“Be copy now to men of grosser blood,
And teach them how to war. And you, good yeoman,
Whose limbs were made in England, show us here
The mettle of your pasture; let us swear
That you are worth your breeding; which I doubt not;
For there is none of you so mean and base,
That hath not noble lustre in your eyes.
I see you stand like greyhounds in the slips,
Straining upon the start. The game’s afoot:
Follow your spirit, and upon this charge
Cry ‘God for Harry, England, and Saint George!”

Henry V by William Shakespeare

The campaign has started, people are playing, players are meeting, cats and dogs are sleeping together, it is a joyous occasion. As stated previously we are running a heavily modified version of a “standard” campaign. We record it, track our progress, and post those results here.

The accounting of each session is done by the DM (which is me). The accuracy of the report is mostly correct. Some things might be left out, and some clarification to others. There is also a DM’s version of each session with more details and specific notes for the campaign. These will be posted when the information contained within them no longer have any importance or relevance.

So, here they are in all their glory and poor English and Grammar.

The Prelude

The first set of session are titled “The Prelude” This is because everyone started at level one while the normal module suggests a level three start. Silly module, why should we follow those instructions? There are some side adventures to get the characters to about third level before the real campaign gets started. Some I took, some I tossed, and that were left were modified fairly heavily. I also wrapped the game with extra information and details to tie in the different character’s back stories.

My expectation is that the characters will probably be at least level three if not level four at the end of the prelude. It just means future encounters would need to be re-balanced, but pretty much everything needed some tender loving care, because none of it was perfect the way it was.

Intermission

  • Session 20 (Consequences of the Believers getting caught, finishing off the Tombs, and a dead Dwarven Champion)
  • Session 21 (A little more tomb never hurt anyone)
  • Session 22 (Contemplation and theory)
  • Session 23 (Haunted Tomb)
  • Session 24 (Resting before the storm)

Chapter One

This is the start of the actual module and moving into the main part of the campaign.

  • Session 25 (Death of a Sorcerer)
  • Session 26 (Bandit Ambush)
  • Session 27 (Shallow graves and Feathergale Spire)
  • Session 28 – A (Rebirth of a Sorcerer)
  • Session 28 – B (Sacred Stone Monastery)
  • Session 29 (Pirate Keep and Druid Capture)
  • Session 30 (A rescue is started)
  • Session 31 (A rescue in progress and death of a friend)
  • Session 32 (Pirate keep conquered and people saved)
  • Session 33 (Delegation Ambush Site)
  • Session 34 (Ambush in the River)
  • Session 35 (Back to Red Larch)
  • Session 36 (Shopping and the Treasure Cave)
  • Session 37 (Bone Giant Skeleton and Owlbear cub murders)
  • Session 38 (Back to the Ruined Moathouse)
  • Session 39 (Ghouls everywhere and now a Queen?)
  • Session 40 (Ghouls, ghouls, and a Ghoul Worm?)
  • Session 41 (Ghouls, a screaming ghoul, and finally some spiders)
  • Session 42 (A spider the size of a house)
  • Session 43 (Ruined Moathouse completed, again – and back to Red Larch)
  • Session 44 (Resting in Red Larch, closing up loose ends, and a clown letter?)
  • Session 45
  • Session 46
  • Session 47
  • Session 48
  • Session 49
  • Session 50