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AD&D Adventure Thread - II
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TOPIC: AD&D Adventure Thread - II
#14368
AD&D Adventure Thread - II 8 Years, 2 Months ago  
YAY! Digital camera found so here are pics of session 2

DM Note: I swear pictures are coming just as soon as my wife remembers where the freaking digital camera is hidden! Next session they may be entering the DF area. I'm also kind of interested in what odd direction this will go in (last session was the hit point thread :D


Some Things Best Not Forgotten… – Session 2

Link to previous sessions:

Session 1: www.dwarvenforge.com/dwarvenforums/viewtopic.php?id=1164

Notable NPC’s:

Geolain – Level 14, Human, Wizard/Sage: The party and Geolain are old acquaintances. Geolain has called on the party twice at the behest of the Wizards Guild to solve various problems. In return the party has, on occasion, used him for his research and overall knowledge of obscure facts. Geolain fancies himself an architect and builder extraordinaire when it comes to his tower- conventional wisdom says his tower has not fallen over due to either a) some type of magical force placed by Geolain, or, more probable, b) the gods find his tower a cosmic joke and keep it up through sheer divine will for the occasional chuckle.

************************************************************************

Start

Approximately 8 days later the party arrives at Geolain’s “tower” – which is a haphazard affair that leans like a drunken sailor. Propped up by logs to keep it from toppling over it has grown a level, being now 5 stories high versus the four the party remembers. Even in the slight breeze coming off the nearby ocean the tower visibly sways with creaks and groans coming from both its stone construction and log braces. An iron bound oak door is actually set correctly into the first floor- which gives it an odd appearance,

“Well, let’s knock and go on in” says Melianthe.

“No thanks, I prefer to live” responds Merkatrig.

The party goes up and thumps rather vigorously on the door waiting for an answer. And waits. And waits… before finally just setting up camp by his front door. They tell Merkatrig that eventually someone will come out.

Early the next morning the door does indeed open with Geolain’s son being rather startled finding the party there. He gets over his shock rather quickly and states that they must be here to see his “Pater”. The party gets invited in while the boy disappears upstairs. Coming back down after a minute or two he informs the party that Geolain will be down in a few minutes. With that the boy leaves for town. All of the party members throw a gold piece on the table and pick how many hours a “few minutes” will end up being this time (Luke wins at 4 hours).

When Geolain finally comes downstairs he is slightly scorched and half his face is bright orange, red and yellow. When asked what happened he mutters something about “transmutational prismatic morphology research of the midget Rainbow Drakes of the Bend’alin Desert” and how “using reflected prismatic streams” do not seem to work that well. With that he asks the party what is required of him this time.

Reaching under her cloak Merkatrig pulls the box out and sets it on the table. Geolain’s eyes light up. Picking up the box he begins examining it, running his fingers over the patterns. Excitedly he points to one and states it almost looks like an ancient pictogram based on “… Olde Hieratic Draconic with a twist of Abyssal layered on it”. This highbrow talk instantly puts Krunk to sleep while the other party member’s faces go blank and they begin drooling. Only Melianthe is unaffected as the two magicians begin excitedly talking of various theories regarding the inscriptions. It is quickly determined that Melianthe will aid Geolain as a research assistant in deciphering the box. An alternate reason is to keep Geolain focused so that minimal time is wasted by his penchant for straying from the task at hand.

While waiting for the two brainiac’s to finish researching the box the rest of the party rests up and/or goes into town. During this time the only odd thing to occur is unverified news from the South of individuals acting strange. One rumor holds that a paladin of Pelor was excommunicated for keeping coins over and above his need, another of a small keep on Orc borderlands found destroyed- but not by orcs, instead it appeared the garrison fell on each other. Out at sea a report had filtered in of a ship captained by a well known pirate hunter suddenly going pirate, while another tale told of pirate ships coming to the aid of stranded merchants without taking anything by theft or recompense!

Six days later a tired Melianthe and Geolain come downstairs. With a flourish the box is put on the table. Geolain then launches into an exhaustive treatise of what the box is made of, the total cubic foot volume that can be held in the interior, that it is watertight, etc, etc. Krunk finally cuts him short by asking “This is all great- but what do the symbols mean?”

“Well, ahh… umm.. I don’t really know” Geolain finally admits, “However, I know someone who probably can tell you but they are… difficult… to get too”

With a groan the party sits back, seriously discussing just handing the box to Merkatrig, keeping the partial payment and calling it good. Merkatrig just watches and listens to this very coldly- she says not a word but her eyes become hard. When the party finally agrees to continues in her service her only reply is, “A wise choice”. This raised the hackles on Krunk who never the less let it slide.

Geolain tells the party that a very old sage named Eliken is rumored to reside in a hidden area accessible through a cleft in the Skyvarrl Mountains. The cleft has a river that runs through it providing access to the area. Rough directions to the cleft are given.

He further states that access to Eliken’s quarters is granted through some type of riddle found on a statue and purported to be written in Draconic. Further questioning only yields that if the party finds a rock formation called “Sky Render Point” that they will have an easier time finding the statue.

At this point the party gathers up their belongings, Merkatrig grabs the box, and out the door they go. However, they do not get far before they hear feet running up behind them. Turning their horses they find Geolain’s son, breathless, dashing up with a message.

“My pater says one more thing- Eliken is supposed to be guarded by a snake- or slug- or something- he can’t really remember the translation but figured you may want to know.”

************************************************************************

Three days later the party rides into a small village near the base of the mountain range. This village, composed of a few hundred people, cuts timber in the nearby forest and transports it down river in the form of rafts. The party gets the bright idea to hire some of the local lumberjacks to come with them into the forest then build them a raft when they find the river running into the cleft. Three individuals happily take the party’s gold and set-off with them.

It takes four days to find the river, which skirts the mountain range, and then the cleft. The cleft is a gigantic tear splitting a mountain in two. While the sky can be seen it is no more then a thread of blue. The hired laborers quickly get to work building 3 rafts. As the cleft is very narrow this dictated that three small rafts be constructed versus one or two. As an added bonus one of the rafts is outfitted with a watertight box and attached, inflated sheep stomachs. If this raft goes down any equipment of 200 pounds or less will float to the surface.

On the second day the party poles off the bank and goes into the cleft. The laborers, with the party’s horses in tow, watch them depart before turning for home.

It takes several hours for the party to successfully pass through the cleft. Amazingly no accidents occur! Between the punting poles and the fact that two of the three rafts have party members with actual sailing experience no one grounds out or slams into the cleft wall. Everyone but Merkatrig continues to wear their armor (she puts hers in the waterproof box along with the silver box). Some party members have negligible armor (i.e. the monk and necromancer) while others have some type of spell or item to aid in water breathing (i.e. the cleric and barbarian). Others are willing to risk drowning versus being reduced to their pink hides as protection.

After passing through the cleft the party bursts into a heavily overgrown area. The river broadens at this point and becomes quite placid. The necromancer sends his owl up to scout. Within minutes the owl comes rocketing back and ducks into the fold of Melianthe’s robes. The owl adamantly refuses to take wing and scout citing some really, really nasty flying things. Other then this the first day passes uneventfully with the party pulling into a sandbar for the night. The owl, while refusing to leave the party, agrees to be the “guard”, screeching if anything attempts to approach the party, but the night itself passes peacefully.

The next morning the party is awakened by a deep, booming horn like sound. Across the river a massive reptile stands half in the water while eating leaves from the top of a tree. The party quietly breaks camp, pushes the rafts into the water, and continues punting and paddling downstream.

Around midday the party notices a swell in the river behind them. They cannot make out what is in the murky depths, but they know it has to be big as the swell is the pressure wave of displaced water that occurs as things begin to surface. Deciding that they may be safe closer to shore they pull to within 20 feet of one of the banks.

Within minutes of this Krunk, in the back raft, spots a giant fin surface and make a beeline for the middle raft containing Ruthan and Luke. Surging out of the water a dire shark, easily 25 feet long, effectively bites 1/3 of the raft off- the third containing Ruthan.

The warning shout allows the party to not be surprised. Merkatrig responds by immediately pulling from a secret pocket in her pants small, obisidian-like slivers which she flings at the shark. Luke point-blanks the shark with four arrows while Krunk does a (successful) standing broad jump to the middle raft, burying her axe into the creature. Melianthe, who first explodes in a pile of feathers as the owl decides it may be safer in the air at this point, blasts the shark with a lightning bolt.

Ademoid dithers as to whether he can make the jump or not to the middle raft (he is on the back one) before deciding that his armor will not allow him to make it (thus wasting his turn playing can I or can I not?). The monk decides to jump ON the shark but fails miserably- bouncing of its hide and taking damage from the massive, thrashing creature. Finally Ruthan tries to pull a dagger but is not able (that whole arms pinned by razor sharp teeth thing...). The shark spends his turn making sure he has a firm grip on Ruthan before starting to slide back into deeper water.

Turn 2 sees roughly the same actions with the exception of the monk managing to swim out of the shark’s immediate danger zone followed by Adenoid’s action. Deciding that he cannot make the raft, and seeing that the shark will be gone this turn as the party did not come anywhere close to killing it, Adenoid instead leaps at the shark. With hands outstretched he utters guttural words of power, manages to touch the shark (before plunging like a stone to the bottom), and kills the shark outright with a Slay Living spell!

“SUSHI!” Krunk and Luke shout simultaneously.

The party fishes (ha ha) the cleric out of about 10 feet of water, poles to shore, and heals up Ruthan. They then pull the shark to shore, cut some meat from him and continue downstream in order to get out of the way of whatever other predators may show up for the carcass. The party finds a safe place a few miles down, pulls in for the night, cooks dinner (Usu-zuKUri SAme, anyone?), and repairs (as best they can) the partially mangled second raft before bedding down.

End of Session 2

Our party floating dowriver:


Morning wake-up within the valley!


Shark attack! We're gonna need a bigger raft!


End of Turn 1- It looks bad for Ruthan.


End of Turn 2- Adenoid saves the day (but he cannot hear the cheering as 90 pounds of plate armor means he's kissing river bottom).
Blackhawk1
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"If one does what God does enough times one will become as God is"
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#14369
AD&D Adventure Thread - II 8 Years, 2 Months ago  
BH1 -

I have not the faintest idea where you're going with this venture, but I DO know I wanna go too!
This thing is sounding like FUN!
Are you writing this yourself, or are you entering something you dug up from way-back-when because you had fun with it once? I ask because, if you're writing this yourself, you need to stop playing with big aluminum tops and start writing for a living; this thing's cool!
Although I WILL say that, having ridden a few of your big toys predecessors over a well-known country's swamps about 35 years ago, I DO 'preciate what you do now to keep YOURS running in tip-top shape. And the travel aspects of it have got to be an added benefit - when it doesn't get too . . . warm?

Anyway, cool story so far. Keep it up!

See ya!

Jim
jkratzer
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#14370
AD&D Adventure Thread - II 8 Years, 2 Months ago  
jk- thank you.

I do not have the time to write fiction professionally and am not sure if I want too. I constantly review and re-review what I write and already I would re-write session 1 and 2 as I made many mistakes (redundancy, poor word choice, and so on). I suppose if given the chance to write fiction professionally I would try it. In about 3 years the doctorate is done and then I can concentrate on something else to fill the time :D.

The adventure (versus the story) is something I made up over 20 years ago. I had thoughts of submitting it for publishing during TSR's heydey as my gaming group then really liked it when it was over. They compared it to Ravenloft on steroids.

I never threw away the roughly 4" thick folder which contained the complete adventure. About 6 months ago I blew the dust off it and began updating it for my new party. I had to convert all the old things from basic AD&D to the 3.5 version. Some things- such as Merkatrig- required pretty substantial updating. WHat really required updating was my maps which I basically do not use- instead I am using the DF terrain (I have the same "rooms" but they bear no resemblance to what I initially made up).

ALong with all of that I had to "link in" where they are adventuring now (I use the Kalimar setting) along with allies and enemies such as Geolain. Geolain, and his tower, actually comes from a pre-made adventure called the COin of Power but he has now become an occasional ally that I have fleshed out. But all of the above is just peripheral stuff- the core of the adventure has not changed. The sage Elikel is what kicks the story into high gear when they get to him (20 years ago my players were pretty much speechless with what was revealed to them- it turned their comfy world upsidedown).

Now the STORY is of course what my party is doing in relation to the adventure. The quotes are actual player quotes (i.e. Krunk and Luke's players both did shout sushi when the shark was killed). Obviously I only provide the high points of the adventure for that night ro anything I consider germaine or just humorous.

There is also a boatload of backstory to the PC characters some of which will probably slowly be revealed.

Oh- and I am also former infantry (101st Airborne). Got shot at once along the Nicaraugan border for about 3 seconds. That is the extent of any combat from my end. Plus I like working for Sikorsky and dealing with the birds. I'm in line to take over the Australian and Israeli department which means at least one trip a year to each place- break my heart!
Blackhawk1
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"If one does what God does enough times one will become as God is"
Hannibal Lector, "Manhunter"
 
#14371
AD&D Adventure Thread - II 8 Years, 2 Months ago  
Hawk -

I can see where Down Under and Tel Aviv would just break your heart to have to leave sunny Bridgeport once a year . . . yeah, RIGHT!! :lol: :lol: :lol:

As far as revision & re-revision; that's what EDITORS are for; you have to let them...mark their territory, just like puppies do. Otherwise, they don't like the flavor of your work and will reject it! In some cases, it's the only taste they have! AND, if you don't make typos, the PROOFREADERS are unemployed, and Connecticut has enough of that already! ;)

Interesting about Krunk & Luke and the shark; it was two friends of mine and Sandy's that intro'ed US to sushi. Now we inhale the stuff at least once/week! (No shark yet, I don't THINK!)
Gotta go; I'm at work, and someone just e-mailed about the employee handbook! Oy!

See ya!

Jim
jkratzer
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Jim Kratzer, a/k/a The Mad Yank
Proud Vietnam Veteran, LOUD VFW Lifer
insane GM
 
#14372
AD&D Adventure Thread - II 8 Years, 2 Months ago  
Pictures added to Session 1... Session 2 pics on the way!
Blackhawk1
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Posts: 155
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"If one does what God does enough times one will become as God is"
Hannibal Lector, "Manhunter"
 
#14373
AD&D Adventure Thread - II 8 Years, 1 Month ago  
Pics added for 2!
Blackhawk1
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"If one does what God does enough times one will become as God is"
Hannibal Lector, "Manhunter"
 
#14374
AD&D Adventure Thread - II 8 Years, 1 Month ago  
BH -

Who's the hottie with the purple cape and hair and the bat? And where can I get one?
And how did they get Sandy to model for that mini? :P

Jim
jkratzer
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Posts: 2057
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Jim Kratzer, a/k/a The Mad Yank
Proud Vietnam Veteran, LOUD VFW Lifer
insane GM
 
#14375
AD&D Adventure Thread - II 8 Years, 1 Month ago  
The hottie is our necromancer, Melianthe. SHe is actually holding a small demon familiar.

SHe can be purchased from Reaper minis, No. 2986, Eldessa the Necromancer (www.reapergames.com. Note that the reaper mini has a sword in her right hand- I cut mine off and replaced it with a wand I sculpted myself.

This is also the one mini that is completely different from the player. Melianthe is played by Karl- a 6'4", bearded, hairy plumber. We have had great fun with the "breezy nature" of this mini.

ALso- I guess when I finish painting Melianthe I will post some group and individual shots of the party.
Blackhawk1
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Posts: 155
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"If one does what God does enough times one will become as God is"
Hannibal Lector, "Manhunter"
 
#14376
AD&D Adventure Thread - II 8 Years, 1 Month ago  
WOW!

Beyond cross-dressing, etc.
Cross-personality!
Oh well, if he can deal with it, I KNOW we can.
But still, a 6'4" bearded plumber, playing HER!
HOW does he get his voice up 4-6 octaves to do her spells?
Super-Wedgies? OUCH!

Karl; just kidding! No! Stop! Put that Stillson wrench DOWN! when I'm insulting you!

See ya!

Jim
jkratzer
Minotaur Lord
Posts: 2057
User Offline Click here to see the profile of this user
Location: Baltimore, MD
The administrator has disabled public write access.
Jim Kratzer, a/k/a The Mad Yank
Proud Vietnam Veteran, LOUD VFW Lifer
insane GM
 
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