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TomHanratty
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« on: March 05, 2010, 12:08:11 AM » |
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D&D Intro Campaign, 7.00pm Tuesdays
The D&D intro campaign is for anyone who comes along to the shop on Tuesday nights, it starts at 7pm and finishes at 9.30pm. If it is your first visit to play then you should arrive early for character creation. It will run as follows: 1. Everyone can start a character for it and come and go at will. There is no requirement for anyone to attend every session. 2. If you do not have a character of the correct level you can make one on the night, if you have missed a few sessions and are more than 3 levels behind your level will be boosted to 3 levels below the adventure level. 3. Everyone not currently involved in a game that night will be welcome to take part. 4. Some attempt at roleplaying is nice but not an abolsute requirement, however you will be stopped from doing actions that are completely out of character. 5. The group may be quite large some nights so have some patience and try not to shout over others. 6. The Gaming Session will start at 7pm and finish at 9.30pm. If you have to leave early the DM will take over for you and exit you at the first appropriate moment (preferably not by death). If you require a character it must be completed by 7pm so turn up early. 7. This is an intro campaign and while it will take you from level 1 to level 30, there may at any time be new players or first time DM's. SO BE NICE!
Rescue At Rivenroar
The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness. But the peace of Elsir Vale—and specifically, the town of Brindol, heart of the former conflict with the Red Hand—has been shattered. The vague shadow of unease the locals have been experiencing lately has crystallized in the form of an attack on the town itself. Now Brindol finds itself once more in need of brave heroes willing to come to the aid of their citizens.
A little about Brindol Brindol has a smaller population than it did in times gone by. But the last decade has brought mild prosperity to the region, with only bandits dis¬turbing the peace. Population: 6,700; another 1,000 live within a five-mile radius of the town itself. The people of Brindol are mostly humans, half-elves, and dwarves. The town’s population swells by several hundred whenever some connected halfling clans known as “the river people” are in town. Government: A town has a council, two-thirds of whom are hereditary landlords and the re¬mainder of whom are guildmasters from the city’s important trade guilds. Lord Warden Harrik Orenna is the public face of the council and commander of the city militia. Defense: The city has 200 soldiers under arms at all times, with about one-quarter on duty at any given time. In times of crisis, the Lord Warden has access to another 200 well-equipped but poorly trained soldiers by calling up the militia. Inns: Chatrenn and Sons; The Red Door; Avandrian Hostel; The Silk and Spoon; Pantashi Inn. Taverns: Ilya’s Cardhouse; The Marooned Schoo¬ner; Cleftie’s; Brindol Gentleman’s Club; the Blue Parrot; the Antler and Thistle. Major Guilds: Prospectors; Blacksmiths and Smelt¬ers; Teamsters and Farriers; Weavers; River Bargemen (halfling controlled). Supplies: Alchemy by Adronsius (currently closed); Gavriel Arms and Smithy; Staghunter Outfitters; Alpenglow Trading House. Temples: Temple of Erathis; College of Ioun; Shrine of the Sun (Pelor); Moondust Temple (Sehanine); Shrine of Bahamut (no permanent clergy); Shrine of the Open Door (Avandra).
Session 1: A quiet night in the “Antler and Thistle” is underway, the muttering of the patrons and of a few little groups fill the air. Various travellers are scattered around the few tables available, recovering from some minor assaults by the rampaging goblins of the area. Many of them brought to the Inn by news of those very troubles. All of a sudden, the gentle hubbub of an evening at the Antler and Thistle tavern is shattered by the crack of the front door flying off its hinges to land amid the nearest tables. Four hobgoblins rush into the bar, swords outstretched to skewer the nearest bar patrons. “For Sinruth! For the Hand!” they cry. As the first creatures entered the room brave souls burst into action to face the new threat, the creatures charged! Two villagers went down to the blows of the first Hobgoblin Grunts to make it inside. Behind them two Goblin Blackblades wielding torches entered, tossing them towards the bar and the alcohol there. Villagers raced for the back exit and the barman cowered behind the bar shielding himself from the flames with his towel. Lilith was the first to react, moving along the side wall she threw a burst of light at the first two hobgoblin grunts and one fell writhing in agony. The Paladin, Drew flung the weight of his sword against another but this one was more resilient and resisted his attempts to decapitate it. Soon everyone was involved as arrows and magic filled the air, the fighters moved in for the kill. Blood seeped across the floor and as more goblins appeared flames sprang up around the bar. Biri’s blades sung in the air missing again and again, he paused to consider whether he had chosen the right path! But then his blades cut deep and two more went down. The last goblin fell as the town watch appeared and as the clear up started the beer started to flow once more. An eventful night and time to reflect upon what to do next.
Venue: 44 Princes Street Perth PH2 8LJ 01738 561900
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