I've done either type of game, so I don't mind that much. If we did head off after Bargle, I like a chance do a bit of sandbox stuff first to gain some more experiance get a fe more levels.
I like the idea of finding some adventures on the way to the monestary. Hopefully give mursley the chance to learn magic missile boefore we meet any more undead.
What do we do for banking money in this campaign, I couldn't find details in the notes threads stickied unless I've missed it as Thurgan has got a lot of cash to dispose of.
Chap, let me know what kind of a hireling you are looking for. Are you trying to find someone to be a simple porter/torchbearer, or someone with actual class levels? I define a hireling as someone who will go into a dungeon but who will not fight; they are also paid at minimum a lump sum per given period of time and typically exist to hold torches and haul loot. They do not typically gain experience.
Henchmen have classes and are expected to engage in combat, although morale checks do apply as written. At a minimum they will receive 1/2 a share of combat XP and 1/4 a share of treasure. In other words, if a party of four PCs and one henchmen defeat a number of monsters worth 1000 XP, each PC would get 222 XP and the henchman would get 111.
thirdkingdom wrote:In other words, if a party of four PCs and one henchmen defeat a number of monsters worth 1000 XP, each PC would get 200 XP and the henchman would get 100 XP.
thirdkingdom wrote:In other words, if a party of four PCs and one henchmen defeat a number of monsters worth 1000 XP, each PC would get 200 XP and the henchman would get 100 XP.
So... (200x4)+100=900...100 XP gets lost?
Uh, no. Let me redo that math after I finish this IC post.
viewtopic.php?p=80824#p80824
The post dealing with the first instance of orcish raiders can be found here. Unless I hear otherwise, I am going to assume that those not actively studying something are going to be searching out any potential information about the caravan attacks.
I know there are two new players, who I've never gamed with before either here or on other forums. Please don't feel shy or hesitate to weigh in on things. I have a fairly brisk post rate, and try to respond quickly (I am usually capable of posting from my phone) to posts. I try and run things on a majority rules system; since we have six players I will typically post actions once I have agreement on a course of action from four players.
The adventurers are presented with a number of plot hooks, and decide to try and locate a missing cleric named Aleena. They run through a dungeon -- which happens to be the one from the Mentzer Red Box Player's Handbook -- only to find that the fair cleric is dead, apparently killed by magic, and that the goblin tribe dwelling in the cave has been charged with the care of a chest of gold and treasure. A note in the chest indicates that this treasure is meant for one Elwyn, from someone with the initial "B". They also find that the caves extend down at least one additional level and rescue an elf who joins the party. The elf was captured by the goblins who lair in the caves; his companions all fed to a troll that lives in the level below.
Returning the Threshold the PCs find out that Elwyn is a renegade cleric wanted by the authorities, and that the initial "B" may very well stand for Bargle, an infamous magic-user of ill-repute. They decide to return to the caves to wait and ambush some followers of Elwyn that were soon to be arriving to pick up a chest full of treasure.
While waiting, they encountered an elf named Quinthos who brought with him a tale of woe. Seems his village was under assault by a band of ogres. The PCs pledge to help Quinthos when they can, wait around a bit more, then capture the goons they were waiting for. They return to Threshold, experience the gnomish caravan and get lauded by the Baron. They then set off to help Quinthos, but first return to Aleena's cave and slay the troll.
The troll dead, the party heads north through the village of Eagle's Nest (40.14) and Jessup (39.05). It is in Jessup that they hear tell of orcs raiding the supply road west. They continue on north, to Tall Oak, the elven village (31.00), to find the village destroyed and the elves forced to labor at excavating a mysterious structure in a cave outside of the town, overseen by the tribe of ogres who are also in thrall to the entity within the box. The evil is eventually destroyed and the elves freed. They are given a bundle of sticks from the elven Mother Tree that can be fashioned into magic arrows (not sure if these got passed on to the current PCs).
On the way south, Rhys joins the party. They go back through Jessup and decide to investigate a curious tower they are able to see from the trail. It turns out the Tower once housed a magician who turned to necromancy, apparently driven insane by some forces. The necromancer is either long gone or long dead, but some of his experiments remain. There are tunnels under the tower, and not long after leaving the group is assaulted by a group of kobolds that claim there is an extensive underground network connecting their caves to the caves under the Tower, though they never go there because Evil.
Upon returning to Threshold they find that there is an all out civil war on Fogors Isle (kind of a Traladar ghetto in the town) between the Thieves Guild and the Iron Ring, this gang of thugs, slavers and assassins.
The PCs return to Threshold and decide to investigate Castle Mistamere on the shores of Lake Windrush (Mentzer Basic Dms Guide). There are a bunch of caves and passages, still unexplored, under the castle. It seems as though some of Bargle's forces are using the cave as a base. The PCs return to Threshold and decide to pursue this giant Beast that has been stalking loggers north of Threshold. Aquar joins the party.
It is during this adventure that they stumble across the wraith cave. One of the PCs is killed by the Beast, which proves to be a giant cat and not the lycanthrope they suspected. They had ordered a bunch of silver weapons before leaving, starting a rush on silver in the city. In addition, there were apparently a number of were-rats in the Iron Ring, and everyone buying silvered weapons convinced them that the PCs had discovered their presence. So, right after the PC is killed by the Beast the guide they were working with turned against them and was proved to be a doppelganger in the pay of the Iron Ring. Hilarity ensues, they leave the woods to recuperate and upon returning to the hunt are close to the Beast when they are attacked by a party of wererats, thugs and other unsavory types. Both Beast and evildoers are slain, though not at the same time.
Party returns and largely disbands, which is where we are now. Phew. I know I left out a bunch of stuff, but there you go.
Thanks, I knew bits of the stuff that were in the Mentzer PHB/DMG from playing through them with another group - that might actually have been one of yours on RPG.net
@Everyone. I'd like to shoot for getting going with whatever you want to do within the next 48 hours, so people start proposing plans, buying equipment, hiring hirelings, etc.