Table of Contents
“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.
- Session I (Departure from Waterdeep)
- Session II (Arrival at Amphail and the Rat Warrens)
- Session III (Finishing the Rat Warrens and onward)
- Session IV (Huge ambush and arriving at Red Larch)
- Session V (A Day in Red Larch)
- Session VI (Starting the bandit hunting)
- Session VII (Starting the Ruined Moathouse exploration)
- Session VIII (Continuing in the Ruined Moathouse)
- Session IX (Rescuing prisoners)
- Session X (Bugbears and Orcs)
- Session XI (Ice Hag and Soldiers)
- Session XII (Out of the Moathouse and swamp)
- Session XIII (Back to Amphail returning the Merchants home)
- Session XIV (Reaching Red Larch exhausted and concerned)
- Session XV (Home but trying to save from girls in Lance Rock)
- Session XVI (Necromancer killed, children rescued, and back home?)
- Session XVII (Necromancer dead, what is this about a sinkhole?)
- Session XVIII (Into the sinkhole and floating stones)
- Session XIX (More floating stones and finally Larrakh)
Intermission
- Session XX (Consequences of the Believers getting caught, finishing off the Tombs, and a dead Dwarven Champion)
- Session XXI (A little more tomb never hurt anyone)
- Session XXII (Contemplation and theory)
- Session XXIII (Haunted Tomb)
- Session XXIV (Resting before the storm)
Chapter One
This is the start of the actual module and moving into the main part of the campaign.
- Session XXV (Death of a Sorcerer)
- Session XXVI (Bandit Ambush)
- Session XXVII
- Session XXXVIII
- Session XXXIX
- Session XXX
- Session XXXI
- Session XXXII
- Session XXXIII
- Session XXXIV
- Session XXXV
- Session XXXVI
- Session XXXVII
- Session XXXVII
- Session XXXVIII
- Session XXXIX
- Session XL