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Session
Logs
9-01-2005
New info for the "mini-adventure" I have planned for the local group here.
I have added a few races to the character races page and added instructions for the point buy system.
Remember, this will use 3.5 rules -and- you will have 10 character levels to work with!
10-06-2004
Some quick updates to the site. Check
out the new prestige class, the Artificer! Also, I
have modified the optional rules for item creation using
components. Short and sweet intro...
9-01-2004
Here we go again...setting records
here for recent page updates! New additions include two new prestige
classes, the Wanderer and
the Thaumaturgist.
For the players, I have uploaded
slightly more up to date characters sheets in the characters
section (including familiars). Check your info with mine and get
back to me with changes. (Obviously I don't have your most recent
levels Cinn Oir and Grim....)
Also added a few bits of information
NPCs on the Character page (and other places). ANYTHING you guys
want to add/upload to this site, let me know. It is a great way to
share info!
8-22-2004
Well, it has been a while since the last update.
For those keeping track, the local Eyru campaign IS still going. We've had a few
changes to the roster. Borack and Faylen have departed the party and Cinn Oir has returned. Jax,
the Bard, was unfortunately devoured by a Howler and has been replaced by
Grimnoft Evincard, a cleric of the goddess Badb.
The party has managed to get the Council of Stone
talking/negotiating in the face of the impending Giant invasion. Currently,
they are working for the great Druids who seem to have quite a few errands
for them to run. Their most recent charge was to investigate the possibility of
Giant involvement in a spate of Worg attacks on lands in High Clan Faough.
New updates include: Characters, Session Logs, and Races.
3-15-2004
Ahhhhh where does the time go? First off,
new on the site: Maps! So far the main map has been update with a
better looking, more detailed map. Further, the areas have all been
given a "detail map" as well. There are more maps to come
(and more "detail" on the current maps as well.) Also, the
latest local PC character sheets.
Now for a quick summary: Well, the local
campaign is still rolling right along and we have managed to meet for
several sessions. The new crop of heroes (including Cian and Dierdre
from the old) has managed to avoid too much trouble and continues to
try to unite the clans in the face of the rising Giant-kin. Last
session, they convinced Aengus, host of the Council of Stone, to try
to reinvigorate the Council. After getting sobered up (Aengus had
violated his Geas to unite the council and had fallen into alcoholism)
Aengus agreed to do something about it. At the next meeting he locked
his gates and made the entire contingent wait outside and be subjected
to an impromptu tournament of skill put on by the PCs. This weeded out
the "politicians" and sparked a ferocious debate. Meanwhile,
while the Council enters into this period of reorganization, the PCs
have accepted a quest to track down an artifact which used to belong
to the Giant Kings of old.
To the players: Dierdre, you have
unallocated skill points! Woody, you leveled! Faylen, Borack, Cian, be
thinking about your next level (probably happen after next session.)
Yet another new chapter...
Well, once again we
played numerous times and I have not updated the sessions logs.
Exciting things have happened in Eyru, but where to start?? I suppose
chornologically is as good a place as any, so lets visit the western
coast up near the Wood Between. The party fought a ferocious battle for
Rahnisky in northwestern Eyru. The party managed to defeat an entire
clan of Hill Giants who moved forward to secure the tiny port
town.
The group also
ressurected an entire village of High Clan Faough whom had fallen prey
to the Hill Giant's allies of convenience, the Worgs. While normally
violent and evil toward humans, the Worgs have never been organized
enough in the past to form a broad alliance against anyone. This led to
an assault on the worgs cavern stronghold wherein the party discovered
the demonic force behind this change of behavior. A Barghest (which the
Worgs worshipped as some kind of god) had settled in and begun this
organized assitance. It is still unclear as to how and why...
This military campaign
in Faough's lands included not only enemy Hill Giants, but an equally
tough encounter with Lizard-Folk monks of the Triumvirate. Their
leader, a particular nasty guy with a belt of Haste and Spring Attack,
proved a difficult challenge. This was sure confirmation that the
reptilian forces of the Triumvirate were providng direct assistance to
the Giant-kin. Seems that erradicating the humans of Eyru is high on
the Trimuvirate's agenda and they will utilize anyone or anything to
achieve that goal.
The action has since
moved to Eastern Eyru as a strong contingent from High Clan Tairan and
the Council of Stone (which the party has menaged to help reforge into
a warrior force) secured the western lands. The landscape around Lynn
has become a battlefield as the Giantkin breached the Woods and setup a
makeshift foward base. The party -demolished- this base and I hope to
have time to tell the story in detail someday. A new party member,
Archus, Fomorian assassin, decaptitated the base by exercising his
trade on the small army's two high level spellcasters. Seeing this as
an enormous problem, the giant force's smarter than average leader
withdrew from the position, leaving a small force behind to be
slaughtered by the party (to delay them while he escaped.)
The party pursued and
encountered a well organized resistance. A battle with 7 insane, beserk
Ettin/Barbarians was followed by the charge of an ogre cavalry group.
This was quite possibly the most grueling battle the party has fought
yet but, they managed to survive. Falling back to the plains south of
the Woods to rest, the party is slowly being joined by allies and
others who are starting to hear about the impending war and believe the
rumors. An impressive force has assembled on the plains and an epic
battle is set. Meanwhile all contact has been lost with the city of
Lynn and rumor has it that it fell to an unknown force without a drop
of blod shed... This is where we left the campaign.
In bad news, from a
treasure hunting spree gone wrong: The party decided to loot an ancient
temple of the Manterlaug which ticked off its equally ancient guardian,
a Nightwing. (DM's note - might want to change the CR on a Nightwing
for low magic campaigns.....) This creature proved nearly impossible to
kill. The epic two part battle included the party -fleeing- from the
creature to it pursuing them and catching up to them at Dierdre's
school (didn't I mention she had a school training new adventurers??
Sorry!) In the process, Grim was slain by a confused Karl (crited no
less) and Dierdre gave her life distracting the beast from annihilating
her students. Since then, Grim has been playing Archu, a Fomorian
Assassin and Diedre has been playing the role of Etain, Dierdre's
cohort Bard.
A new chapter...
Ok lets call this a new chapter....Since I
stopped taking detailed session logs we have most likely played another
30 times! The party has grown in size and power. Lost several members
due to in game occurences and out of game issues, but the campaign has
managed to keep on moving!
My original plan was to just create an open
world where players could call all the shots, do precisely what they
wanted at any given time. The initial result was confusion as the
players tried to get a handle of a vast world with so many deep seated,
clandestine, politically dense groups and issues that they were unsure
how to approach things.
Things are being sorted out a bit and the
party is now on track to greatness. They have uncovered several
elements of a plot to destroy the humans of Eyru. A plot led by the
Medusae of the Triumvirate, a shadowy group that makes its home across
the eastern sea.
In their quest, they have worked hard (and
made enormous progress) in reuniting the warring humans of the three
High Clans Steairn, Tairan, and Erinin. Currently they are making
contact with the members of High Clan Faough and discovering that the
Giants are already on the move in High Clan Faough's territory with the
assistance of a group of Worgs and Dire Wolves.
Session One:
Pursuit: This sort
of sets the precedent for the party's adventures....
Session Two:
The Offer: Wherein
the adventurers meet a vague, domineering lady and decide she is a
vague, domineering lady.
Session Three:
Clan MacBruil:
Following precedent, the party is chased out of town by an angry mob.
Session Four:
Flight: .....and
they manage to escape once again!
Session Five:
All Aboard!: Cian
learns a new sea shanty and Bebe gets harassed.
Session Six:
Awakening: The group
viciously slaughters a hag and saves the day for Gary the faye.
Session Seven:
The Children of Lir:
Geas? Sign me up!.
Session Eight:
Cu Roi:
Perhaps best described from Bebe's perspective: the "keep it in your
pants" episode.
Session Nine:
Goibnhu's Forge:
Bebe gets grilled (in multiple ways) by a fiery foe.
Session Ten:
Southward Bound:
Dierdre cracks and tells the party she HAS to get back to civilization,
away from the vague, domineering lady and the Wood full of pranksters.
Session
Eleven: What Can I Say?:
I'm still speechless....
Session
Twelve: Reunited:
And it feels so good! (Except in Liam's case.....)
Session
Thirteen: Death Rides: A great session capped with an even
better combat.
Session
Fourteen: The Mark of the Fist: Political intrigue deepens as
our victorious heroes return to Tir Gaelyn.
Session
Fifteen: The Basement: On their first official mission the
group gets sidetracked and Cian and Liam find themselves in a bad
situation....
Session
Sixteen: Immortality Lost: The ancient cellar holds more than
just dust and picky altars. Treasure and death abound....
Session
Seventeen: Traitor in the Midst: Their mission plans change
as our adventures try to smoke out a magical spy with their usual
"subtle" tactics....
Session
Eighteen: In the Dark: The party takes matters into their own
hands, but are they sure they can see the road ahead?
Session
Nineteen: "Take a vacation...please!": Gaelyn decides maybe
the professionals ought to do the information gathering. He'll tell the
party when he needs something blown to pieces....
Session
Twenty: Blood of Heroes or "In the Dark...Again": Our heroes
fight a valiant battle to the death with an evil that has hunted them
for a long time. Who will be the victor?
Session
Twenty one: The sky is the limit!: Our heroes
regroup, with a few little "changes" courtesy lady luck (or
misfortune?).
Session
Twenty Two: Ogres, Ogres Everywhere: The
adventurers return to the northern edge of the woods and Cu Roi's
abode. They manage to avoid one encounter with a group of ogres, then
decide to join a wandering warrior on a hunt for more of the filthy
giants.
Session
Twenty Three: Archu's Journal: A few pages taken
from Archu's journal reveal the continued adventures of the party (So
he uses the longsword and the pen as an outlet!)
Session
Twenty Four: The DM's Journal: Hmmmm, perhaps there
are TOO many vague NPCs....its not my fault! Errr....right?!?
Session
Twenty Five: Cat and Mouse: A classic game on
steroids....
Session
Twenty Six: Return to Dun Brees: Ancient mysteries
hinted at while the PCs pull off some vandalism....
Session
Twenty Seven: Fate of Lord Brees:
The party regroups and gathers information on the strange
happenings at Dun Brees. There they confirm the awful fate that befell
Lord Brees.
Session
Twenty Eight: Immortalized in Stone: Archu is bestowed a dubious honor....
Session
Twenty Nine: The Serpent's Ride:
Take a ride on the Serpent Express: Next stop, the ocean floor in
several pieces!
Session 30:
Guardians of the Deep:
The adventurers explore the remnants of Fomorian civilization and find
that they have not been left unattended!
Session 31:
Mistress of the Axe:
Bebe, just over five feet tall, scares the wits out of a couple of
platoons of ogres...well, with some help from the party of course.
The Long Journey: Lance says farewell
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