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10,000 ways to die... Just some Friday Night D&D!

Started by GameDaddy, February 14, 2015, 11:37:24 AM

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GameDaddy

Alrighty then... so the Boy decides he wants to try D&D after seeing a pile of characters sheets I was working on back in man cave. Of course, I'm happy to oblige him... so I have him roll up some characters so we can play a Friday night D&D game:

Flynn of Alhaster, 1st level wizard AC9 HP 4 LN, armed with a light crossbow, Shield spell readied.

Cody the Tigerman, 1st Level Kzinti Warrior AC5 Hp 9, Nuetral, armed with 2x claws (1d6+2), a Khopesh (1d8+2) and a Dagger (1d4+2)



Scarlett of Alhaster (Archer), 1st Level Fighter AC 8 HP 8, NG, armed with a shortbow.

I wanted to run this party in Forge of Fury, but couldn't find my module for this, so went through my old Dungeon magazines until I found a good suitable start point for the players... The pirate port town of Alhaster from Dungeon magazine 131 was the perfect starting place for this game. Even the old Paizo setting stuff is still awesome to run games in!

A down and out pirate town with a despot, Prince Zeech, for a ruler served as a great starting point for this game. Flynn of Alhaster has owns a modest two-story wooden home in a lower class neighborhood here, but doesn't really like his home town. He had enough of being shaken down by the city watch for taxes, and the Dark Angels (Eryines) that serve as the elite guard for Prince Zeech inspire obedience from fear.



First morning out Flynn and his companions head over to the Laughing Dawn Tavern which is next to the large theater in town . Run by the Burly Damsk, an old friend of Flynns. Flynn has breakfast and ale, and asks Damsk if he knows of any dungeons nearby.

Damsk says "Nay, I know not of any dungeons, but if it's adventure ye seek, you should seek out Arril Axestar who this very morning getting ready to depart in a merchant Caravan from the city gate. If anyone knows where there is adventure, Arril would."

Flynn thanked Damsk and him and his companions finished breakfast then depart to seek out Arril the Adventurer.

On the way to the city gate, the players encounter a group of the City Watch who shakes down the players and makes them pay an emergency tax of 6 Sp each. Flynn pays the tax to depart in peace. Flynn also gives a beggar 1 Gp while he is on his way.

Arriving at the City Gate, Flynn spots a young swordswoman with an unarmed companion. They have four gaurds and five heavily laden pack ponies. He asks the Woman if she has seen Arril Axestar the Adventurer because he wants to join up with Arril and travel on an adventure.

The swords woman laughs and says "I am Arril Axestar, and I'm not an adventurer, merely a traveling merchant. I am seeking some additional guards for my caravan, and if you are willing to depart today, and are also willing to accept 30 Gold Pieces a month as pay, I'll hire you to guard my caravan."

Flynn readily accepts, eager to leave this disreputable port city behind. His  companions go get their adventuring gear and they make ready to depart.


On a partly cloudy afternoon the party travels on the High Road in the Redlands and leaves Alhaster behind. They set an easy but steady pace for the next town, and the as day passes they cover many miles into the wilderness eventually making camp by the side of the road.

Flynn sets two guards to the nights watch and everyone else beds down to rest for the night.

During the night, the company is attacked by Barbarian bandits. The two watch guards are surprised and killed before they can even sound an alarm, and the players awaken to find themselves captives of the small band (9) of Barbarians. The players are hog tied and abused.


Flynn attempts to negotiate with the Barbarians offering Cody's valued music box for their freedom. The Barbarian chieftain laughs and shows Flynn the music box taken with the rest of the trade caravan goods.

Barbarian Chieftain: "I already have the Music box. I will set you free though, just as soon as I am paid a 500 gold piece ransom."

Flynn "We can get you 500 gold pieces if you set us free!"

Barbarian Chieftain: "hmmm let's see... That's three women, the two guards, the Tigerman, and yourself... That is 3,500 gold! Deal!"


Flynn: "NO WAIT! You said 500 gold!

Barbarian Chieftain: "That right, 500 gold for each person to be set free."

Flynn: "I Don't have 3,500 gold!"


Barbarian Chieftain: "Be silent, then."

At this point Flynn started talking again, and the Barbarian stabbed him, wounding him to make a point. Flynn was outraged and demanded to be released.

The barbarian chieftain then stabbed Flynn in the throat, and left him dead in the wilderness. Thus ended the tale of Flynn the Wizard, a wizard who never cast a single spell outside of the Alhaster city walls.

The Barbarians take the remaining players off the road and into the wilderness, and make camp in a place unknown to Cody and Scarlett. The players are not given food or water, and the weather has taken a turn for the worse as it starts raining steadily.

In the morning, just as camp is breaking up, and the prisoners are just waking up, the players are alerted by shouts of alarm as the barbarians are attacked by two Giant Snakes. While the Barbarians are distracted, they players make a desperate attempt to free themselves from their bonds.

Arril and the two guards free themselves first, and make for the pack ponies where they grab some spears, they then turn to attack the Barbarians.

The Giant snakes end up killing five of the nine Barbarians. Cody the Tigerman eventually breaks free and also grabs a spear to fight. In the ensuing melee, Cody is cut down by the Barbarian Chieftain and his young son, and the Chieftain is n turn slain by Arril Axestar the merchant. Seeing their leader dead, the two remaining barbarians flee into the wilderness.

Arril and Scarlett binds Codys' wounds. When the fight is done, only the three of them remain alive, and Cody the Tigerman is greviously wounded and laid up in the wagon having only 1 HP. Scarlett looted the barbarians taking their weapons, 118 gold coins, and she found a treasure map as well.

Thus ended our Friday night D&D adventure...


Arril Axestar, 3rd level Merchant, AC 9 HD 3 Hp 10, aln N, armed with a Longsword (1d8)
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

Omega

QuoteThus ended the tale of Flynn the Wizard, a wizard who never cast a single spell outside of the Alhaster city walls.

Know the feeling. Quite a few of my would be magic users way back ended that way. Poor Flynn. We hardly knew ye.

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