Monday, October 24, 2011

Requiem for a Nightmare

The most recent campaign that I ran started with the players as 0th level 2e characters.  The adventurers found themselves as slaves manacled in a ships hold.  They ship ran aground on an island during a gale and the adventurers soon overcame the remaining pirate.  They found various metal items to use as weapons and with Isis'  help they battled orcs and goblins who were trying to find lost King's treasure (N4 - Treasure Hunt).  Escaping the island in a boat found in the catacombs.  Sailing home to their archipelago the characters found that the father of Melisana (one of the party)  had sailed off in search of her.  The hearty group now enamored with adventuring (and having gained 1st level) decided to sail off in search of her father. 

They sailed along the coast trying to find a trail and came upon the sea town of Saltmarsh.  The town council asked them to investigate an "Haunted House" south of town.  Exploring the house the party found evidence of smuggling, bolts of silk, casks of brandy.  They killed some smugglers and returned victorious only to be asked to investigate the ship the smugglers were using.  Later the group successfully boarded the "Sea Ghost" and found evidence of smuggling arms to Lizard Men.  The also rescued an Aquatic Elf, Oceanus, who was eager to report to his tribe (U1 - The Sinister Secret of Saltmarsh).  
At this point the party journeyed inland in search of the trail of Melisana's father.  They soon found themselves in a swamp where they met Vistani, a shattered young man (Luc Tarascon) and eventually made it to Marais d'Tarascon where they dealt with the other two Tarascon brothers (a madman and a Zombie Lord) Hyskosa's scroll and an army of Zombies (RQ1 - Night of the Walking Dead).   Traveling father inland the company came to the town of Odiare.  There they met Guiseppe and his toys, they spent a turn as Carrionettes and fianlly overcame Maligno/Figlio (RM2 - The Created).  
At this point having found no evidence of Melsana's father the party returned to Saltmarsh where they were immediately asked to eliminate the Lizard Man lair to the north that was being supplied by the smugglers.  With the help of Oceanus the party sailed and marched to the lair where they found many Lizard people, killing many before also finding Locathah, Koalinth, and Mermen all meeting with the Lizard Man Chief.  They Lizard Men had been forced out of their lair by Sahuagin and they were forming an alliance to expel the Sahuagin from their old lair.  The party and the Aquatic Elves agreed to join the alliance, after paying weregild for the murdered Lizard Men, Women and children (U2- Danger at Dunwater).
Again the search went on, the party traveled southeast from Saltmarsh entered a great desert and again ran across a band of Vistani.  The party ended up in the desert village of Mudar where they learned of Anhktepot, Senmet and Pharaoh's Rest.  They also ran across Hykosa's scroll in the temple of Mudar.  The party made for Pharaoh's Rest and unleashed the final battle between Anhktepot and Senmet (RA3 - Touch of Death).  As they left the tomb they felt the earth tremble and lightning flashed in the sky as the world underwent a great cataclysm.  (This was actually the Grand Conjunction happening in Ravenloft as all 6 signs of the scroll had been realized.  We have separately completed all 6 modules to complete the Hex.)   Returning once again to Saltmarsh the company cleaned out the Sahuagin lair with the help of the Lizard Men, Locathah, Mermen and Aquatic Elves (U3 - The Final Enemy).

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