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  #1  
Old Mar 8th, 2020, 05:21 PM
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Draig Enaid Draig Enaid is offline
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Our Story so far .....

We will use this thread for recording our intrepid adventures. Players are welcome to post in here for tracking their own personal perspectives or anything else along those lines.

Our current cast of characters:

Player Name Race Class Background Character sheet
Kariko83 Foley Sneezer Kenku Rogue/Mastermind Criminal https://www.rpgcrossing.com/profiler/view.php?id=83851
ChsBrgr Morserlum Brewbasher Human Monk/Drunken Master Clan Crafter(Brewer) https://www.rpgcrossing.com/profiler/view.php?id=83849
TomBosley Iansandoral of House Faelandalan Elven Artificer/Artillerist Noble https://www.rpgcrossing.com/profiler/view.php?id=83848
Draigenaid Khurnan OrkCarver Thunukulane Goliath Barbarian/Zealot Outlander https://www.rpgcrossing.com/profiler/view.php?id=83850
Faxanadu Rahlin Kobrin Human Cleric(Knowledge)/Wizard(Divination) Sage https://www.rpgcrossing.com/profiler/view.php?id=83931
__________________
Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.

Last edited by Draig Enaid; Apr 12th, 2020 at 07:39 PM.
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  #2  
Old Mar 8th, 2020, 05:42 PM
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The group was assigned a standard caravan escort mission from the capital city to the norther town of Muros, about a weeks travel to the north. Less than two days travel, the caravan was assaulted by river pirates during the night, thought the party was able to defeat them, leaving only one of the eight pirates alive for interrogation by local authorities.

Upon successfully reaching Muros, you were offered a secondary mission to the north east, at the town of Grimm's Gate. The lieutenant in charge of the local Outriders garrison informed you that village had effectively been cut off, and that no trade caravans had been able to successfully reach the town for some time. Several months ago the local baron sent a group of knights with their men-at-arms to investigate and quell any troubles in the area, but they were never seen again. It is believe that a smaller and more elite team may have success where a larger force failed. You were charged with recon of the area and resolving whatever the problem was if at all possible.

You accepted the mission and escorted another trade caravan successfully to Grimm's Gate. Along the way you were ambushed by a group of mogura-jin, cannibalistic Mole-Men, which you dispatched with ease . Arriving at the town, you found it to be in disrepair but still standing, thought several outlying farmsteads stood empty. The local town merchant, Pantro Panga was thrilled to see you, or the caravan more accurately, and began conducting a brisk trade with the caravan leader for the treated furs he'd been accumulating from the area's trappers.

At the Silver Dagger Inn, you met Ralmar Prath, his wife Miralda, and their two sons. Rahlin also met with the local priest of Hieronyous, Rhall, who offered his services to help the party in their efforts at helping to alleviate whatever was causing the problems in the area.

Asking around town and speaking with Rhall and Ralmar, you found out the following rumors:
Seems like things have been going downhill for years, here in Grimmsgate. Ever since the barons lost a big patrol in the forest, they haven’t sent anyone since. Seems like we lost a fur trapper or a farmer every month for a while, and now there aren’t enough people to keep things going.
There is an old temple out there somewhere nearby. It’s called the Elder Temple because it was before we had a temple here in the village. Something bad happened there a long time ago.”
Two nearby farmers, Albraith and Etarra, disappeared from their farmhouse only a couple of days ago.
To find the Elder Temple, go south downriver from the ford.
The Elder Temple was a building on a hill, but now all that is left is the catacombs underneath the ruins.
Something must be keeping travelers away from Harkin’s Ford up to the northeast, because no one has come to the village from that direction in several days.

Deciding to explore the area a little bit, you set out to the north west to Harkin's Ford, to discover what could be preventing travelers from coming that direction and encountered an ogre, which the party promptly beat to death. Among it's belongings you found two human skulls, a gallon of beer, a haunch of venison, 25gp, a jeweled dagger, and an ivory drinking horn

At that point, the party headed back to Grimm's Gate and opted to rest for the night. I believe the current plan was to try and convince the townsfolk to evacuate, report back to base in Muros a week's travel away, and then decide what to do next ?
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Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.
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  #3  
Old Mar 15th, 2020, 05:29 PM
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Session 2

After reviewing your orders in the morning, the party made the decision to scout out the Elder Temple and try to neutralize the threat within. Saddling up, the party headed first to the ford before heading southward following the river. They first came across a ring of statues on a hill, each statues representing a different lawful god. A short distance further south the party found the hillside containing the Elder Temple.

Finding three entrances to the Elder temple initially, some searching through the overgrowth discovered another entrance with a shield over the stone arch. Entering this they quickly found various secret doors which allowed them to pass through the guards barracks and into a kitchen where they encountered several cursed humans. Dispatching them quickly, the party continued through what appeared to be storage and servants quarters, passing by another entrance and then downstairs into another storage area, where Khurnan found and disabled a pitfall trap by falling into it. Proceeding through the storage area, the party then encountered 4 mogura-jin, including two that were different then the others you'd encountered. One was a six-foot tall brute of a mole-man, layered with scar, fat, and muscle. The other appeared to be a shaman of some sort, covered in tattoos with a bone through it's nose. With effort, the part managed to defeat this group.

Proceeding into what was obviously their layer, you then found another secret door, which then lead into a hidden altar room. Leaving through the southwest exit, you found yourselves in the fane of the Elder Temple, a circular chamber with a domed ceiling supported by carved stone pillars and a short pedestal about three feet tall, broken shards of green glass surrounding it. The room had a sense of brooding power in it, but it felt more like an echo or residue than an active source. Upon touching one of the shards, Rahlin was knocked unconsious and giant centipedes appeared from hidden alcoves in the walls. After a brief scuffle, the battered party grabbed Rahlin and retreated into the hidden shrine, shoving the secret door shut behind them. After Rahlin regained consciousness an hour later, the party decided to fall back and leave the temple at least temporarily. The dreams Rahlin experienced leave him to believe that the demon, Vuod the Putrefactor, was freed and inhabiting the Elder Temple.
__________________
Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.

Last edited by Draig Enaid; Mar 15th, 2020 at 05:30 PM.
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  #4  
Old Mar 22nd, 2020, 06:47 PM
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Session 3

After returning to Grimmsgate and discussing things with Rhall, the local cleric, you determined that if Vuod the Putrefactor has managed to remain in the material world, that the situation would be a lot worse. It's more likely that a remnant of his demonic power was left behind in whatever poor sod released him in the first place. With that in mind, you headed back to the Elder Temple and entered through the one remaining opening you had yet to explore, marked by a skull over the entrance. In the first room you entered you encountered the guardian of the Catacombs of the Elder Temple, who challenged you as to what your purpose was. Since you stated you were there to purge the evil from the temple, he allowed you access to the riches of the catacombs in order to use them to aid the fight.

Within the room of the guardian were 5 sarcophagi, from which you retrieved a necklace of bloodstones, a bracelets of blue stones, a brooch of protection (+1 bonus to saving throws, requires attunement), and a dagger with yellow jewels that turned Morserlum into a snake for an hour. Proceeding through the rest of the catacombs you found several items of treasure that Rahlin made the party leave behind until encountering a chest with three lids, a gem sitting on the center lid. Taking the gem, the party checked the contents of each part of the chest, finding a magical mace( +1 mace), 500gp, and a 1ft in diameter stone sphere that appears to be the missing part of the altar in the secret chapel.

Continuing down the tunnel, you then found a prison room guarded by a fairly weak demon, which contained to human captives, Albraith and Etarra, who rumors say had gone missing from their farm a few days ago. With this discovery, it was decided the party should return to escort them captured farmers back to town.

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Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.
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  #5  
Old Mar 23rd, 2020, 12:48 AM
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Session 4

Having returned the captured farmers back to town, the party then rested up and headed back to the Elder Temple the next day to finish defeating the evil that dwelled there.

The party's first stop was the hidden chapel to replace the missing orb from it's place on the altar. With it's replacement, Khurnan and Morserlum felt an up-welling of confidence within them, granting them inspiration. Moving through the unopened secret door in the hidden chapel, the party made their way into a new part of the Elder Temple, first encountering a mural room containing a depiction of the history of the temple. From there they continued along the tunnel, encountering first a group of cursed humans, then a room of containing a chest rigged with an alarm which Rahlin set off with mage hand, alerting the 3 mogura-jin in the next room. This alert did little to prepare them for the party who promptly slaughtered them.

In the next set of rooms the party came to, the Khurnan entered first, triggering the trap that Rahlin noticed the mechanism for a moment too late, get hit by a flurry of darts as a result. Foley was able to disable the trap handly, the part rested and then proceeded into a room which appeared to be a summoning chamber, containing skeletons and a manes demon standing around a pentagram etched into the floor. After dispatching them quickly, Rahlin picked up the reddish-black dice in the center of the pentagram with mage hand and the group continued onward.

Coming to the second to last side tunnel, the party followed it as it curved and then forked to the left. In the final spiral the encountered the demonic remnant of Vuod the Putrefactor, the being responsible for the taint upon this place. The party struck against him and the three demons serving him, with Morserlum landing the killing blow, slamming the creature into the air, bouncing him off the ceiling, and resulting in it slamming to the ground and shattering into a cloud of ash. The evil crushed, our intrepid adventurers cleared the last couple rooms of the temple before returning back to town.

__________________
Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.

Last edited by Draig Enaid; Mar 23rd, 2020 at 12:51 AM.
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  #6  
Old Mar 30th, 2020, 12:00 AM
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Session 5

Having successfully cleared out the Elder Temple, you returned to town to inform the people that the corruption of the temple had been purged. As the garrison of the local baron should be able to handle anything else in the area, after a good meal and some healing from the local priest you set back out for Muros. After six days of peace and quiet, the part was ambushed about a days ride away from the town. The bandits did not expect to meet such a challenge from such a small caravan and were wiped out. Kurnan made not of the trail the bandits left when the arrived for the ambush and made it known to Lieutenant Smith of the Outriders barracks in Muros so their camp could be scouted. Receiving their report on the events of Grimmsgate, Lt. Smith then filled out pay vouchers for the party, allotting each 20 silver from the salary they'd accrued. The party then spread out across the city, shopping, resupplying, drinking, and in general having some downtime.

About two days later they were summoned back to Lt. Smith's office. It seems they'd lost touch of an group of archaeologists at a site about two days ride north. A squad had been sent to investigate but no one had heard back from them either. Deciding a experienced hand was needed, Lt. Smith has dispatched you to the site to investigate what happened. He also bolstered the group with a new addition, the barbarian Liy Liy.

The first day and night of travel passed without issue. On the morning of the second day the party was attacked by a pair of worg riders. Though they pressed the party hard, taking significant bites out of Morserlum, the party prevailed.

TBC
__________________
Paranoia is a very comforting state of mind. If you think they’re out to get you, it means you think you matter. - Gilbran Quail

Si vis pacem, para bellum - If you want peace, prepare for war.
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