Legacy of Heroes

Session 3

Session 25 November 2012

Currently the heroes reside in the town of Brookford. The town has an extensive sewerage system which the party has explored and it also has a docks. It appears to be a merchant town, a little farming is done however they usually import food. They do have a manufacturing capability and the smithies and other trades provide the town’s main export.

The party wakes in the Inn and most of them are sick. They are feverish and unwell. The stable boy comes in and tells Jock that Drumknot is also sick.

They find their way to the alchemist/doctor/barber. It appears that the Halfling food the adventurers recently consumed has affected the members of the party except for Jock. Something in Halfling cuisine doesn’t agree with the gastric systems of the less hardy. However the illness will pass.

Jock looks for a fight but has no luck. He notices after some time a large human following him around. He is carrying a large sword that is not ornamental. Jock approaches him but he turns down an ally way and vanishes. Jock marks the area and goes to find Thraeko. Once located the two return to the ally and can’t see him.

Jock climbs up the wall after the man and hears running off. Jock sees him jump off the end and Jock tries to jump after him. He steps off the roof and falls into hay. The man was hanging off the edge, climbs up and disappears. Jock climbs up again. He is gone and appears in the Inn where he waits for Jock.

The stranger buys the adventurers a drink and they go and talk. The magistrate is glaring at the new stranger. Argent is the stranger’s name, he found the party in town. He is a captain of the black guard, or so he insists. He has a job he wishes done. They must find the tavern known as the serpents tooth, it is a den of inequity. Run by Andura a woman adventurer. Andura has been meeting with former bandits. This is possibly the beginning of an insurgence. The ‘guard’ need to know what is going on but Andura knows the black guard so he wants new faces. The heroes are to report every day at the alchemist’s at 6pm. Argent will pay 100gp each day plus expenses and a bonus of 300gp upon completion.

They make their way to the serpents tooth. It is a double story venue and all the windows are barred. They go in 1 by 1 and start ordering ale and food. Conrad comes in orders beer and punches the bar tender in the face. The bar is a well used venue. In one corner of the tavern there is a bored looking stripper, dancing in the middle of the day.

Willowbark enters and offers to be a stripper for bed and board. The bar tender gives her a better quality beer on the house. The stipper there keeps doing the same moves over and over and the wizard in the party realises it is an illusion.

A woman in her mid 30’s walks in and sits next to Willowbark. Asks her if she is asking for a job and then gives her a handful of coins and tells her she doesn’t want to work here.

At about 7 a large man walks in with a club on his belt. He sits at the door and stares at the dancer. He appears to be the bouncer. He has a dented helmet and sits it on his lap. The bar tender points to Conrad so the bouncer keeps an eye on him.

The bard stands up and plays a tune for the crowd. An elf and an ugly Halfling walk in and approach the bar. Andura comes out of the kitchen to greet them and they all go upstairs.

The ugliest of dwarves known as Basalt decides to follow them but needs to do this undetected. Ethelblue summons 4 fire beetles as a distraction and Basalt climbs the stairs to follow them.

Basalt hears someone say amacus. A door opens and closes nearby. Basalt goes through that door and sees a corridor with 6 doors. He tries to determine which door he heard open and close. He listens at the door. He can hear voices but can’t really make out what they’re saying. He picks the lock on the next door and enters. There is a dumb waiter in the room. There is also an armoured half orc and Basalt sneak attacks him, this first attack wasn’t fatal and a brief fight ensues. He kills him in the end. He opens the lock box and takes the contents. 1pp. 41gp. 70sp. 300cp.

Basalt hacks of the accountant’s head and puts it in the dumb waiter. Andura comes out after hearing the bartender scream at the discovery of the head. Basalt grabs her in desperation. After some commotion Andura realises what has happened. Basalt is offered his life if he gets the head of another man. Hardrum, he is an assassin in the town. Jock tells them that he will work with Basalt and track this guy down. Could be this Argent guy as Andura says the assassin is claiming to be a secret police agent. Basalt is told to leave the money he took.

Basalt, Jock and Ethelblue drop into the sewers and try to find Charity. They find her and her sisters. They are there to ask about Hardrim the assassin and Argent. So far the description matches up but it is possible that this is a bit generic.

Willowbark is offered the job as the new accountant since an opening to get a head just appeared.

As the three whom ventured in the subterranean part of town head up the elf and the Halfling come out of the tavern and Jock follows them. He follows them to the throughway Inn.

They all eventually head to the Inn they are staying at and get some sleep. Now they have to figure out what they should do.

Basalt and Jock go to the Throughway Inn and break into the Halflings room. Whilst waiting for him to leave Jock recognises that this is no Halfling it is in fact a Gnome. They find a map and strangely enough X marks the spot. The map is of the surrounding areas. Thraeko scribes the map and finds the hidden message on the X mark. Jock returns the map to the gnome’s room without him knowing it was gone.

The party all goes to see Argent and discuss some info they found. It becomes apparent that Argent is Hardrim as he has trouble hiding his reaction to the question. Jock mentions that the Halfling he saw is actually a gnome. It still isn’t apparent who the party should work for.

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Session 2

Session 28 Oct 2012-10-28

The rough hewn statues are advancing on the party. The statues appear to be earth elementals of some description. As Basalt runs in he is hit hard. Jock runs up and tries to defend him and the 2 of them chip away at this craggy beast. Working together Basalt and Jock manage to take it down and see that Willowbark and Connard have both taken down their opponents.

When the statues are defeated Willowbark examines the skull she found with the glow that started this fiasco. There is a necklace inside with 9 finger bones each one containing a different gem in it. She searches more and fines a fine silver necklace with a blue horse jumping over clouds.

The adventurers head on to the unexplored area of the barrow. There is a 7 foot statue of an Ogrillon. They skirt around the statue lead by the thief. They believe there is illusion magic a foot in here. Unwilling to pass up possible treasure or battle, Jock turns and flings a stone at it. It explodes into a giant amoeba. They are now faced with this slimy creature, a gaping mouth. It lets out a scream and Ethelblue freaks out and starts gibbering. Basalt goes blind but the others take it down with ease.

They wander into the remains of an armoury. There are weapons and shields that are corroded and worn. As Conrad searches more thoroughly, there are hands dropping out of gauntlets and advancing. Ethelblue casts turn undead and all 12 hands explode.

Further inspection reveals a crate with some potions, sliver torcs and a javelin. The javelin does not appear to be the horn spear they were looking for. They carry on through the next corridor.

The adventurers come to the main hall where the barbarians feasted. Basalt goes to steal the swords from the statues believing this wise in case they come to life. However the swords rise of their own accord and attack. Of the 12 that fly towards him only one manages to hit its target, he somehow manages to parry the rest away. Conrad goes to attack a statue and his own sword tries to attack him. Something is turning the more elegant weapons away.

Jock tries to go in unarmed but 4 swords attack him. The party figure out that if they smash the skulls on the statues the swords will stop attacking.

They find 4 sealed clay pots with liquid in it and Orcish runes in the wax seals. As usual Jock tries to read the runes and then remembers he cannot read. They translate to Bull, Weakness fixed, Upset tummy fixed, Stick to walls. They divvy out the potions and then move on.

In the next chamber there is a stone plug in the centre of the room which is adorned by a statue of an orc female’s leering face. Conrad and Jock lift the plug and it slips down through the pit. There is a shout and ghosts appear. They are not very intimidating. They seem to be a poor illusion. Jock secures a rope that Willowbark was carrying and climbs down. He sees images of twisting serpents and a statue of a great Orc warlord. As he continues the floor appears earlier than it should. Even the well was an illusion. He looks to see where he is and finds himself in a round chamber with an exit to the west.

Once they are all in the room a great 9 foot warlord enters. Ethelblue throws the javelin but it goes straight through. It seems to be an illusion. They head down the passage the illusion came out of. They find 3 biers and there are undead orc women rising and threatening. They are turned and the chamber is searched. They find a box made of mother of pearl, a sliver mirror, sliver comb and a large ornate bowl.

The adventurers carry on through the barrow and find a slab with the skeletal remains of what could possibly be Tymac the orc lord. Whilst searching, a wraith attacks. They attack in a well coordinated manner and Jock takes it down.

Willowbark investigates the remains and takes the skeleton’s sword which is well balanced and finished with a mat black surface. They discover that the skeleton has a trap and Conrad deliberately sets it off.

They head on and find a wooden treasure chest that is covered in mildew. In the chest is a brown ceramic dish with a depiction of running ogres with stag antlers, an obsidian spear head, sack of money, saddlebags probably full of money, a dark wood shield with an ogre skull motif, a mace which has a dragon fist for the business end, a potion flask, 4 ceramic tablets, 2 golden stirrups, a set of gold studs, a cup made of conch shell set with silver and gold, a golden medallion 6 small sapphires, an iron sceptre inlayed with an emerald and finally a golden dagger sheath encrusted semi precious stones.

Ethelblue finds a cloth that is wrapped around a spear. It is about 6/7 feet long. The head is a spiral horn shape. At last they have reached the item they have searched so intrepidly for.

There is a door to the north. They set of through the door and find the rope that lowered them into the Orc lord room.

They get out of there and make their way back to the camp from the evening before and rest. Upon the morrow they head back to Pebbleton.

The village allows them access yet again, even after seeing Basalt’s face. Marrelin breaks the head off the spear and puts the horn back on Treetrot. Ireandel is restored to his former glory. He speaks, and thanks the party for their valiant efforts. The travellers are told they may now consider themselves lifelong friends of the elves. The sword is identified as the sword of Tymac after Willowbark shows it to Ireandel.

As is the nature of the mayor of Pebbleton, he throws a feast in honour of the heroes and they are given leave to rest for a couple of days before they head off.

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A Legacy Of Heroes 14 Oct 2012
Session 1

A league of Heroes

Session 14 Oct 2012
The travellers leave Willford after saving the sheep from the dreaded red dragon. Thraeko Bylonus made a point of storing the remains of the dragon on his person for future use, knowing the defensive properties of dragon hide and scale. They procure a steed, not the finest one around, and move on.

The adventurers travel on. After some time they see a storm front roll in as they are traversing the side of a range. They head for a hold fast for shelter. It appears to be a Halfling village. The village goes by the name of Pebbleton.

They are allowed in and after stabling their “horse” they are directed to the Mayor’s lodgings. It is a small looking from the outside but once inside it looks a lot bigger, maybe that’s because the perspective of the Halflings trick the mind.

Jimmy, the Mayor, introduces the party to an interesting Halfling warrior. His name is Jock only got 1 Sock, and he is not your conventional small folk. It turns out he has been there for a few days. It appears he was travelling home, to Home, with his clansmen, got distracted and lost his way. Apparently this happens a lot. The group get the feeling that he has seriously outstayed his welcome. It turns out that the obscure ostrich in the stables belongs to this crazy barbarian.

After the group, now with Jock in toe, have a good meal they are told a tale of a horse found by the Mayor one day in the woods. They are lead to the town hall so they may join in the festivities. There they see a half elf woman playing the flute beautifully. She is accompanied by some rather frightening percussion. Her name is Marrelin, she goes on to tell the travellers the beautiful tale of Ireandel the unicorn, and of Tiriel. The tale leaves them intrigued and they are told there is the possibility the Treetrot, the horse the Mayor found 1 year ago, may be the unicorn Ireandel, sans horn.

Treetrot looks to be a good riding horse, though they dare not take him on this adventure. They are asked if they could quest north to the barrows and search for the unicorn’s horn, which if the tale is to be believed, is now a spear.

Before they set off, Willowbark sends her wolfen companion out into the night to search for the barrows.

The spear is said to be among the buried horde of a barbarian king, this entices the group to go treasure hunting.

Upon the morn, the group set out, at the return of the wolf. On the road they encounter some elves.

Quelnef, the first elf that Willowbark encounters while scouting ahead, questions the motives of the travellers. Although Jock trusts not these pointy eared guardians, the group divulges the task at hand and they are rewarded for their honesty with two Elvin escorts.

They are told to pass through the knuckles as quickly as possible. So they set off. After a time they see the elves run on ahead and turn, fletching in hand. Suddenly they are set upon by 12 foot ape like creatures. They seem to be some sort of primitive ogre. With the help of the elves the party makes short work of them with their ranged weapons. They head on and set up camp for the night.

At night the group awoke to the sounds of a phantom battle. They cannot see well but they were then set on by, what turn out to be, dire bats. All members draw weapons, however their wizard fears if he uses magic he will harm his companions. They took wounds but ended them in with victory over these beasts.

In the morning the dwarf Basalt is met at the pond by a frightening image in the water. He starts attacking the air to the amusement of the other travellers.

They then head off and find what could be the entrance they are looking for.

It takes till mid afternoon to get the dirt clear and make a suitable entry way into the barrow. They are scouring the ruins when they hear the awful sound of a pressure plate.

Basalt falls and almost descends into a pit fall. He is rescued by the group and they take another path.

After looking through some more corridors and finding tombs of orcs that look fairly light on loot, they head to another that seems to lead the main burial chamber.

Many skulls lay around the floor of the chamber. There is a glowing light in the skull of a hedgehog.

Willowbark reaches inside, entranced by the light. This proves ill advised as the roof collapses and they are buried deep in rubble. As time runs away they begin to suffocate. Jock clears himself of the fallen rubble and sets to freeing the others. Basalt comes to the cries of his fallen comrades and lends his hand as well.

Finally they are all freed. As they dust themselves off, they notice movement. The statues that are against the walls come to life and attack…

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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