Post by bravewolf on Jul 17, 2017 1:23:59 GMT -5
Campaign: Arduous Adventures in the Kingdom of Arduin
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA; Arduin Trilogy & Vols. IV & V for additional classes, races, special abilities, & gear; The Complete Alchemist
Setting: Kingdom of Arduin & Stonehell Megadungeon
The Crew:
Skip: Blasto Slamo, the laser-pistol toting, half-Orc fighter 1 & Holly Morningwood, a half-Elven Druid 1 who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Also played Flardin, the dwarven alchemist (student chemist, level 1).
Session 6 Recap
Our sixth session occurred on July 2, 2017 - 7 Kos in game time.
Blasto Slamo, Flardin, Holly Morningwood, & Wayne met again at the Laughing Witch to plot their next foray into The Gates of Hell. Collectively, they decide that they could use help carting off any loot they might find; on their last trip into the curtain-wall keep, the foursome were hard-pressed to drag out the wine cask, tools, & money they’d found. To boot, the adventurers would have been more vulnerable to attack, encumbered as they were. So Flardin bought a draft horse, cart, tack & harness, & hired two porters to accompany the party. The alchemist offered the other PCs the use of of horse, cart, & porters in exchange for a share of the treasure. They agreed.
On the way east, Wayne groused about the expenses entailed in living in town, & how foreigners like Wayne’s other adventuring colleague, Connor McGill, really get shafted by taxes. On that note, Holly broke in, “I’ve already had enough of the city. I want to find an oak grove for camp.”
“There is one north of the King’s Rest, I think,” Wayne replied. “It’s mostly on the way to where we’re headed if you want to check it out.”
“Sounds good. I won’t need much time.”
The party located the oak grove easily. It was situated near an area of low grass occupied by a free-standing wooden door. The adventurers opened the door, peered through from both sides, & even stuck their heads through the doorway, but nothing happened. The cleric recalled from his first trip to Stonehell that their guide indicated that children staying at the Kings Rest liked coming up this way to play, so the party detoured to the inn to talk with the local Kinder. There, they learned that children would use the door to visit “Uncle Ifrm” in his curio shop. The kids related a garbled account of how to use the door.
Back at the mysterious door, the gang learned by trial and error that if one walked backwards through the doorway three times from the same direction, one would arrive in Ifrm’s shop.
[Okay, I am way behind on my play reports, so I am going into summary mode here to get caught up.]
The PCs found that, on their third time through the door, they had backed into a counter (or the previous person to have successfully navigated the portal). Numerous tall shelves & displays surround the party. A mature human male of indeterminate age greeted them from behind his sales counter, introducing himself as Ifrm Z’ban, proprietor of Ifrm Z’ban’s Bazaar Emporium. Next to Ifrm sat a watchful black panther. The IBE was stocked with all manner of wonders: brightly painted toys, shrunken animals in cages or jars of unknown solutions, drawers containing dice, cards, & incense. Ifrm demonstrated a couple of items for his new visitors, allowing them to surmise that several magical devices could be found here. Ifrm answered all questions as to his origin, the location of his shop, & the source(s) of his wares evasively. The party found Ifrm’s prices too dear for the time being & left from whence they came.
Next, the crew decided to tackle the Gates of Hell again. Leaving the porters to guard the cart & horse, the adventurers entered the ruined curtain-wall fortress. Most rooms were devoid of profitable diversion, but they did encounter a five spectral figures lounging about a spectral campfire. When Blasto had first opened the door into this chamber, one of the figures immediately looked over at him. Keeping his nerve, the warrior continued to watch the apparitions long enough to realize that they repeated the same actions over and over in unerring sequence. Wayne stepped into the chamber & implored the apparitions to cease their haunt. Having rolled a successful turning attempt, Wayne witnessed the spectral adventurers wink out of sight. Exploring the room, the party found scattered bones & gear that comprised the remains of the party that had recently vanished. In hopes of preventing the ghosts’ return, Wayne enlisted his mates’ assistance with burying the remains near a few trees west of the curtain wall. Wayne followed with a burial ritual, setting the spirits of the departed to rest. The party called it a day at this point & retired to Pavane to pursue their mundane obligations.
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA; Arduin Trilogy & Vols. IV & V for additional classes, races, special abilities, & gear; The Complete Alchemist
Setting: Kingdom of Arduin & Stonehell Megadungeon
The Crew:
Skip: Blasto Slamo, the laser-pistol toting, half-Orc fighter 1 & Holly Morningwood, a half-Elven Druid 1 who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Also played Flardin, the dwarven alchemist (student chemist, level 1).
Session 6 Recap
Our sixth session occurred on July 2, 2017 - 7 Kos in game time.
Blasto Slamo, Flardin, Holly Morningwood, & Wayne met again at the Laughing Witch to plot their next foray into The Gates of Hell. Collectively, they decide that they could use help carting off any loot they might find; on their last trip into the curtain-wall keep, the foursome were hard-pressed to drag out the wine cask, tools, & money they’d found. To boot, the adventurers would have been more vulnerable to attack, encumbered as they were. So Flardin bought a draft horse, cart, tack & harness, & hired two porters to accompany the party. The alchemist offered the other PCs the use of of horse, cart, & porters in exchange for a share of the treasure. They agreed.
On the way east, Wayne groused about the expenses entailed in living in town, & how foreigners like Wayne’s other adventuring colleague, Connor McGill, really get shafted by taxes. On that note, Holly broke in, “I’ve already had enough of the city. I want to find an oak grove for camp.”
“There is one north of the King’s Rest, I think,” Wayne replied. “It’s mostly on the way to where we’re headed if you want to check it out.”
“Sounds good. I won’t need much time.”
The party located the oak grove easily. It was situated near an area of low grass occupied by a free-standing wooden door. The adventurers opened the door, peered through from both sides, & even stuck their heads through the doorway, but nothing happened. The cleric recalled from his first trip to Stonehell that their guide indicated that children staying at the Kings Rest liked coming up this way to play, so the party detoured to the inn to talk with the local Kinder. There, they learned that children would use the door to visit “Uncle Ifrm” in his curio shop. The kids related a garbled account of how to use the door.
Back at the mysterious door, the gang learned by trial and error that if one walked backwards through the doorway three times from the same direction, one would arrive in Ifrm’s shop.
[Okay, I am way behind on my play reports, so I am going into summary mode here to get caught up.]
The PCs found that, on their third time through the door, they had backed into a counter (or the previous person to have successfully navigated the portal). Numerous tall shelves & displays surround the party. A mature human male of indeterminate age greeted them from behind his sales counter, introducing himself as Ifrm Z’ban, proprietor of Ifrm Z’ban’s Bazaar Emporium. Next to Ifrm sat a watchful black panther. The IBE was stocked with all manner of wonders: brightly painted toys, shrunken animals in cages or jars of unknown solutions, drawers containing dice, cards, & incense. Ifrm demonstrated a couple of items for his new visitors, allowing them to surmise that several magical devices could be found here. Ifrm answered all questions as to his origin, the location of his shop, & the source(s) of his wares evasively. The party found Ifrm’s prices too dear for the time being & left from whence they came.
Next, the crew decided to tackle the Gates of Hell again. Leaving the porters to guard the cart & horse, the adventurers entered the ruined curtain-wall fortress. Most rooms were devoid of profitable diversion, but they did encounter a five spectral figures lounging about a spectral campfire. When Blasto had first opened the door into this chamber, one of the figures immediately looked over at him. Keeping his nerve, the warrior continued to watch the apparitions long enough to realize that they repeated the same actions over and over in unerring sequence. Wayne stepped into the chamber & implored the apparitions to cease their haunt. Having rolled a successful turning attempt, Wayne witnessed the spectral adventurers wink out of sight. Exploring the room, the party found scattered bones & gear that comprised the remains of the party that had recently vanished. In hopes of preventing the ghosts’ return, Wayne enlisted his mates’ assistance with burying the remains near a few trees west of the curtain wall. Wayne followed with a burial ritual, setting the spirits of the departed to rest. The party called it a day at this point & retired to Pavane to pursue their mundane obligations.