Session #23

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Title: Search and Rescue
System: Dungeons & Dragons: Third Edition
Style: FCS Gaming League - Module
Date: September 28, 2002 - Saturday
Time: Noon - 6:00pm (Sign-In at 11:30am)
Game Date/Time: 1 April 153 P.A.
Game Master: Wayne Edie
Location:

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

Ratings: Exposition 3
Combat 2
Experience 4
Danger 2
Maximum Registration: 5 Teams
Level: Master Level - Novice level teams may enter, but safeties do not apply! Epic level teams may enter, but safeties apply!

 

The Situation

Baron Kaneor governs the northern provinces of the kingdom and is the strategic mind in charge of the defense of that region against the goblinoids who consistently attempt to move in. Every year, after his military inspection of the garrisons and border keeps, he travels to the capitol to report to the king and attend audience. He left his castle two weeks ago and has not been heard from since. As a commander in charge of an important defense line, and as the fourth in line for the throne, his safety is a matter of great concern. Informants have traced his route to one small rural town, where it vanishes completely. Officially, the mission is to locate the Baron, rescue him, and deal with whatever situation may be uncovered. Unofficially, you have also been asked to recover a magical item of incredible but unknown power that he was conveying to the castle vaults. Amazing what can be found in old mine shafts in desolate mountain ranges...

Please bring: Goblin repellant; rain gear; and a healthy level of paranoia.

Success awarded to all who can provide the king with useful information when they return. Note that this means that dead characters can still be awarded the success - with the help of Speak with Dead spells which will be available, or resurrection spells which you will have to provide for yourselves.

 

Registered Teams & Their Fates

The stockade mining town proved to be horribly boring, even to the animals and hidden spies. So after feeding the Dire Bear a relatively innocent villager everybody went up to the manor to investigate reports of goblin activity. After dealing with goblin assassins, rangers, clerics, rogues, bards, engineers, researchers, cleaning ladies, and mural artists the teams began to wonder - just that the heck was going on around here, and where was that smell coming from?

The surviving teams returned with the information they needed. What was never discovered was what, exactly, happened, how long ago it happened, and why the village was so completely quiet and the people inactive....

  1. Shadowrun
    Player: Alain Ackerman
    Laurena (Elf Male Rogue 5 / Assassin 4 / Shadow Dancer 10) spent a good deal of time at the beginning of the adventure lurking as only she was able to. One almost wishes that her perfectly timed tumble directly through the middle of Ghost Wind's party had been noticed just so that something other than her shadows would have been able to marvel at the sheer audacity and skill of it. Swiftly determining that the Manor was where things were going to be interesting, she gave Twig a quick lift up the hill, not seeming entirely disinterested in the wood elf's rugged and wild nature. Finding the front door blocked, she circled around to the back and broke in through a window, and was ambushed by a goblin assassin/soulknife at the cost of one of her shadows. Providing tactical intelligence and fire support for the others, she roamed the halls and underground tunnels with a small pack of Horrible Goblin Doom, and pretty much cleaned the place out.

    Shadowrun survives to adventure again.

  2. Strength
    Player: Jonathan Sternfeld
    All hail Wolfie (Human Male Cleric 8 / Mighty Cleric of Kord 7), mighty wielder of crushing Goblin death, unbarrer of doors, and almost destroyer of unsturdy brick walls! Warulf Anivor took the fight right to the enemy. His first advance broke the goblin assassin/soulknife's defense. Charging up on the Warg's nest, he uncovered the hidden trap door into the tunnels and when his back had been secured he waded with Twig and Shadowrun into the goblins waiting down below. And when faced with a solid steel door with a steel beam bolted directly across the front of it, a Mighty Cleric knows exactly what to do....

    Strength survives to adventure again.

  3. Flame Breaker
    Player: Mark Jerard
    Walls? What're those? The bricked over front door didn't even slow Octar Thundrail (Half-Orc Male Fighter 6 / Planar Champion 9) down. He simply, and dimensionally, slipped between the bricks, and beat up on some drunken goblins in the middle of a card game. Taking the time to loot the closet for a really nice feathered cloak, he moved into the fray in the main rooms, catching the goblins off-guard and flanking them against the group coming in through the back window. Taking a bit of extra time, he helped clean out the main floor of the manor, picking up a little extra loot in the process. When Ghost Wind located the heavy steel door, he was there with them trying to open it. The door was winning.

    Flame Breaker survives to adventure again.

  4. Twig
    Player: Vanessa Wilcox-Swarez
    When the villagers failed to provide any useful information, Lisonamit (Half-Elf Male Druid 19) decided that the stop shouldn't be a complete waste, and let them provide a little nutrition for his wildlife friends. Proceeding with Team Shadowrun up to the manor, he stopped to interrogate the local shrubbery for tactical information. His flame spells and devastating ranged spells proved the perfect compliment to Shadowrun's minions and Strength's trademarked Heavy Crushing Weight To The Head attack. Mostly due to his flaming bolts to the faces of multiple goblins, the little war party arrived in the main underground room just in time to stop Heartwood from being repeatedly skewered.

    Twig survives to adventure again.

  5. Ghost Wind
    Player: Christopher J. Ford
    Illiri (Human Female Sorcerer 16), Ja'Nek (Human Male Cleric 5 / Psion 1), Melee (Dwarf Male Fighter 5), Thomas (Human Male Ranger 5), Elizabeth (Human Female Sorcerer 5), Lyrin (Human Male Bard 12), and Khevak (Halfling Male Psion 4) showed this time. As is Ghost Wind's typical method of operation, they did just about everything. From full recon of the village and the surrounding area, to chatting it up with the bartender, and finally advancing into combat against the goblin rangers inside. With team members stationed in central rooms as relays to convey information, everyone moved in a well-coordinated manner, walling off goblins in their sleeping corners, and blasting others to pieces with sonic orbs and bits of door shrapnel. Oh, yeah, and walling Heartwind off in a side-wing to the manor after the goblins has been cleared out, but nobody saw that. Discovering the heavy steel door underground, the entire team converged to attempt to open it. The bar was eventually torn off, the lock magically released, the door forced open against damaged hinges. Inside was a room with goblin corpses on pikes, a giant stone table with a heavy steel box bolted directly to the stone, and large lettering over the back wall reading "No good can come of this". They left.

    Ghost Wind survives to adventure again.

  6. Heartwood
    Player: Tom Leonard
    Diana Heartwood (Human Female Paladin 15) spent several minutes early on trying to cut to the root of the problem by searching for evil, but after a quick shadow of a response, there wasn't anything that turned up in the village. So she went to join the others fighting the assassin/soulknife, harrying the assaulted goblin further. After that it was a race to get more goblins than the others, which put her in the way of Ghost Wind and got her walled off from the rest of the group until she could break through, and eventually had her charging into the midst of several goblin rogues and clerics without any backup. Heroic, but very nearly the end of the Paladin if not for the timely intervention of Twig, Strength, and Shadowrun. Salvation was for naught, in the end. When faced with the same heavy door, gruesome corpses, and bold warning that Ghost Wind had discovered, Heartwood opened the steel box, broke open the wooden box inside that, and snapped the metal band welded in place around the deck of cards found within. Instantly a magical sphere appeared around her, creating an impenetrable shield. After all of this, her last words were "I'll draw four cards". She was disintegrated on the spot, and her soul trapped within that abandoned room for eternity. Not all that glitters is gold, not all cards are a Deck of Many Things, and not all warnings should be ignored....

    Heartwood meets a horrible end.