Another tale from the Exploration of Isenwald campaign!
Not long after arriving in the northern land of Isenwald, the party had made an enemy of the selfish knight Banneret. They had defeated his band of knights and custrels in a barrier combat during a spring festival in Arianport. Unhappy with the loss, Sir Andreas Fuchs and his men later ambushed the party to steal the winnings. The party defeated them, and Diego was merciful. However, Andreas Fuchs took this for weakness. After attracting a few more swords to his band, he followed the party northwards to the Cloister Mine and witnessed the Battle of the Muddy Fields. His men then laid a careful ambush for the weary party.
FROM THE DM:
This session was the closest we came to a TPK (editor’s note: that’s “Total Party Kill” for those unfamiliar with roleplaying parlance), at least to this point. The PCs were already at half-strength when I hit them with a fresh band of armored knights. I pushed them to their limits, but the players responded well. Ironically, the PCs won the battle when all the main fighters were down or dying. The peace-loving thief (he would say spymaster) of the party turned the tide with a magical whip! This encounter gave the PCs tremendous satisfaction because they killed a worthy foe that they hated. Read more
Michael Garcia returns with another tale from his Exploration of Isenwald campaign.
Having defeated the Eaters-of-the-Dead after an extended campaign, the party then won control of the Cloister Mine by legal means, namely by out-producing their rival Varyag claimants (envision Russians) in the span of one month. During that time, a third party of claimants attacked, but the party defeated them too. Finally, now in control of the mine, the party learned that the leader of the Varyag claimants was none other than the corrupt Orthodox Bishop of the nearby town of Arianport. Unwilling to yield the mine, but always eager to keep his hands clean, this bishop, or Yepiskop, dispatched a group of mounted thugs, the Oprichniki, to take the mine by force.
FROM THE DM:
This was our largest battle to date in this campaign (roughly 60 to 30). It was also the first time that the party saw specific spells that they often used cast against them. The PCs had to develop larger-scale battle tactics while contending with rain and challenging terrain (a muddy field surrounded by hills, plus the mine entrance). I also learned that a carefully crafted NPC might perish with a single roll of the dice. Creating that NPC was an hour of my life that I’ll never get back, but it made the player feel like a demigod. Lastly, the fate of the party’s spell caster at the end gave us a good laugh (the player role-played it perfectly too). The following write-up also gave one character (Sir Tomo) his nickname for the rest of the campaign. Don’t underestimate the effect of a decent write-up.
This is the debut article in a series of memorable and entertaining roleplaying sessions from the CGG membership. Michael Garcia kicks things off with a session from his Exploration of Isenwald campaign.
The party members are southerners that have traveled north for many weeks to foster a business relationship with their employer’s good friend. As a favor to the local baron, they went by horseback to inspect a silver mine. On the road, they stumbled upon a battle in the fog. Mysterious beast-men, whom locals called Eaters-of-the-Dead, were attacking dozens of pilgrims. The party rode to their rescue, and in the process made allies of the soldier-monks of Moragiel, who patrol the roads to protect pilgrims. After the battle, the party and the knights were escorting the pilgrims north to the royal fortress of Grenzenburg.
FROM THE DM:
This turned out to be an interesting session because it was different. The PCs were racing against time to rescue a wounded kidnapping victim. With daylight dying, they had to track the Eaters-of-the-Dead, catch up to them, and somehow save the victim. I designed the trail to end up high up in the hills, on a narrow rocky road that winds along a cliff face. After many dangerous skill checks, the Eaters-of-the-Dead had a small ambush for the would-be heroes. The rescue party was small because speed was important for the PCs. Thus, the dangers seemed greater than normal. Read more