Before starting this Id like to say thanks to Greenpiece for his Option-Pack making it a lot easier for me to adjust SoDF level-wise for my group! Great work Greenpiece!
FYI Ill use all of the three options described in the pack.
I started reporting the exploits of these heroes on the Rappan Athuk Board. For those who are interested, heres the link to the Rappan Athukfinally!SPOILERS! Thread. It is not advisable to read this if you plan on being a player in Rappan Athuk, though, since there are lots of spoilers.
Eshaya F Human Cleric of Elhonna 7/ Ranger 1 (Franziska) Domains: Sun, Good.
Ras Badar M Human Sorcerer 8 (Monte Cook's variant from the BoEMII) (Tanyew)
Salome F Elven Rogue 6/ Ranger (urban variant from MoTW) 1/Fighter 2 (Miriam)
Thum Sadhul M Human Conjurer 7 (Matthias)
(Ludwig Olsen M Human Fighter 6 (Ino) not active at present)
Alessandro di Malpietra M Human Bard 7 (NPC)
(Welf von Welfenstein M Human Fighter 4/ Ex-Paladin 2 (Jan) not active at present)
Mordred M Human Cleric of Time 6/ Fighter 2 (Ino) Domains: Time, Knowledge.
So, after encountering Turane and his troll-friends and parting with most of their magical items, the party decides to go back to the next settlement, the small hamlet of Badrin. As soon as they reach the coastal road they meet a patrol lead by a mounted knight. After a short introduction and a small chat (in the course of which Ras Badar manages to convince the patrol leader that the party isnt a group of bandits) they decide to join forces until they reach Badrin. As soon as they arrive they bid their farewells and the party goes to the `Badrin Central, the local tavern. Thum Sadhul immediately spots Trina, his co-apprentice from the time when he learned his arcane studies from his mentor, the Arch-Mage Theodocius. He soon finds out that Trina is the leader of yet another military caravan heading for Durgams Fort which is seven days to the east and where Theodocius has his workshop. Trina is in need for a couple more caravan guards since news of humanoid raids have become more frequent of late and the party agrees to escort the caravan to Durgam for 800gp, to be paid as soon as the task is done. This seems very convenient for the heroes since they had ordered a scroll of stone to flesh the last time they visited Theodocius a couple of weeks ago. In the meanwhile Ras Badar tries to get information on the bandit-mage Turane from the landlord of the tavern. The landlord tells him that this Turane has been to Badrin a couple of times and that he mostly met up with a gnome named Ellegoin. (Ellegoin was the favourite guise of a deceitful doppelganger-illusionist the party had made contact with before. This doppelganger, whose real name is Devrin, is the right hand man of the partys main enemy - the villainous Necromancer and Demonologist Vi-Rakh. Devrin infiltrated and betrayed the party disguised as the gnome Ellegoin, and then made off with a powerful artefact the party had taken from the fangs of a corrupt Baron. The party has been chasing Devrin, the vile Necromancer and the lost artefact through half of the known world. Since they have arrived in Badrin a couple of weeks ago they lost the trail of the two. The party has never met Vi-Rakh face to face, since he has been elusive so far.) Of course Ras Badar immediately tells this to the rest of the party and they decide to inquire further as soon as they meet up with Theodocius. They hope that Thum Sadhuls old mentor might be able to help them with a couple of Divinations on Vi-Rakh, Devrin/Ellegoin and Turane hopefully drawing the connection between the three of them and revealing their whereabouts.
The next morning the caravan leaves Badrin consisting of Trina, her two Sergeants Thevik and Uli, 20 men-at-arms and the companions guarding three horse-wagons. Trina tells the party that the freight they are escorting is a top-priority military secret and she cant tell them any more. King Ericalls royal seal is placed prominently on the wagons. This doesnt keep Salome from using her x-ray-vision ring (one of the two magic items Turane let her keep) to look behind the covers of the wagons. She sees tons of components of some kind of metal fashioned like all kinds of humanoid limbs in different sizes, all of them covered with mysterious arcane runes. Thum Sadhul remembers that Theodocius was an expert on constructs of all kinds and they come to the conclusion that Theodocius might be on a government-mission to experiment with some new kind of construct to help the army against the never ending humanoid attacks on the civilized settlements of Norwold.
Two days the caravan slowly winds its way through the wilderness, only encountering a couple of farmers on their way to the market of Badrin. On the third day the caravan approaches the small settlement of Hansonburg. Thevik and Uli soon notice that no one is working the crop on the fields of Hansonburg which is quite disturbing. They decide to make a halt and agree to investigate the situation.
After an intensive search they get the following information (mostly thanks to Eshayas superb Tracking skill): A large group of Ogres lead by an Ogre-Mage has sacked the village. Most of the people must have been killed while they slept not many signs of resistance were found, possibly due to the Ogre-Mages subtle magical powers of deception and trickery. All of the corpses are gone, as is everything valuable or edible. The Bandits sacked the village roughly 5-7 days before and left towards the East where Durgams Fort lies.
Trina decides for the caravan to move on towards Durgams Fort, but the men-at-arms and her two sergeants are frightened, infuriated and sad since many of them had relatives or friends living in Hansonburg.
The next day the point-guard of the caravan, the sergeant Uli, meets a totally drunk Ogre. The party barely manages to persuade Uli to not kill the monster before they can interrogate it. They get the following information before slitting the bandits throat: The large Ogre Bandit-Group is lead by a powerful Ogre-Mage named Grimulak. They have captured Durgams Fort and Theodocius and are waiting for reinforcements to join them in a couple of days. Grimulak has allies from the underground that are very powerful and will easily crush any opposition.
Trina discusses the situation with the adventurers and decides to move on and hopefully re-capture Durgams Fort with the partys help, since Thevik knows of a secret entrance to the Fort. In the night they spot some kind of cat-like animal eying the encampment. Ras Badar immediately electrocutes the being and after taking a look at the corpse they notice that its some kind of construct. Salome recognizes the same arcane runes on it as the ones on the wagons. They confront Trina with this and she confirms that this is one of the constructs Theodocius was working on: They are called Clockwork Golems, and Theodocius as far as she knows - is still in an experimenting phase. So its rather weird, that these golems are on the loose.
The next day the caravan goes on reluctantly though, since the guards are more than on their toes. They soon notice the huge bird Trina identifies it as a legendary roc flying in their direction and then diving down on the first wagon, ripping the cover to pieces and turning it over. The horses go mad pulling the two remaining wagons uncontrollably along the road and the guards start fleeing immediately. Thevik, Uli and Trina are busy rallying the frightened troops only managing to get five of them back to battle the beast. The party starts firing heavy artillery (searing lights, lightning bolts and flame arrows) at the beast only infuriating it further. To cut it short: eventually after a hard battle they bring the huge bird down, loosing Thevik, Uli and 3 of the remaining guards in the process.
After the horses and wagons are back under control they go a bit further and set camp.
The first guard sounds alarm in the early morning hours. The camp is under heavy attack: 16 Ogres have encircled the caravan and are busy slaughtering the hapless men-at-arms on guard duty. The group barely survives the combat, but Trina isnt that lucky. As a matter of fact only two men-at-arms are still alive after the ogres onslaught has ended.
Here we made a break: The caravan is more or less destroyed, the adventurers dont know exactly where the secret entrance to the fort is, since Thevik and Uli are among the dead and they havent yet sent for reinforcements.
I started reporting the exploits of these heroes on the Rappan Athuk Board. For those who are interested, heres the link to the Rappan Athukfinally!SPOILERS! Thread. It is not advisable to read this if you plan on being a player in Rappan Athuk, though, since there are lots of spoilers.
Eshaya F Human Cleric of Elhonna 7/ Ranger 1 (Franziska) Domains: Sun, Good.
Ras Badar M Human Sorcerer 8 (Monte Cook's variant from the BoEMII) (Tanyew)
Salome F Elven Rogue 6/ Ranger (urban variant from MoTW) 1/Fighter 2 (Miriam)
Thum Sadhul M Human Conjurer 7 (Matthias)
(Ludwig Olsen M Human Fighter 6 (Ino) not active at present)
Alessandro di Malpietra M Human Bard 7 (NPC)
(Welf von Welfenstein M Human Fighter 4/ Ex-Paladin 2 (Jan) not active at present)
Mordred M Human Cleric of Time 6/ Fighter 2 (Ino) Domains: Time, Knowledge.
So, after encountering Turane and his troll-friends and parting with most of their magical items, the party decides to go back to the next settlement, the small hamlet of Badrin. As soon as they reach the coastal road they meet a patrol lead by a mounted knight. After a short introduction and a small chat (in the course of which Ras Badar manages to convince the patrol leader that the party isnt a group of bandits) they decide to join forces until they reach Badrin. As soon as they arrive they bid their farewells and the party goes to the `Badrin Central, the local tavern. Thum Sadhul immediately spots Trina, his co-apprentice from the time when he learned his arcane studies from his mentor, the Arch-Mage Theodocius. He soon finds out that Trina is the leader of yet another military caravan heading for Durgams Fort which is seven days to the east and where Theodocius has his workshop. Trina is in need for a couple more caravan guards since news of humanoid raids have become more frequent of late and the party agrees to escort the caravan to Durgam for 800gp, to be paid as soon as the task is done. This seems very convenient for the heroes since they had ordered a scroll of stone to flesh the last time they visited Theodocius a couple of weeks ago. In the meanwhile Ras Badar tries to get information on the bandit-mage Turane from the landlord of the tavern. The landlord tells him that this Turane has been to Badrin a couple of times and that he mostly met up with a gnome named Ellegoin. (Ellegoin was the favourite guise of a deceitful doppelganger-illusionist the party had made contact with before. This doppelganger, whose real name is Devrin, is the right hand man of the partys main enemy - the villainous Necromancer and Demonologist Vi-Rakh. Devrin infiltrated and betrayed the party disguised as the gnome Ellegoin, and then made off with a powerful artefact the party had taken from the fangs of a corrupt Baron. The party has been chasing Devrin, the vile Necromancer and the lost artefact through half of the known world. Since they have arrived in Badrin a couple of weeks ago they lost the trail of the two. The party has never met Vi-Rakh face to face, since he has been elusive so far.) Of course Ras Badar immediately tells this to the rest of the party and they decide to inquire further as soon as they meet up with Theodocius. They hope that Thum Sadhuls old mentor might be able to help them with a couple of Divinations on Vi-Rakh, Devrin/Ellegoin and Turane hopefully drawing the connection between the three of them and revealing their whereabouts.
The next morning the caravan leaves Badrin consisting of Trina, her two Sergeants Thevik and Uli, 20 men-at-arms and the companions guarding three horse-wagons. Trina tells the party that the freight they are escorting is a top-priority military secret and she cant tell them any more. King Ericalls royal seal is placed prominently on the wagons. This doesnt keep Salome from using her x-ray-vision ring (one of the two magic items Turane let her keep) to look behind the covers of the wagons. She sees tons of components of some kind of metal fashioned like all kinds of humanoid limbs in different sizes, all of them covered with mysterious arcane runes. Thum Sadhul remembers that Theodocius was an expert on constructs of all kinds and they come to the conclusion that Theodocius might be on a government-mission to experiment with some new kind of construct to help the army against the never ending humanoid attacks on the civilized settlements of Norwold.
Two days the caravan slowly winds its way through the wilderness, only encountering a couple of farmers on their way to the market of Badrin. On the third day the caravan approaches the small settlement of Hansonburg. Thevik and Uli soon notice that no one is working the crop on the fields of Hansonburg which is quite disturbing. They decide to make a halt and agree to investigate the situation.
After an intensive search they get the following information (mostly thanks to Eshayas superb Tracking skill): A large group of Ogres lead by an Ogre-Mage has sacked the village. Most of the people must have been killed while they slept not many signs of resistance were found, possibly due to the Ogre-Mages subtle magical powers of deception and trickery. All of the corpses are gone, as is everything valuable or edible. The Bandits sacked the village roughly 5-7 days before and left towards the East where Durgams Fort lies.
Trina decides for the caravan to move on towards Durgams Fort, but the men-at-arms and her two sergeants are frightened, infuriated and sad since many of them had relatives or friends living in Hansonburg.
The next day the point-guard of the caravan, the sergeant Uli, meets a totally drunk Ogre. The party barely manages to persuade Uli to not kill the monster before they can interrogate it. They get the following information before slitting the bandits throat: The large Ogre Bandit-Group is lead by a powerful Ogre-Mage named Grimulak. They have captured Durgams Fort and Theodocius and are waiting for reinforcements to join them in a couple of days. Grimulak has allies from the underground that are very powerful and will easily crush any opposition.
Trina discusses the situation with the adventurers and decides to move on and hopefully re-capture Durgams Fort with the partys help, since Thevik knows of a secret entrance to the Fort. In the night they spot some kind of cat-like animal eying the encampment. Ras Badar immediately electrocutes the being and after taking a look at the corpse they notice that its some kind of construct. Salome recognizes the same arcane runes on it as the ones on the wagons. They confront Trina with this and she confirms that this is one of the constructs Theodocius was working on: They are called Clockwork Golems, and Theodocius as far as she knows - is still in an experimenting phase. So its rather weird, that these golems are on the loose.
The next day the caravan goes on reluctantly though, since the guards are more than on their toes. They soon notice the huge bird Trina identifies it as a legendary roc flying in their direction and then diving down on the first wagon, ripping the cover to pieces and turning it over. The horses go mad pulling the two remaining wagons uncontrollably along the road and the guards start fleeing immediately. Thevik, Uli and Trina are busy rallying the frightened troops only managing to get five of them back to battle the beast. The party starts firing heavy artillery (searing lights, lightning bolts and flame arrows) at the beast only infuriating it further. To cut it short: eventually after a hard battle they bring the huge bird down, loosing Thevik, Uli and 3 of the remaining guards in the process.
After the horses and wagons are back under control they go a bit further and set camp.
The first guard sounds alarm in the early morning hours. The camp is under heavy attack: 16 Ogres have encircled the caravan and are busy slaughtering the hapless men-at-arms on guard duty. The group barely survives the combat, but Trina isnt that lucky. As a matter of fact only two men-at-arms are still alive after the ogres onslaught has ended.
Here we made a break: The caravan is more or less destroyed, the adventurers dont know exactly where the secret entrance to the fort is, since Thevik and Uli are among the dead and they havent yet sent for reinforcements.
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"Oderint dum metuant!"
"Oderint dum metuant!"
