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  1. #1
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    Cool AD&D Birthright a game of kings

    I want to tell you the story of my AD&D Birthright campaign and the adventures that have transpired in about six game years. Each ruler to their realm:

    Alexander Roesone, Anuirean War Priest of Cuiraecen, Regent of Roesone and the “Church of War”

    Raphael Saberstrike, Anuriean Wizard, Lord-Captain of Abbatuor, Regent of Source holdings in Roesone

    Karem Walli-Jabar, Khinasi Priest of Eoele, pirate captain of a zebec

    Trogdor the Spearweilder, Vos Fighter, mercenary captain

    Each player was allowed to roll for blood according to the 2nd edition Birthright source book. Alexander opted to take the standard Roesone setup plus the inclusion of a created realm of temples (replacing large portions of the Impregnable Heart of Haelyn). Raphael took the option of getting points to spend based upon blood line power and created a fine network of source holdings and ley lines in Roesone, with enough left over to increase the province of Abbatour to level (4/5) and build a castle there. Karem choose points and constructed a pirate fleet and crew. Karem spent a great deal of his points creating the Royal Flush Gang; four other henchmen that would serve Karem as the King of Spades (the other four naturally filling out the suite: Queen of Spades, Jack, Ten, and Ace.) A great deal of time can and will be spent talking about these henchmen. Trogdor took the points and spent it all on cold hard gold; then by the grace of a generous DM, purchased as many drake eggs as possible to try and form a unit of drake riders (unfortunately the player that was Trogdor had a lot of personal issues come up and his character eventually retired to the mountains of Bhielne in Diemed).

    Alexander, the Black Baron of Roesone, started the game by announcing a grand tournament to celebrate his ascension to the throne. Alexander summoned all his noblemen for private meetings at Blacktower Castle. After meeting with all the counts, Alexander held more meetings with Raphael and Count Sedrie Bellamie in the Baron’s hunting lodge in the Elvenmeres. During this private meeting it was decided that Alexander, Raphael, and Sedrie shared a few common attributes; the most obvious being evil. Alexander told them how he found his god weak, handing out power, and that Alexander was going to use power of faith to conquer his people. Sedrie sought power as a wizard; the adventuring party would soon come to use Sedrie as the go to henchman. Raphael wanted power and sought to secure the right to raise an army to conquer Albiele Isle.

    Back at the grand tournament people begin to arrive from many other kingdoms. Karem the pirate hears word of this and devises a plot. Trogdor the Spearweilder wants to serve a grand king so he keeps his drakes hidden and comes to the tournament on foot. Alexander gets many opportunities to talk to either the rulers or ambassadors from nearby realms.

    Alexander begins to court Suirs Enlien of Medoere to join into a passive alliance.

    Raphael gets surprise visit form the Rogr of Ilien asking for an informal alliance against High Mage Aelies which Raphael accepts with the provision of unfettered access to the port of Ilien no questions asked.

    Alexander surprises the ambassador from Ghoere by offering an alliance that would allow Roesone to invade Diemed and Ghoere to invade Osoerde.

    When Karem’s Zebec arrives in the port of Proudglaive it has all the necessary paperwork to show that the ship is of royal importance. Karem first dispatches the Ace of Spades, a thief only known as “the Mystery Man,” to spy on the tournament. Karem leaves the Jack of Spades, Salim the Sailor, to protect the ship while the Ten of Spades, Josef the Kid, is sent on a mission to practice general thievery. That left the King of Spades Karem and his Queen; Lady Deathstrike. Lady Deathstrike was a Vos Fighter dedicated to Eoele that with the proper forged paperwork proved that she was indeed a noble from Vosgaard.

    The grand tournament was for nobles only but even with that Lady Deathstrike would have to seek out permission to compete because she is a woman. Karem used a bit of leg work and bribery to get an audience with Alexander and pleaded the case to allow Lady Deathstrike to compete. Special permission was given and all was set to go. That was until Alexander’s half-brother, Arvour Raemel showed up. At first Alexander was shocked and taken back that he had an older half-brother that could try and claim his throne and that particularly that Arvour looked just like the original Black Baron of Roesone. But Arvour convinced his brother that he cared not for all that and lived life as an adventurer. Alexander accepted his brother and gave him the title of Sir Arvour to allow him to compete in the grand tournament.

    The grand tournament should have gone better for Trogdor but that is how dice roll sometimes. I let Alexander roll for his brother Arvour but that did not good as Lady Deathstrike won three out of the five competitions to win the title of tournament champion. The tournament proved a great opportunity for Alexander to hire Lady Deathstrike and Trogdor as well as pick up henchmen in the form of Sedrie Bellamie and Sir Arvour. Which would prove useful as these henchmen would become characters in their own right.

    It should be noted that Sir Arvour caught the fancy of Queen Liliene Swordwraith of Aerenwe. Sedrie Ballamie started to court a young lady from the family Algael, as in the province in Osoedre. Because of the tournament, Trogdor would soon become married to a noble lass from the province of Ciliene in Diemed

    I will post more in the near future.

  2. #2
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    Alexander had a map of Roesone that is identical to the one that comes with the Roesone Player Secrets. Alexander noticed a small set of ruins in the province of Fairfield. Those small ruins would become a major part of the campaign and serve as the adventure zone for many levels. Underneath an old fort, down many flights of stairs, through some twisting tunnels lies the Underground Forest. I have always been a fan of the Underdark and decided to ad a weird almost surreal subterranean jungle.

    The adventuring party was very large, as many of the people going are regents and need bodyguards. Alexander Roesone took a handful of elite bodyguard and clerics along with his brother Sir Arvour and his cousin Sedrie Bellamie. Trogdor was a solo rider. Lady Deathstrike was accompanied by the rest of the Royal Flush Gang (we always got great amusement that Karem’s henchmen were more famous then him). Raphael Saberstrike was accompanied by his loyal bodyguard, Axe-man Bones, an Orog fighter. This put the adventuring party at about sixteen people with several characters doing what we called “clanking.” Fighters like Alexander, Lady Deathstrike, Arvour, Trogdor, and Axe-man Bones were all wearing some version of plate mail, leading them to “clank” were ever they went. This distraction allowed the thieves to get into flanking positions very easily.

    The Underground Forest proved to be very menacing and dangerous for the low level characters but after a few days and many pitched battles, the adventures started to handle themselves very well. This lead to over confidence and mistreatment of their opponents. The thieves tripped a trap left by some gnome miners. When the miners’ guard team of two gnomes and four badgers showed up, the party attacked without question. The party then tracked the gnomes back to their mining pit and laid waste to the rest. The loot was very fat indeed but the War Clerics of Cuiraecen and Sir Arvour could not stand the fact that the party was outright killing everything that moved and were doing things like keeping “gnome eyes” to be used later. This set the party down the path of evil and Alexander Roesone quickly learned that he needs to separate his public image from his private. The War Clerics of Cuiraecen and Sir Arvour would not come to the Underground Forest again, but sometimes the party would travel out to a temple of Cuiraecen to heal or raise dead a fallen comrade.

    After awhile in the Underground Forest, the players were ready to stretch their legs and see a bit more of the world. Trogdor had been coming and going from between Roesone and the mountains in Bhielne, hiding his drake in the swamp of Elvenmeres. One day, Trogdor sees that the weather is super crazy over the swamp and nothing seems as it should. The party gathers and goes to investigate, where they discover the Dancing Hut of Baba Yaga. It was a very weird encounter for the players, Baba Yaga was standing outside her hut stirring her cauldron. The magic rich world of Birthright gave Baba Yaga lots of power and vitality, asking her a question did not age the questioner.

    Baba Yaga pretty much sealed Alexander’s fate by telling him that a paladin of Haelyn was in possession of a Tighmaevril weapon. Alexander hunted down the paladin in question, killed him, and claimed a blood silver weapon or so he thought. The mission involved Raphael Saberstrike and Trogdor. Upon further inspection, the Paladin’s main weapon, a two-handed sword, was not the blood-sliver weapon but rather a humble spear. A humble spear that Trogdor claimed from the loot. This lead Alexander Roesone to plot against the mercenary Trogdor, to forge a copy of the spear, and replace the spear so Alexander could start committing blood theft.

    The killing of the paladin was the last straw for Cuiraecen and sent an avatar to beat up Alexander and strip him of his cleric powers. The 2nd edition Birthright source book made clerics of Cuiraecen to have lots of warrior traits, so when Alexander’s god stripped him of all divine power, all he was left with were his blood powers, hit points, saving throws, and THAC0. Alexander would have to choose a new class and start leveling as, and Alexander seeing that choosing fighter would be redundant for many levels choose to train as a thief.

    Alexander needed someone to train him to be a rouge so he hired Otto the Rake, a professional assassin from Brechtur. This also became about the time were all the players started to develop aliases for their characters (expect Trogdor, this was about the time he stopped playing full time). Alexander Roesone thought about going by the name Two-Face but thought that would give away the fact that he is trying to hide something. Alexander would latter settle on the title Duke Nightmare, a step up from Black Baron. Raphael Saberstrike starts to develop the identity of the Red Hood to hide his evil deeds. Karem the pirate was already known as the King of Spades.

  3. #3
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    One unfortunate day Trogdor came back and was killed in the Underground Forest, the adventuring party was going to take him to a temple and pay the fat gold to raise him, Trogdor insisted (which is weird because he was dead) that they take him to Baba Yaga instead. When the adventuring party gets to the Hut of Baba Yaga, they find that her young servant girl has run away. The adventures fan out and quickly cover the swamp, finding the young girl and not listening to her pleas; they return the girl to the witch. Baba Yaga agrees to bring Trogdor back from the dead some how (I do not know how but the Wish spell solves DM problems). Baba Yaga then decides to allow them to tempt fate and draw from her Deck of Many Things (it should be noted that the deck would work different in the Hut, but each time the adventures dealt with Baba Yaga it was outside of her Hut, within her skull fence barrier).

    The adventuring party had to hand over a lot of their loot for a chance at a draw; Baba Yaga had no need for any type of coin but would take jewels, magic items, and spell components. Trogdor drew the King of Hearts (18 CHA and a small keep), it was decided (by me the DM) that Trogdor married a noble lady in the province of Ciliene in Diemed. Karem drew the Joker and opted for two more draws; the Jack of Hearts (level 4 fighter) and King of Clubs (body functions, soul trapped else where). I do not quite remember what Alexander or Raphael drew; I will ask and might post it later.

    Karem wanted to get his soul back for whatever selfish reason and it was decided by random fate that it was controlled by some Slaadi in Limbo. Trogdor paid off Baba Yaga to summon, bind, and negotiate with the outsider for them. The Slaadi wanting to escape quickly accepted the soul of the level 4 fighter that was drawn off of the Jack of Hearts (basically both Karem and Trogdor lost loot to Baba Yaga on that three card draw). This was also the point where most of them realized how evil they were actually being when they negotiated with a witch to barter souls with an evil outsider. The phrase, “a soul for a soul,” started to get used a lot; with other variants, “a sword for a sword, a favor for a favor.”
    After a few months of adventuring it was time to get domain turns underway. Trogdor secured permission from Alexander to raise a mercenary army within his kingdom but then unexpectedly moves the army to Ghoere and works for Baron Tael for his invasion of Osoerde. This leaves Alexander a little soar because that depleted the source of mercenaries in Roesone; meaning that Alexander could only raise standard units. Alexander would get the last laugh on Trogdor though, by stealing Trogdor’s Tighmaevril spear and replacing it with a forgery.

    Karem the pirate secured rights to hire more sailors, train marines, and have docking access along the Spider River. Karem used the town of Greatbridge as his center of operations and Alexander started construction of a real great bridge to connect Roesone with Medoere (which would be key if Alexander sought to invade Diemed). Somewhere around this time Karem was given permission to start a thief’s guild in Abbatuor by Raphael. Karem assigned his Jack of Spades, Salim the Sailor to start operations with the Ten of Spades, Josef the Kid acting as lieutenant. What was interesting about this level 0 thieves guild was how it operated; the thieves would meet in eight different alley ways every day (one for each Birthright day). The Queen of Spades, Lady Deathstrike, was used to train up marines while the Ace of Spades, the Mystery Man, was used primarily as Karem’s personal bodyguard (all players had fear of Alexander and his Tighmaevril weapon and unstable personality).

    Raphael Saberstrike proceeded to mass units and navy vessels for an assault on Albiele Isle. Alexander Roesone added a few caravels, Trogdor had a few longships that were used for additional grappling, and Karem offered up his xebec to Raphael’s armada. The pirates from Albiele Island are quite strong on the wiki with several galleons and lots of caravels. Raphael secured some realm spells from Hermphedhie, court wizard of Medoere, to aid in battle once it started. Raphael had a realm spell of his own prepared for the battle as well.

    A strong pirate force crashed with Raphael’s armada and the loses were great, for one side. Mass Destruction spells where unleashed, outright destroying some ships and catching others on fire. Karem’s fast moving xebec, allowed the adventuring party to maneuver around to allow Sedrie Bellamie and Raphael to unleash spells that would damage other ships. The pirates were routed and Raphael was able to land hundreds of soldiers and supplies on Albiele Isle.

    Karem acted as the cleric for an investiture that created a new realm of Abbatuor (4/5) and Albiele (1/4) with Count Raphael Saberstrike as the regent. Alexander Roeseone allowed the split to happen for many reasons; Raphael swore allegiance as a vassal and it would further along Alexander’s goals of robbing his nation for all it’s worth. Raphael’s domain consisted of the two fore mentioned provinces, source throughout holdings in Roesone, and about four guild holdings ranging from level 2 to 4. Raphael also began to establish his own spy network, the Crimson Guard, thief/fighters that were trained in disguise (upstanding citizens in the day, cutthroats at night).

    Raphael also began to really distinguish his alter ego’s: Count Saberstrike and the Red Hood. The Red Hood was the leader of the Crimson Guard and the identity that was used when adventuring. Count Saberstrike was ruler of Abbatuor, defeater of the pirates, the people’s champion. Under the guise of “the people’s champion,” Count Saberstrike organized his law holdings as “the People’s Society for a Better Anuire.” This would come be of great importance as Count Raphael would rise in power along the Southern Coast.

    Back to adventuring again; this time the party went to explore the forests of Abbatuor and Storm Tower therein. The Red Hood thought it a good idea to track down a unicorn and cut its horn off so he acquired a pair of exotic lions (known through lore to be the natural enemy of the unicorn). A small unit of players went into the forest and began to try and seek out a unicorn, which they eventually found with magical aid. The death of the forests protector alerted the attention of a noble ranger who summoned his allies in arms against the slayers of the unicorn. The ranger in question was simply named, Ranger Bob, a chaotic good werebear ranger along with an elf wizard, a half elf tri-class(fighter/thief/wizard), human cleric, dwarf fighter they sought out the adventuring party and a mass melee ensued. Only the tri-class survived, swearing revenge. They players noticed a fire in the distanced and went to investigate (after looting the bodies of course).

    The evil adventuring party discovered a log cabin ablaze, with a young adult standing in front of it. They found a kid named Ted, who was the nephew of Ranger Bob When Ranger Bob was in battle, he turned into a hybrid werebear and used a variety of wrestling moves to wreck havoc on the adventures, but when Ranger Bob was slain he died with one last death roar. Ted heard that and set the cabin on fire, hoping the killers would come, so that the chaotic evil Ted could go with them. The players learned that Ted was trained as a ranger, that he is a werebear, and that his sister fled into the forest when he set the cabin on fire. The Red Hood adopted Ted and gave him the name Lil’Boozie (which looks and sounds absurd).

    The adventures found lots of undead at Storm Tower, fighting their way through levels of skeletons and ghouls until they fight a vampire/cleric in the basement of Storm Tower. The vampire escaped with gaseous mist and when I went to roll some random treasure I came up with the Mirror of Mental Prowess. I am not sure if you are aware of that item but it is quite powerful. I told the players I was not going to give it to them because they would abuse it and am dicks about it, of course they got mad. Then they discovered a portal in the basement room that when cleared of dust revealed a magical way of traveling into another world. The adventuring party thought that after mopping up the undead it was time to move on to the boss fight, so they proceeded in.

    The Mirror of Mental Prowess led them into a pocket-dimension created by a long past Khinasi enchanter of great power and renown. In one of the accessory books I read about a powerful gem that caused great tragedy, I believe for the Red Kings of Aftan, anyway that gem was artifact level and said that if it was the only way to kill the Gorgon; by impaling the Gorgon in the heart with it: utterly destroying all his blood power (found it, The Viper’s Eye, TSR 3126 The Book of Priestcraft). The players could see a magical portal that through it could see back into Storm Tower. The adventuring party now entered what I dubbed as the Crystal Forest and boasted it could be the next Underground Forest (as in where the players could level up at). The first guardians of the Crystal Forest they encountered where the crystal pillars that came to life to form glass golem equivalent that when slain exploded in a burst of shredded glass (doing damage to the players). The adventures barely survived and when spying a crystal drake flying around fled back to Storm Tower. Only Karem the King of Spades would return to Storm Tower.

  4. #4
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    Karem the pirate live up to his name by going on several pirating adventures but none more profitable when he seized a ship belonging to the Prince of Avanil. Some cousin of the Prince’s was onboard and trying to smuggle some type of contraband into the Imperial City. After finding out all pertinent information, Karem killed the cousin through bloodthieft and claimed the vessel for himself. Karem then though, hey might as well smuggle this stuff into the Imperial City myself and sell it.

    Karem the pirate delivered the contraband to a wizard known as the Swamp Mage. Karem asked a lot of questions of the Swamp Mage and I pointed out that a smuggler really would not be so nosey. But for whatever reason the Swamp Mage was looking to make some money that day and told Karem that he could make any wish come true for the right amount of gold.

    Karem thought it over and came upon the idea that he would love a unit of lizardmen in a battleship. The Swamp Mage and Karem were at the Swamp Mage’s holding in the Imperial City and the two went down to a basement with a large room. The Swamp Mage used his magic to fill the room full of water and mask the two with an invisibility spell. Then the Swamp Mage summoned a drakkar filled with lizardmen warriors, lead by a four-armed lizardman king.

    Karem appeared from the invisibility spell and used literally every spell he had available to try and impress the lizardmen. Karem walked on water, talked in tongues, was surrounded by a variety of auras, used light spells and summoned the food and drink. The lizardmen were impressed and Karem negotiated the price of delivering two humans a week in tribute to the lizardman king. The Swamp Mage then used more magic to make the summoning of the lizardmen drakkar permanent.

    The Swamp Mage told Karem that he should come back and visit and bring others with gold as well. Karem told Alexander Roesone about the wizard and the two returned to the Imperial City with lots of gold. This was still about the time Alexander was undergoing an identity crisis and asked the Swamp Mage if there was a way Alexander could study to be a wizard. The Swamp Mage sold Alexander a scroll that the wizard told the regent that after a year of reading and studying, Alexander would gain the skills of a first level wizard (in actuality the scroll would place a powerful magical geas that would allow the Swamp Mage to control several of Alexander’s actions).

    But Alexander sought more than just the knowledge of wizardly magic, Alexander wanted raw power; a magical item that could accomplish anything for him. Alexander paid the Swamp Mage to summon and bind an efreeti in a lamp to grant Alexander three wishes. But after the magical scroll and the magic lamp, Alexander still needed one more thing. The Swamp Mage made a clone of Alexander, the clone would be used to allow Alexander to fake his death after ruining his kingdom. After Alexander and Karem left the Imperial City, neither would see the Swamp Mage again for years.

    The efreeti that was bound to the lamp that the Swamp Mage created for Alexander was inhabited by a strong warlord of an efreeti named Firebeard Blackaxe. This particular efreeti would be important in the future but until then the efreeti laid down some ground rules for Alexander; do not summon the efreeti for petty stuff and that all three wishes had to be used in one year.

    Alexander made his first wish right away; wishing to be a prince. While this might seem a complicated wish to fulfill, all I did was declare, “ok, you’re a prince now, good for you.” It would not become until much later that Alexander would learn that I made him Prince of the Faries (one of the unseelie). Alexander would later have Sedrie Bellamie summon a nightmare, while Alexander feed the beast platinum shavings in the shape of oak leaves, while the efreeti used a second wish to bind the nightmare to Alexander. This would leave to Alexander taking up the identity of Duke Nightmare.

    Alexander Roesone ruled his kingdom with an iron grip; truly living up to the name Black Baron. Alexander lost control of the Church of War (Cuiraecen) but issued many decrees that would tax them heavily. Alexander mustered a large army and secured the building of the bridge between his domain and Medoere and brokered a secret deal with the wizard Hermpedhie and the Red Hood to lead the aid of realm spells for an assault on one of the Duke of Diemed’s castles. While Trogdor’s assembled mercenary army was in the service of Ghoere, Trogdor still had a small band of drake riders at his disposal (elite warriors, with heavy lances and crossbows, mounted on battle drakes) and would be helpful on the assault on a castle in Diemed.

    Alexander appealed to the clerics of Medoere for military support for the right to spread their religion unfettered in Roesone. The armies of Roesone crossed Medoere where they were meeting with Medoerean reinforcements and proceeded to cross the borders into Tier and Duene. A series of small battles where fought with local garrisons and scouts of Diemed, the Roesone forces pushing for the river city of Moerel. The Duke of Diemed secured himself in a river castle along the city Moerel, with the wall city being fortified by his troops.

    Even more secret dealings were revealed when the wizard Caine used magic to allow Hermpedhie and the Red Hood to cast realm spells in the province of Moere. Using powerful realm spells the wizards razed the castle to the ground leaving the Duke of Diemed exposed in the walled city. That is when Trogdor’s drake raiders assaulted, and an adventuring party lead by Duke Nightmare sought out the ruler of Diemed. The Duke of Diemed put up and good fight and escaped on a boat down the River Maesil. Duke Nightmare then summoned his fiendish steed and gave case down the river after the Duke of Diemed. Over the River Maesil, the rightful regent of Diemed was pierced through the heart by a dark clad warrior wielding a spear, riding a fiery hoofed horse.

  5. #5
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    So began the siege of Diemed: Trogdor’s raiders pillaged the mountains of Bhliene while the Roesone forces would finish off Diemed’s forces in Ciliene and Aerele. Alexander ordered the pillaging of provinces and destroying of anything that belonged to the Duke of Diemed. Medoere pulled out of the alliance as news spread of an evil warrior killing the Duke of Diemed while riding a nightmare.

    The news of the nightmare rider stared to spread so Alexander just rolled with it and began to raise taxes while militarily occupying the lands of Diemed. The odd rule of Alexander continued by allowing new immigration of the provinces of Roesone (game terms: Alexander used the Rule action to increase most of the provinces of Roesone from 3/2 to 4/1). With the new girth of people, the taxes raised even further until the end of his rule when paladins would come and seek out the evil regent.

    Alexander had the service of the efreeti Firebeard Blackaxe for one year and one wish left. This year would be the last for Alexander Roesone; his death would become public knowledge by years close. Firebeard Blackaxe told Alexander about an infernal bazaar that is held in the City of Brass once every ten years and that it was coming up by the end of the year. Alexander set up his last year as regent of Roesone to rob the coffers for all their worth before faking his death and escaping to the outer planes to use his ill gotten gain at the infernal bazaar. But before that all could happen, Alexander and the other adventures would have a few more memorial encounters.

    Karem the pirate sought to expand his holdings and the best way would be to take over someone else’s holdings that were of like mind. The Eoele of Mieres was the target and the adventures headed out to the colony. Karem and a the adventuring party headed into the port of Seward aboard the stolen caravel, while a few of the Royal Flush gang would stay out of port on the xebec. After paying the docking fee, the adventures headed out to their various points of interests.

    Karem, Trogdor, Lady Deathstrike, and Duke Nightmare headed off the ship and into the city. When the city guard demanded a fee of 25gp per weapon and set of armor that anyone wanted to pay to get into town, Trogdor reacted badly and refused payment. Duke Nightmare quickly handed over the gold and proceeded into town by himself. Trogdor declared that he was going to cut one of the guards in half and rolled very well. Quickly more guards appeared and Trogdor cut them down too, Lady Deathstrike might have attacked but that was not really important, the deaths of so many guards caught the attention of the wizard Mhistecai.

    Mhistecai magically appeared in the sky above the adventures and demanded they lay down their weapons. Trogdor did not want any of that and used a ring of jumping to try and slash at Mhistecai but the wizard used some mass effect spell that immobilized the aggressors. Trogdor, Lady Deathstrike, and Karem were arrested and placed in the governor’s castle. The wizard inspected them, found Karem’s black dagger (holy symbol of Eoele) and Trogdor’s sword (the sword was taken from the paladin that was killed to get the Tighmaevril spear). The black dagger was enough to get them imprisoned and the sword of a paladin was enough to get them the death sentence.

    Duke Nightmare disappeared into the city and let the distraction of the murder on the docks allow for him spread some gossip. Duke Nightmare traded gossip for information that led him to a gambling den. As sly as possible Duke Nightmare insisted that he was an assassin and was looking for gainful employment. The thieves of the gambling den quickly learned of the disturbance on the docks and that one captured had a black dagger but was not part of the local Eoele. And then some assassin comes looking for a job, the thief’s smell what is up and set Duke Nightmare up.

    Duke Nightmare is given an assignment to kill some dude at midnight in some graveyard. The dude shows up and Duke Nightmare kills him but then a lot of people show up and find the murderer and victim. Duke Nightmare eluded authorities and made his way back to the thieves den, were he was jacked my more thieves and a wizard. When Duke Nightmare realized that the numbers were against him summoned his magical steed and fled all the way to the xebec.

    Duke Nightmare would eventually make his way back to the caravel and meet up with Josef the Kid, the Ten of Spades. Josef informed Duke Nightmare about what had transpired and that Trogdor, Karem, and Lady Deathstrike were being held in the castle and that the port was closed, no ships could come or go. Josef came up with a plan to get arrested for a petty crime, be placed in jail, use his thief abilities to escape and check out the jail, find and release the captives, and escape with them all too where they could meet up with Duke Nightmare who would go and get the xebec.

    All went to plan but meeting up with the xebec, the port was truly shut down to ships coming or going. The escaping prisoners had to hide out on the caravel locked down in the port. The governor began to search the city and the port to find the escapees and it was just a matter of time before they would be caught. While talking over what to do, a messenger approaches the ship and delivers a message.

    The message says it is from the Vos of Mieres and would offer shelter to the Vos escaping the law; Trogdor and Lady Deathstrike. The two Vos decided they got nothing else to lose and check it out, they are led to the gambling den were Duke Nightmare was at earlier (but I made the players role-play that they did not know this and they hated me for it). Basically Trogdor and Lady Deathstrike were taken to a back room and killed, their bodies given to the governor to curry more favor with him.

    Karem the pirate waited and waited, but the Vos never came back and Karem decided to check it out himself. Sleuthing around the city was hard as the guards were out in numbers and not taking bribes. Eventually Karem found the same gambling den and was dealt with as well.
    Two player characters were killed (Trogdor and Karem) and one of the most prized henchmen (Lady Deathstrike, we still sing her praise). Trogdor’s body would be displayed for awhile to show what happens to evil people and the paladin’s sword sent back to the proper church. Trogdor’s body would disappear one night, a night the locals say that was filled with unusual weather (Trogdor’s body was taken by Baba Yaga and raised back to life; Trogdor was always her favorite from the adventuring party and had raised him before, so Baba Yaga felt a little insulted that her work was undone).

    Karem’s body would be taken by somebody quite different. It was determined that of the three deaths each would be dealt with differently. Trogdor would be brought back the quickest, Karem would return eventually, and Lady Deathstrike was killed right out. Karem was killed by the Eoele of Mieres and dumped into the sea were it was salvaged by the vampire/cleric from Storm Tower.

    The vampire/cleric worshipped a new dark god and saw an opportunity with Karem. Karem felt betrayed by Eoele when the clerics of Mieres killed him for being a threat but to be fair Karem’s plans were the same. The vampire/cleric offered new dark shadow power but it would take time to train Karem. From a player’s aspect, I killed Karem and allowed him to play as his henchmen for the year led up to the Infernal Bazaar.

    Salim the Sailor was promoted to King of Spades, Josef the Kid was promoted to Jack of Spades, and the Mystery Man remained the Ace of Spades. The Royal Flush Gang was devastated by the Eoele of Mieres but still had all their tangible assets; temple holdings in Abbatuor and Albiele Isle, a few pirate vessels, and the support of the other player characters. Everyone loved the idea of a tri-class, so for the new Ten of Spades a half-elf fighter/thief/wizard was hired and brought aboard.

    I guess I should have mentioned it before now, but when Alexander Roesone hired Otto the Rake, Alexander also hired several clerics from Karem. Karem allowed five level one clerics to serve Alexander while in the guise of Duke Nightmare sought to explore more of the Underground Forest. Duke Nightmare reported that all the clerics of Eoele were killed and it was very believable that low level clerics would not survive long in a dungeon. Duke Nightmare lied to Karem and one cleric was still alive; a young Khinasi woman, Alyza, whom Duke Nightmare kept secret from the rest of the players (it was attempt to gain clerical power apart from known sources to allow Duke Nightmare to go on solo adventures). But when news of Karem’s death eventually reached Alyza, she escaped Duke Nightmare’s confines and rejoined the Royal Flush Gang as the new Queen of Spades.

    Later we would ret-con a lot of the back stories for the henchmen and Otto the Rake would become an alter identity for the Mystery Man, the Ace of Spades. It was determined that while there is no honor among thieves, one can by loyalty with some coin. Otto the Rake would train Alexander as a thief but kept an eye out for Alyza because she was property of the Mystery Man’s other master, Karem. Otto the Rake would simply tell Alyza about the death of Karem and it was on her own initiative to leave Alexander and rejoin the Royal Flush Gang. But why wouldn’t Alexander get mad about losing his secret cache of cleric power? It was determined later that Alexander got with Alyza and that they had an intimate relation ship (this was determined about the time when the players began to think that they might want children as replacements if their main characters die or act as heirs).

    With the death of Karem came the revolt by the lizardmen who began to tear some ass across the countryside from Abbatuor working their way through Roesone and Arenewe eventually settling in the swamp of Spiritsend. Karem only had one unit of lizardmen but the reports came in that there were hundreds of them, maybe thousands. Now the players were suppose to go on an epic adventure to rescue Trogdor from the clutches of Baga Yaga who had moved her hut to Spiritsend and summoned the lizardmen as her defenders.

    Now the player playing Trogdor did not like that I just killed him in the back alleys of Seaward or that he was going to have to roll as henchmen or nothing at all until he was rescued. The player playing the Red Hood switched to 3rd shift to make a hellva lot more money (3rd shift is 11pm to 7am for you who have not worked in a factory). So that left Karem (really just the Royal Flush Gang) and Alexander Roesone, so it was decided that having an evil regent with his own cadre of thieves and assassins was enough to keep the story moving forward.

    Alexander grew tired of administrative affairs, of having to play the game of diplomacy, and not being able to out right attack whoever he felt like. Alexander decided to hand over his kingdom to the Red Hood who under the disguise of Raphael Saberstrike was seen as the defeater of pirates and the people’s champion. After the death of Alexander’s clone, Raphael could be appointed the regent of Roesone but Alexander had also conquered much of Diemed but Medoere lied in the way of that too.

    In the Player’s Secrets of Medoere (TSR 3106) talked about the Sword of Enlien, a powerful sword that was used to liberate Medoere from Diemed and that it is waiting for the rightful champion to claim it. Hermphedhie used her position in Medoere to get a close examination of the sword and found that it radiates good and as history goes it was a flaming long sword. Hermphedhie makes a fake up that any player can hold and when they do; they radiate good (which is good for the players who are all evil). The plan becomes that some how a switch needs to be done so Raphael Saberstrike can claim the fake sword and thus claiming regency of Medoere. The only problem, none of the players were good enough thieves to be able to steal a lawful good paladin’s sword. But the idea was laid out that Raphael Saberstrike would become regent of Abbatuor, Roesone, Diemed, and Medoere.

    Alexander robbed as much gold and other treasure from his kingdom as possible and headed off to the infernal bazaar. The Royal Flush Gang (being the other active player) did not have the ability to travel to the outer planes like Duke Nightmare on his fiend’s steed, but unbeknownst to Alexander, Karem had returned and was infused with the power for a new dark god. Karem stayed in contact with the Royal Flush Gang but took on a new roll, instead of the King of Spades; Karem would be the Shadow Emperor or the Shade as the new dark god was granting him shadow magic. Karem secretly ran the Royal Flush Gang and stole the Sword of Enlien.

    Alexander arrived quite sometime before the infernal bazaar would get into full swing to check out the scene and get a feel for the environment. The efreeti under Alexander’s control was named Firebeard Blackaxe and he worked for a malik known simple as Deth. Malik Deth was unlike any other noble in the City of Brass because he was not an efreeti. Deth was a demi-god, once a powerful fighter that ascended into legendary status. The Great Sheik of the Efreeti held a tournament to find the bravest warrior to defend a portal between the Elemental Planes of Fire and Air. Using some loop-hole in the rules the demi-god known as Deth entered and won the tournament, the right to defend the portal, and the title of malik.

    Alexander was impressed and took an offer to worship Deth as a god in return for the ability to level as a cleric. Alexander was given some minor quest to prove his worth and spent time in Deth’s brass citadel house in the City of Brass and time at Deth’s war fort guarding the portal between elemental planes. It feels kinda lame to explain Deth and the new dark god of Karem’s so I think I won’t.

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    Alexander had a pile of gold for the infernal bazaar but wanted that one big item that would attract attention and garner good trade. Malik Deth knew about an ancient a cranky god that might be easily tricked into giving up something of value. Alexander was dispatched to Hades and in particular the home of Morgion the Black Wind (I forgot the exact location it is in some book of the outer planes). Alexander negotiated with a lich for a disease that would only kill paladins; and without a second thought the lich handed over a crystal sphere containing a black liquid. Of course the deal would be too good to pass up, what diseases could kill a paladin; something so nasty that it would outright kill everyone: the bubonic plague. Alexander had to intention of using the disease on Birthright but selling it at the bazaar could fetch a nice price.

    Back to Karem for a minute; Karem was traveling dimensions with the vampire/cleric but was never allowed to reveal all the details to the Royal Flush Gang. Karem stole the Sword of Enlien and planned on selling it at the infernal bazaar and along with treasure collected by the Royal Flush Gang, Karem planned to cash in at the bazaar. The player for Karem wrote down a laundry list of minor and major magical items to be on the look out for.

    Because the game was down to two full time players I decided to go easy on them and offer a few different things to do at the infernal bazaar. Both players traveled their independently and did many of the same things without crossing paths (this was the first time that Alexander learned that Karem was back from the dead but the character did not know that but the player did). Both players opted to purchase private tents and janni stewards to act as go betweens and couriers. The players could sit comfortably in their tents sending out the janni to look for items, the players could travel around on foot with a janni to act as translator, or the player could go to the main stage an compete in the high end auction (both players paid a hefty fee to get an item on the main stage: Alexander the plague and Karem the holy avenger).

    There were many interesting things on the main stage: a captured green dragon, a small army of undead with intelligent captain, an eleven astral skiff, a human spelljamer (no one cared about this so I did not have to go into detail), a gold dragon egg, a high level paladin/cleric nailed to a cross, a pile of weapons from the Blood War (both demon and devil weapons), and the items up for sale by the players. Karem bid on and won the eleven astral skiff and paid quite a large sum of cash. It was interesting how the mage stage worked; while the item was on the main stage, the person with the item would receive offers until they decided to take an offer. Both players were offered very tempting offers for their items but they held off for gold.

    Alexander purchased magical bracers, a variety of rings and necklaces, magical gloves, magical bag, scrolls and potions. Karem purchased quite a bit more: the eleven astral skiff, an odd automaton, a chime of opening, a deck of illusions, an empty iron flask, some wands, scrolls, and potions. The automaton was a large plate mail covered clockwork creature with fiery eyes. Karem was all like hey lets use this chime of opening on the automaton: the plate mail fell to the floor and an angry air elemental attacked. Karem quickly used his new iron flask and caught up the air elemental. The world’s greatest detective that Karem is figured out he was hoodwinked: the clockwork creature was not really clockwork; it was a non functional clockwork frame with an air elemental bound between it and some plate mail.

    Maybe I am not describing it well: there was a man sized and shaped clockwork frame (clockwork robot body), an air elemental, and some plate mail. Some wizard took these three things and bound them together and sold it as a clockwork creature. Karem would have to track down what the heck was up with this so he tossed it all in a bag of holding for another time.

    Now both players, Alexander (warrior/thief/cleric) and Karem (cleric), had some form of clerical power and both independently headed out on the same quest. They both headed for level 222 of the Abyss, Shedaklah and in particular the Forest of Poisoned Dreams. If a mortal can survive eating the local fauna for one week they would gain two points of wisdom. So here we had one of those classical meet up at a bar moment but only instead it was in the Abyss and the players were tripping mushrooms.

    Alexander and Karem stumbled upon each other while living off the land in the Abyss. They conversed and trained stories but were interested to learn about each others new god and how they were both at the infernal bazaar and did not cross paths there. While they were having a good time they were “attacked” by a fungal dragon (something made up). This was the first time they busted out a trick that they would go back to a few times; Karem summoned a Hero’s Feast. While this spell is not really in the domain of the new dark god it was a little funny and effective. The fungal dragon smelled new food, fresh meat, and started to devour the feast while the players were able to slip away.

    Karem led Alexander to the eleven astral skiff, were Alexander was surprised to see the Royal Flush Gang and kind of angry they knew things that he did not. But never the less, Alexander agreed to accompany Karem on his next quest to figure out what was up with is busted automaton. The players headed to an interesting point in the Astral Space that I made up; it was called Grimm’s Rock.

    Grimm’s Rock is named after Warlord Grimm who conquered a gate town in the Outlands that led to the Astral Realm where a large chunk of rock was home to a port for Astral travelers. Both players had traveled to Grimm’s Rock on a few various missions that I did not mention so it was kind of funny when Karem was trying to introduce it to Alexander who had already been there.

    Warlord Grimm held court once every three days and held three wizards in his employ. The three wizards were never given name but that was not important; what was important is where the three wizards came from: one from Oerth, one from Krynn, and the last from Toril. These wizards were sage level and for the right price could give information and point Astral travelers in the right direction. From the sages, Karem learned of another town in the Outlands that had a lot to do with clockwork creations. Karem waited a few days and went to the court of Warlord Grimm.

    Karem presented precious jewels to Warlord Grimm to curry favor; Karem asked to be allowed to moor his ship on the rock until he could return from his travel. Warlord Grimm was pleased in his openness and gift of value and gave permission and attached a guide to led them over the rough landscape of the Outlands. The players tipped the guide very well and the guide waited around for both legs of their travel. Karem, Alexander, and their guide headed out to the gate town that leads to the outer plane of clockwork creations (I should Google what this place is but you guys get the point).

    Oh it should be pointed out that Karem had an item that kept Alexander in check. It is very much in Alexander the character and player to lust for more bloodthieft and Karem would have been a prime target. So in the proliferation of power in the D&D world; Karem had to get a few things to have a competitive advantage. Karem’s new dark god granted thief powers better than Eoele and granted Karem some access to wizardly shadow magic. Karem also kept an ace up his sleeve; universal dissolvent that could utter destroy a target if used on it. Alexander had his magical mount, nice armor, magical accessories, skills of a warrior, thief, cleric and of course the +5 Tighmaevril spear so there was much to be feared from him.

  7. #7
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    So the pair of adventures, Karem and Alexander, with their guide headed to the gate town of Automata in the Outlands. In the town of Automata they sought a machinist that would deal with them. They meet a wizard named Mega Volt the machinist who offered to look over what Karem had: an inert clockwork humanoid creature, a pile of plate armor, and an air elemental trapped in an Iron Flask. Mega Volt saw the pile of junk for what it was and saw an opportunity to get some quests done: an exceptional troll’s heart, the horn of a unicorn, and the brain of a mind flayer. Mega Volt said he needed time to “study” what Karem had brought.
    The pair of adventures returned to the gate town of Grimm and consult the sages three, learning that they might chance upon a mind flayer in Erelhei-Cinlu, the Vault of the Drow. The adventures depart again traversing the Outlands with their guide once again; the players were generous with the gratuity. The adventures paid to travel to Sigil, the City of Doors, and used magical means to disguise as drow to pass through the portal into the Vault of the Drow.

    Displaying signs of being from an off-world drow tribe would not earn the adventures any bonus points; their mission had to be swift: find a mind flayer and get its brain. A little bit of gold goes a long way in the Vault of the Drow but the players were smart and traded in low value jewels and silver as to not attract in comparison to flashing gold and platinum. The adventures learned that there was a mind flayer hiring monstrous humanoids.

    The adventures approached the location of the mind flayer with caution, sneaking up when it looked like all activity was dieing down for an evening (if there could be such a thing as evening in an underground city). Karem the Shade uses his blood power of Shadow Form to turn two-dimensional and checks out the mind flayer’s holdout. There is one main room with a back room. The main room has a small group of troglodytes sleeping, a group of hobgoblins sitting around a fire, and a large troll in the corner. The mind flayer was to be found in the back room devouring what looked like a half-drow.

    Karem returned to the main room, left the Shadow Form and opened the door for Duke Nightmare (aka Alexander). The pair snuck past all the creatures in the main room and quietly opened the door to the back room. Quickly the adventures sneak attack the mind flayer, with Duke Nightmare wielding a sword of sharpness that lops of one of the mind flayer’s arms off and Karem stabbed the mind flayer in the back. Duke Nightmare cuts off the mind flayer’s head, turns and walks back to the main room. Holding the mind flayer’s head high, Duke Nightmare proclaims, in eleven speak, that they all work for him now.

    In the main room there are three troglodytes, one troll, and five hobgoblins. The hobgoblins look the stupidest and weakest to Duke Nightmare, so Duke Nightmare thoughts down his sword of sharpness in front of the group of hobgoblins; telling them that there is only room for one of them in his organization. A fight amongst the hobgoblins ensued with only one surviving. Duke Nightmare asked for his sword back and the hobgoblin handed it over, so Duke Nightmare made the hobgoblin his squire (I forgot the name he gave it).

    Duke Nightmare and Karem cut the brain out of the mind flayer’s head and placed that in a large glass jar. Karem used a magical spell to allow him and Duke Nightmare, along with his new motley crew, to travel to the Astral Realm and navigate back to the Rock of Grimm. Now back at Karem’s astral skiff we have the Royal Flush Gang (Salim, Alyza, Josef, and the Mystery Man), adding to that we have Karem, Duke Nightmare, a hobgoblin, three troglodytes, and one troll. Now the adventures still needed two more components; a unicorn horn and the heart of an exceptional troll. They looked over the troll that they had and thought he was real lazy and wanted to just sit and not do anything, so they would need to find a better troll than what they had.

    The adventures decided to visit the sages three once more (the sage prices were so astronomical they formed constellations). The question was posed in what remote forest they could find a unicorn; the answer was Dim Forest, south of the Barrier Peaks, on the world of Oerth. Now the adventures learned a thing or two about killing unicorns from the fiendish Red Hood, so they would go prepared.

    Karem piloted the astral skiff to the World of Greyhawk, were at the port of Dyvers they stocked up or had imported whatever they needed before the grand hunt for the unicorn would begin. Using the astral skiff, the adventures found a lazy river near the Dim Forest and set down. The pair of Karem and Duke Nightmare took there supplies and headed off into the forest, staying cloaked with magic to conceal note only their location but very presence as well.

    The trap was simple, in the port of Dyvers there were able to buy one lion and one tiger. They placed there great jungle cats in cages but with long chain leashes that could be used once the cages were opened. The cats would be spaced apart that they could never reach each other with some space in between them were a woman would be placed. Duke Nightmare summoned his namesake nightmare steed and rode off to find a young virgin lady to use as bait.

    The woman was lashed to a tree with great jungle cats on ether direction trying to break their chains. The pair of evil adventures hid silently waiting for some action. When a unicorn did show up it was an epic event, the creatures trotted gracefully and swiftly toward the woman in despair but then quickly turning and goring the lion to death before stomping soundly on the lion before coming to the woman’s aid. The adventures struck and quickly impaled and impeded the unicorn until they brought it down with many blows.

    The adventures packed up there loot; they cut the horn off the unicorn using the sword of sharpness, drained the unicorn of it’s blood, and prepared to carry the carcass of the magical beast back with them as well. They still had the tiger and were able to put it back into its cage, using the cage that was for the lion to put there new woman friend in. They even took the body of the slain lion with them; it did cost them 5000gp after all.

    Traveling back to the astral skiff through the forest, the pair came across a small band of bugbear slavers. They decided that they would come back for them with some reinforcements once they drop off their heavy loot at the skiff. That pair of adventures took the Kid and the Mystery Man back with them to check it out. Using a bit of magic, they came back to where they had seen the slavers and the Kid used his tracking abilities to get a sense of where they were heading.

    The group of adventures came across a cliff side dwelling and decided to sneak in and see what was going on. The group used a variety of invisibility spells and thief sneaking to get past what they needed to get a feel for level one before moving down to level 2. Level one of the bugbear slaver’s hold seemed like just that: a common room for female and juvenile bugbears, a room for slaves, a room for warriors, rooms for the chief. So they went down to level 2 and were a bit more surprised at what they found. Level 2 was a series of twisting caves that the adventures did very good at note getting lost in, using a variety of things like paying attention and marking turns with chalk. Level 2 was a series of troll holes, homes to male trolls that are slowly turning human or eleven women into troll brides.

    The adventures dispatch many trolls on this level, they are very much moving twisting cave to twisting cave fighting trolls all along the way. They reach a door the shape of a dragon’s mouth carved out of the stone walls. There was a lot of searching for traps and sending the Kid first. The door led down another corridor that ended in a pool of water, where the adventures were all sorts of like, “yeah let us use magic to aid us in our underwater exploration.” That is when a green dragon popped its head out of the water and breathed a horrible gas upon Karem, Alexander, the Kid, and The Mystery Man. I do not think it went well for the adventures because they decided to flee to the tight troll passageways.

    The adventures were stuck, they could not exit out to the water and when they checked upon leaving whence they came, the slavers and trolls were alerted to their presence and it was just time before the green dragon would be on them. Magic was the solution to many of the common dungeon and dragon adventures; admittedly defeated in raw power the adventures made a quick jaunt to the Astral Realm to hop back over to Karem’s skiff. The world of Oerth was a tough but magical filled voyage that the adventures would mark as a possibility to return to.

    The adventures now had the brain of a mind flayer and the mind flayer’s gang and the rest of mind flayer for that matter. The horn of a unicorn and rest of it as well. And while in the Green Dragon’s Troll-hole Factory (trademark pending) they stumbled upon two-headed trolls; so they had a troll heart of an exceptional quality. With the items of their quest assembled the adventures returned to the wizard Mega Volt (what a stupid name, you know how we refer to him? The guy that screwed you over that one time that you said you need to go get revenge on if you ever get powerful enough to do that-guy). The journey of course goes as such: take the astral skiff to Grimm’s Rock, pay tolls, get the old guide and head to Automata.

    Mega Volt the wizard machinist eagerly awaited the return of the adventures and took the items greedily and proclaimed that Karem bought a lemon at the infernal bazaar. The man like clockwork skeleton inside the plate armor was made by Leonis the mad machinist. Mega Volt told them that he might be able to do something with it (no way) and that the adventures might be able to travel to find Leonis (have fun in some stupid demi-plane). When asked what the items were for, Mega Volt told them in a bragging manor: the unicorn’s horn was to make a potion to keep of the effects of aging, the troll’s heart for a ring of regeneration, and the mind flayer’s brain; well that, Mega Volt thought they might just die but the brain is very exotic and should net Mega Volt some nice trade loot. The players are pretty pissed but not much they can do about this super high level wizard that has all sorts of clockwork creations so the players pretty much got to just roll with it. Mega Volt does say they can have one of his guardian creations as a replacement for their lost clockwork creation, picking one at random Defender-Bot #10 is assigned to them (later this magical clockwork creature would become the new Ten of Spades).

    The adventures left Mega Volt with new companions and loot and from Grimm’s Rock they departed off into the Astral Realm to find their way back to their world. Alexander believed he could sense the direction back to their home world and gave directions to head. Karem’s astral skiff traveled for some time before coming upon a great barrier of Shadow Energy in the Astral Realm. This was the home world they were seeking, when Azari did whatever he did by DM fiat I decided that when Azari tried to pull the “spirit world” into the “prime” world, a barrier of evil Shadow Energy would form over every thing pushing it was into and over the “spirit” world and encapsulating the “prime” world too.

    The adventures stood pondering their options on the deck of Karem’s astral Skiff when from out of the shadows a path appears; a shadow stream of dark water flows out into the astral. This path would seem to allow the skiff to sail on and into the Shadow World. While thinking over the weird situation at hand, a small company of dark faeries appear. Two of the dark faeries play sickly sounding trumpets followed by the third dark faerie reading a proclamation from a scroll that states, “Duke Nightmare and all his stewards are allowed entrance to the Unseelie Court by the grace of Lussina, the Dark Queen.”

  8. #8

  9. #9
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    sorry for the lack of updates, I have been out of town for conferences.

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