Conan Campaign
Dave – Lamach (Shemite Nomad1)
Mike – Damir (Zamorian Thief1)
Tim – Otho (Aquilonian Soldier1)
Fooch – Ulf (Aesir Barbarian1)
Session 1: “Into the Jaws of Wolves”
The PCs meet in a small town in northern Nemedia. Over many drinks they become fast friends, pledging to become princes among men, amass vast treasures, etc.
In the heights of their drunkenness, something goes wrong. Maybe an important local was insulted, or a married woman was handled in an inappropriate manner; either way, they must leave town with the watch and angry locals pursuing them.
They find themselves days later camped out on a hilltop several miles from town, overlooking a road. Lamach hears noises off in the distance. He mounts his horse and goes to investigate. On the road he sees a group of soldiers attempting to fix the wheel of their wagon. Lamach returns to camp and informs his compatriots of what he saw. These soldiers where the same uniforms as those of the town they were chased off from, so they decide to attack.
Damir sneaks up on the soldiers, as the rest wait not too far away. He begins the attack by leaping from the tree line and backstabbing one of the guards, nearly killing him. Otho and Ulf move in as Lamach pins down another guard with a withering volley of bow fire. They finish off the 4 guards, but in the process, Ulf is wounded badly. They rummage through the wagon and take what food and supplies they can, then march for an hour and make camp.
After spending a day tending to Ulf’s wounds, they decide it would be best to cross the border into Brythunia.
XP: 150 each
“Raiders!”
After spending some time in northern Brythunia, they find themselves low on coin. They take up as guards on a merchant’s caravan and have just recently arrived in a village when a shout goes out: “Raiders!”
About 2 dozen mounted Hyperborean raiders ride down from the Graaskal Mountains and proceed to attack the village, lighting cottages on fire as they pass through. The PCs organize some of the villagers in the center of the village and form them into a ragged line. Once the raiders reach the center of the village, the counterattack is unleashed!
Lamach charges down the flank and lances one of the raiders, wounding him badly. Damir and a few villagers let off volleys of arrows as Otho and Ulf lead others into the fray. Lamach doubles back quickly and finishes off his raider, looking for his next victim. Damir eventually drops his bow and approaches a raider from behind, stabbing him in the back as 2 villagers draw his attention. Though Otho and Ulf are able to take down a two raiders with the help of the villagers, the leader of these raiders, Ghazak, eludes them. Ghazak swears vengeance under his breath and calls a retreat. Our heroes successfully drive off the raiders; upon looting the fallen raiders, they each gain a hyborian warhorse and various weapons. The villagers are thankful for their help, and the heroes spend some time carousing before moving on.
XP: 350 each
Session 2: “The Tomb of Borwynn”
Day 1 – The PCs arrive at a small town in northern Brythunia, located on a trade route. They are guarding a merchant’s caravan and have a layover of a few days whilst the merchant buys and sells. While at a local inn, Lamach talks to Caldara, a barmaid, who is worried about her cousin, Duvay. Lamach agrees to look for Duvay, whom Caldara hasn’t seen or heard of for a few days. She is worried that he may have fallen in with the local bandits. Later that night, Caladara meets Lamach and uses her womanly wiles to further convince him.
Day 2 – The PCs spend a good part of the day scouting the area around the town, looking for traces of the bandits and getting the lay of the land. They visit a tavern in town where Duvay frequented, but learn nothing.
Day 3 – Damir meets with the local Lord, Sir Ladjos, and agrees to rid the area of the bandit menace. Damir and Otho approach the merchant they are working for with a plan. They wish to borrow a wagon or two to set up an ambush to catch the bandits, but the merchant refuses their request, as it may risk his livelihood. Lamach and Ulf scout the area some more and meet up with Melkor the Mad, a crazy hermit. After teasing them with some morose riddles, Melkor leads Lamach and Ulf to the bandit’s camp, which is now abandoned. Melkor refuses to approach the camp, as the bandits were prone chase him away with bow fire. They briefly search the camp and find a chest. After breaking it open and lining their pockets with silver, they return to town to inform their fellow adventurers and then lead them back to the camp. They begin tracking the bandits from their camp, but after an hour, they themselves must camp as night falls.
Day 4 – After breaking camp, the PCs follow the Bandit’s tracks for another hour till it leads them to the entrance of a cave, outside of which is the corpse of Duvay. Lamach removes a locket from Duvay’s corpse as proof for Caldara. They enter the cave and realize that they are in some kind of underground complex. They decide to head back to the bandit camp in search of a light source.
XP: 200 each
Session 3:
Upon reaching the bandit camp, they search and find 3 torches, a candle lantern, and seven candles; our intrepid adventurers are now prepared to explore the darkness below. They return to the entrance a few hours later and make their way inside. In the first chamber, they notice skeletal remains along a wall amongst some rubble. Upon investigating the remains, they are attacked by some strange plant, which they quickly dispatch. Damir searches the kit bag on the remains and finds 16 silver pieces inside.
They press on further, reaching a large pillared chamber with many hallways leading from it. This place is ripe with the smell of death. They descend a set of stairs, and as they reach the foot, Otho is attacked from behind by a giant spider, which made its lair on the ceiling of the chamber. Otho receives minor wounds from the creature’s bite, but suffers badly from its poison. Damir is next attacked by the beast; its bite nearly drops him but he resists its poison like a true son of Bel. Damir then tumbles away from the beast and collapses to the ground, unconscious. The rest of them finish off the beast with a few well placed arrows. The PCs decide to return to the bandit’s camp to tend their wounds for a day or so.
Day 5 – The PCs return to the ruins and make their way past the corpse of the giant spider. Of the 5 passages before them, they choose the one at the foot of the stairway. As they make their way down the corridor, an archway appears before them on their left.
The PCs enter the room and begin to investigate; the walls of the room are lined with large ceramic pots in various states of disrepair and ruin. Ulf decides to smash one of the pots out of boredom; dust spreads into the air as the fragile pottery shatters beneath his battleaxe. Otho and Damir begin methodically searching the rest of the pots, when a rat the size of a dog attacks them! Though the rat is very dexterous, it cannot avoid death at the hands of our heroes. Unbeknownst to Damir, although the bite he received from the beast seems minor, he has contracted Filth Fever.
Damir notices the outline of a door on the southern wall of the room; upon further inspection, he finds it is a secret door. He checks for traps but finds none. Ulf opens the door and proceeds in with the rest in tow; They find a dusty room lined with shelves containing a few mundane items: an old wooden bucket, 10’ of rusty chain, a rusty cauldron, 3 flasks of oil, and a small chest with 83 silver pieces.
Our heroes return to the passage and continue further into the darkness. They pass 2 more rooms which contain nothing more than dust and debris. The PCs then enter a semicircular chamber with a passage leading away from either side, and a couple of archways in the opposite curved wall. They choose to head down the passage to their left, the smell of death increasing with every step.
They reach a circular chamber, about 40’ across, with 5 archways along the walls. In the middle of the chamber are the remains of several corpses amongst a litter of broken bones. Assuming these are the bandits, they begin hacking off the heads in order to receive their bounty from Sir Ladjos. While they perform their gristly work, 3 Risen Dead approach from one of the side rooms and attack. Damir throws one of the flasks of oil he found earlier, splashing the zombies. They fray is engaged! Ulf tries igniting one of undead, but fails to do so. Lamach and Otho occupy themselves in melee with the dead, and Ulf is finally able to light a zombie on fire, Damir lights another torch and sets another undead on fire. With a combination of steel and fire our heroes are able to defeat the undead.
As they discuss what to do with the heads, Ulf hears a noise coming from the passage they came down: the familiar clink, clink, clink of armor and weapons! 3 skeletal warriors enter the chamber and engage our champions. The PCs find that they cannot seem to hit they skeletons; and when they do, their blows seem to glance off of rusty mail or dusty bones. They relent and beat a hasty retreat to the entrance, passing 3 more skeletal warriors. As they flee, they swear they can hear a low murderous laughter resounding throughout the place…
Muhahahaha !!!
XP: 420 each (Ding!!!)
Dave – Lamach (Shemite Nomad1)
Mike – Damir (Zamorian Thief1)
Tim – Otho (Aquilonian Soldier1)
Fooch – Ulf (Aesir Barbarian1)
Session 1: “Into the Jaws of Wolves”
The PCs meet in a small town in northern Nemedia. Over many drinks they become fast friends, pledging to become princes among men, amass vast treasures, etc.
In the heights of their drunkenness, something goes wrong. Maybe an important local was insulted, or a married woman was handled in an inappropriate manner; either way, they must leave town with the watch and angry locals pursuing them.
They find themselves days later camped out on a hilltop several miles from town, overlooking a road. Lamach hears noises off in the distance. He mounts his horse and goes to investigate. On the road he sees a group of soldiers attempting to fix the wheel of their wagon. Lamach returns to camp and informs his compatriots of what he saw. These soldiers where the same uniforms as those of the town they were chased off from, so they decide to attack.
Damir sneaks up on the soldiers, as the rest wait not too far away. He begins the attack by leaping from the tree line and backstabbing one of the guards, nearly killing him. Otho and Ulf move in as Lamach pins down another guard with a withering volley of bow fire. They finish off the 4 guards, but in the process, Ulf is wounded badly. They rummage through the wagon and take what food and supplies they can, then march for an hour and make camp.
After spending a day tending to Ulf’s wounds, they decide it would be best to cross the border into Brythunia.
XP: 150 each
“Raiders!”
After spending some time in northern Brythunia, they find themselves low on coin. They take up as guards on a merchant’s caravan and have just recently arrived in a village when a shout goes out: “Raiders!”
About 2 dozen mounted Hyperborean raiders ride down from the Graaskal Mountains and proceed to attack the village, lighting cottages on fire as they pass through. The PCs organize some of the villagers in the center of the village and form them into a ragged line. Once the raiders reach the center of the village, the counterattack is unleashed!
Lamach charges down the flank and lances one of the raiders, wounding him badly. Damir and a few villagers let off volleys of arrows as Otho and Ulf lead others into the fray. Lamach doubles back quickly and finishes off his raider, looking for his next victim. Damir eventually drops his bow and approaches a raider from behind, stabbing him in the back as 2 villagers draw his attention. Though Otho and Ulf are able to take down a two raiders with the help of the villagers, the leader of these raiders, Ghazak, eludes them. Ghazak swears vengeance under his breath and calls a retreat. Our heroes successfully drive off the raiders; upon looting the fallen raiders, they each gain a hyborian warhorse and various weapons. The villagers are thankful for their help, and the heroes spend some time carousing before moving on.
XP: 350 each
Session 2: “The Tomb of Borwynn”
Day 1 – The PCs arrive at a small town in northern Brythunia, located on a trade route. They are guarding a merchant’s caravan and have a layover of a few days whilst the merchant buys and sells. While at a local inn, Lamach talks to Caldara, a barmaid, who is worried about her cousin, Duvay. Lamach agrees to look for Duvay, whom Caldara hasn’t seen or heard of for a few days. She is worried that he may have fallen in with the local bandits. Later that night, Caladara meets Lamach and uses her womanly wiles to further convince him.
Day 2 – The PCs spend a good part of the day scouting the area around the town, looking for traces of the bandits and getting the lay of the land. They visit a tavern in town where Duvay frequented, but learn nothing.
Day 3 – Damir meets with the local Lord, Sir Ladjos, and agrees to rid the area of the bandit menace. Damir and Otho approach the merchant they are working for with a plan. They wish to borrow a wagon or two to set up an ambush to catch the bandits, but the merchant refuses their request, as it may risk his livelihood. Lamach and Ulf scout the area some more and meet up with Melkor the Mad, a crazy hermit. After teasing them with some morose riddles, Melkor leads Lamach and Ulf to the bandit’s camp, which is now abandoned. Melkor refuses to approach the camp, as the bandits were prone chase him away with bow fire. They briefly search the camp and find a chest. After breaking it open and lining their pockets with silver, they return to town to inform their fellow adventurers and then lead them back to the camp. They begin tracking the bandits from their camp, but after an hour, they themselves must camp as night falls.
Day 4 – After breaking camp, the PCs follow the Bandit’s tracks for another hour till it leads them to the entrance of a cave, outside of which is the corpse of Duvay. Lamach removes a locket from Duvay’s corpse as proof for Caldara. They enter the cave and realize that they are in some kind of underground complex. They decide to head back to the bandit camp in search of a light source.
XP: 200 each
Session 3:
Upon reaching the bandit camp, they search and find 3 torches, a candle lantern, and seven candles; our intrepid adventurers are now prepared to explore the darkness below. They return to the entrance a few hours later and make their way inside. In the first chamber, they notice skeletal remains along a wall amongst some rubble. Upon investigating the remains, they are attacked by some strange plant, which they quickly dispatch. Damir searches the kit bag on the remains and finds 16 silver pieces inside.
They press on further, reaching a large pillared chamber with many hallways leading from it. This place is ripe with the smell of death. They descend a set of stairs, and as they reach the foot, Otho is attacked from behind by a giant spider, which made its lair on the ceiling of the chamber. Otho receives minor wounds from the creature’s bite, but suffers badly from its poison. Damir is next attacked by the beast; its bite nearly drops him but he resists its poison like a true son of Bel. Damir then tumbles away from the beast and collapses to the ground, unconscious. The rest of them finish off the beast with a few well placed arrows. The PCs decide to return to the bandit’s camp to tend their wounds for a day or so.
Day 5 – The PCs return to the ruins and make their way past the corpse of the giant spider. Of the 5 passages before them, they choose the one at the foot of the stairway. As they make their way down the corridor, an archway appears before them on their left.
The PCs enter the room and begin to investigate; the walls of the room are lined with large ceramic pots in various states of disrepair and ruin. Ulf decides to smash one of the pots out of boredom; dust spreads into the air as the fragile pottery shatters beneath his battleaxe. Otho and Damir begin methodically searching the rest of the pots, when a rat the size of a dog attacks them! Though the rat is very dexterous, it cannot avoid death at the hands of our heroes. Unbeknownst to Damir, although the bite he received from the beast seems minor, he has contracted Filth Fever.
Damir notices the outline of a door on the southern wall of the room; upon further inspection, he finds it is a secret door. He checks for traps but finds none. Ulf opens the door and proceeds in with the rest in tow; They find a dusty room lined with shelves containing a few mundane items: an old wooden bucket, 10’ of rusty chain, a rusty cauldron, 3 flasks of oil, and a small chest with 83 silver pieces.
Our heroes return to the passage and continue further into the darkness. They pass 2 more rooms which contain nothing more than dust and debris. The PCs then enter a semicircular chamber with a passage leading away from either side, and a couple of archways in the opposite curved wall. They choose to head down the passage to their left, the smell of death increasing with every step.
They reach a circular chamber, about 40’ across, with 5 archways along the walls. In the middle of the chamber are the remains of several corpses amongst a litter of broken bones. Assuming these are the bandits, they begin hacking off the heads in order to receive their bounty from Sir Ladjos. While they perform their gristly work, 3 Risen Dead approach from one of the side rooms and attack. Damir throws one of the flasks of oil he found earlier, splashing the zombies. They fray is engaged! Ulf tries igniting one of undead, but fails to do so. Lamach and Otho occupy themselves in melee with the dead, and Ulf is finally able to light a zombie on fire, Damir lights another torch and sets another undead on fire. With a combination of steel and fire our heroes are able to defeat the undead.
As they discuss what to do with the heads, Ulf hears a noise coming from the passage they came down: the familiar clink, clink, clink of armor and weapons! 3 skeletal warriors enter the chamber and engage our champions. The PCs find that they cannot seem to hit they skeletons; and when they do, their blows seem to glance off of rusty mail or dusty bones. They relent and beat a hasty retreat to the entrance, passing 3 more skeletal warriors. As they flee, they swear they can hear a low murderous laughter resounding throughout the place…
Muhahahaha !!!
XP: 420 each (Ding!!!)