Hi everyone,
I've been lurking on these forums for the last 12 months or so (ever since I picked up Rappan Athuk, plus a bunch of other modules).
My main campaign is focused on Rappan Athuk & Tomb of Abynsthor, but I'm currently running the group through Siege with some alternative characters.
Given how useful I've found other people's perspectives on the various modules I thought I would give a little report on how the Siege is going as a way of saying thank you.
I'd just start off by saying I love the storyline to this module; especially how the layers of the story are peeled off like an onion as the story progresses.
I'm also in love with the Constructs/Brain Gear - they remind me a lot of the Borg. If Orcus gets his hands onto the brain gear I fully intend to step the nastiness level of the constructs up. I'm thinking something like the Borgs's assimilation nanites - a disease like mechanic which turns you into a clockwork rather than killing you when you hit Con 0 (or whatever).
Please forgive the spelling & grammar, but go ahead & enjoy....
Varchilde
A bit of background
-------------------
The characters are a motley collection of adventurers drawn together for employment by the Royal Chamberlain. They have been commissioned to act as caravan guards for a supply caravan travelling to the fort of Durnam's Folly, which they have been informed is the current base of operations for the Royal Artificer Theodocius.
Once they have arrived at the Folly they are to take receipt of 2 magic items which the royal family has had commissioned & then return them to the Chamberlain. The reason given to the characters for this is so as to avoid sending large number of troopers & drawing undue attention to the caravan/items on their return. Whether this is the truth is still to be seen however.
The characters
--------------
Wanda - Human F3/C3 - A military officer recently commissioned into the Raven Host - the ceremonial bodyguards of the Royal Princess. She has been charged with overseeing the mission to completion.
Brad - Human Bd 6 - A travelling musician & minstrel he is the public "face" of the group - well practiced in diplomacy & interpersonal skills he is a well liked & popular figure.
Torin - Elf F5/W1 - A surly elven warrior mage, Torin aspires to walk the path of the arcane archer. Outspoken & blunt, Torin is not afraid to voice his opinions - tact is not a strong point.
Calim Sureshot - Elf W6. A travelling mage & maker of potions & scrolls. Calim also walks the path of the bow, but relies on his magic to make sure his arrows fly true.
Cade - Halfling F5/Nomad 1. A seasoned warrior Cade is a fighter whose size belies his skill. He rides a trained war dog & is more capable on his mount than many human knights.
The Adventure begins
--------------------
The party meet with Lord Hugo the Chamberlain & are taken to a well guarded trading coster.
Here they are introduced to Trina the Caravan Mistress & wizard. They also meet a Uli & Thevik, the two sergeants in charge of the 20 or so guards. There is an almost instant dislike to Uli & party members immediately begin to plot how to make the journey as miserable as possible for him.
Trina is glad of extra guards but wary that they have been added to the caravan by some one other than herself or Theodocius. The party are told the caravan is under control & not to get in the way.
A certain amount of investigation reveals strange artifacts in the caravan - spell components & ornate metal work.
An evening spent in the local inn reveals that merchants have been delivering supplies to the coster for some time - certainly more than just the usual supplies needed for the Folly's garrison. The locals have had great fun guessing what must be going on there.
The following morning the caravan heads out. The guards are confident - they have run the supply caravan many times before & the journey is familiar to them. The party take the
instructions to not get in the way to heart & ride on wagons (or dogs !) and enjoy an easy days' travel.
As night falls the caravan approaches the village of Hansonburg. A keen eyed outrider notices no smoke or lights from the village. The caravan is called to a halt and a number
of guards & party members approach the town to investigate. They find the place abandoned & signs of violent struggle.
Worried the caravan circles up for the night before a full investigation takes place in day light. The town has suffered a vicious & well organised raid by ogres. A number had entered the town while a second group encircled the houses to capture anyone who attempted to flee the village.
A number of villagers had sought sanctuary in the church. The doors had been blasted from it's hinges by a magical force (looking like frost damage) before a final fight had taken
place in among the pews.
Villagers & food had been taken off by the marauders. This discovery struck a terrible note with guards - many had friends & family living here.
2 guards were dispatched on horses back to town to report the attack & the caravan continued on it's way.
More alert now Uli & some of the guards discovered a drunken ogre on the roadside. They roused it to conciousness & started berating the ogre, demanding to know what had happened & where the villagers were.
As Trina & the PCs arrived they found Uli & several guards pointing bows at the ogre, threatening to kill it in revenge for the terrible attack.
The ogre starts rambling about the Folly, an ogre horde & a powerful ogre mage. He also points out he doesn't want to die & promises to be good now if they let him go.
Trina & the PCs decide they need the ogre alive & sober to find out more information from him. Trina orders Uli to stand down - he ignores her & shouts about how he can't let the
murdering b*****d live.
Torin points his bow at Uli & tells him to drop his weapon. Uli turns his bow on Torin & makes some very unsavoury comments. Mexican stand off. The other guards lower their bows.
Trina orders him to stand down again & threatens to have him disciplined if he doesn't.
Seeing himself outnumbered Uli lowers his bow, threatens to 'get' the elven bow man & rides off to the back of the caravan in a terrible rage. He does his best to keep clear of PCs & Trina for the rest of the day.
The ogre is hauled back to the caravan & hog tied in a wagon. Calim sits as a guard to ensure the ogre doesn't have an unfortunate 'accident' at Uli's hands.
The caravan progresses under a dark cloud - Brad tries to keep the mood light as the group makes camp for the evening. Watches are posted & the evening passes as best it might.
On the second watch the moon is darkened by a great flying shape. A huge bird of prey descends into the camp, tearing into one of the wagons & sending horses & guards into panic.
Trina and the sergeants try to bring guards to order whilst the party turn missile fire onto the beast.
Unable to find what it was looking for, the great bird flings the wagon across the campsite, crushing guards & nearly killing the poor caravan mistress.
Magic starts to fly - flaming arrows & magic missiles impact into the Roc. Screeching in frustration it turns it's attentions on the mass of humans, killing more guards & striking a
terrible injury to Calim. Wanda is saved from a savage mauling as her platemail fends off multiple blows (the dice really did favour her tonight !).
At last the torrent of missile fire is too much & the Roc is driven off. A desperate attempt to snatch a morsel to eat misses & the bird escapes empty handed & barely alive.
The party & caravan have lost half a dozen or so guards plus a wagon to the bird. Theywonder why it attacked a wagon & not the horses directly. There is speculation that something might be behind the attack. The DM keeps quiet at this point
An investigation of caravan wreckage finds a number of bits of strange armour. On further inspection they appear to be metallic limbs. Trina confesses that Theodocius is xperimenting with a new, cheaper form of golem or construct. She insists the broken metalwork is taken along so Theodocius can study how it performed under the strains of the roc attack.
As the caravan is brought back to order & the injured are healed Trina approaches the party & asks them for their help in re-organising the remaining resources. Where it not for their prescence the entire caravan would have been lost, and she is in need of their counsel.
The caravan is set up with all the party acting as outriders front & back. The group continue on their way.....
(Until the next time....)
I've been lurking on these forums for the last 12 months or so (ever since I picked up Rappan Athuk, plus a bunch of other modules).
My main campaign is focused on Rappan Athuk & Tomb of Abynsthor, but I'm currently running the group through Siege with some alternative characters.
Given how useful I've found other people's perspectives on the various modules I thought I would give a little report on how the Siege is going as a way of saying thank you.
I'd just start off by saying I love the storyline to this module; especially how the layers of the story are peeled off like an onion as the story progresses.
I'm also in love with the Constructs/Brain Gear - they remind me a lot of the Borg. If Orcus gets his hands onto the brain gear I fully intend to step the nastiness level of the constructs up. I'm thinking something like the Borgs's assimilation nanites - a disease like mechanic which turns you into a clockwork rather than killing you when you hit Con 0 (or whatever).
Please forgive the spelling & grammar, but go ahead & enjoy....
Varchilde
A bit of background
-------------------
The characters are a motley collection of adventurers drawn together for employment by the Royal Chamberlain. They have been commissioned to act as caravan guards for a supply caravan travelling to the fort of Durnam's Folly, which they have been informed is the current base of operations for the Royal Artificer Theodocius.
Once they have arrived at the Folly they are to take receipt of 2 magic items which the royal family has had commissioned & then return them to the Chamberlain. The reason given to the characters for this is so as to avoid sending large number of troopers & drawing undue attention to the caravan/items on their return. Whether this is the truth is still to be seen however.
The characters
--------------
Wanda - Human F3/C3 - A military officer recently commissioned into the Raven Host - the ceremonial bodyguards of the Royal Princess. She has been charged with overseeing the mission to completion.
Brad - Human Bd 6 - A travelling musician & minstrel he is the public "face" of the group - well practiced in diplomacy & interpersonal skills he is a well liked & popular figure.
Torin - Elf F5/W1 - A surly elven warrior mage, Torin aspires to walk the path of the arcane archer. Outspoken & blunt, Torin is not afraid to voice his opinions - tact is not a strong point.
Calim Sureshot - Elf W6. A travelling mage & maker of potions & scrolls. Calim also walks the path of the bow, but relies on his magic to make sure his arrows fly true.
Cade - Halfling F5/Nomad 1. A seasoned warrior Cade is a fighter whose size belies his skill. He rides a trained war dog & is more capable on his mount than many human knights.
The Adventure begins
--------------------
The party meet with Lord Hugo the Chamberlain & are taken to a well guarded trading coster.
Here they are introduced to Trina the Caravan Mistress & wizard. They also meet a Uli & Thevik, the two sergeants in charge of the 20 or so guards. There is an almost instant dislike to Uli & party members immediately begin to plot how to make the journey as miserable as possible for him.
Trina is glad of extra guards but wary that they have been added to the caravan by some one other than herself or Theodocius. The party are told the caravan is under control & not to get in the way.
A certain amount of investigation reveals strange artifacts in the caravan - spell components & ornate metal work.
An evening spent in the local inn reveals that merchants have been delivering supplies to the coster for some time - certainly more than just the usual supplies needed for the Folly's garrison. The locals have had great fun guessing what must be going on there.
The following morning the caravan heads out. The guards are confident - they have run the supply caravan many times before & the journey is familiar to them. The party take the
instructions to not get in the way to heart & ride on wagons (or dogs !) and enjoy an easy days' travel.
As night falls the caravan approaches the village of Hansonburg. A keen eyed outrider notices no smoke or lights from the village. The caravan is called to a halt and a number
of guards & party members approach the town to investigate. They find the place abandoned & signs of violent struggle.
Worried the caravan circles up for the night before a full investigation takes place in day light. The town has suffered a vicious & well organised raid by ogres. A number had entered the town while a second group encircled the houses to capture anyone who attempted to flee the village.
A number of villagers had sought sanctuary in the church. The doors had been blasted from it's hinges by a magical force (looking like frost damage) before a final fight had taken
place in among the pews.
Villagers & food had been taken off by the marauders. This discovery struck a terrible note with guards - many had friends & family living here.
2 guards were dispatched on horses back to town to report the attack & the caravan continued on it's way.
More alert now Uli & some of the guards discovered a drunken ogre on the roadside. They roused it to conciousness & started berating the ogre, demanding to know what had happened & where the villagers were.
As Trina & the PCs arrived they found Uli & several guards pointing bows at the ogre, threatening to kill it in revenge for the terrible attack.
The ogre starts rambling about the Folly, an ogre horde & a powerful ogre mage. He also points out he doesn't want to die & promises to be good now if they let him go.
Trina & the PCs decide they need the ogre alive & sober to find out more information from him. Trina orders Uli to stand down - he ignores her & shouts about how he can't let the
murdering b*****d live.
Torin points his bow at Uli & tells him to drop his weapon. Uli turns his bow on Torin & makes some very unsavoury comments. Mexican stand off. The other guards lower their bows.
Trina orders him to stand down again & threatens to have him disciplined if he doesn't.
Seeing himself outnumbered Uli lowers his bow, threatens to 'get' the elven bow man & rides off to the back of the caravan in a terrible rage. He does his best to keep clear of PCs & Trina for the rest of the day.
The ogre is hauled back to the caravan & hog tied in a wagon. Calim sits as a guard to ensure the ogre doesn't have an unfortunate 'accident' at Uli's hands.
The caravan progresses under a dark cloud - Brad tries to keep the mood light as the group makes camp for the evening. Watches are posted & the evening passes as best it might.
On the second watch the moon is darkened by a great flying shape. A huge bird of prey descends into the camp, tearing into one of the wagons & sending horses & guards into panic.
Trina and the sergeants try to bring guards to order whilst the party turn missile fire onto the beast.
Unable to find what it was looking for, the great bird flings the wagon across the campsite, crushing guards & nearly killing the poor caravan mistress.
Magic starts to fly - flaming arrows & magic missiles impact into the Roc. Screeching in frustration it turns it's attentions on the mass of humans, killing more guards & striking a
terrible injury to Calim. Wanda is saved from a savage mauling as her platemail fends off multiple blows (the dice really did favour her tonight !).
At last the torrent of missile fire is too much & the Roc is driven off. A desperate attempt to snatch a morsel to eat misses & the bird escapes empty handed & barely alive.
The party & caravan have lost half a dozen or so guards plus a wagon to the bird. Theywonder why it attacked a wagon & not the horses directly. There is speculation that something might be behind the attack. The DM keeps quiet at this point
An investigation of caravan wreckage finds a number of bits of strange armour. On further inspection they appear to be metallic limbs. Trina confesses that Theodocius is xperimenting with a new, cheaper form of golem or construct. She insists the broken metalwork is taken along so Theodocius can study how it performed under the strains of the roc attack.
As the caravan is brought back to order & the injured are healed Trina approaches the party & asks them for their help in re-organising the remaining resources. Where it not for their prescence the entire caravan would have been lost, and she is in need of their counsel.
The caravan is set up with all the party acting as outriders front & back. The group continue on their way.....
(Until the next time....)
