
RADELF: The land torn from reality.
This campaign will focus on chasing a feral elemental lord that is breaking the barriers between the planes of the world of Radelf. A caravan company has hired four new guards to protect one of their wagons going from Freeport to Golden Rock. The, week long journey usually is fairly uneventful with guards, but bandits pick off the undefended traders quite easily and as such it is common to find work that requires a bit of combat skills. As advertised, the pay is good and so the position fills quickly. The cargo this week is supposed to be potatoes and corn, but why do they need four guards for a few wagons of food?
Session 2:
So the "heroes" made a big entrance into the city by helping the guards fight off an attack of elementals, by chainsawing nearly chainsawing a forge smith but instead each other, by having a late night visit to a temple, and by extorting some of the Redmarch Merchant's guild's palace guard (smart...). Oh and stealing a bunch of stuff that might be missed! The "heroes" have settled in for the night and after only a few hours of rest each of their doors receives a loud knock followed by a shout "CITY GUARD! OPEN UP! THE BUILDING IS SURROUNDED, YOU ARE CHARGED WITH INTERRUPTING COMMERCE A HIGH FELONY IN GOLDEN ROCK ALSO ASSAULT WITHOUT A PROPER PERMIT!"
Woops... And you all had so many plans for tomorrow.
Session 3:
The sounds of the Deep ones just out side of the camp walls would have prevented any sort of rest if not for Dayreth's use of his survival knowledge to make some earplugs out of the sponge-like fungus. You all are taken to the bottom floor of the two story building within the walls. The faint glow of the fungus wood allows you to see your step but seeing anything else in the room requires a lantern lit by the brighter young fungus. You are led to your beds for a rest before entering into the tear. Each are given a small eye mask made of a leathery material to block out the light of the fungus. You each craw into a bed, prepare yourself for a trance, or take time to wind your gears. The party gets much needed rest. Then you are each awoken by Gearbags and one of the guards via a vigorous shake (or something Gearbags'y). As you take out your earplugs your are bombarded by the sound of moans and howls from beyond the wall each echoing about in the cavern. The guard informs you "Breakfast is on the table. Best to eat well and get ready in-case the Deep ones don't disperse. I have never seen a mob this big before. We are planning on sending you through around lunch time, as long as we don't become lunch first."
This campaign will focus on chasing a feral elemental lord that is breaking the barriers between the planes of the world of Radelf. A caravan company has hired four new guards to protect one of their wagons going from Freeport to Golden Rock. The, week long journey usually is fairly uneventful with guards, but bandits pick off the undefended traders quite easily and as such it is common to find work that requires a bit of combat skills. As advertised, the pay is good and so the position fills quickly. The cargo this week is supposed to be potatoes and corn, but why do they need four guards for a few wagons of food?
Session 2:
So the "heroes" made a big entrance into the city by helping the guards fight off an attack of elementals, by chainsawing nearly chainsawing a forge smith but instead each other, by having a late night visit to a temple, and by extorting some of the Redmarch Merchant's guild's palace guard (smart...). Oh and stealing a bunch of stuff that might be missed! The "heroes" have settled in for the night and after only a few hours of rest each of their doors receives a loud knock followed by a shout "CITY GUARD! OPEN UP! THE BUILDING IS SURROUNDED, YOU ARE CHARGED WITH INTERRUPTING COMMERCE A HIGH FELONY IN GOLDEN ROCK ALSO ASSAULT WITHOUT A PROPER PERMIT!"
Woops... And you all had so many plans for tomorrow.
Session 3:
The sounds of the Deep ones just out side of the camp walls would have prevented any sort of rest if not for Dayreth's use of his survival knowledge to make some earplugs out of the sponge-like fungus. You all are taken to the bottom floor of the two story building within the walls. The faint glow of the fungus wood allows you to see your step but seeing anything else in the room requires a lantern lit by the brighter young fungus. You are led to your beds for a rest before entering into the tear. Each are given a small eye mask made of a leathery material to block out the light of the fungus. You each craw into a bed, prepare yourself for a trance, or take time to wind your gears. The party gets much needed rest. Then you are each awoken by Gearbags and one of the guards via a vigorous shake (or something Gearbags'y). As you take out your earplugs your are bombarded by the sound of moans and howls from beyond the wall each echoing about in the cavern. The guard informs you "Breakfast is on the table. Best to eat well and get ready in-case the Deep ones don't disperse. I have never seen a mob this big before. We are planning on sending you through around lunch time, as long as we don't become lunch first."