Session #13

Previous Next
Title: Guard Duty
System: Dungeons & Dragons: Third Edition
Style: FCS Gaming League - Mass Melee
Date: July 18, 2002 - Thursday
Time: 6:00pm - 10:00pm (Sign-In at 5:30pm)
Game Date/Time: 1 September 152 P.A.
Game Master: Jason Isolda
Location:

Flights of Fantasy Books, Games, & Accessories
488 Albany-Shaker Road, Loudonville NY 12211
(518)435-9337

Ratings: Exposition: 2
Combat: 3
Experience: 3
Danger: 4
Maximum Registration: 7 Teams
Level: Master Level - Novice level teams may enter, but safeties do not apply! Epic level teams may enter, but safeties apply!

 

The Situation

There are other contests than the ones heroes engage in. One such is the Grand Thieves' Convocation, held every ten years. The goal of the Convocation is the theft of a certain item, generally of high value or significance, but no magical worth. For over three hundred years, its existence has been a poorly kept secret, but the target has never been known until the next day. This time things were different.

The curator of the Academy Royal, a museum of great importance to the king, had been recently revealed to be a doppelganger illusionist. Under questioning, it had been found that he was working on for one of the Convocation members, disarming the Museum's defenses and setting up illusory ones in their place. It wasn't clear what item in the Museum was the target, however.

Without any time to rebuild the defenses of the Museum, the changing of the museum guard on the night of the Convocation provided the best opportunity to stop the thieves. It wasn't the standard group of guards taking their place that night....

The characters learned the plight of the guardian as they sought to protect the Academy Royal from various insidious thieves, including: a pair of brothers skilled in the ways of acrobatics, an infernal halfling assassin, an ardent follower of Olidamara, and a ghostly thief of phenomenal skill.

In the end, the priest came closest to his goal, animating the museum's disabled defenses against the heroes. Much devastation was wrought, but the characters defeated the Thieves' Convocation in the end, the first item it has been stopped in living memory. Character not using the resurrection offered by the king were rewarded with gold, all were granted a victory (success), and the horrible damage wrought was undone with a few wish spells.... A Ring Key of the Spire was awarded to the teams deemed worthy and successful (victory).

 

Registered Teams & Their Fates

  1. Ghost Wind
    Player: Christopher J. Ford
    Manning a post alone for part of the night, Illiri (Human Sorcerer 16) felt the cold steel of an assassin's blade in the neck. Slain instantly, she was luckily raised and able to perform the remainder of her duties, where magicks were put to good use throughout the night.

    Ghost Wind survives to adventure again. Wiser for the experience.

  2. Karr
    Player: Daniel Boumann
    Karr (Half-orc Cleric 10 / Contemplative 5), a cleric of uncertain allegiance, still provided a very timely rebuke when the rest of the party was unable to stop the ghost-possessed Tharivol. Combined with Illiri's force cage, they enabled Death from Afar to make short work of the incorporeal instigator.

    Karr survives to adventure again.

  3. Basalt
    Player: Andrew R. Proto
    Passing through stone like a ghost through a wall, Sivol Unil (Earth Elemental Wizard 5 / Elemental Savant 10) provided some elementary advice for the watchers *rimshot*. MIS-teleporting away in his moment of victory, Sivol was nonetheless successful.

    Sivol Unil survives to adventure again.

  4. Death from Afar
    Player: Jonathan Sternfeld
    As always, Tharivol Liaden's (Elf Fighter 6 / Wizard 1 / Arcane Archer 10 / Deepwoods Sniper 2) mighty arrows mowed down foes with a precision unmatched. His scalpel-like shafts were nearly the death of the party, however, when he was possessed and began firing upon them. Incapacitated by a force cage, the ghost turned Tharivol's weapons upon himself, thus threatening the life of the acme of archers. Luckily a powerful turn of fate saved him, in the form of a strong rebuke from Karr. In the end, Tharivol destroyed the ghost alone in the cage, but who knows if the ghost will return to haunt him again?

    Sargen of Hornwood (Human Rogue 6) stood guard in the West Gallery and was one of those to sot the illusionist's activities.

    Death from Afar survives to adventure again.

  5. Lawn
    Player: Jennifer Sternfeld
    Roywyn's (Ruin) (Gnome Wizard 9 / Druid 6) gnomish sense of trickery, and lupine friends, helped the team of watchers to get through the night with fewer casualties then they might otherwise have suffered. And that toad helped, too, we think....

    Lawn survives to adventure again.

  6. Darkstrike
    Player: Alain D. Ackerman
    Laurena's (Elf Rogue 7 / Shadow-Dancer 8) shadowy presence was much appreciated by the watchers, as he seemed to be in his element here. Although one of his shady friends was killed, the other brought down the final threat to the museum, ending the night successfully for the watchers.

    Darkstrike survives to adventure again.

  7. The Hammer of Moradin
    Player: Tom Leonard
    This dwarven defender's greatest enemy of the night was not ghosts, clerics, or demonic assassins, but his own stunty legs. Spending much of the night in transit, rather then ensconced firmly in a defensible location, his talents were perhaps not fully utilized this night.

    Griff "Keg Belly" Warbeard (Dwarf [Ex]Barbarian 8 / Dwarven Defender 7) debuted for this one, gladly offering his services to his new King. Beer on his breath, great sword in hand and war song on his lips, he didn't have to wait long for trouble to arrive. After getting a feel for the place, he took up his post at an area with three open doors, so he could easily watch three rooms at once. Trouble came soon enough, in the form of two rogues dropping from a skylight. When their feeble attacks did little to stop Griff, they danced and tumbled backward behind some of the displays. Griff knew he could not attack, as he might damage the displays and possibly lose the reward or bonus pay for a job well done. He held his ground: "Come fight me like men, ye cowards! Are you men or are you drunk lesbian kobolds?"

    They teleported away. "I knew it." Griff mumbled with a laugh as he resumed his post. "Drunk lesbian kobolds."

    Returning to his post, all was quiet for an hour or so, until while he was on patrol up and down his hallway, he heard a scream from the main chamber. He knew he couldn't honorably leave his chosen post, but the screams of his guard-allies got the better of him. He charged to the main chamber to see Tharivol of Death From Afar holding his head and complaining of voices in his head... then he started shooting his allies. Griff knew this was no ordinary elf, so he leapt at him in a charge as fast as his stumpy little legs could carry him attempting to knock him to the ground so he would not hurt his friends.

    It didn't work. Tharivol, under some influence, backed up to a statue. If Griff leapt, he'd knock Tharivol backward, into the statue, possibly destroying rare art. The dwarf checked his attack, waiting for the right moment to move in... until someone from another team blocked him in with a force field of some sort. Griff sighed as he walked back to his post and prepared to defend. "I HATE magic." Other battles were raging outside, but as he didn't hear any calls for help, he didn't see any need to desert his appointed post.

    "If those bastards want in, they'll have to get by me first." he thought.

    That is, until the Blade Barrier appeared from out of nowhere and shredded paintings on both sides.

    "Damn you! Face me like a man!" he called, not leaving his post even though he was right in the middle of the Blade Barrier (which was quickly dispelled by Team Ghost Wind).

    All was quiet for a time after that, until the general sounds of combat from the opposite gallery made him race down as fast as he could to join the fun. "Finally, a real battle!" he said, then he stopped short as a wall of insects came flying at him. As he grit his teeth and prepared to charge through (keeping an eye on Tharivol who had seemed to recover), he heard a crash from behind him. He'd deserted his post again, and this time with dire consequences. The de-activated iron golems had been animated by magic from outside, and were now tearing the gallery he assigned himself to protect, to pieces!

    In due time the night was over, the cleric dealt with and the target item not stolen. With a heavy sigh and his great sword over his shoulder, he returned dejectedly to town to drown his sorrows in some of the finest dwarven beer available. Next time, he mused, he WAS going to remain at his post and restore his honor. While he and everyone else got a ring key for his efforts, he couldn't help feeling like he had failed a king he'd only recently sworn loyalty to.

    The Hammer of Moradin survives to adventure again.