GURPS Hyboria - Campaign Log: Difference between revisions
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== Session 010 == | == Session 010 == | ||
'''Session Date:''' | '''Session Date:''' 05/4/2013 | ||
'''Campaign Date:''' 9 - 11 Golden 1311 | '''Campaign Date:''' 9 - 11 Golden 1311 |
Latest revision as of 17:59, 10 May 2013
Session 001
Session Date: 3/2/2013
Campaign Date: 23 Griffin 1311
Title: Welcome to Tarantia
Summary: The young would-be adventurers have been living in Outlaw Camp outside Old Tarantia for two weeks. They spend several days trying to find work. Tharar makes contact with Old Sibelius, who offers them a chance to do a job. They rob the estate of the Prince of Thieves and deliver an iron key to Andre Sibelius, who offers them a place to stay while they prove their worth to the gang.
Session 002
Session Date: 3/9/2013
Campaign Date: 24 - 27 Griffin 1311
Title: Under the Pirate's Thumb
Summary: Following a map found by Ambrose, the party explore the caverns beneath the Pirate's Thumb. Conan stands guard and meets Gar of the River. Andre is severely injured by leeches and bats while Tharar is injured by erupting goo. The adventurers return home to recover and prepare for a return to the caverns.
Session 003
Session Date: 3/16/2013
Campaign Date: 28 Griffin - 2 Fire 1311
Title: The Rogue Rottenguts
Summary: While Andre recovers from his injuries, the others attempt to make enough money to pay rent. Clemens Mox, an aging alchemist, introduces himself to Andre and Hugo. Polly beings the group to the attention of Testafore the Truthful, who asks them to look for a missing horse. Lix and Ambrose ask around the Outlaw Camp while Conan runs to a nearby village in an attempt to find healing potion for Andre. Finally they locate and assault the bandits camped in the woods, who have not only killed Testafore's servant and eaten the horse, but also appear to have murdered a young noble woman. The friends quickly rout the bandits and uncover a small horde of loot.
Session 004
Session Date: 3/23/2013
Campaign Date: 3 Fire 1311 - 7 Fire 1311
Title: The Treasure of Al-Khem
Summary: Proceeds from the bandits raid are used to purchase equipment for reaching the treasure hidden in the caverns beneath the Pirate's Thumb. With Andre fully healed and Ambrose sufficient for travel, they return with Lix and Conan to the caverns. Two half-skeletons are found in a puddle of ooze that surrounds an unlocked treasure chest, frightening Lix. Large stones are used to gain access over the ooze to the chest to find it is empty. The group proceeds on, successfully passing large pools of Leaping Leeches and coordinating their efforts to slip past Undead Slime. They encounter giant rats instead of foul bats, but their knives dispatch the ground rodents with ease. Andre uses powerful acid to dissolve the cement that binds some of the rocks hiding the treasure. Knight Conan wields the pickaxe to loosen stone. Lix finishes the job with a shovel. Then taking a breath and whispering a likely unheard prayer to Eremis, Lix climbs into the open chamber to examine the box. Surely a goo trap waits in the bottom to release dissolving alchemical compounds, so he dar not move the box yet. Lix finds a simple trap and disables it, but believes it to be a decoy. Another small gas trap is found in the lock of the box. Lifting the lid slowly, Lix discovers yet another trap - this one set to eject acid when the lid is opened. Alchemical treasures are found inside and carefully removed by Lix and handed to his brother, who notes the contents as he packs them carefully. Underneath a leather pack Lix finds another trap and a hidden compartment, underneath which are several small bars of gold. Packing their treasure, the friends make their way carefully back through the caves and return home.
Session 005
Session Date: 03/30/2013
Campaign Date: 8 Fire 1311 – 22 Fire 1311
Title: South Road Bandits
Summary: Conan contacts Brutus of the Metelli family, who retains the group to investigate a group of well-organized bandits who have been selectively robbing shipments for years. After a few weeks of rest and training, the group travel south to Cleius and begin uncovering information about the bandits. After two days of investigation they find the bandit camp in the woods, but also find the camp is very large and somewhat organized. The bandits themselves seem strong and well-armed, though they employ some ordinary local citizens as guards, two of whom come to an unfortunate end at the hands of the adventurers. After some daylight reconnaissance, the group decides that Conan will return to Tarantia to inform Brutus of the current situation while Hugo and Andre will begin putting together a creative plan to infiltrate the bandit camp.
Session 006
Session Date: 04/06/2013
Campaign Date: 23 Fire – 27 Fire 1311
Title: South Road Bandits
Summary: Andre and Hugo approach the leaders of the bandit camp with a proposition: Hugo the Fighting Hunchback will challenge the bear. The party is welcomed to stay at the camp in wait of the full moon two weeks hence, when the contests will be held at the nearby fighting pit. While meeting people in the camp, Andre reveals that he and Ambrose are healers. Several people in the camp are pleased to hear this and offer food in exchange for physician services. Ambrose begins hunting with the camp in order to gain tracking skills. Meanwhile the bandits disappear maysteriously for several days. Lix takes the opportunity to explore the cave where the bandit leader Ojogan lives. Inside Lix discovers that the rumors of Ojogan's pet ape are true: the ape knocks Lix down, but does not otherwise attack or injure him. The next night Hugo concocts a sedative mixed with berries and Lix attempts to get the ape to eat, but the creature will not respond. Andre learns that the bandits will leave in a few days to capture a bear and that Ojogan does not often accompany them on this ritual. Conan, Hugo, and Ambrose plot to assassinate Ojogan when the other bandits have left the camp, but Lix and Andre express reservations about killing the bandits.
Session 007
Session Date: 04/13/2013
Campaign Date: 28 Fire – 3 Golden 1311
Title: South Road Bandits
Summary: Therar arrives to assist Conan and Ambrose in their effort to terminate Ojogan. Lix and Andre approach Qafir in hope of convincing the Zingarans to move elsewhere. Qafir agrees to speak to Ojogan. An animal handler arrives with exotic tigers and is warmly greeted by the Zingarans, including Ojogan. The day of the bear hunt arrives and the Zingarans recruit extra hunters from the ranks of the camp. Three Zingarans remain behind with Ojogan, but are mostly unseen throughout the remainder fo the day and into the night. Conan keeps watch all night hoping for an opportunity to lure Ojogan from his cave. But guards are rotated through the night and seem to patrol the nearby woods. When morning comes one of the Zingarans who remained behind emerges from the woods, apparently having been on watch there the whole night. Andre tells Conan that many believe Ojogan can see the future or has prophetic dreams, so may be wary of potential assassins. While Lix hunts stray mutts in Cleius, Conan and the others decide it is too risky to attempt the assassination and pack their things to leave camp. They meet Lix along the road and return to the Full Moon tavern to discuss their options. Qafir arrives looking for Ambrose and Andre – two of the hunters were injured capturing the bears. As they return to camp, Conan confronts Qafar. Therar and Ambrose join the attack, but Andre and Lix refuse to fight and flee. Andre hides in the woods while Lix returns to the bandit camp to warn the others. Qafir is wounded but eludes his attackers and escapes into the forest. Conan and the others return to the South Road and make haste for Tarantia. Andre and Lix join the South Road Bandits. Upon returning to Tarantia, Conan informs Brutus of the events and provides him with detailed drawings of the bandits and their camp. The party takes leave of their living quarters and, paying thanks and tribute to the Sibelius gang, depart for the Road of Kings and adventure in the east.
Session 008
Session Date: 04/20/2013
Campaign Date: 4 - 6 Golden 1311
Title: Tullia Estate Haunting
Summary: Ren and Candecia join Conan, Ambrose, and Therar as they are leaving Tarantia. Near the hamlet of Orulia they explore a ruined tower and encounter a group of friendly archers. After sharing a meal and campfire, the party departs the next morning, leaving the archers to their tower home. Outside the villege of Torisia the group encounters a young woman who has been thrown from her horse. They escort the woman back to her home, where she vanishes as her father opens the door. The old man is wracked with misery over family tragedy. He explains that his daughter vanished years ago and was presumed dead; his wife died of grief over it, and his son took up the dark arts in response. Whatever the son did brought a curse down on the family. The mother now haunts the upper floors, her restless spirit apparently awaiting the return of her missing child. The old man is unable to find peace and rest in either sleep or death. Meanwhile the son has locked himself in a windowless tower where he is presumed to be practicing necromancy. A strange and obviously magical mist surrounds the estate, making navigation through it impossible for most. When the adventurers try to enter the tower, they are attacked by a swarm of rats. Foolishly moving furniture to disrupt the ghostly routine, Therar angers the mother's ghost and is nearly killed as a result. The party finally encounters the mysterious brother, who disappears into the shadows when confronted. Conan decides to climb the tower, but rather than doing so himself attempts to convince Candecia to make the dangerous climb. She refuses and instead returns to the interior of the tower to attempt communication with the necromancer. Ren explores the grounds and finds that she is not confused by the strange mist surrounding the estate. Warned by the necromancer that certain death awaits if they remain on the estate at sunrise, the party follow Ren to safety out of the mystic mist.
Session 009
Session Date: 04/27/2013
Campaign Date: 6 - 8 Golden 1311
Title: The Fey Tree and the Festival
Summary: Waking in the morning, the adventurers find themselves coated in a strange sweet-smelling substance that tastes like honey and lemon. They also find that one of each pair of boots, gloves, or other matched items is missing. Disrobed and attempting to wash the substance away, curious victims find the dew also has an enchanting and intoxicating affect: once you have a taste, it's hard to stop licking. An old man and bard traveling with a dog stop, amused by the spectacle of naked strangers licking themselves. The bard informs the travelers that this valley is haunted and they have likely been doused by a “billibald, faerie, groomkin, grundler, sprite, or other trickster thing.” Since they imbibed the dew, they are no doubt locked into the very cycle of tricks and rewards that is common to fairy stories. The bard is no believer or expert, but if the stories are any guide, the adventurers should begin looking for their belongings. Ren and Candecia follow a complex trail leads to a large oak tree, one that seems older but healthier than the trees around. Conan climbs the tree while Ren searches the roots. A narrow opening ins found at the base of the tree. Reaching into the area, Ren can feel it is a strange opening in the roots. Also within this hole is a small bag. Ren extracts the bag and finds it full of old brass and copper coins from Khitai, worthless in Aquilonia. Searching again, Ren finds the hilt of a knife buried in the roots. She tugs it free but is unable to remove it from the hole. Ambrose steps in and uses a leather string to extract the knife from the hole,. Finding it is a single-piece forged iron dagger. Meanwhile Conan has discovered a rune carved in a branch and attempts to carve something himself. The tree is quite tough and difficult to carve, but he manages to leave marks. He climbs down and returns to find the marks vanished. Ren begins searching the area to see if they are being watched. Candecia hears voices and attempts to follow. Using the iron knife, Conan finds it inflicts much more damage to the tree than a regular blade, wounding the tree with a slight touch, but the harmful effects of the cut are felt by the wielder of the blade. Conan then throws the knife at the tree, impaling the trunk and causing himself severe pain. Candecia and Ren return from searching the surrounding forest. Frustrated and confused, the party returns to the road, where they find their missing belongings buried, along with other boots and gloves. They also find a flat stone with a carved symbol at the bottom of the hole. They travel on the Honos, where they are confronted by guards and asked their business. Taking offense at the treatment, Ren responds aggressively. The group is asked to leave, one of the guards insulting them. Ren loses her temper and draws her weapons. The guards respond as expected, demanding Ren drop her weapons. She refuses, in spite of the entreaties of her party. One of the guards blows a whistle, summoning the entire town to assistance. Men with various armaments and farming implements begin coming. To settle matters judiciously, the leader of Honos holds a quick hearing. The travelers are fined but refuse to pay. Not wanting bloodshed, the village leader agrees to allow them to stay, but warns them they are now outlaws and that he will inform other authorities about them. The adventurers camp overnight and the next day make good time for Ceres. There they find a welcoming population and a town full of festive Mitrans on pilgrimage. Capitalizing on the occasion, Conan, Ren and Candecia put together an act demonstrating their combat skills. They perform all day near the public square and take home a great deal of silver and some gold. Meanwhile Ambrose takes to the woods to hunt, killing and butchering a deer. They stay one more night in Ceres while the meat is being smoked, intending to set out for travel the next day.
Session 010
Session Date: 05/4/2013
Campaign Date: 9 - 11 Golden 1311
Title: Trouble in Ceres
Summary: In the wee dark hours of morning, the adventurers are seized by the King's Guard and taken to the Ceres dungeon where they are mistreated by guards. The sheriff of the town informs them that they are being held at the request of the village of Honos. An eyewitness confirms the group's identity and rides back to fetch the Honos authorities. The party is told that formal charge may consist of not only refusal to pay the fine but sedition, due to repeated threats to “kill everyone in the village.” Additionally, the strange mark that Conan has been making in various places leads to an accusation of sorcery. Mitran religious officials will arrive later to interrogate Conan. During the afternoon a strange man asks to see Candecia. He was told of the sigil on her armor and inquires about it. He claims the same symbol appears also ion his father's armor and was the sign of an elite unit of Cimmerian warriors who fought and served under King Conan. He arranges for the prisoners to receive better treatment and later dines with Candecia alone. The Mitran high priest interrogates Conan and Ren in the presence of the sheriff and several priests, then declares a decision will be reached later. The next morning a man dressed as a Mitran priest arrives and identifies himself as Quentin Sibelius, nephew of Andre Sibelius. He offers to help the party with their legal troubles in exchange for an indefinite term of service. Their job will be to explore ruins and retrieve artifacts under his direction. Any treasure other than the targeted artifacts will be theirs for the keeping. Contracts are signed and deposited with the proper authorities. The party departs for the ruins of an old estate on the outskirts of Ceres. At the location they find the ruins, which were donated to the Mitran temple for a monastery, have been overrun by bandits. Additionally, one of the monks (Brother Antoninus) has been taken hostage. Without hesitation the party surveys the location, then puts together a swift attack. They stealthily attack the bandits and subdue three of them, then settle in to await the return of additional brigands.