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7. Session
Der Monat Neth

- Loy Rezbin und seine Frau Latritia kommen zu unserem Königreich und bitten um Unterstützung eine Stadt zu gründen am Ort wo wir den Tatzelwyrm erlegt haben. Die Stadt soll auch entsprechend Tatzelfort genannt werden. Nach kurzer Besprechung haben wir zugesagt und dem Pärchen versichert das wir, sobald wir die Finanzen dafür haben, ihnen dabei helfen die Stadt zu gründen.

- Ein verzweifelter Fischer mit dem Namen Arven hat uns aufgesucht und von seiner misslichen Lage berichtet. Eine enorme Schildkröte hat ihn von seinem sehr etragreichen Angelplatz vertrieben. Um die müden Glieder etwas zu lockern und um unser Königreich weiter zu erkunden, stimmen wir zu und machen uns auf den Weg. Der Platz war gut versteckt und die Schildkröte hat uns aufgelauert, jedoch konnten wir den Hinterhalt durchschauen und haben sie schnell erlegt. Old Crackjaw, wie man die Schnappschildkröte auch nennt, wurde von Súldir erlegt und nachdem wir uns noch den Kopf mitgenommen haben um ihn an eine Trophäenwand zu hängen, haben wir noch einen magischen Edelstein gefunden, welcher angeblich einen mächtigen Wasserelementar beschwören kann.

- Meine Gefährten und ich kommen in eine Ruine eines Dorfes welches von Banditen wimmelt! Die waren sogar so dreist und wollten uns überfallen ... zu dumm das die nicht mit unserer überragenden Kampfkraft gerechnet haben. Schnell haben wir diesem Abschaum den Tod beschert, unter anderem durch einen vernichtenden Schlag auf einen der Kämpfer durch mich. Einen haben wir jedoch für eine Befragung am Leben erhalten. Wir haben von dieser Verschwendung von Lebenszeit einiges erfahren, unter anderem das ein neuer Banditenlord in der Gegend sein Unwesen treibt, das der Anführer der kleinen Truppe die wir erledigt haben Adolfus hiess aber ... am wichtigsten ist die Erkenntniss das diese VERDAMMTEN HURENSÖHNE Teil der Bande sind die meine Eltern getötet haben und meine Schwester entführt. Ich kochte innerlich vor Wut. Ich tue es auch noch immer, da man sich entschieden hat diesen Mistkerl am Leben zu lassen und in unserer Stadt zu richten.

- Weiter das Königreich erkundet und einen Hügel gefunden der durch irgend ein Naturphänomen aufgebrochen wurde. Wir haben zunächst gerastet und unser Baron, Fantir, hat seinen Gott um Rat gebeten. Wir erhielten daraufhin folgende Botschaft: "Einsamer Krieger erwacht. Wut. Einzigartige Waffe." Im Inneren haben wir antike Ruinen gefunden und uns daran gemacht diese zu erkunden, mit dem Abschaum vom Banditenhinterhalt im Schlepptau. Zunächst sind wir einer großen Menge an Fledermäusen begegnet die wir durch das geschickte Verhandeln von Fantir dazu überreden konnten uns passieren zu lassen. In den Ruinen selbst waren die Wände voller Malereien von einer antiken Kultur die keiner von uns genauer bestimmen konnte. Danach kamen wir in einen Raum mit einem sehr verdächtigen Skelett in der Mitte. Nach dem geschickten Gebrauch eines Enterhakens haben wir den Leichnam zu uns gezogen und einen besonderen Ring gefunden, welcher es erlaubt mit minimaler Rast seine Fähigkeiten zurückzuerlangen. Danach wurden wir von diversen Skeletten angegriffen und umzingelt! Einer von meinen Gefährten wurde sogar in die Falle gezogen, hat jedoch zum Glück überlebt. Die Skelette konnte ich recht schnell mit gezielten Tritten erlegen und so blieb uns nur noch ein Raum zu erkunden. Der letzte Kampf in diesen Katakomben war sehr gefährlich und hat mich fast mein Leben gekostet. Zum Glück konnte Súldir den mächtigen Untoten entwaffnen und machte ihn somit einfacher zu besiegen. Der Elf hat auch den finalen Schlag gelandet, wodurch seine Klinge von einem magischen Glühen erfüllt wurde und mächtiger geworden ist. Ich habe mir das Schwert dieses Feindes angeeignet, es war auch eine exotische Klinge wie diejenige die ich schon besitze ... vielleicht ein Zeichen das hier schon mal Mönche gelebt haben? Vielleicht sollte ich diese Tradition wieder aufleben lassen und ein Kloster in die Wege leiten, werde das mit meinen Gefährten besprechen müssen. Wir werden uns nach diesem Kampf erholen bevor wir uns wieder zurück in unsere Hauptstadt begeben.
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The Art of Making and Not Making Assumptions

I am a learned man. I am not being prideful, my brain is just gifted to be able to recall and store lots of knowledge. And I study. So I know a lot of things. But of a lot of what I know is book learning, not experience. The difference is like using a recipe to cook something that is more of an art. When I was a young boy my mom cooked this dish called chahou kheer, which is a purple rice porridge. It is quite tasty and very spicy. However, as you might suspect purple rice only grows in my homeland of Vudrani and while my family traveled quite a bit. And when you aren’t in Vudra, purple rice is hard to come by. But chahou kheer is my father’s favorite. So my mom improvised. Book knowledge would have toward mom that she couldn’t make chahou kheer. Experience of a lifetime of cooking gave my mom the skills and abilities to make chahou kheer out of pretty much anything.

What does this have to do with me?

Remember book learning? Well I read this book long ago called “The Hill Giant’s Pledge” by Grigora Voiculet. In it the humanoid race of hill giants and their various abilities, legends, and myths, were described. So, my book knowledge was that hill giants were evil and sadistic bullies. But my experience told me that generalizations are almost always false in some way.

And thus when we encountered a bunch of hill giants licking their wounds after fighting some Technic League goons, I thought we could ally with the giants, fight the Technic League, and everyone (except the TG) would win.

So, I made an assumption: it wasn’t Technic League goons the giants had been defeated by. It was some really serious robots with really dangerous abilities. Luckily, I was able to cast electrified fireballs that really hurt the Warden robots. Then they hit me with really powerful sonic beams. And that was all I remember.

Apparently, they nearly killed me. Thadian was able to bring me back from the brink.

I am so remembering to memorize resist energy next time I study spells.

And I am remembering never to make assumptions and never to not make assumptions. That last sentence only makes sense if you read what I wrote, which I did. Anyhow…
Session: Iron Gods 35 - Friday, Jul 07 2017 from 6:30 PM to 11:00 PM
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Epic!
6. Session
14. Gozran Wir haben einen Boten nach Restov geschickt, um unsere Glorreichen Taten dem Königreich zu verkünden. In der Zwischenzeit hat jeder der Gruppe nach Herzenslust seine Freizeit verbracht (beispielsweise mit Jagen), während wir auf die Antwort gewartet haben

21. Gozran Der Gnom Fantir kam auf einem Esel in Olegs Trading Post eingeritten (ziemlich peinlich war das ganze...). Er hatte einen Brief des Bürgermeisters von Restov dabei, den er verkündet hat. Darin wurde uns erlaubt ein eigenes Königreich zu gründen. Außerdem kam mit Fantir eine Gruppe Arbeiter mit Material dieses Projekt anzufangen. Mit im Zug war auch der Kleriker Marcus, der mich von den Qualen meiner Wiederbelebung befreien konnte.
Den restlichen Monat haben wir entschieden, dass das Fort des Staglords als Startpunkt für das Königreich benutzt wird. Zusätzlich haben wir die Rollen für die Führung der Stadt vergeben.
Unser Königreich soll Noven heißen, die erste Stadt Oakport.

Im Desnus Haben wir ein paar Häuser, eine Straße und eine Mühle gebaut.

Im Sarenit wurden Dorfbewohner getötet, Gerüchten zufolge soll sie der "Staglord" entführt haben. Der Mistkerl ist tod, der kann niemanden mehr entführen, wir sind den Gerüchtet trotzdem auf den Grund gegangen, haben einen überfallen Wagen gefunden, aber keine weiteren Spuren. Wahrscheinlich ein paar Banditen, die durch unser Land gezogen sind...
Gebaut wurde das Office of the City Guard, weitere Häuser, eine weitere Straße und eine Farm.

Im Erastus haben wir einen Bäcker und ein Bienenhaus.
Außerdem kam ein Wanderer, der unseren Spymaster Navarion zu einem "Kampf der Sinne" herausgefordert hat. Wer zuerst 2 von den 3 Wettkämpfen gewonnen hat, wird bzw bleibt der Spymaster. Beim ersten Kampf mussten Schilder aus weiter Ferne gelesen werden. Navarion gewann klar. Beim zweiten Wettstreit wurde Navarion die Augen verbunden und eine Person ist um ihn herumgelaufen und plötzlich stehen geblieben. Dann musste er mit verbundenen Augen auf ihn zeigen.
Auch hier demütigte Navarion den Elfen, der daraufhin aus der Stadt vertrieben wurde.

Im Arodus bauten wir eine Schmiede.

Im Rovar haben wir einen Bogenmacher gebaut.
Außerdem sind ein paar Killerbienen aufgetaucht, die wir ohne Probleme besiegt haben. Dabei hat MeFISTo mal wieder seinem Namen alle Ehre gemacht und die Königin in einer Runde aus der Luft geholt.

Im Lamashan bauten wir einen Weber.
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Good and Bad
How to explain recent events...?

We dealt with the crew of the Argent Lady, who have apparently been dropping off the Hugarian's supplies to the rebels - that's good. But we felt compelled to give those supplies to the rebel fleet (Even I get boarded sometimes!!!), which puts us in dangerous situation with the Hungarian - that's bad.

We got away from a bounty hunter ambush, and dealt with sabotage on the ship before it did us in - that's good. However, we then found out we were wanted in connection with the fighting and explosions in the dock - that's bad.

In our attempts to reach out to Rebels in around Gandle Ott, we were able to track them to a warehouse - that's good. However they appeared to have all been killed or captured - that's bad.

We did pick up some hardware and ordinance they had left behind, as well as a datapad - that's good. However, the datapad was encrypted, and we weren't able to get much from it - that's bad.

After some further digging, we're able to decrypt the datapad and get full access to a list of supply ledgers, drop points, etc. - that's good. But we then get a wave about a Super Star Destroyer arriving in Kal'Shebbol - that's bad.

We notice a pattern which keeps showing up in the datapad - missed by previous data wipes - it turns out to be beacon coordinates for Shintel, which we follow to a Rebel Mon-Cal Frigate hidden in the gas giant - that's good. However, when the majority of the group boards the frigate to investigate, we find mostly a lot of dead Rebels - that's bad. Then our communications are jammed, and we're asked to kindly die by a politely homicidal protocol droid named "000" - that's worse.

From there, it's pretty much just bad for a while. The group on the frigate nearly gets shot out the airlock and then chopped up by razor webbing shot by spider droids. The group left on the ship nearly gets stabbed or blown up in a fight with boarding battle-droids. I suppose we're still alive, so that's good.

The frigate group makes it to the bridge without further hindrance, but then discovers a nasty surprise left by "000", the frigate has been set to self-destruct. The ship group has to contend with a swarm of R2's and other droids crawling over the hull, and takes off to try and shake them off. Again, still alive - that's about it for the good.

The frigate group is unable to disable the self-destruct sequence, but a pissed-off wookie ripping out the detonator module seemed to suffice - I'm sure there's nothing else important in that part. Meanwhile, the ship group is continuing to lose systems rapidly, and is jerked out of hyperspace when power and life support are lost. Our mechanic goes for an unplanned jaunt in space, and our pilot suits up to recover him - only for the droids to clip his lifeline.

Finally getting back to the good, our hacker was able to eject an escape pod, and pick them up. Those on the frigate were able to disable more countermeasures, and unlock control of the frigate - specifically, the frigate which requires a MUCH larger crew to do anything useful with that control. At any rate, we're at least able to send out a U-wing to retrieve the escape pod, and eject some left-over dormant droids into the gas giant.

It's at this point that we figure out the lack of resistance on the frigate - apparently "000" had led ALL of the remaining droids to board our ship, rewired the systems once it was devoid of crew, and then jumped to lightspeed (the frigate lacking any larger hyperspace-capable vessels until then). That would seem to be a problem for another day, and perhaps another crew.

Investigation of the frigate's databanks helps explain the situation we find ourselves in. Apparently the Rebels found themselves with an extreme shortage of manpower to crew the hidden remnants of their fleet - so their raids focused on recovering droids for that purpose. They hit Saris a few months ago and found a similar situation to what we had here - lots of dead bodies with no explanation. They recovered various weapons, droids, and a rounded triangular rock called the 'Plaque of Destiny' - which was being studied by the Imperials.

Shortly after getting back, people on board the frigate started killing each other with little explanation. The captain became increasingly paranoid, and secreted-away the Plaque (not even including details in his logs). The droid called "000" had been recovered from a recent raid on an Imperial shipment from the Kethel Outback, and apparently took this opportunity to begin his coup.

We also learned that the Super Star Destroyer in Kal'Shebbol is part of a tour commanded by Darth Vex - it would seem he's investigating something in the system.

Armed with information, and a very large ship we can't currently do much with, part of the crew takes the U-Wing outside the gas giant in order to send some waves. One is to the Hungarian, showing him that the Rebel thieves have 'paid' - hopefully he's less interested in turning us into puree now. The next wave is to various imperial contacts - in an attempt to trade information on the mostly-defunct Rebel cell for pardons and 'peacekeeper' licenses.

At the same time, we also dig for information on the Plaque - it was apparently recovered from an alien probe with an unknown power source (an unusually-light rock), and is tied to a 'Darkstryder' project. The project in question seems to be run by Moff Kenter Sarn (of Kal'Shebbol), who was receiving shipments from the Hungarian (those odd crates with life-support-modules we had noticed in our last visit?)

So now we find ourselves pardoned & newly minted as Peacekeepers (ie: bounty hunters). We have an opportunity to be taken on as Imperial Agents, but this requires us to bring our contact information on this 'Darkstryder' project. It's unclear at this time if the project has anything to do with the Rebels' fate, with the various droid mutinies, or with this 'Plaque of Destiny'.

Looking over previous notes, I can find the following topics which may relate:

  • Moff Kenter Sarn has a force-shielded station out in the middle of nowhere. He shouldn't have the pull for such a thing, so perhaps who his backer is might shed some light on the situation.
  • The Moff has been buying up most of the nearby mining output (including Hfrediem ore) - and now fields a significant fleet (again, not something you would expect in this part of the galaxy)
  • We've previously encountered people who had been driven crazy and started attacking others - people mining Hfrediem ore without proper shielding, who then turned to piracy.
  • Once we had finished dealing with the crew of the Argent Lady, we had discovered that Captail Zol was a Droid Abolitionist. His first mate (the sullustian Babbalet) was a deranged but brilliant scientist - his 'droid-virus' contained some sort of alien code in a mathmatical language, with reference to Science Team MS-113 on Saris 3 (presumably the group studying the Plaque, and where "000" came from?)
Session: Nebulon - Wednesday, Apr 26 2017 from 8:00 PM to 11:00 PM
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Epic!
Welcome Home
"Hey, everyone, I'm back!" Tombak called out as he opened the door.

"Whajjabringme?" Invar demanded before anyone else could respond.

"I was in Scrapwall," he answered. "Everything there is junk. What would I even bring?"

"So you just forgot about me while you were there?"

"Completely."

As Invar hurled herself into a chair to pout, Ormolu walked in from the kitchen. "Tombak! Welcome home!"

"Hey, Ma," Tombak answered. As he hugged her, he fished around in one of his apron pockets and withdrew an empty goo tube with a few broken transistors and scraps of wire melted to it to make it resemble a rat. This he handed to Tumbaga as she followed their mother out of the kitchen.

"So, how'd everything go?" asked Terne, entering through the back door with Kovar and Glucydur trailing behind him.

"Pretty good," Tombak said, fishing around in another pocket. This time he pulled out a bunch of metal nuts, rods, and sheets welded together in the shape of a humanoid reading a book and sitting on what might have been a throne. This he handed to Kovar. "When we got there, a gang called the Lords of Rust were pretty much running the place, but we took care of them." At this point, Invar was glaring daggers at him, so he started digging in another pocket. "Now power is pretty much split between Bricktooth's gang, the Red Raiders, and a gang called the Steel Hawks." Finally, he pulled out a collection of sheet metal scraps welded into the shape of a bird of prey and handed it to Invar.

"Why would you leave gangs in charge?" Kovar asked.

"There's nobody else to BE in charge," Tombak answered. "But it's okay, Sevroth's pretty classy, and Redtooth's unreasonably nice for a gang leader. Anyway, turns out Scrapwall had its own technological ruin under it, and inside was a giant robot that the Lords of Rust were worshipping as a god. That's who sent Meyanda here to send the Torch's power to them so they could dig something up. We blew up their receiver, so that wouldn't be happening even if we hadn't cleaned out their base."

"Goodness," Ormolu said. "Did you find out what they wanted?"

"Not really, but it sounded like Hellion-- that's what the robot called itself-- had some kind of a problem with Silvermount. We might have to go check that out later. We brought a couple friends home, though. There's Mr. Baine's friend Dinvaya. You'd like her, Glucy; she's staying at the Temple. There's also Kerid, who turned on the Lords of Rust and helped us smash Hellion after we sprung him out of their dungeon. I'll introduce him around later, see if he wants a job anywhere around town. So, what've y'all been up too?" By this point, he'd unhooked his whip from his belt and, once he finished talking, flicked the end into the kitchen where it wrapped around a piece of fruit sitting on the counter. Another flick of the wrist pulled the fruit over to him, where he caught it in his other hand.

"Tombak! What did I tell you?" Ormolu demanded.

"'No whips in the house,'" Tombak answered contritely.

"It's basically been business as usual around here," Glucydur interjected. "With the Torch oprational again, I've had a brisk business making and repairing tools for all the craftspersons resuming work and the twins' apprenticeships are back on track. Mom's been putting in her customary shifts at the inn, which is also seeing its usual traffic. Pop has been spending most of his time keeping the house in order and simply spending time with the rest of us."

"Sounds good," Tombak mumbled through a mouthful of fruit. "Foreman hasn't put you back on the schedule yet, Pa?"

"Actually," Terne said, "I'm not sure I want to go back to work on the Black Hill."

Tombak nearly choked. After sputtering for a moment and swallowing hard, he asked the most articulate questions he could think of. "What? But... You're one of the best smiths in town! Just... Why?"

"It's... I've already died up there once, son." He glanced at each of his children in turn. "I just... don't feel safe up there."

Tombak digested that for a moment. Then he sighed. "Alright, Pop. Maybe you can help Glucydur tweak his new furnace, or pick up some of the iron and steel work that gets ignored so much around here. Until you feel safe again."
Session: Iron Gods 33 - Friday, Feb 24 2017 from 6:30 PM to 11:00 PM
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