

They dither about what to do next eventually deciding to try
to stop the tower. They see it come around the swamp and turn south
towards the city. With some villagers they attack the tower. One
of the villagers is killed by ballista fire, and the party manages
to enter. In the foot they attack and kill the "White Elf" in the
foot when Calsen tosses his Alchemist Fire at it. They turn the orb
in the right foot from blue to red. Zeebers finds the hatchway and
makes his way up the leg. He looks into the storage room and see
the repair robot moving about. He climbs past another hatch and
then to the end where they find the empty room. They plan to head
into the next room.


Thu Apr 21, 2011 3:14 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 18 is mid-point of the Shadow of the Exile and the start of Goodman's Wicked Fantasy Factory Against the Iron Giant. Great fun here.


Thu Apr 21, 2011 3:17 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Calsen[1/2 Elf Illusionist 3rd], Shiu-Feng [Human Dervish 3rd], Murga[Dwarf Cleric 3rd], Spike[Human Fight 3rd], Zeebers[Human Rogue 3rd]

Thursday Continued

In the right antechamber and have to break down door to the trap
room. Shiu-Feng goes into a dance of speed and quickly crosses the floor
suffering only minor damage from a freeze ray and is on the platform
fighting with a Skorne. The others make more slow progress across the
floor. The party eventually kills them all, including the sister Minh,
and take one Skorne captive. They are unable to communicate with him
and leave him tied up. They try to advance up but decide not to chance
the disintegration barrier after Murga hurts his hand and they see it
destroy objects. They go to the scrying room but withoug the key, burned
up, they are unable to make it work. Murga takes some damage punching
buttons. They go to the orientation room and see the presentation
by Rayne Darklin (aka Chandara) where she tells them of the Cosmic Guide
and his struggle versus the other gods. They have gathered a number
of the Shattered Square holy symbols that all the Skorne and the
sisters are wearing. After some dithering they head down the
left leg using the conduit and find the motion sick Skorne at the
bottom. They dispatch him, gather a communication hood, and turn the orb
to red. Murga again gets burned by the scrying mirror while wearing the
hood and they find the disintegration barrier off. They head up to the
anti-chapel. Murga gathers the holy symbols (350 GP), but they cannot
figure how to make the elevator work.

They break into the workshop and while Shan tries to speak
with them Mr. Spike attacks. They dispatch the two Skorne and take down
Shan. She promises to tell them anything in return for her freedom.
She tells them that are working with Ugo and the creepy guy who calls
himself the Emperor of Mora. Her sister is in charge, but Shan has become
disillusioned. She likes to work on the machines, but no longer
accepts the goals of the Cosmic Guide. She hears voices that promise
great power, and she has grown afraid of them. Her sister has given in.
They ask if her sister is still human, and Shan says that she is physically.
She tells them to put a Broken Square symbol on the wall in chapel
and then the elevator will work. She tells them of the Encomposing Mind
and the Heart, and that they have to get up to the head to confront her
sister and turn off the giant. Murga heals her up and they intend to
release her.


Mon Apr 25, 2011 12:06 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 19 is further into the Iron Giant. They begin to see what is happening.


Mon Apr 25, 2011 12:07 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Calsen[1/2 Elf Illusionist 3rd], Shiu-Feng [Human Dervish 3rd], Murga[Dwarf Cleric 3rd], Spike[Human Fight 3rd], Zeebers[Human Rogue 3rd]

Thursday Continued

Shan gives them a control rod which she tells them can be used
to control constructs. Without training it can distract them and send them
off to corners and will only work imperfectly. She flirts with Spike
and then leaves. The party goes back to the anti-shrine and activates the
elevator to go up.

Murga manages to confuse the All Encompassing Mind when he tells it that
the giant is being used to break the peace. It decides to send them upstairs.
They fight it out with the Skorne and Chompy. Zeebers is badly torn up by
Chompy and gets healed by Feng-Shui and healing potions from Murga and Spike.
They were able to control a nasty construct and Chompy and send them to
attack the Skorne manning the artillery. Those Skorne are defeated but
they destroy the construct and badly hurt Chompy. They activate the orbs
and open the stairs to the neck. They fight with Skorne in the control room
while Rayne retreats to the head. When she leaves the platform they notice
that the Iron Giant comes to a stop. They enter the brain and fight it out
with Rayne and two Skorne. They manage to dispatch her when they all gang
up on her. They try to figure out how to control the Giant, but eventually
the All Encompassing Mind tells them that it can guide the Giant back to
the "place of the makers" and they tell it to do that and leave the Giant.
They see it return to the north.

It is late in the day and they are about an hour north of Venga. They
head into the Packet and hide Witchfire and see Master Thritas in the
Howling Owl. They do pass through a check point where they claim to be adventurers
returning from the Wild Lands. The guards look with some suspiscion at Calsen,
but let them pass. Thritas tells them there is stalemate at the bridge, that
Dumas has been captured, and that Captain Helstrom wants to see them. They have
a chance to rest and take a boat over to the main city to meet Helstrom before dawn.
He asks after Alexia and Witchfire. They tell them that she is dead and the sword
lost with her. They mention the Giant and
he is fascinated by it. Have to investigate that further. They leave some items
that they gathered (Rayne's Cloak, Punch Cards, Wand from Temple of Cyriss, Mace).

Friday

Special Bulletin Released by the Restored Emperor of Mora Vinter, Venga

Citizens
========
Long have you awaited the restoration of the proper rule of Mora over these
northern lands. A usurper has violated my crown, my throne and my empire.
Together we will remind them of the old ways. When I am restored to Mora,
the very stones will cry out for mercy.

Emperor Vinter of Mora

Emergency Decrees
=================
1) All citizens will cooperate with the Town Guard. The penalty for not
cooperating is death.
2) All able bodied will immediately report to their nearest Town Guard
facility. The penalty for not reporting is death.
3) All households will make an accounting of their assests for collection
by the Town Guard on Monday. The penalty for not preparing
or making an innacurate account is death.

Mayor Ulfaz Borloch

They see the decrees as they float over to the main city. On the appointed
dock they meet Helstrom who is accompanied by two guards and a Skorne. The Skorne
asks if these are the trouble makers, Helstrom says yes and as the Skorne steps forward
telling the party to cooperate or face the consequences, Helstom shoots him in the back,
and the two guards finish him off. Helstrom says that a surprise coup co-opted the Town
Guard and many of them are cooperating as some of those who did not were killed yesterday.
Ugo, who is now called Vahn Oberon, is out of control looking for Witchfire and has arrested
Dumas as Ugo/Oberon is convinced that he knows something about Witchfire. Dumas is being held
in a Town Guard prison and Helstrom knows a way in via the sewers. He tells them that
they must hurry as he fears what Ugo/Oberon will do.


Thu May 05, 2011 2:28 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 20 finishes off the Iron Giant and we move back to Longest Night: Shadow of the Exile. In the real world this session took place during terrible winter weather, and Calsen and Feng-Shui's players cannot make it due to a car accident, and decide to quit the campaign. Back to three players, and we need to find at least one more to go on.

Sorry for the long gap in posting but the forums were not reliably available, and I have been too busy at the end of the semester to spend any time messing with it.


Thu May 05, 2011 2:37 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga[Dwarf Cleric 4th], Spike[Human Fight 4th], Zeebers[Human Fight 4th]

Friday

Before they left Murga asks if there some way they can be silenced
about things they may have found at the Temple of Cyriss or in the Iron Giant.
Thritas puts Suggestion on them to give non-sequitor answers if they are asked
about treasure.

Helstrom gathers up Calsen as he needs him to help with loyalist Town
Guards. Shui-Feng is not thrilled about running around inside of sewers, and
demurs from this adventure. Helstrom gives them a map and warns them that it
would be bad if the alarm gets sounded. They split up with Murga, Spike,
and Zeebers heading towards the prison. They fight and defeat the Tunnel Terror,
cutting it open they find 350 GP in its gullet. Exploring the sewers they find
the Tunnel Terror's lair they find a rusty iron key.

As they go towards the prison they over hear a conversation between
Ugo/Oberon and Emperor Vinter about interrogating Dumas and giving him to the
Skorne Pain Giver. They decide to climb to the grate, Zeebers leaves a rope
down and Murga uses a Silence and a bolt from the Wand of Zeus to destroy the
grate. They enter the prison, hearing the death screams of the current victim.
They check in the cells seeing the Tax Collector, and the wife of the City
Councilman, and in the last cell High Priest Dumas. Zeebers sneaks to Dumas'
cell and frees the Priest. They then ambush the Skorne and Vintor's Inquisitor,
quickly dispatching the Inquistor and managing to kill the Skorne before he
can sound the alarm. They then gather up the rest of the prisoners and make their
way back out down the grate. Murga heals Dumas, who is a bit roughed up, has been
unable to sleep for more than a day, but is OK. They take the Inquisitors note book
and his very nice dagger. Murga tries to Mend the grate and is mostly successful,
but a careful inspection will find it clear that this is the way they got in or
out.

They have no trouble getting back to the Packet and seeing Thritas at the
Howling Owl. He quickly notes that the note book has the names of many of the
Sorcerer's Brotherhood who remained loyal to the regime. Apparently they were
among the first to be interrogated. He will look into the dagger. He recognizes
the tax collector and the lady and suggests that they right away go see the mayor.
These two were taken early morning on the the day before out of their beds. The lady thinks
her husband is dead as he was a political opponent of Borloch. These two join up
with Mayor Fenkar who is grateful to the party for their effort. Spike asks
after Neela's family as he wants to know about what happened to her. Some
of her family are here, and they will arrange a meeting. The other is a thief
and was in prison a few days before the coup took place. Murga takes him to a
priest of Zeus who Geas him to the straight and narrow.

They eventually get time alone with Dumas and tell him the truth about
Alexia and Witchfire. He thinks they have done a wise thing and that it is
best that the item remains hidden. Murga asks after the Scrolls of Natarus.
Dumas says they were constructing a safe keeping place for them, but they were
not ready when the coup took place. Sadly they have fallen into Ugo/Oberon's
hands. He advises the party to take a little down time after the stresses of the
last few days.

Saturday

The party talks with Thritas and Dumas about what to do next. Essentially
the situation here is stalemated. The junta has the main city, but their control
is fragile. They are relying on the Town Guard who are not really loyal to them,
but are being coerced into cooperation. Dumas heard Ugo/Oberon and Vinter saying
that more Skorne were on the way to solidify their hold on the city. Apparently they
come from somewhere in the Wild Lands and will take them some days for more to get
here. They are both mystified at what the "Emperor of Mora" is doing here. Mora is
a long way away, and it is not at all clear what the plan is. Thritas suggests that
the party might best serve by checking into other possible things that would either
give aid to the junta or be useful against them. One is the Legend of the Legion of
Lost Souls who are meant to come back and protect the city. Unfortunately this would
mean dabbling in Necromancy. Another possibility is another cult that was dabbling
in magomechanical stuff like the followers of Cyriss. Details to follows. Another
question is where is the Iron Giant?


Fri May 06, 2011 2:16 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 21 down to the core group and we start to set up for the end of the Witchfire trilogy. We try to find a new player, but will go on for a bit with just three players.


Fri May 06, 2011 2:21 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga[Dwarf Cleric 4th], Spike[Human Fight 4th], Zeebers[Human Rogue 4th]

Saturday

Thritas, after hearing of the Iron Giant, inspecting
the robot that Murga brought back from the Temple of Cyriss, and
hearing of the wonderful/terrible things that they saw he tells
them of another set of worshipers of a strange god, called
the Artificer, who were devoted to magomechanical creations.
These were humans rather than dwarves and they too spent some
time in the city before moving off into the Wild Lands
to build a temple. They went off to the east of the city amid
the Dwarven Empire, and Thritas recalls that the dwarves had
some contact with them. Unfortunately there was an orc eruption
and their temple was over run some years ago. He is concerned
that Borloch/Ugo(Oberon)/Emperor Vinter may be generally gathering
magomechanical knowledge and thus this temple might be worth a
look. He is not exactly sure where it is, but suggests that the
party travel east, they have to somehow get around the occupied
city, to the first Dwarf settlement called Salive, and talk to
Master Vesten who is a dwarf sage who lives there. He should be able
to tell them where the temple is.

Dumas is more concerned about how to break the stalemate
in Venga now. The only thing he can think of is the Legend of
the Legion of Lost Souls. Thousands of years ago when the dwarves
joined with the elves to retake the temperate lands from the fell
creatures, Venga was one of the last strongholds of evil. It was
ruled by the Grim King Malagant who besides being the master of
numberless goblins and orcs, was also a powerful necromancer.
His armies had to be slaughtered multiple times to be defeated.
Finally an army of elves and dwarves laid siege to the city, and
after a horrific battle they stormed the city trapping
the Grim King in his castle. He climbed to the top of his citadel's
tallest tower and cursed the army that was bringing about his down
fall. "You may never die and go to your appointed paradise. With
the last of my life I will bar your souls passage to the world
beyond. They will wander lost, forever." He leaped from the tower,
screaming some terrible enchantment, and a ferocious explosion erupted
as he hit the ground consuming his palace. All those is in the
attacking army were struck still. Apparently dead, but not.
Prayers to the gods received a hideous answer from Hades, lord
of the lands of the dead. Hades advised that indeed the souls of
these warriors were lost, and that he could not lead them to the lands
of the dead. But he has taken pity on these brave warriors and he
will preserve their bodies until the day they are needed to
save the city. A tomb was built in the Jura Mountains west of the
city, and the Legion of Lost Souls and their weapons were stored
there. The tale was ancient when the humans came, and the Morans
took a liking to it. When they ruled Venga they reconstructed
what was then called the Tomb of the Legion of Lost Souls which
had become and remains to this day a popular quest destination
for acolytes to pray for guidance. No one really knows if this
place is really the resting place of the Legion of Lost Souls,
how to get in, or what to do when one gets inside. Thritas chimes
in that a few years ago a member of the Sorcerers Brotherhood
mounted an expedition to enter the Tomb. He and his expedition
disappeared.

Both places are guessed to be about two days journey away,
in opposite directions. Thritas argues that the Temple of the Artificer
would likely to have attracted the attention of Ugo/Oberon just as
the Temple of Cyriss obviously did and deserves to be investigated.
Even if Ugo/Oberon and company are not there, then the party might
turn up something useful in the struggle for the city. On the
other hand they might find nothing more than a horde of orcs. Dumas will
admit that the Tomb of the Legion of the Lost Souls is more speculative.
It may be nothing more than a Moran monument, but he thinks that the
gods will guide those of pure hearts to do the right thing to save the
city. Thritas recalls that the guy who disappeared exploring the Tomb
was being bank rolled by Gornan Slann, who has been helping the resistance.
Maybe talking to Slann would reveal some more information that would
help decide on what to do next. Everyone is a bit creeped out at the
prospect of talking to Slann, but Dumas volunteers to do it, as Slann
was helping to fix up the Temple of Posiedon that was damaged when
Alexia attacked the city.

Thinking on it neither Thritas or Dumas can think of anyone
who knows Slann personally, which they find a bit strange.

Sunday

When Mr Spike open his eyes his first thought was why is the room spinning
and what was the god awful racket, after the room stopped spinning Mr Spike lifted
his head off the table and started to open one eye to see where he was. He was in a
common room of a tavern, which tavern he has no clue after last night. The night started
with Murga going on and on about something or someone called Salive or Vesten and a
temple with orcs but after the third mug of dwarven ale he no longer cared about what
Murga had to say about anything.

What was the that sound, Mr Spike looked around and found the source of the racket, it
was Murga cleaning and repairing the taverns pots and pans. Damn he is still talking
about going to the east and looking for some orcs and a temple. "Yes Murga for the love
that is all good and holy we will go to the east, not just be quiet so I can die in peace,"
shouted Mr. Spike.

Front page headline of special edition of the Packet Pulse
----------------------------------------------------------------------------
Illegal Coup In Venga
=====================
Early on the morning of Thursday under cover of our usual
happy Beltane celebration, the revelry was interupted by a coup staged by
a small element of tyrannical individuals close to the center of power
in Venga. The prominant face the junta is former deputy mayor Ulfaz Borloch,
who less than a week ago resigned his position after he was implicated in a
plot against the city supposedly orchestrated by the Sorcerer's Brotherhood.
He has promulgated a draconian series of decrees that require the cooperation
of citizens with the junta with the punishment for noncompliance being death.
Also prominent among the junta is a former prominent member of the Brotherhood,
Master Ugo, who now styles himself Vahn Oberon. The apparent leader of the
junta is one who styles himself as Emperor Vinter of Mora. This delusional
individual claims that the coup is the first step in the restoration of
the Moran Empire.

The first signs of trouble were when the usual processions of costumed
revelers who were converging on Venga's central square were turned away by
the City Guard with tales that the celebration had gotten out of hand. They were
told to return to their homes and most either heeded this order or simply carried
out their celebration in other parts of the city. Reports then arrived of a struggle
between members of the mayor's and city council staff and some sort of elf-like
creatures on the steps of the City Hall. Mayor Frankel and some of his supporters
managed to flee from the fighting to the Packet. A struggle broke out
on the Great Bridge betweens supporters of the Mayor and the junta which
ended in a draw with the mayor's supporters holding the west side of the
bridge and the junta holding the east side. The mayor apparently approached
prominent Packet business man Gornan Slann for help which was freely given,
and instrumental in stopping the coup at the Great Bridge.

Over the last days there has been an uneasy calm between the two sides with
claims and counter claims of legitimacy. Unconfirmed reports from the city
include that members of the three families, the Frangela, the Fenkari, and Calmoni,
and members of the Sorcerer's Brotherhood have been singled out for arrest, punishment,
confiscation of their goods, and exectution for non-cooperation. In the Packet
Mayor Fenkar with the support of Gornan Slann have been joined by a steady stream
of prominent citizens who would never even think of visiting the Packet.
Normal commerce is beginning to resume, the two sides have agreed
to reopen the Great Bridge to "legitimate traffic", whatever that may
mean, on Monday.

While this newspaper has not been friendly to the old regime led by
Mayor Fenkar, we do have to admit it was chosen in a process that is an
exemplar of democratic choice as compared to Thursday's coup. Thus we urge
cooperation with the Mayor and his supporters.

We are even confused as to what the junta wants here in Venga. It
is a very long way to Mora. It is most distrubing that prominent among the
junta are a Moran, who is essentially unknown to the people of Venga, and
a mage, who has likely gone Mage Mad. No one is sure who the "elf-like"
creatures, who may not even exist yet are said to provide the muscle for
the junta, are. Living close to the Wild Lands we are used to eruptions
of strange creatures and power mad mages bent on dominanting the more
stable lands to the south. Is this some alliance between Morans
who lost in that city's endless power struggles, insane mages, and a
group of frightening Wild Land denizens who are simply bent on gathering
power at our expense without any actual vision for what they want to do next.
----------------------------------------------------------------------------


Sat May 07, 2011 3:19 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Some email exchanges are compiled into some exposition to move the plot. greenbadge, who plays Spike, wrote the bit about the exchange between Spike and Murga giving a good view of the two characters.


Sat May 07, 2011 3:22 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga[Dwarf Cleric 4th], Spike[Human Fight 4th], Zeebers[Human Rogue 4th]

Sunday continued

They get the note from Gatria Solor who we note that although she is
older (~40) is a babe and read the story about the coup and what
followed in the Packet Pulse. They conclude that they know most of that
story.

Dumas takes the party to meet with Alexia. She tells them that she
has no memory of anything that happened after she got to the Temple of Cyriss.
Whatever happened she now has within her the souls of her mother and the other
members of the coven who were stored in Witchfire. Now she wants to make up
for the past evil deeds that she has done and make herself useful to the loyalist
faction in the struggle for Venga. They decide to let her join
the party, although Mr. Spike is very suspicious of her. They find her not evil
but cannot tell if she is deseased as the spells are confused by the multiple
souls held within her. She tells them that she still wants justice on Ugo/Oberon,
she is not hiding this, but that she and Dumas things that whatever the party is
up to is likely to better for her than going after Ugo/Oberon now. Murga tries to
tell her that the best thing she can do is to pray to the gods for forgiveness
and guidance. She is not impressed. Also Murga suggests Speaking With The Dead
on the souls within her, but Dumas suggests that this is unlikely to work since
the souls have not moved on to the lands of the dead. Thus the spell cannot
talk to these entities. Alexia tells them that the souls within her do not
particularly want to speak through her and share her desire for justice.

She also tells them that she knows that Witchfire is nearby. She can
feel it calling to her. She is concerned that if the sword is calling to her,
then likely it is calling to Ugo/Oberon, and that they should either give it
to her or hide it much better. Murga asks Dumas if Witchfire can be destroyed.
Dumas says that it is possible, but that it would take a great deal of effort
and time. Similarly to properly hide it. The party seems willing to give
it to her, but warns her that she should not wield it. On asking she tells
them that the sword hungers for spell users and upon dispatching them traps
their souls within it. She mentions that it is a powerful necromantic device,
but does not go into detail about its other considerable powers. They retrieve
Witchfire and upon touching it she tells them that it is empty and hungers.
She agrees that she should not wield it, but does carry it. They note that
she has almost nothing besides a dagger and a small pistol. She remains
covered and cowled, clearly trying to remain unseen.

Thritas tells them where to meet a contact who can get them around
the city to the east such that they do not have to pass through the city. He also
gives them a letter of introduction to the Sage Vesten in the Dwarf city of
Salive. They go and meet Shiu-Feng and see his unusual horse. He is working
with the loyalists, but he has had enough of cities and dungeons. He leads
them around the south side of the city, to a ferry that takes them across
the river. They then proceed to get lost and eventually find the very good
road to the Salive Mountain. They arrive late and have to bribe their way in.
The Dwarf guards are attracted to Alexia, who icily ignores them. They spend
the night at an inn in the Dwarf city. They note that Murga is much more subdued
than normal as he tries to not attract attention. He does not visit the local
Temple. It is too late to visit Vesten. In the bar they find the Dwarves are
concerned about the goings on in Venga and hope that stability returns soon.
They think they can work with the Junta as they know Borloch, who they refer to
as Mr. 10%, due to having to be paid a bribe to make things work.

Monday

They speak to Vesten first thing in the morning. He tells them all
he knows of the Cult of the Artificer. Like many cults they came north
feeding on the power of magic in the Wild Lands. They built a Temple
just to the north. They were devoted to building "Wonders", but he has
no clue what they actually accomplished. At some point a few years
ago there was an orc eruption and their Temple was over run. The valley
that it overlooks is within the patrol range of the Dwarf army from the
Salive, but they do not know what is going on within the Temple. He gives
them a map, a message from a devotee who was found fleeing from the
attack on the Temple, and rusted iron gear. He does not know who it was sent to,
he did try to find Mattias, but was unsuccessful. They could get there today
if they move quickly.

They head out right away. They quickly discover that Alexia is
very valuable to have around. She flies over an over flowing river ford,
and is able to see their way ahead. They see the messy camp, and decide
not to follow the track of the large number of folks at the camp. As they enter
the valley of the Temple they see some orc writing on the rocks (a warning
about undead) which they cannot decipher. Murga makes a copy of the message. As
night falls they camp near the river. A bear disturbs them over night, but
they do not bother it.

Special Bulletin Released by Mayor Borloch, Monday, Venga

Emergency Decrees Rescinded
===========================
The emergency decrees released on Friday are rescinded. Citizens
should resume their usual activities.

Mayor Ulfaz Borloch

Tuesday

They come to the Temple. Murga notes the trapped bridge, and Zeebers
is able to go over it, finds the pins to keep it from tipping, to let the party
cross safely. They leave the pins. They decide to explore the out buildings
and go into the mine. They find the shaft down and ignore it due to the bad condition
of the elevator. The other direction they avoid the gamey smelling side passage
and arrive at the end noting that it is likely a back entrance to the main Temple.
They find the secret door and go in. Murga notes the bucket and steps in to inspect
falling into the pit trap and having his armor damaged by the Rust Monster. Alexia
dispatches it with a Magic Missle. They continue on to the Kitchen and fight the
animated cleavers. They find the trap doors and explore the larders and wine cellar.
Zeebers grabs some random bottles of wine and finds the secret passage
out. They find the big gear shaft leading up and climb up. Passing through the first
floor sitting room and up further to the vestment room, they put on vestments, but miss
the magical set. Into the dusty bedroom and note the bones in the bed. The skeleton
starts to animate, and Alexia uses Witchfire to order it back to sleep. She explains
that this is one of Whitchfire's powers, animating the dead who are not in consecrated
ground, and that it gives the welder the ability to control those undead. They find the
grand stair case up and go up to the upper Temple. Alexia notes the dangerous
glyphs on the stairs up to the top of the anvil and they all note the four large
robots in the sides of the room. Alexia flys up and sees the indentations for four
gears of different metal and the party realizes that they have to explore the Temple
to find the gears. They are perplexed as to how to avoid the robots which looks
pretty frightening.


Sun May 08, 2011 3:13 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Session 22 is the start of the last part of the Witchfire Trilogy, The Legion of Lost Souls, and a side track in the Last Initiate. I quickly realize that I have made a mistake having Alexia join the party. She is way too powerful and things are way too easy for the party.


Sun May 08, 2011 3:17 am
Profile
Red Cap
User avatar

Joined: Fri May 26, 2006 7:00 am
Posts: 210
Post Re: The Venga Campaign
Party = Murga[Dwarf Cleric 4th], Spike[Human Fight 4th], Zeebers[Human Rogue 4th]

Tuesday Continued

They realize that the skeleton in the bedroom had a steel gear symbol on
it, and Murga can also cast Speak With the Dead on it to try to get some advice. They
get there and Murga's spell brings the shade of the Abbot to them. The Abbot will
help them if they cleanse the Temple of the horrible stuff that has moved in. He
summons Rumblekin who says that the party has not been destructive, the only foul
deed was the killing of the Rust Monster which he conceeds was likely an accident.
He will lead the party to the awful things.

They head down and face the Ghasts. Murga and Rumblekin away them, and
the party slowly grinds them up. They head up stairs to confront the ghouls. This
is a bit tougher, Spike is paralyzed and fixed by Murga, but a Lightening Bolt from
Alexia incinerates four of them, and the
party finishes them. Finally the giant wasps. They kill one, drive off two,
while Spike and Rumblekin are poisoned. They head back to the Abbot who cures
the two who are poisoned. They also ask that the party fix the broken wall that
let the wasps in. They easily do this, and find a copper gear on the body of the
dead librarian. Murga picks up the book called "The Secrets of Flue Construction"
and a book of bad Dwarven poetry called "Ode to Iron Ore" and they leave behind
"Mining for Dummies". The Abbot warns them that to get to the Chamber of Wonders,
the four gears, Rumblekin has the gold one, have to placed by a worshipper of the
Artificer. The Abbot has come to believe that the Artificer is an incarnation
of Hephaestus. Thus Murga or Rumblekin could do it without activating the defenses.
The Chamber of Wonders is trapped by a magnet and someone free of all "artifices"
which the party figures means metals. The Abbot and Rumblekin have decided that
the Party should take the Wonders and use them for good. The Abbot thinks this
will allow him to pass on. Rumblekin will accompany the Wonders.

They open the Chamber of Wonders, evade the magnet, and gather the Wonders.
Rumblekin says that each party member can take a minor Wonder, but the others
will be used for good:

1) Mithral Shirt (+2 to AC) to Murga
2) Robe of Protection from Fire to Alexia
3) Repeating Crossbow (magazine of 6 which can be fired 2/round,
1 round to swap in a new one, long time
load magazine) to Zeebers
4) Plate Mail to Spike
5) Rod of Metal and Mineral Detection to Rumblekin

Rumblekin also gives half of the money to the party, Murga explains to Rumblekin
that Zeebers and Spike have good hearts but are mercenaries, and Alexia points out
that while she is very powerful, she is penniless essentially only possesing some
clothes and weapons. Total money in coin and gems = 4000 GP which means 400 GP
to each party member including Rumblekin with 2000 GP left over for "good works".

The other Wonders:

1) Windup Horse - Runs for 55 Minutes for 5 Minutes of Cranking, Can easily carry 2
Speed = 40 ft (gallops up to 160 ft but consumes charge faster)
AC = 14
HD = 20
HP = 100
Attacks = 2xHooves 1d8
Steel, rivits, and gears
2) Steam Frog - Runs for 3 hours on a Gallon of Lamp Oil, Carries 1, 2 Smaller
Speed = 20 ft, 50 ft leap (after leap must sit motionless
for 5 rds to recharge)
AC = 14
HD = 18
HP = 80
Attack = Slam 1d6
Green copper
3) Belt of Arms - Belt with two mechanical arms. Wearer gets either an extra attack
at -2, or can have a shield that essentially negates attacks
from one side or rear (+5 to AC). Fatiguing must rest for 10
minutes for each minute of use, and more than 10 minutes of
use will result in the collapse of the user.
4) Copper Wings - Fly at 60 ft. Up to 8 hours/day.
5) Lyre of Building - Builds things. Not easy to use. Must be able to play
while imagining construction. Does not create materials
but assembles them magically.
6) Warhammer - Masterwork
7) Spear - Masterwork
8) Art Objects - Gold Vestments (100 GP)
- Copper Chalice set with Rubies (350 GP)
- Ivory Statue of the Artificier (100 GP)
- Ceremonial Hammer, Copper with Garnets (300 GP)
9) Scrolls - Locate Object + Divine Power at 8th Level
10) Mace of Smiting +2, +4 vs Constructs and critical vs them destroys

They decide to head back to Venga and using the Wonders (Murga and Rumblekin in the
Frog, Spike and Alexia on the Horse, and Zeebers using the Wings) and they get to
the northern entrance to Salive and are denied entrance at this late hour.

Front page headline of Tuesday 6 May 980 of the Packet Pulse
----------------------------------------------------------------------------
Return to Normalcy in Venga?
============================
Yesterday the junta that took over Venga in an illeagal coup early
Thursday morning, announced a return to normalcy. The city gates were
reopened Monday morning at 8:00 as usual, and commerce resumed over the
Great Bridge and at the city docks. The Emergency Decrees promulgated on
Friday are rescinded, and the only obvious change in evidence were the
aggressive patrols by the Town Guard augmented by patrols of grim faced,
pale elves calling themselves the Skorne. They do not allow any
large gathering of people to remain on the streets for long, and no
one is allowed to address crowds or make public pronouncements.

One unusual measure is that anyone found entering the city
or encountering a patrol within the city has their swords confiscated.
Residents of the city claimed that over the weekend all of their swords
had been gathered by members of the Town Guard. The authorities claim that
swords will be returned soon, and careful records are being made of the owner
ship of these weapons. All other sorts of weapons are ignored as has been
the past custom in Venga.

Rumors of talks between the old regime led by Mayor Fenkar and
the new regime led by Mayor Borloch are rampant. Mayor Fenkar claims
that these rumors are false, while Mayor Borloch says that he very much
advises all residents of Venga and the Packet to cooperate with his
legitimate authority which will soon be augmented by forces loyal
to Emperor Vinter of Mora. Rumors are rampant that the main force of
the Skorne, who dwell deep in the Wild Lands in a place called the Sarangak
Forest, are making their way south to cement their hold on Venga.
Wild Land explorers know little of this place except that is located hundreds
of miles to the north and east of Venga and is generally shunned as very
dangerous.

This newspaper does not know what to make of this strange turn of
events. The junta led by Mayor Borloch seems to have changed its face
in a very short time. It is not clear why they have done this, but the
citizens of Venga and the Packet are breathing a sigh of relief as the
very tense situation that prevailed over the weekend is noticably calmer
with the start of the new week. We hope that the people of Venga and
the Venga Vale will benefit, although we are skeptical, from the upheaval
that took place this weekend.

In an unhopeful sign the offices of our rival newspaper,
the Venga Valiant, were apparently destroyed in a fire of unusual origin
over the weekend. Our attempts to find out more on what happened and
what the plans are for the resumption of publication for the Valiant
have not revealed anything and many of our fellow reporters cannot be
found.
----------------------------------------------------------------------------

Wednesday

They go to the Dwarf city. The Wonders cause some stir. Rumblekin decides
to stay here and devote himself to the worship of Hephaestus, he has the plans for 1)
hang glider 2) hot air balloon 3) diving bell 4) steam powered wagon, and will try to
convince the Dwarves to retake the Temple of the Artificer. The party continues on
to Venga and get to the Howling Owl by the end of the day.

There they find Thritas and Dumas who learn that the Junta apparently had no
interest in the Temple of the Artificer. They are excited by the Wonders. They have
learned more about the Legion of Lost Souls. A key to opening their tomb is the hammer
of a giant called Kohlasa, who is known to have tomb beneath Venga. Murga is still
skeptical, while Spike and Zeebers begin spending their bounty.


Mon May 09, 2011 3:32 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 145 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.