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Ravagers of Rhûne: Fantasy HERO Campaign


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Eli asked me to make a thread for the campaign, so here it is.

 

Tonight was the first session of the Ravagers of Rhûne: Fantasy HERO campaign.  The characters were Jacob's psychic warlock "Mite", whose mind was ravaged by things man was not meant to know, but has learned to tap its secret potential; Eli's fallen knight Hannewig Marcellus, once a shining star in his lord's guard, he was framed for patricide and now finds work as an assassin; and Joey's Ulfgar Hjalmarson, a mercenary berzerker from the frozen north. Jake's ex-marine turned spy, Rutger, was unable to attend.

 

Upon arriving in the Free City of Magath, Hannewig Marcellus was accosted by a pair of enforcers for the Black Dagger Brotherhood, a vast criminal network that controls the ports all along the Inner Sea.  The Daggers made it clear to Hannewig that freelancers are not welcome in the city, and they would be watching him.  This was a problem for Hannewig, who is low on funds and in need of cash.  Fortunately his encounter with the thugs was witnessed by the strange wizard known only as "Mite", who recognized the thugs as enforcers for the neighborhood capo "Knuckles" Mardo.  Mite had been following Mardo for several days, obsessed with the thief after accidentally overhearing his thoughts while passing him in a crowd. Eager to make friends, the weird mage agreed to lead Hannewig to a secret escape route from Mardo's stronghold.

 

Hannewig recruited the Jaegerland born mercenary Ulfgar, whom he had met on the voyage to Magath, to help with the attack.  Together the trio infiltrated Mardo's hideout and made short work of several of his goons, but they've yet to find Mardo.  If they can find the thief and kill him quickly, they'll have bought Hannewig some much needed breathing room.  If not, our heroes may have just sealed their fate, for if Mardo is able to escape the building and reach another cell of the Black Dagger, he will bring the full power and fury of ten thousand knives down on them.

 

Hannewig, Mite and Ulfgar are awarded 1 experience point.

 

Next session is next Thursday, May 14th, 6pm - 10pm at Dark Tower Games.  If you're not a player but want to be, just leave a response here.

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Tonight the players were HannewigMite, and Rutger.  Ulfgar decided Mad Max was more important.
 
Following the trail of a group of smugglers lead Rutger to the Bloody Buccaneer Tavern with questions for "Knuckles" Marbo.  His interview with the crime boss took a turn for terrifying when Marbo revealed he knew Rutger was one of the Lord Mayor of Magath's spies.  Fortunately before the interview could turn into an interrogation, the meeting was interrupted by the arrival of Hannewig, Mite and Ulfgar. Taking advantage of the chaos, Rutger fought his way free of Marbo's clutches and threw in with the invaders.  Together the four were able to defeat Marbo and his henchmen, seizing the contents of Marbo's safe.  In the safe they discovered three small bags containing a total of 3 gold trade bars (worth 150 gold), 96 gold coins, 472 silver coins and a golden necklace decorated with pearls worth 70 Gold. There is also a ledger and a leather Folio.  The ledger has sufficient evidence to implicate House Sare in the smuggling of untaxed arms.  The folio contains a series of letters containing coded messages, a golden locket with a small painting of a dark haired girl, and the badge of an unknown Great House.  Additionally, the party was able to claim a sizable amount of gold and silver from the purses of Marbo's slain guards.  Eli will post those numbers.
 
After sneaking back out of the Bloody Buccaneer's sub-basements, the four adventurers split up.  Mite lead Hannewig and Ulfgar to a reputable inn not controlled by the Black Dagger Brotherhood, while Rutger took the ledger to deliver it to his contacts within the Free Company.
 
Hannewig, Mite and Rutger are awarded 2 experience points.

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This afternoon the players were HannewigMite, Rutger and Ulfgar.
 
Rutger, having recovered Marbo's ledger with evidence that House Sare was smuggling untaxed weapons into the city,arranges a meeting with the Lord Mayor, Atom Dashir, at the Aquatoria.  Rather than sending Rutger to follow up on House Sare's scheming, the Lord Mayor tells him that the body of a young girl named Seramina was pulled from the harbor earlier that morning.  Visibly distraught, the Lord Mayor explains that the girl -- the daughter of one's of the Lord Mayor's many loyal subjects -- was a spy in his employ, inserted into the serving staff of House Korde.  The use of such spies is ubiquitous through Magath, and Dashir is outraged that the Master of House Korde, Seyyedi Meri Korde, would murder a young girl for spying (such things simply aren't done), and considers it proof that Korde is up to something truly heinous.  Seramina's father, a sailor named Algon, will return to the city in one month, and the Lord Mayor tells Rutger that it is essential that he uncover the reason for Seramina's death so that the Lord Mayor can tell Algon why his daughter is dead.  Fearing that a serious investigation may provoke the Conclave of Great Houses, Dashir tells Rutger to assemble a team of foreigners, all men who cannot be traced back to the Lord Mayor.

 

Rutger recruits the three adventurers who unintentionally effected his rescue from Marbo, and the newly assembled party heads to Silent Grace Temple to meet with Father Didacus, who is attending to Seramina's funerary rites. He shows the party that Seramina was killed by a wound to her neck, which he supposes must have been an animal attack, and then drained of blood before being dropped from the cliffs above the city into the sea.  As he explains this to the party, Ulfgar notices a second, easily missed set of wounds on the underside of the girl's arm.  The wounds appear to be fingernail marks, but exceptionally deep, indicating tremendous strength.  The party discusses this discovery, and determines that they should ask questions in the Outcast Market.  The Outcasts -- mutants twisted by corrupt magic -- often sport claws, and many have superhuman strength, and their encampment is just outside the city, high on the cliffs.  Rutger remembers hearing of a Outcast trashman (garbage collection being the only work the Outcast are allowed to perform in the city) named Toerag who has provided information to the Free Company before, and so they seek him out.  Toerag insists that the killer could not be an Outcast, and instead suggests they talk to an information broker named Kerad, who can be found at the Golden Harvest Tavern.

 

Mite is able to identify Kerad by means of his psychic scan, and the party approaches him.  He offers to sell them the name of a servant in House Korde's employ for 50 gold and they reluctantly agree.  Kerad tells the party to meet him at the Grand Temple Magath at sundown. When the party shows up, one of Kerad's henchmen meets them, collects the gold, and then points out a young woman, Kira, leaving the evening mass; telling them she works in the Korde household.  Rutger follows the girl from the Grand Temple to the North District, but she spots him as they pass through one of the city's many Inner Gatehouses.  Fearing the worst of his intentions, Kira attempts to lose him, and when that fails, she leads him into trap: telling a group of laborers that she is being pursued by a man who means her harm.  The four men set upon Rutger, but after he lays two of them out the other two flee.  The girl attempts to escape, but Rutger is able to catch her, which sends her into terrible panic. Fortunately the rest of the party is following close behind, and Mite is able to soothe her emotions and leave her in state of passive docility, which allows them to question the girl.

 

Kira informs them that Master Korde recognized Seramina as a spy months ago, when she was first hired, and that everyone knew the girl worked for someone else.  Master Korde had assigned Seramina to work as one of his daughter's handmaidens, and never had any interactions with the girl. This leads them to ask about Master Korde's daughter, Neeri, but Kira can tell them very little except that Neeri appears to be an unremarkable example of the aristocracy; a vapid, self-centered, and lazy young woman whose entire life revolves around the balls that the Great Houses throw on a regular basis.  Kira does confirm that Neeri wears her nails long, as noble ladies do, which leads the party to wonder if perhaps somehow the young Lady Neeri is involved in Seramina's death.  Kira is also able to tell them that one of the house guards, Duin, is a lush who often drink himself insensate while at his post, though she does not know his schedule, only that he typically works nights.

 

Emboldened by this new information, the party plots to infiltrate Korde Manor that very evening...

 

Hannewig, Mite, Rutger and Ulfgar are awarded 2 experience points.

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Friday afternoon the players were HannewigMiteRutger and Ulfgar.

 

When our intrepid heroes were stopped at one of the city's many inner gates and found they couldn't even enter the same ward as Korde Manor without raising alarm, they decided that perhaps infiltrating the place would require more research and less spontaneity.  Rutger and Hannewig both turned their considerable skills towards learning all they could about Korde Manor and it inhabitants, and through their research they were able to acquire a map to the city underground which would sneak them under the city's internal walls, as well as a official pass that would get them past any gate guards.  Meanwhile Mite and Ulfgar  were able to case the joint and get a sense of its layout.

 

Hannewig, himself a nobleman familiar with the ways of aristocrats, also attempted to learn more about about the Lady Neeri.  His efforts to befriend some of the lower status courtiers, always a good source of information on aristocratic intrigues, were largely thwarted by a belligerent and bullying young nobleman, Keyvad Shandi of House Shefa, who nearly provoked Hannewig into a duel.  Fortunately Rutger was able to secure an invitation to a ball thrown by House Bijan.  There Hannewig learns more about the Lady Neeri, discovering that Keyvad Shandi is Neeri's fiance, and that the young lady is known to associate with Tara Adin Rumeh of House Rumeh, and that both of them are heavily involved in something called The Lachrymose Society, a charitable organization that helps downtrodden women.

 

Meanwhile Ulfgar -- a foreigner and stranger in Magath, with no connections -- is able to find a bare-knuckle boxing match, where he takes on a young slumming nobleman, Amman, and leaves the young man in a coma.

 

Hannewig, Mite, Rutger and Ulfgar are awarded 1 experience point.

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This evening the players were HannewigMiteRutger and Ulfgar.

 

Our merry band continued to gather information in preparation for the infiltration of Korde Manor, with Rutger and Hannewig both pursuing different avenues, hoping to gain access to Master Korde's itinerary so as to stage the mission when the Master was away, but neither was able to discover much of use.  Hannewig did have a quite interesting encounter with the mysterious Lady Seeta Zadi of House Yak-Ilat, a smoldering temptress who seems to know Hannewig's dark secrets, and clearly has designs on the disgraced nobleman.  Meanwhile Ulfgar was approached by two of his countrymen, Ivar and Rollo, who had heard of the brutal beating he delivered to Amman and invited him to a meeting later that night, where they revealed their participation in an underground fighting club where the stakes are life and death and the reward is gold enough to keep a man in a life of luxury.

 

After Ulfgar's meeting, the group assembled to launch a midnight raid on Korde Manor.  They followed their map into the underground, hoping to evade the city's internal walls, but the map turned out to be grossly inaccurate, and they found themselves lost.  When they stopped to get their bearings, they were ambushed by a Cthonic Hunter -- a serpent-like lesser earth daemon that bores through the earth and stores rare elements in its gullet, allowing it to belch a noxious cloud of toxic vapors.  Though the creature nearly felled Hannewig, Rutger was able to slay the beast.  Shaken by the encounter, but undeterred, the party forged ahead and eventually found their way back to the surface and inside the High District where Korde Manor lays.

 

Hannewig and Mite entered the manor, with Mite taking advantage of a guard's drunkenness to push him into a gentle sleep as the pair slipped past.  Creeping through the manor, the pair accidentally alerted a guard to their presence, and Mite's attempt to project an illusion of an empty hallway into the guard's mind failed disastrously, leaving the unstable psychic in a catatonic state as he was suddenly overwhelmed by a flood of terrifying memories from his years in captivity, when an evil wizard used him a host for daemonic entities from beyond time and space.  Mite's sudden collapse so shocked the guard that Hannewig was able to stab him in the face before he could scream a warning.  With Mite's collapse, the psychic network he'd established between the party members collapsed, leaving Hannewig alone in the manor with no means of calling for help and an unconscious Mite.  So naturally, Hannewig started looking for things to steal.  This lead him into the bedchamber of Master Korde and his wife. When her found the later sleeping in her bed, Hannewig decided to retreat, but a stubborn door gave away his presence and woke the mistress of the house.  Hannewog attempted to impersonate the Master Korde from the other side of a door, but horribly misjudged what the Master's voice sounded like and Mistress Korde sounded an alarm.

 

Throwing Mite over his shoulder, Hannewig made a mad dash for the streets beyond the manor grounds.  Several of the Korde House Guard gave chase, but Hannewig lead them into the waiting blades of Rutger and Ulfgar, and the three warriors were able to easily overpower and defeat the House Guards.  The clamor of battle drew several squads of Ward Guards towards them, and the party escaped into the sewers, hoping to find a path back under the walls before the Ward Guards locate and overwhelm them...

 

Hannewig, Mite, Rutger and Ulfgar are awarded 2 experience points.

 

Mite, Rutger and Ulfgar are awarded 2 experience points.  Hannewig is awarded 1 experience point and Contact: Bahou Bakhti (Contact has useful contacts of her own) 8-.

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Just wanted to point out that I changed the reward from last night's session. Eli, Bahou Bakhti is the chubby, gossipy woman you were getting so much useful information out of.  Your reward for listening to her prattle on is that she now likes you and considers you a friend, so you can call on her as a contact.  She is a noble from one of the hundreds of Lesser Houses; her House is House Bade.

 

Current experience totals:

 

Hannewig:   7 exp and Contact: Bahou Bakhti (Contact has useful contacts of her own) 8-.

 

Mite:            8 exp

 

Rutger:        7 exp

 

Ulfgar:         6 exp

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This evening the players were HannewigMiteRutger and Ulfgar.

 

The party escaped into the sewers to avoid the numerous squads of Ward Guards pouring on to the streets, but quickly discovered that the sewers of Magath never offer safe harbor.  Forced to enter the sewers by an alternate route, the party found themselves in a large collector.  The chamber was the lair of a sewer tyrant, a beast bred over centuries to control the goblin populations in urban sewage systems. After a furious battle, in which Ulfgar lost his axe, the beast was driven off -- but the party wasn't safe yet.

 

Continuing forward, they spotted a number of dirty, filth-caked beggars huddled in the corners of the sewer tunnels, and as they continued further in the number of these poor, downtrodden wretches continued to increase.  As they passed under the city walls they found themselves caught between two squads of Ward Guards who had entered the sewers through other entrances.  Thinking quickly, Rutger threw out a handful of coins, hoping to rouse the beggars to action and hinder the guadsmen - but as the coins clattered across the stone floors, Rutger met one of the beggars gaze and realized to his horror that the man was not alive at all as numerous glittering beetles spilled from his empty eye sockets.  The wretches -- empty human husks animated by flesh-eating beetle swarms --  lurched to their feet and began to buzz with a terrible, unearthly sound, falling upon guardsmen and heroes alike.  Hannewig attempts to run, but when Mite fell into his second catatonic trance of the evening he lost the ability to see in darkness that Mite's telepathic manipulations provides and is forced to re-enter the fray in hopes of stealing a guardman's torch.  The guardsmen fell quickly, but the party was able to keep free of the flayswarms long enough to cut them down, though Hannewig was overwhelmed and nearly suffocated under the mass of creatures that fell on him.

 

Once the last of the flayswarms had fallen, the few remaining guardsmen decided that they had more important things to do than arrest the party and let them escape.  As dawn crept closer, they made their way back to the Golden Harvest Inn, where Ulfgar and Hannewig rent hammocks, and Ulfgar learned that the Iceborn fighters he'd met earlier had left word with him to be ready for a match in early evening, giving the wearied warrior little time to rest.

 

Hannewig, Mite, Rutger and Ulfgar are awarded 3 experience points.

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Oh, and I have been informed by my players that over the next few months they will be travelling all around the world or heading off to college.  It looks like we're going to have a continuously empty seat through the next few months, so I'd really like to find a fifth player.  If you've got Thursday nights free and have been enjoying this thread, think about joining the campaign! It's never too late!

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Loren:  You just need to write up a few paragraphs about the character you want to play, and I'll handle the actual point building.  If you want to play a wizard or priest, or have magical powers of any kind, just let me know and I'll explain how that works.  Basically I just need some key background elements (social class, race, important life events), how the character fights, what he's skilled at, any notable physical features (exceptionally handsome/ugly, etc.)  You can read through the Player Handout (attached) to get a sense of the kinds of cultures available.  Magath is the biggest city in the world and a major trade port, so it draws people from all around the world, which means you can be pretty much anything you want (except a Horseclan's raider, they never leave the Western Steppe).

 

Right now the party could really use a traditional wizard or priest type character, someone with a lot of arcane knowledge and education.

 

But seriously, let you imagination run wild.  You can play a the wandering soul of an alien god or a pig that farts fireballs.  It's a very open system.

 

Eli: The more the merrier!

PlayerHandout.pdf

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Unfortunately I cannot make this one. On watch at work all day today. Should have a regular schedule next week that won't conflict with any games.

 

Also good to see Loren joining the party. Too bad about flamefarter pig, he died before he could truly live.

 

You couldn't have picked a better one to miss out on, as I think this session is going to be all about Eli and Joey.  Mostly its going to be about Joey, since tonight is Fight Night!

 

I'm putting my money on the Kalak.

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