Friday, February 22, 2019

Swords & Wizardry

GameDoc has set up a Swords & Wizardry game set in the Grand Duchy!  It's time for some Old School Renaissance?!  Count us in, but be warned.  Wizards with INT 9 are not just allowed, but perfectly feasible.

Adventures in the Known World Campaign
*Updated 1/30/2018*

A party of adventurers find themselves on a caravan in the northern part of Karameikos.  All of them drawn for different reasons to the area, they are all traveling to the Keep on the merciless Borderlands.  The way is treacherous, and they all know the dangers of this wild area.

Georg Weakstone and his elven companion Kay are caravan guards working for passage to the Keep.  Joining them are Zomzatom of Specularum and his apprentice, wizards traveling with the caravan for their own inscrutable reasons.  Lastly, the lawful cleric Cleo walks the route to the Keep...presumably to bring wisdom to the foolish.


Current
  • Cleo (Cleric)
  • Skjal Beut (Halfling Fighter)
  • Forchen Winstar (Halfling Cleric)
  • Zomzatom (Wizard)
Disbanded
  • Georg Weakstone (Fighter)
  • Kay (Elven Wizard)

Session Log I

One day during the long caravan north, something finally happened.  Danger reared it's ugly head but one day's journey from the Keep, lending credence to the stories about monsters near the Borderlands.  A makeshift blockade had been made by fallen trees, obviously cut.  Yet our adventurers are wary, and are ready for a goblin attack.

The ambuscade falls flat, though for a moment the goblins get the better of some foolish caravan guards.  As Georg and Ser Bertram fight off the goblin thrust, another group approaches from the opposite direction - led by a hobgoblin warrior.  Zomzatom charms the hapless hobgoblin and accuses the goblin henchfolk of trying to steal his milk money.  The group cleans up the goblins on the other side as Zomzatom convinces the hobgoblin he and his men should raid the road near Specularum if he really wants more than milk money.

During the night, a terror hit the camp during Kay's watch.  A basilisk wandered into camp and caused much havoc, killing one caravan guard and nearly killing Kay herself.  Cleo interceded and the power of her goddess revived Kay in time for an escape while Georg and Ser Bertram manage to slay the beast.

The next day, the group arrives in town.  After a quick assessment on the situation and some drinks in the tavern, a profitable venture presents itself.  It seems goblin attacks are increasing, and patrols required to deal with them are sparse.  Zomzatom points out that cleaning goblins off the road is treating the symptom rather than the sickness.  Soon after, plans are made to speak with who ever has the authority to hire adventurers.

Session Log II

Forchen Winstar and his companion Skjal Beut travel along the trail to the keep, looking for adventure.  A day's journey from the keep it finds them.  Bandits accost their caravan, and nearly kill Skjal after threatening to take the halflings into slavery.  A fight breaks out and the halflings fight for their lives, killing many of their attackers.

Once they are at the keep, they meet Zomzatom and Cleo over drinks in the inn.  The next morning, the halflings join the duo over breakfast, and they are told about the opportunity for coin if they have the courage to fight goblins in the dark.  Charging into a goblin's nest, knee deep in goblin vomit and slop. 

The party makes their way to the constabulary.  After Zomzatom again points out how wrong they are doing it and negotiates a draconian bounty for ears, the party is left with a few clear directives.  Kill all the savage humanoids, kill everyone else if you have to.  Except the lizardmen, who are neutral.  Ears is the name, and gold is the game.  Just as well.  Lizardmen don't have ears.

The party is approached by a prospective client, who has lost a courier.  Apparently, he was to journey to the nearby swamp and entreat with the lizardmen, whom are neutral.  The client (sort of) incriminates a cleric in the keep's temple to have something to do with it, so the party visits the temple.

Apparently, the cleric had connections with the lizardfolk.  The courier was expected to return in the morning, but did not.  Nearest lead:  talk to the lizardfolk, who are (allegedly) neutral.

The party then made plans to check with the rangers for leads on probable bandit camps and goblin warrens.  They intended to wait near the gates for a patrol to return.  In the meantime, they explore the keep and get to know the inhabitants.


What will become of our intrepid adventurers as they begin to explore this keep and the borderlands?

Find out soon...

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