NOTE: This thread will contain MASSIVE SPOILERS for...
1. NG–W0 The Wizard's Amulet
2. NG–K4 The Coils of Set: The Shadow of Set
1. NG–W0 The Wizard's Amulet
2. NG–K4 The Coils of Set: The Shadow of Set
3. NG–W1 The Crucible of Freya
4. Dungeon 96 (Jan/Feb 2003): Pandemonium in the Veins
4. Dungeon 96 (Jan/Feb 2003): Pandemonium in the Veins
5. NG-K4: The Coils of Set: Slippery When Dead
...and hopefully more...!
---
This is a group of players that have played D&D 3.5e and Pathfinder Beta for a few months, having never played tabletop RPGs before, as part of a much larger and more experienced group. This should give them a chance to experiment with the game some more, and they're pretty enthusiastic and interested in a "Conan-esque" setting. I'm hoping that having to roll up new characters a bunch of times will get them more comfortable with the game.
We're using the Pathfinder Beta for the time being. It's good fun so far: Nothing like a barbarian, thief, and chaotic priest to get some mayhem on!
Session 1: July 5, 2009
The Characters:
Kotys, human barbarian
Ishra, elven cleric of Zagyg
Curio, human rogue (playing the role of Corian; he was a ~really~ inattentive apprentice
).
All first level, all good-aligned, but the barbarian is the most lawful character in the party, aha. Additionally, they are travelling with an NPC, Curio's butler Alfredo (a elderly ranger3 who stays in the back defensively unless there's real trouble).
...and hopefully more...!
---
This is a group of players that have played D&D 3.5e and Pathfinder Beta for a few months, having never played tabletop RPGs before, as part of a much larger and more experienced group. This should give them a chance to experiment with the game some more, and they're pretty enthusiastic and interested in a "Conan-esque" setting. I'm hoping that having to roll up new characters a bunch of times will get them more comfortable with the game.
We're using the Pathfinder Beta for the time being. It's good fun so far: Nothing like a barbarian, thief, and chaotic priest to get some mayhem on!
Session 1: July 5, 2009
The Characters:
Kotys, human barbarian
Ishra, elven cleric of Zagyg
Curio, human rogue (playing the role of Corian; he was a ~really~ inattentive apprentice
All first level, all good-aligned, but the barbarian is the most lawful character in the party, aha. Additionally, they are travelling with an NPC, Curio's butler Alfredo (a elderly ranger3 who stays in the back defensively unless there's real trouble).
Chapter I–The Wizard's Amulet
Springsaft 8 was a particularly rainily gray and miserable day, as Kotys, Ishra, and Curio trudged along the road on their journey south from Reme. Four days since they set out from that town, after meeting over pints of ale at the Starving Stirge. And still four days that Curio has refused to enlighten them on the object of their quest. But as they drew up their camp site, it appears that this day was as uneventfully dreary as the last.
It's a surprisingly long journey from Reme to Majoor, at the southern end of the Hellasian Peninsula. And it's been more dangerous since the recent death of the Emperor, since the legions of the Salinian Empire have withdrawn to their forts and cities. From Majoor, though, they can book passage across the Cerulean Sea to the island town of Bon Collina (Fairhill)... although few people would want to sail too far to the south, where the dark Stygian Empire, rising in power, is absorbing the lands once ruled by ancient Khemet. Evil tales are told of that land, for sure.
The next day, after several hours hiking along the road, the party came upon a strange hill near the road with an odd feature: a number of stones arranged in the shape of a grinning skull. The group poked around it briefly, but found it a somewhat inexplicable feature. Ishra reflected on the many gods of death that used symbols such as this, and pocketed a small obsidian stone as a memento.
Several hours down the road, the party came upon a tree that had fallen across the path, crushing some underbrush along the way. As Kotys peered at the wreckage, she could see the mouldering leg of a horse poking from the debris. Moving forward to investigate, she surprised a quartet of small monstrous centipedes, who swarmed forward to attack the fresh meat that had stumbled upon their feast. The barbarian's company made quick work of the vermin, and they were soon on their way.
That night, as the setting sun cast long, distorted shadows on the hills, Curio relented and explained the circumstances behind their journey south: Eralion's foolish hope for lichdom, his letter and amulet, and the dastardly Vortigern. The party mulled over these events for a while. But as if they were speaking of the very devil himself, they spotted a large, malevolent raven, who with a startled squawk took to wing and fly from their presence. Fearing a coming attack, the party broke camp and resettled at a clearing two or three furlongs down the road.
For two nights, they traveled uneventfully down the road, wary of another attack. But on Springsaft 12, hoping to stay the night at a local farmstead, they came upon a gruesome sight: a family butchered and left for carrion. The barbarian started forward, the rogue more stealthily so, but from the corner of her sight, the cleric caught eye of a rustling in the bushes and a rusty-orange elbow protruding from cover. As she turned towards the ambushers, the goblins realized they were discovered and cried out a warning. Vortigern spun out from behind the farmhouse, chanting a spell from an blasphemous scroll that caused the corpses flesh to slough from their bodies as their skeletons rose as his arcane minions, and an imp perched on the farmhouse roof cackled maniacally.
With an evil arcanist mouthing eldritch incantations, a quintet of gruesome skeletons chattering for blood, a fiend from the pits of hell, and two goblin archers flanking them, the adventurers quailed... but not for long.
It's a surprisingly long journey from Reme to Majoor, at the southern end of the Hellasian Peninsula. And it's been more dangerous since the recent death of the Emperor, since the legions of the Salinian Empire have withdrawn to their forts and cities. From Majoor, though, they can book passage across the Cerulean Sea to the island town of Bon Collina (Fairhill)... although few people would want to sail too far to the south, where the dark Stygian Empire, rising in power, is absorbing the lands once ruled by ancient Khemet. Evil tales are told of that land, for sure.
The next day, after several hours hiking along the road, the party came upon a strange hill near the road with an odd feature: a number of stones arranged in the shape of a grinning skull. The group poked around it briefly, but found it a somewhat inexplicable feature. Ishra reflected on the many gods of death that used symbols such as this, and pocketed a small obsidian stone as a memento.
Several hours down the road, the party came upon a tree that had fallen across the path, crushing some underbrush along the way. As Kotys peered at the wreckage, she could see the mouldering leg of a horse poking from the debris. Moving forward to investigate, she surprised a quartet of small monstrous centipedes, who swarmed forward to attack the fresh meat that had stumbled upon their feast. The barbarian's company made quick work of the vermin, and they were soon on their way.
That night, as the setting sun cast long, distorted shadows on the hills, Curio relented and explained the circumstances behind their journey south: Eralion's foolish hope for lichdom, his letter and amulet, and the dastardly Vortigern. The party mulled over these events for a while. But as if they were speaking of the very devil himself, they spotted a large, malevolent raven, who with a startled squawk took to wing and fly from their presence. Fearing a coming attack, the party broke camp and resettled at a clearing two or three furlongs down the road.
For two nights, they traveled uneventfully down the road, wary of another attack. But on Springsaft 12, hoping to stay the night at a local farmstead, they came upon a gruesome sight: a family butchered and left for carrion. The barbarian started forward, the rogue more stealthily so, but from the corner of her sight, the cleric caught eye of a rustling in the bushes and a rusty-orange elbow protruding from cover. As she turned towards the ambushers, the goblins realized they were discovered and cried out a warning. Vortigern spun out from behind the farmhouse, chanting a spell from an blasphemous scroll that caused the corpses flesh to slough from their bodies as their skeletons rose as his arcane minions, and an imp perched on the farmhouse roof cackled maniacally.
With an evil arcanist mouthing eldritch incantations, a quintet of gruesome skeletons chattering for blood, a fiend from the pits of hell, and two goblin archers flanking them, the adventurers quailed... but not for long.
