Post by skathros on Oct 23, 2006 9:34:45 GMT -5
I've started a T&T chat game over at Dragonsfoot. We had our first session yesterday and thought i'd post about it here.
Session 1 : Into the Dungeon
Cast of Charecters (PCs)
Rhuvein playing Seamas Bartlemead, Leprachaun Wizard.
Emryys playing Butterfly Baltus, the Elf Rogue.
Meepo playing Thock Thunderbelly, the Dwarf Warrior
The adventure starts in the town of Hillsfort. Hillsfort is a very old town, ringed on all sides by a series of hills (hence, the name). One particularity about the hills surrounding the town is the surprising amount of entry's (or exits) into a multitude of underground complexes, tunnels, and dungeons. Some are known to run vast distances into bordering territories, while others dig deep into the bowels of the earth. This odd particularity has always made Hillsfort a Delver's town. Delvers begin expeditions in Hillsfort, delvers return to Hillsfort laden with treasures, and quite often, delvers retire in Hillsfort. As such, the inhabitants of Hillsfort are a capable lot. The Hillsfort inn-keep might have slain a dragon in younger days, or the blacksmith looted a naga treasure vault in the past.
Exactly why so many dungeons begin or end within the hills surrounding Hillsfort has always been a mystery which stumps even the Wizards' Guild. Some believe Hillsfort was built upon an ancient source of evil and powerful magic, to which the evil kindreds gathered. Others believe the gods had made the circle of hills the starting point for evil kindred inclined to burrow, tunnel, and live below ground.
he town itself has always been ruled by the Marrik clan. The current Lord of Hillsfort, Lord Arteaus Marrik, has ruled over the town for the past 30 years.
The town's protection is seen to by the Town Guards, who guard the town proper, and the Hill-Walkers, who patrol, scout, and secure the ring of hills surrounding the town and the outlying areas.
The Delver's find themselves at the Sleeping Drake Inn, having awnsered a call for aid (and promise of adventure and gold) by none other than the lord of Hillsfort himself, Lord Arteaus Marrik . Upon entering the inn, they are all ushered to a table reserved for them by Lord Marrik. The innkeeper, a hefty, round man named Tillin, provides them with food and drink as they await the lord.
After some time dinning and conversing among themselves, with introductions being made, the Lord of Hillsfort finally arrives, with a servant in tow.
"I am pleased you awnsered my call for aid, Masters!" says Lord Marrik "A grave tragedy has befallen my house and i've need of stout-hearted delvers to set things aright!"
The Lord casts a quick glance in his servant's direction. "From what i've been able to gather from Darrien here, that is before his mind went, my daughter Alianne and he were riding near the Ring, north of here, when my ever curious daughter spied an opening set in the hillside. Aillianne, never one to shy from mystery, coaxed Darrian to follow her within the cavern's entry. There, according to Darrien, they were ambushed by a band of orcs who, it would seem, have taken up residence therein. Darrien was able to make an escape, though Allianne remained within the foul beasts' clutches."
"What i now need, brave delvers, is for you to enter that accursed orcs-nest and see what befell my Allianne. Darrien here has agreed to see you to the entrance of the caverns."
The Delver's agree to aid Lord Marrik in return for a hefty amount of gold, some horses, and rights to all they find within the dungeons.
The Lord quickly agrees and he and his servant take their leave. The rest of the day is spent with the delvers outfitting themselves for the adventure ahead.
The following morning finds Darrien awaiting to take the Delver's to Lord Marrik's stables where the choose steeds (no easy task for the tiny leprachaun) and set off towards the dreaded caverns.
As the party reaches the cavern enterance and dismount, Baltus presses the servant Darrien for information that might prove useful. The elf nearly manages to get some information Darrien seems reluctant to share, when the rest of the party notice odd movement in the tall grass. With surprising speed, springing up from the tall grass of the plains, two brutish humanoids charge to attack, wickedly serrated blades in hand. With guttural and bloodcurdling screams, they quickly rush the party!
As Thock and Baltus prepare for the melee onslaught, the tiny wizards (in an impressive display of quick thinking), casts a Oh-Go-Away spell wich sends the two brutes (orcs) running in a panic away from the delvers and back into the cave. The delvers give chase, heedlessly leaving horses and darrien behind, and enter the dungeon.
The cavernous enterance leads the party down a long-running, downward slopping corridor, which eventually ends with a set of double doors which appear to be unbarred, though closed (the drop-bar being raised). Thock, in his maddened blood-lust, raises his mighty axe to smash the doors before him. The clear-headed elf, though, suggests that maybe they should try opening it first. As fate would have it, the doors are easy to open (though loud). As the enter the room ahead, the delvers ponder why the doors would lock from the outside?
The doors have led the delvers to a room spanning 40' by 60'. Straight ahead runs a north bound corridor, while 2 single doors lead either eastwards or westwards. The room itself is rather bare, devoid of furniture or adornments of any kind. One thing, though, quickly grabs the party's attention. Laying at the center of the room, they find a rather large purse or pouch. The type used to carry gold and coins. Upon the purse, which is empty, its draw-strings torn apart with force, the letters A and M are embroidered in gold thread. Judging by the size of the purse, A.M. was carrying a substantial amount of gold.
Baltus believes the purse belonged to Aillianne Marrik. As he inspects the puse, Thock is taken by the strange carved designes found upon most of the walls. Although long since worn and faded, he can make out the carved shapes of strange humanoids. Dwarven knowledge of stone-work and carving tells the mighty Thock that these halls were not built by any humanoid his folk have ever encountered.
While the adventurers continue to inspect the room, the dwarf is alerted by a strange sound coming (ever closer) from the east-bound door. Thock informs the party he hears what appears to be the growling of dogs coming their way.
The door bursts opened and 4 furry masses charge at a run with savage fury in the delver's direction, followed by a whip wielding orc. No simple dogs are they, but massive wolves. As soon as the wolves enter the room, both Baltus and Thock quickly dispatch two of the beasts with uncanny sword and axe blows. The two remaining beasts charge the leprachaun. Seamas, calling forth the dreaded Take That You Fiend spell, obliterates one of the wolves with his magical might! The remaining wolf is quickly taken care of as the three Delvers attack in unison.
The whip-wielding orc, at the sight of the demise of his "pets", charges the elf who, all the while, taunts and spurs him on.
We ended the adventure here. Lack of sleep had finally gotten the better of me ! All in all, it was a good first game. The players, i think, got a feel for the T&T rules (namely, the chief 2, SRs and Combat). Meepo is familiar with T&T and helped me explain and awnser some questions. All three played great and made running the game fun for me.
Session 1 : Into the Dungeon
Cast of Charecters (PCs)
Rhuvein playing Seamas Bartlemead, Leprachaun Wizard.
Emryys playing Butterfly Baltus, the Elf Rogue.
Meepo playing Thock Thunderbelly, the Dwarf Warrior
The adventure starts in the town of Hillsfort. Hillsfort is a very old town, ringed on all sides by a series of hills (hence, the name). One particularity about the hills surrounding the town is the surprising amount of entry's (or exits) into a multitude of underground complexes, tunnels, and dungeons. Some are known to run vast distances into bordering territories, while others dig deep into the bowels of the earth. This odd particularity has always made Hillsfort a Delver's town. Delvers begin expeditions in Hillsfort, delvers return to Hillsfort laden with treasures, and quite often, delvers retire in Hillsfort. As such, the inhabitants of Hillsfort are a capable lot. The Hillsfort inn-keep might have slain a dragon in younger days, or the blacksmith looted a naga treasure vault in the past.
Exactly why so many dungeons begin or end within the hills surrounding Hillsfort has always been a mystery which stumps even the Wizards' Guild. Some believe Hillsfort was built upon an ancient source of evil and powerful magic, to which the evil kindreds gathered. Others believe the gods had made the circle of hills the starting point for evil kindred inclined to burrow, tunnel, and live below ground.
he town itself has always been ruled by the Marrik clan. The current Lord of Hillsfort, Lord Arteaus Marrik, has ruled over the town for the past 30 years.
The town's protection is seen to by the Town Guards, who guard the town proper, and the Hill-Walkers, who patrol, scout, and secure the ring of hills surrounding the town and the outlying areas.
The Delver's find themselves at the Sleeping Drake Inn, having awnsered a call for aid (and promise of adventure and gold) by none other than the lord of Hillsfort himself, Lord Arteaus Marrik . Upon entering the inn, they are all ushered to a table reserved for them by Lord Marrik. The innkeeper, a hefty, round man named Tillin, provides them with food and drink as they await the lord.
After some time dinning and conversing among themselves, with introductions being made, the Lord of Hillsfort finally arrives, with a servant in tow.
"I am pleased you awnsered my call for aid, Masters!" says Lord Marrik "A grave tragedy has befallen my house and i've need of stout-hearted delvers to set things aright!"
The Lord casts a quick glance in his servant's direction. "From what i've been able to gather from Darrien here, that is before his mind went, my daughter Alianne and he were riding near the Ring, north of here, when my ever curious daughter spied an opening set in the hillside. Aillianne, never one to shy from mystery, coaxed Darrian to follow her within the cavern's entry. There, according to Darrien, they were ambushed by a band of orcs who, it would seem, have taken up residence therein. Darrien was able to make an escape, though Allianne remained within the foul beasts' clutches."
"What i now need, brave delvers, is for you to enter that accursed orcs-nest and see what befell my Allianne. Darrien here has agreed to see you to the entrance of the caverns."
The Delver's agree to aid Lord Marrik in return for a hefty amount of gold, some horses, and rights to all they find within the dungeons.
The Lord quickly agrees and he and his servant take their leave. The rest of the day is spent with the delvers outfitting themselves for the adventure ahead.
The following morning finds Darrien awaiting to take the Delver's to Lord Marrik's stables where the choose steeds (no easy task for the tiny leprachaun) and set off towards the dreaded caverns.
As the party reaches the cavern enterance and dismount, Baltus presses the servant Darrien for information that might prove useful. The elf nearly manages to get some information Darrien seems reluctant to share, when the rest of the party notice odd movement in the tall grass. With surprising speed, springing up from the tall grass of the plains, two brutish humanoids charge to attack, wickedly serrated blades in hand. With guttural and bloodcurdling screams, they quickly rush the party!
As Thock and Baltus prepare for the melee onslaught, the tiny wizards (in an impressive display of quick thinking), casts a Oh-Go-Away spell wich sends the two brutes (orcs) running in a panic away from the delvers and back into the cave. The delvers give chase, heedlessly leaving horses and darrien behind, and enter the dungeon.
The cavernous enterance leads the party down a long-running, downward slopping corridor, which eventually ends with a set of double doors which appear to be unbarred, though closed (the drop-bar being raised). Thock, in his maddened blood-lust, raises his mighty axe to smash the doors before him. The clear-headed elf, though, suggests that maybe they should try opening it first. As fate would have it, the doors are easy to open (though loud). As the enter the room ahead, the delvers ponder why the doors would lock from the outside?
The doors have led the delvers to a room spanning 40' by 60'. Straight ahead runs a north bound corridor, while 2 single doors lead either eastwards or westwards. The room itself is rather bare, devoid of furniture or adornments of any kind. One thing, though, quickly grabs the party's attention. Laying at the center of the room, they find a rather large purse or pouch. The type used to carry gold and coins. Upon the purse, which is empty, its draw-strings torn apart with force, the letters A and M are embroidered in gold thread. Judging by the size of the purse, A.M. was carrying a substantial amount of gold.
Baltus believes the purse belonged to Aillianne Marrik. As he inspects the puse, Thock is taken by the strange carved designes found upon most of the walls. Although long since worn and faded, he can make out the carved shapes of strange humanoids. Dwarven knowledge of stone-work and carving tells the mighty Thock that these halls were not built by any humanoid his folk have ever encountered.
While the adventurers continue to inspect the room, the dwarf is alerted by a strange sound coming (ever closer) from the east-bound door. Thock informs the party he hears what appears to be the growling of dogs coming their way.
The door bursts opened and 4 furry masses charge at a run with savage fury in the delver's direction, followed by a whip wielding orc. No simple dogs are they, but massive wolves. As soon as the wolves enter the room, both Baltus and Thock quickly dispatch two of the beasts with uncanny sword and axe blows. The two remaining beasts charge the leprachaun. Seamas, calling forth the dreaded Take That You Fiend spell, obliterates one of the wolves with his magical might! The remaining wolf is quickly taken care of as the three Delvers attack in unison.
The whip-wielding orc, at the sight of the demise of his "pets", charges the elf who, all the while, taunts and spurs him on.
We ended the adventure here. Lack of sleep had finally gotten the better of me ! All in all, it was a good first game. The players, i think, got a feel for the T&T rules (namely, the chief 2, SRs and Combat). Meepo is familiar with T&T and helped me explain and awnser some questions. All three played great and made running the game fun for me.