Narnia... Adv # 21-.... [Trell links below]

Curse of Xerxes campaign summary

The Curse of Xerxes Campaign

The Players

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Zen: The leader, a seemingly normal 9+9 hit dice warhorse. (Brad / DM)

Nilac: Zen's rider and part-time priest of Egdar. (Brad)

CHAL-YN: CouQue worshiper goes on about truth or something. (Tony)

Myslandus: An earth elementalist with powerful friends. (Lane)

Apogee: A conjurer of more power than Trell has never seen. (Dave)

(or the only one foolish enough to be a conjurer)

Chula: A powerful fighter who is sorely missed by the party, they (Mark)

often wonder what that witch is up to, slave to a beholder?

Max: After Chula left, one of Frank's, a strong Warrior, took (Ken)

over as the bloodcutter.

Garrit: The only halfling brave enough to join the party of (John)

adventures, his trusty spear and scorpion are greatly feared.

Talon: A Gith Hunter, looks tough but has yet to prove himself. (Kathy/NPC)

The story so far

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1 (Origin to the Curse of Xerxes campaign)

-Frank trains you, you serve in his army for two years, you meet Xerxes in her keep and all hell breaks loose. You seem to recall tentacles of Cthulu reaching out for you and or a Demigoddess, then the Demigoddess cursing the continent with her soul to be drowned in SAND. They woke up after what could have been several days and wonder back to Frankfort.

2 (Disorder)

- After the dunes cover everything Frank wants you to help protect the water supply at one of the few wells still running.

3 (The Quest begins {for the Cthuluian protection chant})

-Lux, your guide, is taking you top see exactly who survived the sandstorm. Since your group apparently can survive in desert conditions better than most he sends you and Lux alone. The first city you come to, used to be a great rival of Franks. All you saw was partial walls and a buried city desolate of life. Some old enemies of Lux appears (three skeletal riders) They kill Lux And you luckily killed them. They seemed to be after Lux's head literally, you notice the tattoo on his scalp that the skeletons seem to have wanted actually means something. Apogee read the markings as best he could and a great light engulfs him.

4 (Halflings / Catacombs begin)

-After this bizarre experience you were not sure what to do. Chal-yn dug through Lux's pack and you followed the map as Lux's notes dictated. You passed through two more places where cities were supposed to be and found nothing. You ran into a very strange man on a carpet with a bronze minotaur? (First introduction of Sebellicus a mad wizard)? It was also becoming apparent that they longer you stayed in the desert the greater the chance your metal would rust away. You all were growing tired and fatigued before you spotted a wild 1/2ling village and you saw an opportunity to rest.

5 (Training / Decisions)

-This was a chaotic time the party did not know their loyalties. They spent a long time avoiding there sovereign for no apparent reason and were questioning whom they should follow from now on.

6 (Acquisition of the orb / The Gith?)

-Frank messenger asks you to find an orb for him and bring it back, so you can end your service to him, as he knows you wish. Oddly, some Gith aid you in retrieving the orb. They leave as quickly as they came.

7 (The {simple} quest)

-As you returned to the 1/2ling village a battalion of Franks troops attack you. Luckily some of you friends who had been resting/training in the village came out to help you, Chula appeared as if she had done a lot of training. Chula also had a map and told you she was under a quest to gather some eyes for a beholder, to her surprise you help. You find a castle just within the valley of dust and Fire (The new name for the center of the Trellion Empire). You route it of the lesser Gith and kill a Cthuluian type monster with many eyes. Chula and the group take the eyes back to the village.

8 (Leaving Dodge)

-While you were gone. Frank's troops had again come for you, threatening the halfling village. Some of you felt in debt to the villagers so you helped them back to the castle you just routed. They heard you talk about it and thought it might make a safe home. The way back was worm infested, you have never seen worms so big before. Once back to the castle the party faces it toughest fight yet, a room and corridor full of lesser Gith. The party is in need of rest and spell renewal.

9 (Cleaning house / Finding a new home)

-The first attempt to clean house was unsuccessful so you decided to try again. In the castle and had the fight of your life with a battle that appeared to be between CouQue and Cthulu.

10 (A sudden twist in direction)

-After paying the great worm lord you made sure the 1/2lings safely made it into the castle and encouraged them to cause a cave in underneath the structure. The HighKing of Loc-Nar then contacted you through your fire and attempted to hire your services leaving 5000 in gems and a Gith hunter, Talon to protect you in your journeys. Oddly enough you ran into Sebellicus again. The flying terror of the entire continent, amazingly you have almost killed him twice. Many people consider him to be the source of the metal problems or lack there of. In the end you successfully traveled to the edge of Loc-Nar, had no problem acquiring a day's entry into the town. Chal-yn found the nearest inn, 'tortoise shell' to the bar you were supposed to find the 'eight legged crab'. Nilac and Chal-yn have found out that the churches in town are in the northwest part of town. The Gods are not the biggest influence in this area but a church of Egdar and CouQue are both known to represented. Loc-Narians have strange views of easterners (that's you). The party is currently in the 'eight legged crab'.

11 (Loc-Nar /Earning your pay)

DM time stop and reverse time.

You now are just leaving the ship that brought you north, as the captain hands you this sealed parchment:(one must first be willing to open the parchment or read no farther, if breaking seal please cross off SEAL.

 

You have successfully traveled dangerous waters, your lives are not much safer here. You were quite noticeably at the campfire as far easterners. The captain has some Loc-Narian (northern) garbs for those of you who want some. Some metal is present in the city but anything larger than a bracelet will stick out like a beacon, please use your spy skills appropriately, if you are to perform ALL the tasks I require of you, you must be able to be stealthy and not widely known or easily spotted (you would know to rid any Frank symbols if worn openly. Talon is also new to this town so do not rely too heavily on his knowledge of this area, Talon is from the mountains just to our south. If you run into major problem then use this sealed scroll to speak for you as agents of mine. The scroll is blank so do not let anyone open it. I must cover my tracks well not all of your actions are condoned by the entire populace. Your first contact will look for you every day at noun in the eight legged crab a reasonable eating establishment. This scroll will burn up one turn after the seal is broken, good luck.

HighKing of Loc-Nar

64crtyeuteuw

(The signature is not legible, possibly magically obscured)

PS: A sealed scroll is remaining.

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