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 Post subject: Tracy's HackMoor Campaign 2013/04/30
PostPosted: May 05, 2013 7:12 pm 
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Since Jacob#1 didn't make it, we were allowed to have veggies on our pizza, so we had a sausage, onion, and mushroom, extra large. (Jacob considers mushrooms veggies, even though they are not.)

First things to consider was an offer from the Red Wyrm to lead the party to within 20 miles of the target (The Well of Souls). Even though it is a Chaotic Evil creature, it was not ungrateful for relieving it from the megalomaniacal control of Rahl and his Orb of Dragonkind. The trouble was, how to get there quickly. Elefus was the only one present with a Teleport spell. Since the Player representing Elefus not present to argue was simply blindfolded him (so he couldn't admit he saw what he was riding on), and led on top of the Wyrm for the 18 hour ride to the promised location. Snizzlephish went along for the ride. He used this opportunity to improve his Red Dragon Speak and raised his ability by 1 percent.

Without any encounters Elefus and Snizzlephish arrived late the next morning at a valley in the hills with a road and a several copses of trees nearby. Letting Elefus off, Snizzlephish turns around and unties Elefus' blindfold tells him to count to 60 before looking. Snizzlephish then got onto the back on the Wyrm and flew off to parts unknown.

Elefus, undeniably following his instructions then examined his surroundings for about 30 minutes and established a good indicator of the area. He then finds a clearing in the trees and Teleports back to the Party. Following the Party's standard procedure for overloading a Teleport spell. He then Teleported the group back to the clearing.

(For the Party Procedure for an overloaded Teleport see Tracy's HackMoor PART 3 of the session for Tuesday, February 19th, 2013.)

As soon as they regain their composure, they are hailed and surrounded by several dozen men in woodland camouflage and green toupees with Heavy Crossbows cocked and ready. "Who goes there?" Without battle they negotiate, and it appears they have encountered the resistance group, "Brothas of the Greenwood (for real this time) and Baron Degern's Knights of the Lunch Bench. The Party's arrival almost upset the Brothas plans to ambush a slave caravan coming up the road. After some semi-formal introductions, the Party is assimilated into the gang and given positions in the upcoming ambush.

Upon arrival of the caravan at the right moment, pre-cast spells was unleashed from Bosero the Drunkard, which was an Earth Elemental in the middle of the road causing 4d8 damage to every Barbarian in its way. Also alongside the Elemental were various Brothas, (and new character, Dolmin) rushing in from the nearby brush to fight alongside the Elemental.

Meanwhile from various former positions of concealment, various Brothas take pot shots with their crossbows into the rearguard. Numrendir casts a Monster Summoning I and it results in five Highlander Orcs who are then ordered to attack the Barbarian Rearguard.

Also according to plan, Degern's Knights gallop forward to attack the vanguard of the Barbarians. This sandwiched the Barbarians between them, the Elemental, Dolmin, and the Brothas. The Barbarians in the vanguard opt to flee out the only opening to their right, which created a deadly situation. Since fleeing units get a free swing in Hackmaster, picture if you will a gauntlet of free swings, including the Earth Elemental. None of the Barbarian vanguard came out alive. (If anyone can vouch that a line of attackers should NOT get free swings of lateral retreating opponents in HackMaster, let me know.)

The Barbarian rearguard was another matter, Weasel had appeared and of all things cast Sleep, affecting the two of them. Weasel flew over wanted to take them prisoner, so there ended up being a wrestling match between them. The Barbarians were able to grab their compadres. (But for the record, calculating the weight limit of Weasel and his Ring of Flying, had he won would have been able to carry them off at an amazing speed of 1")

We cut off the battle at the time the Highlander Orcs would have arrived. What remains to be seen at the next session is the outcome of the rearguard.


++++ OUT OF CHEESE ERROR ++++

BT







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PART 2. CHARACTER DESCRIPTIONS

PLAYERS:

Dolmin, "Wrathaxe", Dwarven Swordsman (F3)

Weasel, Human Male, Guild Soldier (T14), Magician (MU6), & Myrmidon (F6). (Multi-class. How'd a human get that way? Don't ask.)

Snizzlephish, Gnome Male, Visionist (Illu6) & Footpad (T2) (Multi-class.)

Elefus, Human Male Deacon (CL12)

Numrendir, Human Male Demander. (Conj5).

Junkbot Jackson - Layman-Courser. (CL4/Rgr4)

Fundisha - Fighter/Infiltrator (F2 / Infiltrator2)


NON-PLAYER CHARACTERS:

Jallapierie, a 17th level Wizard (MU17), (taken offline for defensive scrying against Rahl).

Hieronymous Castagere (F13), a 13th level Fighter and ship's navigator, assigned to them by the Royal Blackmoor government. (Captured by Barbarians)

Gerry Castagere, a Fingersmith (T7), daughter to the ship's navigator who has fallen in love with Elefus.

Bosero the Drunkard, a 14th level Wizard (MU14), seconded in to replace Jallapierie in the party since Jallapierie is busy.


INACTIVE CHARACTERS:

Aeon, Half-Elf Male Veteran (F1) (Captured by Barbarians.)

Mysery Reigns, Halfling Female Killer (Rogue6). (On maternity leave, just gave birth to twins, Halfling Half-Orcs.)

D'Vine_Justice, Elf Female Initiate of the 5th Circle (D7). (Semi-Retired)

BT







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_________________
Tracy Johnson
BT







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