TOTAL BULLGRITThe Fiendish Oerth
|
The
Fiendish Oerth Game Story - game session 1, part a They awakened from a
deep sleep feeling invigorated and
immediately alert. As they sat up from where they were lying on the
ground,
three things surprised and confused them: the sky was a deep and
unnatural
crimson; all around them were the remains of some recent great battle;
and they
were sure they were dead just a moment ago. The four men looked
at each other curiously: two humans, one in leather armor,
the other in chainmail; a halfling in studded leather; and a robed
dwarf. They
were all dirty and bloody -- signs of having fallen in a violent
struggle --
and all wore a similar device on their clothing. A four-pointed star
surrounded
by a horizontal crescent moon in each quadrant. As they stood up with
their
weapons cautiously held ready, nearby vultures took an interest in them. Two carrion eaters
stopped feeding on a corpse to stare at the group, and three
dove down from the sky. The black-feathered birds were as big as the
halfling,
and very aggressive. After the initial attack from above, the two
others took
wing to join the fight. The leather-clad human fought with longsword
and short
sword, the chain-clad human fought with bastard sword and spiked
shield, the
halfling flicked a whip, and the dwarf cast a defensive spell then
worked with
his quarterstaff. The vultures nipped with their beaks and tried to
scratch
with their clawed feet, but only the dwarf was injured before the
creatures
were dropped. Once the birds
stopped flapping and twitching on the ground, and the four men
took stock of themselves after the exertion of battle, each realized
how he
felt stronger, faster, and more mentally awake than he remembered
himself as.
It was an amazing feeling, both invigorating and startling at the same
time. The group then took a
closer examination of their surroundings. The halfling
estimated the dead to total in the many hundreds. Some dead were humans
and
elves, some were orcs and gnolls, and some were bestial and twisted
humanoids,
unidentifiable. All looked to be dead only less than a day. In the
distance, in
most directions, they could see some movement on the field, and in one
direction was sign of habitation. Scattered and distant fires sent
black smoke
into the red sky. There was no sun, but a few clouds of a lighter red
floated above
the smoke. The air felt oppressive, and the foursome felt the
'wrongness' of
the world to their very bones. They cautiously gave
themselves a minimal introduction to each other: Simon, a
human ranger; Cedrin, a human fighter; They then examined
and searched the dead about them for extra equipment and
valuables. They found no coins or valuables, but Cedrin
collected a crossbow and bolts, and At first the foursome
could make out only that the three approaching creatures
were tall humanoids, but as they came closer it became apparent they
were
hairy, dog-faced men -- gnolls armored in scalemail and shields, with
evil
cackles and ready battle axes. When both sides were near enough to
identify each
other as enemies in the recent battle, the gnolls charged. A fired crossbow bolt
whizzed past one dog-man, but a thrown spear cut across
the exposed leg of another. Then hand-to-hand battle was joined. The
gnolls
were taken down fairly quick, one by the dwarf wizard's quarterstaff
alone. Then the
dwarf searched the defeated creatures for valuables. He found only a
small
amount of coins, which he offered to split with the others. Upon closer
examination of the gnolls, the foursome saw that these creatures
were different than what they remembered of the race. These creatures
had
deep-black fur, streaked with a bit of red, and sharp facial features.
One
gnoll even had small horns sprouting from its forehead. Then the group
noticed their own differences from what they remember of
themselves. They all had gold-tinged skin, silver hair (and beard on
the
dwarf), and pale blue eyes. They had no memories of the great battle or
of anything
since heading, alone, towards a city for a "special mission". Their
only
memories at all revolved around personal feelings and circumstances. No
one
knew where they were or why they were there. Upon mentioning their
lack of memory, only the dwarf mage could remember the
name of the city: Veluna. This name was familiar to the halfling
cleric, and
he said it is the holy city for the deity Rao, in the Archclericy of
Veluna.
But they still didn't know why they were going there, how long ago that
was, or
why they were now in the middle of a battlefield. They decided to stick
together, and head towards the buildings in the distance. To be continued . . . |
Oerth is the name of the planet for
the World of Greyhawk campaign setting. |
Game
Commentary Here are the Player
Characters' names and stats: Simon Greyhand Salem Godspeed Cerdrin Deren Lorgard Grundar They were built using
the Point Buy Method, using 28 points. But after their
first battle (with the fiendish vultures) they realized they were much
more than this. They got +4 to all
stats from a template (but the Players had no warning, and
were quite surprised). Yes, this puts them into the super hero range.
That was
my intention -- they will be up against some serious
opposition/challenges (you will read how and why in below posts). The template is a
modified version of the half-celestial from the official books (minus
the spell-like abilities). The PCs will
be learning more about themselves as they go. This campaign,
including the significant boost to Player character power is very
different than my normal campaigns. I usually run a straight
by-the-book campaign, but I wanted to do something really grand this
time. After 20 years of playing lower-power games, usually at low
levels, I had a strong hankerin' for something super. Unfortunately, I
chose the wrong time to try this. Lesson: Never, ever,
try to run an epic, high-powered campaign without letting the Players
in on the idea, and getting their buy in from the start. This was a bad
mistake on my part, as an experienced DM, but fortunately it turned out
that three of the four Players had no problem with this campaign
concept or start. In fact, two of them directly said it was "Very cool." I would love to try
this campaign again, but I will definitely get full Player buy in
before starting. Although telling the Players about it all kind of
ruins the surprise. But, thinking long and hard on it, I think I'd
rather loose the surprise than have things go to Hell in the opening
game sessions. (No pun intended.) Bullgrit |
The
Fiendish Oerth Game Story - game session 1, part b
The four recently
revived "soldiers" made their way slowly
across the day-old battlefield, stepping over and around the corpses of
humans,
elves, orcs, gnolls, and strange twisted creatures. They were headed
for the
village they could see to the . . . in that direction. The red sky held
no sun,
so compass directions were impossible to determine. The black smoke of
burning
buildings served as the only major landmark they could head towards. In
all
other directions was just more battlefield debris. Simon the human
ranger, and When the creature
reached their intended path, it stopped and successfully
concealed itself among a group of corpses. Someone said, "Be ready."
As the group got within about thirty feet of the last spot they saw the
hidden
danger, it leapt up and snarled. The creature was a nasty, decayed
beast with
wicked teeth and claws. Its physical position and black eyes were aimed
directly at the halfling on the far right of the group. None of the group
were surprised, thanks to the ranger's warning, and Cedrin
the fighter was first to act. He immediately charged, and with one
massive
swing of his bastard sword, the beast fell. There was a silent
pause as four pairs of eyes searched the immediate area for
other movement. There was none. So they moved forward again. Jogging around and
hopping over corpses and debris made for more difficult
movement, but they closed on the village much quicker. When they were
within a
long-range spear throw of the village, they saw movement between two
buildings
ahead. The group stopped. About half a dozen
humanoid creatures emerged from an alley, and turned to
move away perpendicular to the group's direction. The creatures were
dressed in
various pieces of armor, with army insignia, but they carried no
weapons. Two
were humans, one an elf (each with heraldic devices like what the group
wore),
and two others were orcs (in tunics showing the opposing army's
symbol). They
all looked dead, and moved with an obvious slowness. One of the zombies
noticed the group and turned his walking towards them. Simon, |
The
Fiendish Oerth Game Story - game session 1, part c
The five zombies
shambled into the village grounds, fleeing from the divine positive
energy channeled by the halfling cleric. Lorgard,
the dwarf wizard, lead the chase after them, with his quarterstaff
ready to
attack. Simon the human ranger and The zombies were
several yards ahead, and ran past a burning village building.
The passing forms caught the attention of creatures inside the
flame-filled
building. Two small flames licked out of the structure, and stood on
their
own. Lorgard pulled up short, and Simon and The self-standing
fires had a vaguely humanoid appearance of thin stick
figures, about the size of the halfling, engulfed in thick flames. They
charged
forward at the dwarf mage, cackling with the sound of a campfire.
Standing at
the mouth of a partial alleyway, Lorgard was the most available target
for the
fire elementals, so they attacked him immediately. Within moments the
mage was
writhing in burning robes. When he fell to the ground,
They had only a
moment to catch their breath and wipe off the heat-induced
sweat on their brows before the zombies they had been pursuing
reappeared,
coming back from where they had fled. Simon knelt down
beside the still unconscious dwarf, and spread out the blanket Simon wrapped the
dwarf in the blanket and began sliding him back away from the
scene. Cedrin engaged the first zombie to reach him. The first zombie fell
to Cedrin's bastard sword and spiked shield, and the
others again turned and fled. A human in chainmail
with shield and mace, wearing a tunic matching their group's
army device, was flanked by two elven archers in scale mail. "I am
Rayson,
priest of Rao the Peaceful," the human introduced himself. "I am Salem
Godspeed," the halfling offered, "cleric of
Fharlanghn." The human and elves
approached the group cautiously. And the group held their
positions to accept the approach, cautiously. Simon brought the
still-smoking dwarf on the blanket back around the corner to
show everyone. "I can't help him
now," said Rayson, "I have expended all my
magic for the day. But all of you can come with us for shelter. I can
tend to
your friend, and heal him in the morning." He and the elves motioned
for
the group to follow them, and they lead the way to a village home they
had
taken as a haven. Inside the small
building were two human warriors with scale mail and spears.
The group was invited inside, and after all were in, the doors were
closed
behind them. Inside was a makeshift barracks for the five men. Bedrolls
were
spread on the floor, a few chairs were scattered about, and a table was
pushed
against the far wall. Packs of army ration were piled in a corner. Simon laid the
wrapped dwarf on the table, and Rayson examined him. Lorgard's
clothes were badly burned, his hair a bit singed, but he was not in
danger of
passing from his wounds. Simon's spell was enough to keep the sturdy
dwarf
alive. If he awakened, he would be in great pain. All hoped he would
simply
sleep till they could use magic to heal him. The human warriors
and the elf archers watched the surrounding outside area
through cracks in shuttered windows. Rayson introduced his companions,
and the
group introduced themselves to their hosts. Rayson asked what unit they
were
with, and why didn't they retreat with the army. "We awoke just a
couple hours ago, on the field," answered Rayson was examining
each of them from where he sat in a small chair. "You look like two
humans, a halfling, . . . and a dwarf," said the
Rao priest. "But different than any others I've seen." There was a
touch of awe tempered with suspicion in his voice. The three looked back
and forth at each other, again noting their gold-tinged
skin, silver hair, and pale eyes. "We also don't know why we look this
way," said Simon and Cedrin
gathered some rations to eat what they figured was breakfast. "You really have no
memory?" repeated Rayson. "You don't know
where this is?" he continued, waving his hands slightly to show his
statement referenced their overall location.
The priest of Rao
looked back at the halfling cleric for a moment, then moved
his gaze across the two humans also. "We are in the Abyss," he
said. To be continued . . . |
Game
Commentary At this point, the PCs have risen a level. Lorgard's Player never told me he wanted to
multiclass wizard and fighter until they gained a level. In my
character creation guidelines, I told them we would use the half-level
rules in the Dungeon Master's Guide for anyone who wanted to multiclass
at 1st level. The Player said he saw that guideline, but didn't know
what it meant. Why didn't he just ask me? He couldn't answer. So I let
him multiclass just to get on with the game. After all, the rule only
makes a difference for one level -- the first, and we were past that
now. Bullgrit |
The Fiendish Oerth Game Story - game session 1, part d There was a stunned
silence in the room for many moments. The Abyss. Part of
the deep, dark, and utterly evil nether world. The place
where the most depraved and malicious souls go after physical death. "What do you mean
we're in the Abyss?" Rayson gazed deeply
into the halfling's eyes, confirming to himself that these
three, and the fourth lying unconscious on the table, were honestly
lost. "From what I
understand," began Rayson, "it started in the
Empire of Iuz about a century ago. Something or someone created a major
gate to
the Abyss. Teachings say that the opening to the netherworld was really
more
than just a gate -- it was a hole between the planes. This hole allowed
the
Abyss to pour into our world, slowly at first. But as more demons and
evil
pushed through the portal, the wider it grew. Now it flows over the
lands
quickly enough to watch. This village was enveloped less than two years
ago." "What is this
village?" "Eastfarm," answered
Rayson. "This is the Veluna side of the "We've been lucky so
far," he continued. "Most of the demons are
in the eastern lands fighting the devils." "Devils too?" "Yes. In what used to
be the old "Tales of refugees
over the decades describe the old lands of Nyrond and
Urnst as blasted battlegrounds now, full of fiendish armies." "What happened at
this battleground, here?" "The Holy Army of
Veluna came here to stop an invasion force of orcs and
gnolls from crossing the Velverdyva. We destroyed the bridge to stop
them, but
they made it across anyway. Then our army met theirs -- we survived,
and they
broke up. But there was a lot of confusion on the field. There were
several
powerful demons leading the humanoids, and though the orc and gnoll
formations
collapsed when hard pressed, the demons wrought great destruction on
our men.
Their humanoid forces fled in several directions, and our army had to
fall back
towards "Why didn't you go
with the army?" Simon asked. "My responsibility
was to support Captain Moortine and his infantry
company. The captain fell with most of his men when they pursued
fleeing
gnolls. A horde of minor demons attacked while we were too far from the
main
army. Only a few of us escaped the ambush, and I wasn't able to rejoin
any
large group. These men," he indicated the four warriors watching the
windows and door, "joined me when we escaped the chaos of the battle.
We
fought our way here, using most of my spells and channeling power doing
so." Rayson continued to
answer their questions as they all alternated through
resting, eating, taking watch, and checking on the unconscious dwarf.
He
explained that the border of the Abyss was about 3 days walk to the
southwest,
and Veluna City was another 3 days beyond that. Those watching
outside noted the occasional zombie group walking through the
village. There was no way of really telling time in this situation; the
outside
sky stayed a deep crimson, never dimming or brightening. But it seemed
only a
few hours when Cedrin and Simon started noticing that their cuts,
scratches,
and aches from the "morning" battles were healing. Then Lorgard
gasped, opened his eyes, and then sat up from where he had been lying
on the
table. Silence again
overtook the small home as everyone stared at the dwarf mage in
burned robes. He was awake but in some not inconsiderable pain. His
most
serious burns had started healing, and his minor blisters had
disappeared. "Uhg," was Lorgard's
first word, quickly followed by his first
sentence, "Where are those damned flamers?" A quick examination
of the mage and his companions showed that they were
healing quickly, but in an otherwise normal fashion. Their wounds left
minor
scars, and the dwarf's major burns left discolored patches of skin.
Rayson
noted that they weren't really regenerating, merely healing faster than
normal;
in hours rather than days. Simon and Cedrin
caught their newly revived companion up on the current
situation, and Rayson said he needed
to go back out on the field to collect the body of his
captain, and to return with it to Veluna. "Do you want our help?"
offered "I can find the
captain's body with these soldiers' help," answered
Rayson. "Perhaps you could investigate where the zombies are coming
from.
They are all headed southwest through the village to the Veluna road,
so I
suspect someone or something is controlling them. Do you think you
could
backtrack them to their origin?" "We'll do what we
can," said the halfling. When everyone was
well rested, and healed, and Rayson estimated that it was
probably "morning" outside the Abyss, the clerics and wizard began
their prayers and studies for spell preparation. Simon said he wanted
to get
out of the house for a scouting look at the nearby area. He wanted to
find a
bow and quiver of arrows. He asked if anyone needed him to look
anywhere in
particular. "See if you can find
some spears for me," said "I want a warhammer,"
said Lorgard. "I need something better
than that staff." "Very well," Simon
said, "I'll see what I can find." He
strapped on his swords belt and went to the door. One of the human
warriors commented, "You sure you want to go out there
alone?" "I'll be alright,"
assured the ranger. He was only gone a
short while. He was back in the house with three halfspears
for the halfling, a warhammer for the dwarf, and a short bow with
arrows for
himself before the priests and mage were finished with their spell
preparations. "Saw a pack of black wolves wandering in the village, but
they didn't see me. Otherwise looks still and quiet out there." Soon everyone made
ready to leave their temporary base. "Natural creatures
born under the Abyssal sky are always evil, twisted with fiendish
taint,"
warned Rayson. "And they are the least dangerous beasts you'll see
here.
Minor demons are all about: dretch and manes especially. Be very
careful. May
peace and reason protect you." Rayson and his four
guardsmen left together to find the body of their captain. To be continued . . . |
Game Commentary The fast healing ability is part of their modified half-celestial template. The plot of this campaign would take them deep into fiendish territory, far from any friendly clerics, so I gave them a way to heal. It's not regeneration, so lost limbs would not grow back. It's merely speeded-up natural healing, to maybe cut some downtime between action. Bullgrit |
The Fiendish Oerth Game Story - game session 2, part a Simon, the human
ranger, and While stalking from
building to building, Simon and Lorgard, the dwarf
mage/fighter, and Cedrin, the human fighter soon joined the
fray. The dead ogre got a couple of heavy slams in with its massive
fist, but
it was taken down in quick time by the four surrounding attackers. "This zombie was
going the same direction as the others," observed "Seems we're headed
the right way, then," said Lorgard. The foursome resumed
their advance towards the river. As they walked, they
discussed what they expected to find. "Must be a group of
necromancers," Lorgard said. "But how many?" asked They decided to just
wait and see. No use trying to guess, when they would
learn for sure very soon. They reached the edge
of the village, and there was only a road leading to the
river, a few hundred yards away. There was plenty of trees and plants
here, as
would be expected around a river, but they were all dark and twisted,
poisoned by the Abyss. The area here showed signs of battle: dropped
weapons, trampled
and torn ground, but there were no dead to be found. As if they had all
arisen
and walked away. Which, of course, is probably what had happened. The group continued
on to the bridge. It was a large stone structure supported
by heavy timbers, but it was collapsed in the middle of the river.
Rayson
had said the Velunan army had destroyed it to prevent the orcs and
gnolls and
demons from getting across. But the enemy army had crossed never the
less. Simon and About a hundred yards
down, they found where an army had seemed to walk out of
the river. The bank was trampled and rutted by hundreds of marching
feet. Simon
and "This area shows no
sign of wet traffic," commented Simon. The ranger
led the halfling around the field, double checking for signs of water
or mud.
The hundreds of tracks in the area were not made by a wet army.
"How can they do
that?" wondered Simon. "There are no boats. No
bridge here." "A mage or priest may
have parted the water," suggested the little
cleric. Then he noticed movement in the distance. "Look," he said to
his companion. Simon stood up from
where he had been crouched, examining tracks on the ground.
A few hundred yards away there were about half a dozen figures standing
about
in a group. "What do you think
that is?" said Simon. The distance and the red
glare of the Abyssal sky made it difficult to make things out. All they
could
tell was that the figures were humanoid. One of the figures crouched or
knelt
down, stayed there a few moments then stood back up. Then two other
figures
stood up from where they had been lying on the ground. The ranger and
halfling looked at each other. Obviously they had found where at
least some of the zombies were coming from. "What should we do?"
asked Simon. "Let's go up there
and talk to them," answered the halfling as he
shifted his hat down over his eyes and pulled his cloak around his
shoulders. To be continued . . . |
Game Commentary And when he told me about this work schedule change, he commented, "I was afraid this might happen." He could make the next game session, but this one he would be out. So I played his character as an NPC during game session 2. Bullgrit |
The
Fiendish Oerth Game Story - game session 2, part b
"You're going to just
walk up there and talk to
them?" asked Simon. |
The Fiendish Oerth Game Story - game session 2, part
c
Simon appeared from
around a tree near the river bank. "We were beginning to
wonder what happened," said Lorgard. The ranger motioned
for the mage and fighter to follow him. "We may have
found the necromancers," he explained. "There's a small group of
people on the battlefield, and we think we saw them animate a couple of
corpses." "Where's "He went to talk to
the group," answered Simon. Cedrin and Lorgard
looked at each other as they moved to follow the ranger along the
riverside. Soon they reached the spot where Simon had left the halfling
cleric.
Simon picked up the discarded Veluna patch. "Is that him by
himself?" asked Lorgard, pointing to the sole, small
figure standing on the field in the distance. "That's where the
group of necromancers was standing," said Simon.
They hustled towards their comrade.
"Six of them were
zombies, and one was an orc necromancer," the
little cleric explained. "The necromancer didn't even let me get close
to
them before he sent his zombies to kill me. I turned them way. Then the
orc
tried casting spells on me, but nothing happened. When I got close to
him, he
disappeared." "Disappeared?"
repeated Lorgard. "Where was he
standing?" asked Simon. "About ten or fifteen
feet right there," The ranger knelt down
and examined the ground. He could tell the recent tracks
from the battle field mess. "Did he have a staff?" "Yes." "He walked off that
way," said Simon. "That's the direction
I sent his zombies running. They eventually stopped,
then turned towards the village, and walked off as a group," Simon started
following the tracks of the necromancer, noting the staff tracks
beside the footprints. His companions followed behind him. Lorgard was thinking
aloud, "Surely it is more than one necromancer making
all the zombies we saw walking through the village last night." "Well," said "If I'm remembering
my studies on necromancy properly," continued the
dwarf wizard, "it takes a small onyx gem to cast the spell to animate
corpses. So many zombies is very expensive." They reached the
place where the orc necromancer had met up with his zombie
guards. According to what Simon was reading of the tracks, they all
walked away
together towards the burned village. The group decided to continue
their
pursuit. The tracks went into the village, through the village, and out
the
other side along a dirt road. The group could see a fort on the hill
about a
mile away. Rayson had told them about it, and that it had fallen to the
invading army. Simon lead the way down the road. To be continued . . . |
Fiendish Oerth Game Story - game session 2, part d They each heard it.
An anxious growling noise from behind
those bushes, just ahead on the left of the road. They stopped and
waited,
weapons ready. The creatures trying
to hide themselves for an ambush were too excited to be
patient, so they leapt out of their concealment and charged forward.
Three
small, feral, gray-skinned . . . things . . . shouted and growled as
they each
tried to be the first to attack the party. But the group was
ready for them. The three bestial, halfling-sized creatures
clawed and bit to little effect. Their bodies resisted much of the
damage the
party's swords, whip, and hammer tried to deal, but Cedrin's great
strength and
bastard sword managed to slay one immediately. As its head fell off,
its body
exploded in a spray of acid, stinging everyone nearby. "What the hell was
that!" someone shouted. In several more
moments, the other two creatures were struck down, and more
acid sprayed about. Though no one was seriously injured, everyone was
rather annoyed by the explosive deaths of these unknown creatures. "These must be some
of the minor demons Rayson mentioned," "Not fun," Cedrin
said. "Agreed," said Simon,
"but let's move on." They followed the
necromancer's and zombies' tracks along the road some more. A
trail turned off the road and lead up hill to the fort. "They went up
to
the fort, looks like," said Simon, examining the foot and staff prints
in
the dirt. Some trees and brush
along the road gave the group a little cover from the
fort, about two hundred yards up the low hill. The hill had been long
ago
cleared of vegetation to make a clear view of the area from the fort.
They
could see the front gate looked to be destroyed, and a ten-foot section
of the
wall on this side was collapsed. The only movement they could spot was
a lone
figure standing at what had been the front entrance. "Should we just go up
to the front?" "Let's walk around
and check out the other sides first." It was agreed that
the Simon and This time, though,
both returned. "There's another hole in the wall on the
other side, and there's a hole in the keep itself at the back,"
explained "Any guards?" asked
Lorgard. "None that we could
see," said Simon. "And the windows at the
top of the central keep are shuttered." "Where do we go in?" "Let's go straight in
the keep part, in the back hole." It was agreed that
they'd sneak around to the "back" of the fort and
enter through that hole. The entire group this time sneaked around
through the
trees and brush at the bottom of the hill. They then hustled up to the
stone
wall. The hole was an almost perfect circle, and only a little debris
covered
the ground. They approached the hole from one side and carefully looked
in. The chamber the hole
gave access to was once very elaborate, but was now
demolished and gruesome. The tile floor was shattered and scarred, torn
tapestries hung in shreds, and six columns lining the length of the
hall had
bodies tied around them. The corpses had been cut open at their
abdomens and
their gore was hanging to the floor. At the far end of the chamber were
half a
dozen orcs. "Orcs?" said Lorgard
when The dwarf mage
immediately cast a shield spell on himself, then stepped
into the hole and charged forward. Simon, There were two doors
off either side of the chamber, and the party immediately
moved to be prepared for reinforcements. "My spell will wear off
quickly," said the dwarf, "I don't want
to wait." He went to open one of the doors, but Cedrin grabbed him
about
the collar of his robes and kept him from moving forward. The dwarf complained,
but Simon and Lorgard wrenched his
robe from Cedrin's grip and opened his door. He rushed
into what was apparently a small dining area. Scattered dishes and
unfinished
food sat on a few tables, but there were no enemies. The dwarf moved
through the
room to the only other door. He opened it and moved into a pillaged
pantry. He
didn't bother looking around the small room, he just went to the next
door and
listened just a moment. Upon hearing orc voices he smiled and opened
the door.
His companions sighed and followed him through the rooms. Someone
commented,
"We probably need to take a prisoner." A pair of orcs stood
surprised in the kitchen. They had been leaning on their
axes talking when the battle-hungry dwarf barged in with a warhammer
held high.
The first orc was felled in one blow. Lorgard spun on the second and
shouted,
"Give up!" The stunned orc
released his weapon and raised his hands to ward off an attack.
The dwarf's comrades filed into the small kitchen and back up the dwarf
mage.
"Get down on the floor," the dwarf ordered. The orc did as
instructed, and Lorgard knelt at the
prone orc's head, and spoke in the orc language, "Where's your chief?" "Down in the
basement," was the answer. Further questioning
revealed the stairs down were on the other side of the main
hall where they entered. They left the now hog-tied and gagged orc on
the
kitchen floor, and backtracked to the main hall where they had entered. To be continued . . . |
|
Fiendish Oerth Game Story - game session 2, part e Simon listened to the
door. No sounds on the other side. He
looked over his shoulder at his companions standing behind him in the
main hall
and shook his head. He opened the door and they all moved in quickly.
The room
beyond was just a waiting room. The carpet was bloodied, the tapestries
torn
and pulled down, and the once fancy furniture was now scarred and
battered. The
orcs were treating this once finely appointed fort very poorly. There were two more
doors, one in the right wall, the other to the left. A
stairway to the left of the door they were entering through lead up to
the next
level of the keep. "Well, do we go up or
look for the downward stairs?" asked Simon. Everyone agreed to
continue to the basement to find the chief. They'd go up
after that. They opened the door in the right wall and found another
demolished
room, with no other door, but with a stairway down. "OK, how are we going
to do this, exactly?" Simon again questioned. "We need to take out
the necromancer as soon as possible," said "How do we know he's
downstairs?" asked Lorgard. "The chief is in the
basement," said "Are we sure about
that?" said Lorgard. "Who's up there!"
came a shout from downstairs. Lorgard identified the language as orcish. The sound of a pair
of booted feet walking up the steps prompted them to their battle
stances. Lorgard walked over to the top of the stairs just as an orc
soldier's head came above the floor's level. In one quick swing, the
dwarf mage
smashed the orc's skull with his warhammer. The orc collapsed and fell
noisily
back down the stairs. Immediately, Lorgard
ran down the stairs. The others followed close on his
heels. At the bottom was just another demolished room, with the dead
orc
sprawled on the floor. Bloody graffiti was marked on the walls. The
vulgar and
vile orc swears and curses were understood only by Lorgard, and he
didn't read anything aloud. The group moved on
through the basement finding only barracks originally built
for human soldiers, but now ransacked and recently used by nasty orcs.
But they
found no orcs in the barracks or halls till the very back of the
basement. A
pair of orcs they found in a guard room put up a decent fight, but they
fell
like the others earlier. One did manage to shout a warning to his
chief,
apparently in the next room, before dying. The party quickly
readied to barge into the chief's room. They readied at the
door at the rear of the guardroom. Simon pulled the door open, Lorgard
charged
in, and Cedrin and Again Simon opened
the door and Lorgard was ready to move in. But this time the
dwarf paused, sensing a trap. He moved forward just a bit, not quite
entering
the room. Just barely he could see movement right beside the door
inside the
next room. He leapt in quickly, warhammer ready block an attack. To be continued . . . |
Fiendish Oerth Game Story - game session 2, part f The orc chief was
waiting right beside the doorway with his
axe raised to strike down the first enemy to enter. Lorgard parried the
axe
blow and Simon rushed in as the large orc recovered from his swing. The
ranger
and dwarf fighter/mage tried to flank the big orc, obviously more
fiendish than
the others they had seen, but the chief was wily to that tactic and
kept his
back to a wall. Ranger and dwarf
exchange a couple blows with the chief until Simon took a
serious axe cut across his chest. The ranger was forced to fall back
out of the
orc's reach. Lorgard smacked the
orc with his warhammer when the chief picked his weapon
back up. Simon pulled himself together and rejoined the fight. Cedrin hadn't entered
the already crowded room. He stayed at the door watching
and listening down the guard hall. When the battle ended, he looked in
to make
sure his friends were still standing. They were, and The room had been a
barracks for four soldiers, but two of the beds had been
overturned and pushed against a wall. The sheets and blankets for those
beds
were piled up on the floor. Signs of something having used them for a
bed were
evident. The chief obviously was using another bed for his own, and the
fourth
bed was used as a treasure trove. A pile of gold coins, silver coins,
and a
collection of valuable odds and ends scavenged from around the upper
fort were
laid on that fourth bed. Lorgard used a
cantrip to examine the chief's body. He found some coins in his
purse, and an earring of mundane creation, but a pair of bronze bracers
were
revealed to be magical. They added the chief's personal belongings to "So, do we go back to
the village now?" asked Simon. "We haven't finished
with first floor yet," said "My spells are pretty
much used up for the day," added Lorgard. They were pumped up
mentally to take on more action, especially after the
victory against the orc chief. But they were almost exhausted
physically and
magically, especially after the battle with the chief. Before they
could come
to a consensus, a secret door opened in the brick wall beside them. All four companions
jumped to their guard against whatever might come out of
the door, but it turned out to be human soldiers. "Thank gods," one of
the two soldiers said, "someone finally
came back." The second soldier
stepped into the room and looked at the two dead orc guards.
"Have you killed them all?" "No," answered "We killed the
chief," said Lorgard. "We've been hiding in
this secret corridor for a while now," said the
soldier. "We retreated down here with our wounded when the orcs took
the
keep." "Did Oswal find you,"
asked the other soldier. "Who's Oswal?" "He's a halfling who
fought with us. He's the only one who could get out
to look for help." A quick discussion
explained that the secret passage lead to the basement of
the tower at the corner of the outer wall. But the interior of the
tower had
collapsed in the siege, and only the halfling could work his way out of
the
rubble. The orcs had been constantly guarding the room where they now
talked,
so the soldiers dared not open the door and reveal their location.
There were
wounded men down the secret hall; some who were unconscious. Twelve men
in all,
six wounded. The companions told
the soldiers to go back into the tower and wait. They'd be back
later to help bring them out. But right now the orcs who lived in the
barracks
would be back sometime, and they had to take them on before risking to
bring
wounded men up through the fort halls. The soldiers agreed, and went
back in
and closed the secret door. Simon, To be continued . . . |
Fiendish Oerth Game Story - game session 2, part g Back up the stairs
they went; back through the doors into
the waiting room where another door and the upward stairway was. "Shouldn't we go back
to the village now?" said Simon. "Yes," agreed
Lorgard, "we're pretty much spent right now." "We should clear this
level before stopping," argued The group debated for
a while before deciding to go along with "These might lead
outside," said Simon. Simon and "Let's open the door
just a crack," suggested Simon.
Behind the wolf,
standing in the courtyard were five orcs and at the back a
towering ogre. Lorgard charged the wolf with his hammer, Simon ran into
the
group of orcs, Cedrin stepped up beside his dwarf comrade to take on
the wolf,
and While Simon took on
the five orcs single-handedly, Lorgard and Cedrin tried to
quickly take down the big wolf. But where the ranger's dual swords were
cutting
down orcs with but a single stroke, the dwarf's and fighter's hammer
and sword
were doing only minor wounds to the wolf. It was like the beast could
shrug off
all but the hardest attacks.
The ogre stepped up
beside the wolf and slammed his greatclub down on Lorgard.
The dwarf staggered under the massive blow, but he held his balance. Simon had taken down
three of his opponents, but another came running up from
where it had been standing at the front gate. The ogre smashed his
club down again on the dwarf, and this blow crushed the
fighter/mage. Lorgard crumpled to a bloody heap. The giant then turned
to help
the orcs who were falling around the ranger, but The wolf knocked
Cedrin down to the ground and tore a ragged bite across his
throat. It howled in victory. As the last orc
dropped, Simon stepped up to the ogre with both swords ready to
slash. But the ogre brought his greatclub down again in a mighty blow,
and the
ranger was sent sprawling unconscious to the dirt.
THE END. |
Game Commentary And so the campaign ended in the second game session. I had long and epic hopes and plans for this campaign. All three of the Players present at the end said they liked the campaign. But the troublesome Player said he didn't like his character and wanted to make and bring in another. In hindsight, thinking on the game conversation, and thinking on the troublesome Player's wish to make a new character, I realized that the campaign wipe out had been at least somewhat orchestrated by the troublesome Player. He was trying to get his character killed, but ended up getting everyone killed. Why didn't he tell me earlier that he wanted to change characters? Well, the answer to that is easy; he'd already demonstrated he was a troublesome Player. I don't blame the whole fiasco on him, though. I was the one who created the campaign plot and story. I set things up where changes in Players and/or characters would be more difficult than a normal D&D game. And it was me who didn't realize this Player would just be more problematic as the game progressed. I should have started this new group with a less intense campaign set up, with a more loose arrangement. And I should have either dropped that troublesome Player before the game started (since I had ample evidence of how difficult it would be to DM for him), or worked a way to minimize his ability to kill the campaign. After this ending, I could have restarted the campaign, but the wind was out of my sails for DMing it. Part of the excitement for me, and I hoped for the Players, was the PCs learning what was going on in the campaign. Restarting just didn't interest me at that time, immediately after the failure. The troublesome Player offered to run a campaign for us. And we all agreed. And we spent the next three months in a frustrating campaign. Yeah, I was an idiot. But that's a tale for another post. The good thing about those experiences is that when I left that troublesome Player turned DM, I was able to bring the two best Players with me. And they are still with me, and we are having fun, years later. Bullgrit |