Post by ihavetilfive on Feb 17, 2010 2:09:10 GMT -6
Here are more of the sessions, run sometime in November and December.
Has anyone run B1 like this, with a journey to get to Quasqueton taking some time to get there, with the possibility of side quests popping up?
_______________________
Session 2
The party leaves the mountain, continuing to head northwest. Curiously, they don't ever seem to consider finding the hills labeled on the map. Reckoning that "Q" is some distance from Kirby, all the party knows is that it's somewhere northwest of them. Speaking amongst each other, Jim points to it and says, "Quasqueton." Unable to read, and barely able to form sentences, Jim was unable to comment further. Walking past the mountainous terrain, the party reckoned they continued their northwesterly path, entering a land of gently formed meadows. Camping for the night, the party took watches. Over a hill, the sound of footprints could be heard. Preparing for the worst, the party was relieved to find that a scholarly chap was heading through. He introduced himself as Kracky the Hooded One, on a quest for knowledge. The party absorbed him as he seemed interested in the party's search for the rumored Quasqueton.
The next morning, the party continued travelling northwest, observing a relatively open countryside without incident. Towards nightfall, a potential campsite presented itself among a patch of pines. A pond of some size was nearby, which Ernie, a veteran furrier, thought might hold some fur-wearing animals. The elf's instincts were true, as he saw a beaver dam on the far side of the pond, and spied a giant beaver in the woods. Knowing that a pelt would be worth hundreds of gold pieces, Ernie decided to attack the beaver. Hurting the animal but not killing it, Ernie saw it flee and heard a smacking sound as it reached the water. Knowing this to be the call for help, the party was torn as whether to stay and fight or to flee themselves. The party, thinking giant rodents would be no big problem, soon found themselves with a continual influx of fresh, angry beaver. Though a few of the beavers had fallen, so had Jim the Ogre, perishing in the woods. The rest of the party retreated while Kracky fled up a tree. Deciding it would be a good idea to launch flaming oil at the beavers in the middle of a forest, Kracky also managed to set part of the tree he was hiding in on fire. Through some fancy moves and lucky breaks, he managed to vault through the branches and catch up with the rest of the party. Running from the burning trees, the party looked for a camping spot to heal up.
Session 3
Continuing their northwest trek across the countryside, the party sees more meadows occasionally sprinkled with small streams and creeks. After another day of travel, Farned and Tig, the dwarf fighter the party encountered along the way, realized they had no rations with them. Deciding to go foraging, they find themselves attacked by crabs, giant crabs. No one died, and the party retreated after the flood of crabs became too much to handle.
The party found a path that at times met a river which seemed to flow, more or less, northwesterly. Choosing to stick with the path, the party continued. After a day or so, the party entered the village of Buckwink. Farned tried to speak to the Temple of Sigmar Heldenhammer about his god, Isengad, but they suspected he may be a servant of Chaos. Delva and Beth found that horses could be bought from rich farmers in town, and did so. In the town center, they found a garment maker and sold the giant beaver pelt for 750 gold.
Farned poisoned a gem merchant’s meal at the inn, placing some of his mushrooms into the food of a tray a worker sent upstairs. Soon thereafter, a screaming could be heard on the second floor, followed by a crashing of glass. A man fell to the ground just outside the inn, and the party rushed out. Farned healed the man, who everyone though had plunged to his apparent death. Farned received 50 gp for his healing, given by the man when he came to.
Six elven females entered town, each astride a unicorn. They happen to be staying at the same inn as the party, and over dinner, Delva befriended them. Meanwhile, Bethesda danced with Farned, planting his own mushrooms into his food while liquoring him up. Farned once again fell prey to his toxic mushrooms, shouting at the laughing green devils floating around him, stripping off all his clothes, and ran straight out the door, across the green, jumping into the carp pond. The locals think he is touched by Chaos, and drag him away, intent on searching his person thoroughly (and none too gently) for any “Mark of Chaos.” The ordeal left him bruised, bloodied and somewhat violated, but the town eventually let him go on the word of his partymates. The unconscious cleric was tied to his bed until the next day, however, just to make sure the effects of the fungus has worn off. The elves agreed to guide the party at least partially through the forest, and after buying supplies for the expedition, they left Buckwink.
Session 4
The party and the elves rode through the forest, and soon Farned found himself grabbed by a giant talking tree. An ent demanded to know what the party was doing in the woods, and Farned didn’t satisfy him with his answer. Delva explained that they were accompanying the elves on a forest-friendly trek; the ent wished the party a safe journey…while still holding onto Farned. Farned reminded the ent that he’s still being held, and the ent tossed him over its shoulder. Farned managed to land safely and rejoined the party. The ent spoke, saying that “No action will be necessary.” The party noticed about a dozen other ents were nearby, watching the encounter all along.
The first night passed without incident, except for the distant sound of wolf howls. The next day, an elf appeared and addressed Aurora, the leader of the elven party. Aurora told the party that they must leave for their lands. The party could have either left the presence of the elves, and try to find the river which could lead them to Quasqueton or accompanied the elves to their home forest and help them encounter a great threat. The party chose to follow the elves, and found the elven town attacked by manticores. Three of the six elves fell, including Aurora, but the manticore threat was eliminated. The party departed the elves, with instructions to follow the river, and turn north when it does so.
Farned attempted to evangelize a deer head in the trees, only to find the deer head flying toward him and swallowing him whole. Screaming in darkness, Farned was all alone. The rest of the party saw that Farned had fallen victim to a prank of the Little People, who Farned then hears laughing at him and realizes the joke. Shortly after, the party continued following the river north, and Bethesda saw what appeared to be a beautiful woman flying about the treetops. Farned engaged her in conversation, and almost convinced her to scout for the party, until she realized that he is not of good alignment. The sylph wished the party well, as she continued flying about the forest.
The party followed the river and, seeing huts alongside it, sensed an ambush. This proved correct, as lizardmen lying in wait let loose with spears. The battle was a brutal one, with all lizardmen falling, but not before all of the party except for Farned lay unconscious! Farned managed to jump onto Delva’s horse and fell the last lizard man with his sling-stones. Farned alone had been left standing, and wondering what to do with his fallen but still living comrades, shuddered upon hearing a roar of lizardmen somewhere in the distance.
Has anyone run B1 like this, with a journey to get to Quasqueton taking some time to get there, with the possibility of side quests popping up?
_______________________
Session 2
The party leaves the mountain, continuing to head northwest. Curiously, they don't ever seem to consider finding the hills labeled on the map. Reckoning that "Q" is some distance from Kirby, all the party knows is that it's somewhere northwest of them. Speaking amongst each other, Jim points to it and says, "Quasqueton." Unable to read, and barely able to form sentences, Jim was unable to comment further. Walking past the mountainous terrain, the party reckoned they continued their northwesterly path, entering a land of gently formed meadows. Camping for the night, the party took watches. Over a hill, the sound of footprints could be heard. Preparing for the worst, the party was relieved to find that a scholarly chap was heading through. He introduced himself as Kracky the Hooded One, on a quest for knowledge. The party absorbed him as he seemed interested in the party's search for the rumored Quasqueton.
The next morning, the party continued travelling northwest, observing a relatively open countryside without incident. Towards nightfall, a potential campsite presented itself among a patch of pines. A pond of some size was nearby, which Ernie, a veteran furrier, thought might hold some fur-wearing animals. The elf's instincts were true, as he saw a beaver dam on the far side of the pond, and spied a giant beaver in the woods. Knowing that a pelt would be worth hundreds of gold pieces, Ernie decided to attack the beaver. Hurting the animal but not killing it, Ernie saw it flee and heard a smacking sound as it reached the water. Knowing this to be the call for help, the party was torn as whether to stay and fight or to flee themselves. The party, thinking giant rodents would be no big problem, soon found themselves with a continual influx of fresh, angry beaver. Though a few of the beavers had fallen, so had Jim the Ogre, perishing in the woods. The rest of the party retreated while Kracky fled up a tree. Deciding it would be a good idea to launch flaming oil at the beavers in the middle of a forest, Kracky also managed to set part of the tree he was hiding in on fire. Through some fancy moves and lucky breaks, he managed to vault through the branches and catch up with the rest of the party. Running from the burning trees, the party looked for a camping spot to heal up.
Session 3
Continuing their northwest trek across the countryside, the party sees more meadows occasionally sprinkled with small streams and creeks. After another day of travel, Farned and Tig, the dwarf fighter the party encountered along the way, realized they had no rations with them. Deciding to go foraging, they find themselves attacked by crabs, giant crabs. No one died, and the party retreated after the flood of crabs became too much to handle.
The party found a path that at times met a river which seemed to flow, more or less, northwesterly. Choosing to stick with the path, the party continued. After a day or so, the party entered the village of Buckwink. Farned tried to speak to the Temple of Sigmar Heldenhammer about his god, Isengad, but they suspected he may be a servant of Chaos. Delva and Beth found that horses could be bought from rich farmers in town, and did so. In the town center, they found a garment maker and sold the giant beaver pelt for 750 gold.
Farned poisoned a gem merchant’s meal at the inn, placing some of his mushrooms into the food of a tray a worker sent upstairs. Soon thereafter, a screaming could be heard on the second floor, followed by a crashing of glass. A man fell to the ground just outside the inn, and the party rushed out. Farned healed the man, who everyone though had plunged to his apparent death. Farned received 50 gp for his healing, given by the man when he came to.
Six elven females entered town, each astride a unicorn. They happen to be staying at the same inn as the party, and over dinner, Delva befriended them. Meanwhile, Bethesda danced with Farned, planting his own mushrooms into his food while liquoring him up. Farned once again fell prey to his toxic mushrooms, shouting at the laughing green devils floating around him, stripping off all his clothes, and ran straight out the door, across the green, jumping into the carp pond. The locals think he is touched by Chaos, and drag him away, intent on searching his person thoroughly (and none too gently) for any “Mark of Chaos.” The ordeal left him bruised, bloodied and somewhat violated, but the town eventually let him go on the word of his partymates. The unconscious cleric was tied to his bed until the next day, however, just to make sure the effects of the fungus has worn off. The elves agreed to guide the party at least partially through the forest, and after buying supplies for the expedition, they left Buckwink.
Session 4
The party and the elves rode through the forest, and soon Farned found himself grabbed by a giant talking tree. An ent demanded to know what the party was doing in the woods, and Farned didn’t satisfy him with his answer. Delva explained that they were accompanying the elves on a forest-friendly trek; the ent wished the party a safe journey…while still holding onto Farned. Farned reminded the ent that he’s still being held, and the ent tossed him over its shoulder. Farned managed to land safely and rejoined the party. The ent spoke, saying that “No action will be necessary.” The party noticed about a dozen other ents were nearby, watching the encounter all along.
The first night passed without incident, except for the distant sound of wolf howls. The next day, an elf appeared and addressed Aurora, the leader of the elven party. Aurora told the party that they must leave for their lands. The party could have either left the presence of the elves, and try to find the river which could lead them to Quasqueton or accompanied the elves to their home forest and help them encounter a great threat. The party chose to follow the elves, and found the elven town attacked by manticores. Three of the six elves fell, including Aurora, but the manticore threat was eliminated. The party departed the elves, with instructions to follow the river, and turn north when it does so.
Farned attempted to evangelize a deer head in the trees, only to find the deer head flying toward him and swallowing him whole. Screaming in darkness, Farned was all alone. The rest of the party saw that Farned had fallen victim to a prank of the Little People, who Farned then hears laughing at him and realizes the joke. Shortly after, the party continued following the river north, and Bethesda saw what appeared to be a beautiful woman flying about the treetops. Farned engaged her in conversation, and almost convinced her to scout for the party, until she realized that he is not of good alignment. The sylph wished the party well, as she continued flying about the forest.
The party followed the river and, seeing huts alongside it, sensed an ambush. This proved correct, as lizardmen lying in wait let loose with spears. The battle was a brutal one, with all lizardmen falling, but not before all of the party except for Farned lay unconscious! Farned managed to jump onto Delva’s horse and fell the last lizard man with his sling-stones. Farned alone had been left standing, and wondering what to do with his fallen but still living comrades, shuddered upon hearing a roar of lizardmen somewhere in the distance.