Retro feel with modern rules!
The "Arr'aman Campaign" is a fantasy role-playing game "campaign" (series of adventures) set in the fictional world of "Arr'aman". Arr'aman was created by Dungeon Master (DM) Brock R. Wood. Arr'aman is a "swords and sorcery" type magical world. The role-playing game (RPG) system used is Dungeons and Dragons 5th Edition. At this time, the players and DM are all located in or near Boulder, Colorado, USA.
DM's Vibe: The DM runs the game sessions in the style of "Old School Revival". The DM grew up on D&D and the other popular role-playing games of the late 1970's and early 1980's. Inspired by the dungeon crawls and campy fun of the golden era of role-playing games, the vibe is definitely "old school"! The RPG system used, however, is the thoroughly up to date Dungeons and Dragons 5th Edition!
If you are a new player to the campaign, welcome to the campaign website!
If you are already a player in the campaign, welcome back to the campaign website!
I have created a game world PDF document!
The document contains the game world background, maps, and information on house rules. Click on the game world document link to view/download the PDF!
Find out what happened in previous game sessions!
Learn what's new in the campaign!
At the end of the last adventure session, most of the Sahuagin warriors had been dispatched by our heroes.
Vyth stood guard at the top of the steps that descended from room 48 (the Sahuagin barracks room).
The two remaining Sahuagin warriors dashed around Vyth and began descending the steps towards the sea water filled chamber, below.
In this session, the two Sahuagin warriors slipped easily into the sea water and disappeared. Vyth gave chase by running down the steps and plunging into the water himself!
With the Sahuagin barracks room (room 48) empty of enemies, Arnaldo and Abby searched it for additional treasure! They found 36 coffers arranged along the walls of the room. In the coffers was found:
Arnaldo's and Abby's appetite for treasure was whetted. They then knocked at the door of room 49 (the room attached to room 48). When no one answered, the pair opened the unlocked door and explored. This was the barracks armory!
Inside were found two rows of stone racks. The stone racks divided the room into three aisles. The racks contained a large quantity of ordinary, common-soldier-grade spears, tridents, and warhammers. Among the common items, however, a few upgraded "officer-grade" weapons were found. Here is the loot found in the armory room (room 49):
Abby and Arnaldo placed all of the newly found treasure in the bag of holding. Abby and Arnaldo rubbed their hands with joy, anticipating all of the shopping they would do with their new wealth when they get back to civilization!
The party decided that if some loot is good, more loot is better. The party searched Room 51 and found this loot within its walls:

The Tomb Tapper told the party that room 48 and room 49 on the map were both barracks rooms. The party decided to hunt for treasure in rooms 48 and 49.
The party arranged themselves with Baron Beklaz in the front, leading Borka as though the party members were prisoners. The Tomb Tapper rapped loudly on the door of the barracks. A sentry greeted him.
With a weapon pressed against his back, Beklaz told the head of fortress security, Qulipta, a female, human psi warrior, that the "prisoners" (the party) needed to be housed temporarily in the barracks. When Qulipta protested, the bard used a sound illusion spell to make it appear that the dead high priestess' voice was urging Qulipta to quickly accede to this demand. The voice surprised Beklaz, who then went back into the hallway to search for Thadrah, the high priestess, whom he thought had come back from the dead.
At that point, Borka broke free of the Sahuagin soldiers holding her and grappled Qulipta. This caused a general melee with the 30 soldiers in the room attacking Borka. The other party members then advanced to within range and began to fight the 30 Sahuagin soldiers.
The party members noticed that the Sahuagin soldiers were beginning to smell a bit "fishy" and their eyes were starting to get cloudy. The party members were aware that Sahuagin can only remain out of water for 4 hours before they must return to a body of water of some sort. Vyth darted to the head of the stairs in Room 48 that lead down into the sea-flooded chamber below, to prevent the Sahuagin soldiers from refreshing themselves in the sea water.
Area effect spells, such as cone of cold, swarm of darts, and fireball were used to great effect on the Sahuagin soldiers and the party defeated them!
Baron Beklaz and Qulipta used magic to evade the party members and flee down the hallway.
There the adventure session ended, at least temporarily, with the party members now fully aware that they are mighty enough to defeat mobs of enemy warriors!
The party members are magnificent heroes of high power. They subdued the boss-level sahuagin leaders with relative ease! Sahuagin Baron "Beklaz" (whose inappropriate nickname given by Tharivol shall not be spoken) surrendered to the party.
Borka forces Beklaz to order the 1,000 sahuagin warriors in the fortress to return to their barracks.
So, our heroes have the loot. The world has been saved by the destruction of the Necklace of Power (actually, the clasp of power). The boss-level NPC's were easily overcome. But there are still 1,000 sahuagin warriors in the fortress. How do our valiant adventurers escape the fortress? Find out in the next session of the campaign!
The party members restrain Garruta who wishes to decapitate the Tomb Tapper. The Tomb Tapper was her torturer, along with the High Priestess of the Sahuagin, Thadrah.
Garruta expolains that the high priestess of the Sahuagin, Thadrah, wishes to do two things: First, Thadrah is trying to create a magical mutation in all Sahuagin that lets them remain out of water for much longer than a few hours. The magical mutation will allow Sahuagin to remain out of water for days or even weeks at a time. This would allow the Sahuagin armies to fight much farther from bodies of water.
Second, Thadrah wants to use the Necklace of Power to lead an army of the improved sahuagin warriors to conquer the world (or as much of it as she can conquer). If the leader of an army possesses the necklace, the army is invincible to its foes. That is bad. Very bad. Well, it is bad unless you are a Sahuagin.
Thadrah sends her Sahuagin Blademasters (very powerful sahuagin warriors) to fight the party. The party members dispatch them with force and guile! (Archibald's pouring of oil of slipperiness on the floor of the fortress and setting it ablaze with magical fire was just one example of the guile employed by the party members.)
While the fight was going on, the Tomb Tapper used his tunneling ability to tunnel into the wall of the fortress corridor (allegedly to burrow behind the enemy and perform a sneak attach on their rear). He burrowed right into the secret treasure room indicated on the map!
With the Sahuagin Blademasters defeated, Archibald entered the treasure room with the Tomb Tapper. In the room was a huge pile of treasure that seemed to be "etheral". The closer the necklace got to the pile, however, the more substantial and less etheral the treasure pile became. In the wall was an indentation in exactly the shape of the clasp of the necklace.
Written in an ancient elivish script above the indentation was an inscription. The inscription read, roughly, "Which path will you choose?" On instinct, Archibald placed the clasp into the indentation. The clasp glowed bright green for a moment and then vanished. The pile of treasure vanished and was replaced by a treasure chest! The wails of despair from Thadrah, the Sahuagin High Priestess, could then be heard from the next room! Archibald had destroyed the clasp of power which threatened the world!
Good guess, Archibald! If the treasure pile had been touched before placing the clasp into the indentation on the wall, the clasp of power would have been made indestructible!
The chest, while seemingly containing less treasure than the "etheral" pile of treasure, did still contain substantial treasure! Lots of good loot was obtained to reward our heroes! The following treasure was in the chest:
The pesky Gerbo, the evil gnome, was placed in a sack by Tharivol.
Now THAT'S a day's work!
The party members continued their battle with the Mouth of Grolantor! They hear someone pounding on the big door on the opposite side of the room. It is the Tomb Tapper, returned! He shouts to the Mouth of Grolantor that he is tired of the Sahuagin guards stealing their glory. They are going to vanquish these pesky intruders and claim their just reward from their masters!
The Mouth of Grolantor is defeated by the party.
The Tomb Tapper is a tougher nut to crack! He seems to have limitless reserves of constitution! Finally, he nears the end and he realizes he is done for if he continues to fight our heroes.
He makes a deal. He says he will join the party and aid them if they do not put him to the sword! (A generous bribe from one of the party members helps to cement his change of alliance.)
The party members find that there are several holding cells off of the long room they occupy. One of the cells is the one from which the party members entered (the cell with the very smelly, dead, giant eel).
Another cell holds a friendly sea lion!
Another cell holds Kysh. Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world.
Another cell is simply... empty. Borring!
The final cell holds another lizardfolk person! In the cell with the lizardfolk person are various implements of torture.
The lizardfolk person in the cell is introduced to the party members as "Garruta", sister of Vyth! Vyth admits that he deceived the part members. He loves his sister dearly. His real reason for entering the Sahuagin Fortress is to rescue his sister!
The shape-shifting, druid member of the party decides once again to turn into a giant eagle, fly out the rear entrance of the fortress, and deliver the sea lion and Kysh to safety on the mainland. Once that is done he returns to the party in the fortress.
Garruta thanks the party members from saving her from certain death at the hands of the Sahuagin. Garruta tells the party members that the whole world is great danger! She has learned many secrets from the High Priestess of the Sahuagin who has been torturing her!
What are Garruta's secrets? Why is the world in danger? Find out at the next session!
The party members continued their important mission to destroy the necklace of power, lest it fall into the wrong hands!
Guglielmo, the busboy at Giovanni's, tells the party members that Giovanni is very concerned about the party members. Giovanni wonders what has become of them. He wonders if they are in trouble.
The party members take their leave of Tatiana's opium den and head back to Giovanni's place. Giovanni recommends that the party members head over to Nick's Tavern where the lizardfolk hang out and where the wise, old warrior, Eliander Fireborn, is likely to be found.
Nick's is a popular inn directly across the street from the Trippy Dragon. Business is slow when the party members visit. Only a few patrons are present. Eliander and Vyth, a veteran lizardfolk warrior who is an old friend of Eliander, sit drinking at a table.
The party members approach Eliander and Vyth and tell them their story. Eliander invites them into a private room at the inn for further discussions.
The party members learn from Eliander and Vyth that the map from Tatiana's desk depicts one floor of the former lizardfolk island fortress located off the coast near the Hool Marshes about 30 miles from Saltmarsh. Vyth states that the evil Sahuagin (fish people) captured the fortress and drove out the lizardfolk not too long ago. He said the Sahuagin have "sunk" part of the fortress under the sea so that only one floor of the fortress remains above water. He said there have been increasing raids of Sahuagin on the goodly people dwelling in the Hool Marshes as of late. He states that although the Sahuagin are numerous, powerful, clever, and fierce, their one flaw is that they must return to water every few hours.
Vyth says he fears the Sahuagin or their bosses may be working on some sort of evil magic to extend how long Sahuagin can remain out of water. With the necklace, and an army of Sahuagin, who can remain out of water for days or perhaps weeks at a time, the possessor of the necklace would conquer the remaining goodly kingdoms of the world.
The party members, Vyth, and Eliander decide to pay a visit to the fortress of the Sahuagin, formerly the lizardfolk stronghold, to investigate. Vyth and Eliander want to see what the Sahuagin are up to and whether an army of Sahuagin is preparing to invade the neighboring lands. The party members need to find out what the "Don't go in!" statement on the fortress map means.
Upon exiting the private room, the party members see that the rock gnome and the half-orc are gone. The druid and the monk approach the party. The two newcomers state that the rock gnome and the half-orc were listening at the door of the private room! The two newcomers explain that they met on the road and decided to travel together as both of them are headed to the Hold of the Sea Princes to look for work. They sheepishly admit that they are, literally, rubbing their last two copper pieces together and are flat broke. The party members invite the newcomers to join them on their quest. Since they are hard up for cash and really need work, the two newcomers readily accept the invitation.
A boat is hired and it drops off the party members (which now includes the four new members) on the north beach of the fortress island.
(Contrary to the steadfast belief of Tharivol, the fortress is located WEST of Saltmarsh, not NORTH of Saltmarsh. 😉)
Looking up, the part members see an entrance into the fortress about 80 feet above the beach. The entrance appears to lead straight into a tunnel in the sheer cliff face. At the base of the cliff lies what appears to be destroyed ladders and scaffolding. Vyth explains that this entrance used to be the "back door" to the fortress. He explains that the ruined scaffolding once ascended all the way to the back door. He also explains that the only other entrance is the "front door", which is accessible by simply climbing a gentle hill. Vyth says that the "front door" entrance, being easy to access, is almost assuredly heavily guarded.
Vyth explains that, because the Sahuagin have somehow sunk the lower two floors of the fortress into the sea, all of the fortress that remains above water is the former top floor, which is what the two entrances lead into.
The new druid PC decides to change into giant eagle form to see if he can fly to the entrance 80 feet above the beach. He can! He takes the party members with him.
Once on the ledge, the party members plunge into a rough-hewn stone cave that leads to a very smelly room! The room has the decayed remains of a giant eel in it!
The door out of the smelly eel room is locked. No one has the lock picking skill! (Where is the rogue PC when you need one?!)
Each PC tries to pick the lock of the door. No one succeeds! Even Vyth and Eliander fail! Finally, in a burst of frustrated rage, Borka simply bashes into the door to make it give way. She just barely succeeds and the door's latch tears through the stone it is latched onto and opens, quietly, a mere half an inch! Perfect!
Now what? The druid turns into a mouse and creeps through the crack in the door. He sees two huge creatures in the room! A Tomb Tapper and the Mouth of Grolantor. They are arm wrestling and do not appear to have noticed the slightly ajar door.
The druid reports back. What to do? Barge in? As it turns out, the Tomb Tapper has lost the arm wrestling match. He has also lost a bet that he would win the match. He has to go to the bathroom and remove all of the green stuff (eww!) from between his teeth because he lost the bet. He departs. Now there is just the Mouth of Grolantor to face.
Some party members attack Grolantor. Grolantor peeps down the hall and realizes he is outnumbered, even though he is much bigger than the party members. He bangs on the door on the opposite side of the room. He bellows for the Tomb Tapper to come back so that they can "do their security guard job". It appears that the two monsters are security guards, hired to guard the back door of the fortress!
Grolantor punches his mighty fist into the open doorway leading to the party members. He realizes, in frustration, that he is too big to fit through the door! He punches as far as his arm will reach but he cannot reach the party members.
(At this point, the party members realize that the door on the OTHER side of the room is much bigger than the door they are standing at. Grolantor cannot get at them but he can escape through the other door.)
Arnaldo uses a bard taunt on Grolantor. He is shamed! He takes psychic damage!
The new druid PC casts an entangling vines spell on Grolantor. The vines grab Grolantor and pull him back toward one corner of the room!
Well, that is how we stand! What will happen next? Will the Tomb Tapper come back? Just how tough is the Mouth of Grolantor, anyway?
Our intrepid adventurers finally arrived in the town of Saltmarsh whence they were summoned by Helena the druid! Before taking further action, Tharivol conducts an inventory of the bag of holding and the loot on his person. He creates a written list of the items and money:
In the bag of holding:
Other loot on Tharivol's person:
The party then sets off to find Helena. Here is a summary of the adventures and explorations of the party during this session (some amusing details have been omitted in the interest of brevity):
Party arrives at the Trippy Dragon inn (proprietor Sorcerio).
Archibald bashes in the outer door of inn and then the inner door of inn, thinking the inn is on fire (in fact the smoke was emitted from the smoking patrons inside the inn).
Party welcomed with hugs from Sorcerio.
Party enjoys libations and surprisingly tasty meals at the Trippy Dragon (meals and drinks were BOGO).
Party meets with Helena in basement storeroom of the Trippy Dragon. Helena looks a lot like Kristen Bell but a Kristen Bell who is always serious and never funny.
Helena explains the significance of the Necklace of Power. Any army leader wearing the necklace into battle with his/her army makes his/her army invincible in battle. It was created by the evil demi-god, Iuz the Terrible. Helena explains that it cannot be used for good, as any creature who wears the necklace is corrupted and becomes evil.
Helena explains that the necklace must be destroyed. If it falls into the wrong hands, the few goodly kingdoms left in the world of Arr’aman will be overrun and destroyed by the evil army of the necklace wearer.
Helena explains that she does not know how to destroy the necklace but thinks that Tatiana, an evil priestess of Iuz, who lives in Saltmarsh, might know how to destroy it.
Helena explains that Tatiana runs an illegal opium den in town, corrupting the youth of Saltmarsh and turning them into drug addicts. Helena implores the party members to find a way to get into Tatiana’s opium den and find out, one way or another, how to destroy the necklace.
Arnaldo states that his cousin, Giovanni, runs a pizzeria in Saltmarsh. Arnaldo thinks that Giovanni may know how to get into Tatiana’s opium den and how to get Tatiana to tell the party members how to destroy the necklace.
The party members head over to Giovanni’s pizzeria, also known as “The Wicker Goat”.
Giovanni embraces his cousin with tears of familial joy. Giovanni gives the party members free slices of pizza. It is the best pizza they have ever eaten. The beer is not free, but it is discounted to “happy hour” price.
Giovanni explains that Tatiana is a very evil person and that what they intend to do is dangerous. He fears they will all become helpless opium addicts.
Giovanni says the party members should buy clothes to disguise themselves as simple town folk. Giovanni explains that such clothing can be obtained from the weekly Saltmarsh market occurring that very day.
Giovanni explains the “knock three times, wait exactly three seconds, and knock three more times” secret knock that will get the party members into the basement opium den of Tatiana.
Giovanni says that, if the party members encounter trouble, they are to contact him for assistance.
The party members buy clothes to disguise themselves at the market. Borka declines. It is hard to disguise a 7 feet tall, half-orc barbarian.
The party members go to Tatiana’s home. Borka hides in the shrubs outside. Tharivol knocks on the basement door. A female voice from inside states that the knocker person did not do the special knock correctly. Another party member (Archibald?) tries the special knock and Tatiana opens the door a crack, extending her nose through the crack.
After some initial hesitation because of Tharivol’s ragged clothing, Tatiana lets the party members in, thinking they are easy marks for new customers.
The party members discover four opium den customers in various states of incapacitation due to the evil drug. A pile of weapons, presumably belonging to the customers, are stacked near the door. One customer looks at Abbie with his eyes wide open. Abbie immediately recognizes him as her long lost half-brother, Theo.
Theo hides his eyes with his hat in shame. He does not look well. He looks very sick from the use of opium.
Abbie grabs him by the shoulders and comforts him. He asks her not to tell the family members because of his shame. She promises not to.
Apparently Tatiana uses some of her product as well as she passes out at this point. The party members retrieve Tatiana’s set of keys as well as the amber piece they paid to get entry.
The party members search the premises and find a secret door leading to a spiral staircase.
The spiral staircase leads to an upstairs office room. Borka is invited in. The party members search the desk in the office and find a strange map of what appears to be a fortress, or at least one floor of a fortress. There is a room marked on the map in handwriting. The note says, “Don’t go in!”
The three other customers of Tatiana arrive in the office room with their weapons in their hands. The party convinces them that the party is there to help Theo, not hurt him. The customers’ fears are allayed and they lower their weapons.
The party members and the three customers return to the basement opium den and find Theo near death. With his dying breath he says to Abbie: “Treasure room! Don’t go in or all is lost!” Theo then dies in Abbie’s arms.
The party members are also dismayed to find Tatiana dead! Apparently she had taken an overdose of opium and perished.
Tharivol uses his necromancer staff to cast the “speak with dead” spell on Theo. The spell allows the caster to ask 5 questions of a dead entity. The answers, however, are often cryptic, repetitive, and may not be accurate. Theo’s lifeless body speaks and says, in essence, “Don’t go in! All is lost if you go in! The clasp! The clasp! Don’t go in!”
Tharivol uses his necromancer staff to cast the “speak with dead” spell on Tatiana. Her lifeless body is questioned. She mutters in essence, “Use necklace! Lead my army into battle! Treasure room! Treasure room! Loot it! Fortress! The lizard people!”.
The party members hear an insistent knocking at the basement door of Tatiana’s opium den. After requiring the knocking person to use the correct secret knock, the door is opened. In the doorway is Guglielmo. He is the busboy at Giovanni’s pizzeria. He says he was sent by Giovanni to find out what is happening. He says Giovanni is concerned that the party members have run into trouble.
In the room with the three customers of Tatiana, and Guglielmo standing in the doorway, the party members ponder what to do next!
The party vanquished the pirate zombies and sealed the hole to the rift, deep under the sea, that spewed the evil magic that turned mere drowned pirates into formidable pirate zombies!
Loot!
The party members found some excellent loot during and at the end of their sojourn at the hermitage on Firewatch Island! The loot found in the larder of the hermitage by the bard and his companion, the druid, included the following:
Note: The items that have been reduced in size and weight have been subjected to some sort of "enlarge/reduce" spell. Somehow the "enlarge/reduce" spell has been modified so that the duration of the spell and the need for concentration are changed. It is obvious that this improved enlarge/reduce spell would be very handy for a merchant who has to tranport heavy or large items a long distance.
The rotting chest found at the wreck of the sunken pirate ship contained the following loot items:
The party members also obtained various other valuable items, some looted from the bodies of vanquished enemies. The party members should have a list of these items somewhere, including the items that were stored in the ever useful bag of holding.
The party members have now been summoned by Helena by telepathy a second time. Helena bids the party members to hurry on their way to the village of Saltmarsh, where they are to meet Helena at Sorcerio's newly pruchased inn, the Trippy Dragon. Helena desperately needs the party members' help to dispose of the evil necklace whose power threatens all goodly creatures in the world!
The party rejoiced in their escape from fairyland and their successful completion of the previous mission by engaging in some well-deserved R&R in Fort Diometia, the capital of Volund.
The part members were the personal guests of Queen Diometia of Volund. They were treated to this best this newly re-built frontier town, the capital of the colony of Volund, had to offer.
While strolling about the market square in the middle of town, a man ran up to the party and begged them to save his wife and child from a fire raging in the boarding house occupied by the family.
At the same time, Ron-Jon Surfkin, the planar traveler and intercontinental wise-guy, showed up. He said he had to speak to the party members urgently.
The party members ignored Ron-Jon and followed the pleading man to save his wife and child.
Arriving at the burning boarding house, the party members found the wife safe. The wife said the child, their only daughter, was in peril in the upstairs portion of the building. The building was quickly becoming engulfed in flames. Thayron Elderflower, the half-elf wizard, used Ray of Frost to beat down the flames near the door enough for the dragonborn, Xerath, to get inside and discover 3 Hobgoblin Captains in the child’s bedroom!
The party, heedless of the danger, rushed into the bedroom and, after much clashing of swords, managed to dispatch the three Hobgoblin Captains. In particular, Borka the barbarian managed to get several good whacks on the Hobgoblin Captains as did the Elf Ranger, Tharivol. Archibald Cinnicula, the Wild Magic sorcerer, kept them from all burning to a crisp with his magic.
After inspecting the room, the child had vanished!
Ron-Jon again beseeched the party members to talk to him.
Ron-Jon told the party members that the Queen and three members of the royal family had vanished! He said that a strange man, calling himself the “Regent” of Volund, was in the palace under house arrest. The Regent said he wanted to make an alliance with Iuz, the Dark Lord, and lead the army of Volund against the Empire. After the local priest did an insight check, it was found that the “Regent” appeared to be sincere!
Ron-Jon implored the party members to keep the Queen’s disappearance as secret because, if word got out, the populace might panic.
Ron-Jon said that there had been three mysterious fires in town over the past three weeks. He said that three children from the burned homes, two girls and one boy, had gone missing. Their bodies were not recovered from the burned buildings.
Ron-Jon said he believed thatr Doctor Atoz, the keeper the of the “Gate to the Past” might know something about these strange occurrences. He implored the party to seek out Doctor Atoz and find out what he knew about these events.
After equipping themselves at the palace with a wagon, a sled, two strong oxen to pull the wagon, and a wooden box containing 12 vials of nitroglycerine (a gift from Ron-Jon he had picked up during his planar travels), the party set out for the Gate to the Past, located two days travel in the desert lands to the east.
The party members also received two healing potions each. One party member recceived a scroll of heroism.
The party arrived at the Gate to the Past and met Dr. Atoz. Dr. Atoz was assisted by three very powerful trolls.
Dr. Atoz explained that he guarded the mystical object, the “Gate to the Past”, a sort of natural rock circle inscribed with runes that permits a person to travel to any place at any time in the past. Atoz stated that, if a person made application to him, he might, or might not, grant their wish to travel to the past. The person must, he said, state why their present or their immediate future would make the person miserable and that the person’s only option was to assume a new identity and travel to the past and live in the past. Permanently. There could be no return trip. If Atoz took pity on the person, he would give them a new identity, clothes of the period and place they would travel to, and would erase the memories of the person so that they would only have memories of the new identity given to the person for his/her life in the past. He called this process “preparing” the person.
Atoz asked why the party was there and they explained. He said he thought something was amiss as he had detected a change in the “aura” of the Gate over the past few weeks. After running his fingers over the runs of the Gate, Atoz said that he now knew what was happening. Someone had slipped past him and his troll guards and used the Gate over the past few weeks. He said he did not know how that was possible as he and his trolls never left the area of the gate.
After hearing the story of the “disappearing” Queen Diometia and the “regent” who had appeared, he said that whoever was using the Gate without permission must have changed something in the past, thus altering the flow of time, and making Queen Diometia NOT part of the current flow of time. This was a terrible thing, Atoz said, and must be corrected. He implored the party to use the gate, go back in time, and fix what had been changed.
When asked if the party could return, Atoz said, “probably”.
Again, after running his fingers over the runes on the Gate, Dr. Atoz said that he had pinpointed the place and time the recent unauthorized users of the gate had gone to. He gave the party members clothing appropriate to the time and place. He then “froze” the passage of time shown on the Gate’s portal and invited the party members to step through the portal and fix what had been changed. He said he could only hold the portal forzen for about 10 seconds, but the bold party members needed far less than that to hurl themselves through.
The party members found themselves in the entrance of a walled garden. In the garden stood an ornate marble temple.
On the steps leading up to the temple were three hobgoblins. They were laughing, talking hobgoblin-speak, and clapping each other on the back. They were jingling the coins in the money bags they held.
Xerath wasted no time apprehending the hobgoblins. He dispatched two of them. The third, their leader, begged for his life and said he would give Xerath all of his loot and would tell him alll of his secrets if Xerath would spare his life.
The hobgoblin said the following:
He and his companions were “rogue” hobgoblins in the army of Iuz the Terrible, the Dark Lord of the East, and the most powerful of the evil princes who controlled the pillaged, fallen kingdoms to the east. He said that Iuz was an egomaniac. Iuz required all soldiers in his army to wear a large “I” on the uniforms or armor, to identify them as soldiers in his personal army. He said Iuz had named the lands of his kingdom simply, “Iuz”, after himself.
He said Iuz was enraged by the new colony of Volund being established so near to the land of Iuz and intended to take it back by force.
He said he and his buddies were “rogue” hobgoblins who has deserted the army and their master in order to follow a life of getting wealth by crime. The rogue hobgoblins had discovered the Gate guarded by Atoz and had stolen invisibility potion from their master to slip past Atoz and his trolls.
The rogue hobgoblin said that, at first, the scheme went like this: They would travel back into the past, find an urn or vase or brass lamp, or some other artifact, and bury it. They would then travel back to the present, dig up the now ancient “relic” and sell it to antique dealers for lots of money.
After a while, however, the antique dealers began to think (incorrectly) that the relics were fakes as the hobgoblins seem to find too many or them too easily. The dealers refused to buy from the hobgoblins.
The next criminal scheme employed by the hobgoblins was more evil. In the ancient capital city of the Suel Imperium (what is now the Sea of Dust), 1,000 years in the past, the hobgoblins met an evil priest/magic user named Xodast. Xodast required children to use as human sacrifices in some very black magic he was working on. He hired the rogue hobgoblins to bring him the children he needed for his human sacrifices. Neither Xodast nor the rogue hobgoblins seem to have any remorse for the terrible, cruel, evil deeds they are committing.
The hobgoblins feared they would be caught if they captured children from the same time and place as Xodast, so, using the Gate and their invisibility potions, they traveled to the present and captured children from Volund and then returned through the gate to give the children to Xodast. They were richly rewarded for their evil deeds.
The hobgoblins got lazy, however, and on one of their trips to find a child, they simply traveled to different place and time in the past – Veluna about 35 years ago. There they captured a princess from the palace, Princess “Di”. When they got her back through the Gate, and almost to the temple of Xodast, the princess escaped! They don’t know where she went other than they tracked her to a few miles east of the capital city before losing her trail.
They then went back to Volund and captured another child and set fire to the child’s house to cover their abduction. That child is the child that was missing from the burning boarding house.
The party members looted the loot from the evil rogue hobgoblins and came up with this:
1,400 gold pieces
1 deep blue spinel (worth 1700 gp)
1 star rose quartz (50 gp)
1 star ruby (1200 gp)
1 potion of barkskin +2 (300 gp)
That is all the rogue hobgoblin knew. He asks the party members to let him live. In return he will teach them the craft of “time travel thievery”.
After an insight check, the party members learned this:
The city they are in is the capital of the Suel Imperium. The time is a little over 1,000 years ago. The Suel Imperium was an empire destroyed in a terrible war 1,000 years ago. The Suel Imperium is now the Sea of Dust (see southwest corner of the world map). The capital city of the Suel Imperium is in ruins and is now known as the “Forgotten City”.
The Suel Imperium engaged in the terrible, magical war with the “Baklunish” people who inhabited the areas now known as “Ull” and the “Plains of the Paynims”.
The Mages of Power of the Suel Imperium, unwisely, unleashed a magical cataclysm on the Baklunish people which destroyed the Baklunish empire. This was unwise because, in a rapid counter-strike, before they were completely destroyed, the Baklunish priests and mages unleashed the “Rain of Colorless Fire” on the Suel Imperium. The Rain of Colorless Fire devastated the Suel Imperium and left it a barren, dry wasteland.
The most powerful of the Suel Mages of Power was “Xodast”, a priest/mage. It is Xodast who was responsible for the decision to start the final war with the Baklunish.
The party members liberated 18 invisibility potions from the remaining rogue hobgoblin.
At the end of their most recent adventure, the party members got a terrible sense of foreboding that maybe something worse than just being trapped in a foreign country 1,000 years in the past had befallen Princess “Di”.
Experience Gained at End of this Session: 1,150 experience points per player. The players could not level up, however, because there was no down time between this session and the next session.
The valiant player characters of the "first generation" have advanced through their careers to the "god-slaying" level. Having achieved all they desire to achieve, the first generation of PC's have retired to their castles, keeps, and manor houses to be major NPC's in the campaign.
The "next generation" of PC's are on their way, ready to explore and adventure in "Campaign 2.0"! Let's see if the next generation of PC's can live up to the legacy left to them by their forebears!
The experience earned and loot collected for the final session of Campaign 1.0 can be found here: Loot and Experience for Game Session of March 28, 2021.
The summaries of the game sessions are now being hosted at the campaign website at roll20.net. Go to the campaign website at roll20.net. Check out the Roll20 "handout" entitled, "Game Session Summaries".
At the end of the last adventure, the party members had entered the mines of the evil Mind Flayers. Fubaun and his henchman, Justaco, were defeated. Justaco perished. Fubaun was bound securely. The party members took a much needed rest.
The party members interrogated Fubaun. He told the party members of the unbelievable pleasure they could get from the mind flayers using something called a "droud". Fubaun said he was a faithful servant of the mind flayers. He said anyone would be if the person was rewarded by the pure pleasure bestowed by the droud.
The party members ventured further into the mines. They discovered a room with a deep mining pit in it. The party members threw a glowing stone in to the pit to gauge its depth. The party members estimated a depth of 100 feet. In the room the party members also found three persons: A nobleman, a peasant, and a sergeant at arms. The three were quite dead. They had apparently died from starvation. Each dead person had his dried out skin stretched back tightly over his face and skull. Each dead person wore a strange "grin" of apparent joy or ecstasy, as if the person had died of starvation but had been experiencing profound pleasure at the time of death. Very tragic and very strange! Each of the dead had a small emerald embedded in the back of his neck.
One party member climbed down into the pit and investigated. It had rubble and scree at the bottom and a couple of pickaxes and shovels were present.
The party members explored another room in the mines. This room had two deep pits as well. Each pit was smaller in diameter than the one in the previous room but each one was deeper, descending to about 150 feet. The party members decided this was a strange mine, indeed, since instead of mining occurring in the horizontal galleries of the mine, it appeared to occur in the deep pits in these rooms.
While exploring this second room, the paladin noticed that her imp was missing from his jar! The imp was located in this second room and tried to escape but was almost killed by a hand axed thrown by the fighter. The imp, when interrogated, gave the same information about being rewarded with pleasure by his masters for his faithful service. Upon a closer inspection of the imp, it was revealed that he had a tiny emerald embedded in the back of his neck.
The party members advanced further into the dungeon and ran into trouble! Enemies! There were two wizards, two warlocks, a barbarian, and an Alhoon facing them. The enemies stated they served their master for pleasure and would not permit anyone to interfere with their ability to get pleasure from their master. A vicious fight ensued, but the party members were winning. Some of the enemies fell, but others retreated into an adjacent gallery.
Advancing into the gallery, the party members found the escaped Alhoon and escaped wizard. They also found a monstrosity that boggled their minds! It was a large brain in a briny pool. It had tentacles that reached in all directions! It was an Elder Brain! This was the master! The party fought bravely. The fighter was frozen in place by some evil magic of the Elder Brain. The paladin was transported, temporarily, to a maze in another dimension and was desperate to get back to the fight! The wizard cast a meteor storm but it fell harmlessly on the surface land above the mine [superb play of whimsy card]. The fight was tough but once again favored the party members. When it was clear the fight would be won by the party members, the Elder Brain raised a forked, metal rod above itself, waved it in the air, and vanished!
The party members searched the fallen foes and found valuable gems, gold, and magic items. The party members decided to take a three month vacation from adventuring for some well-deserved downtime!
At the end of the last adventure, the party members had taken a long rest in the secret cave of the mind flayers. They then began a more throrough investigation of the cave. They came upon a menacing, glowing face drawn onto the cave wall! After casting idntify on it, they learned its secret: It was a portal! The party members, one by one, activated the portal and were transported to another sinister location!
The party members found themselves wedged into a small room. Venturing out, they found themselves in a mine of some sort. They explored. They found four miners: Velunans dressed in tattered clothes. The miners had vacuous gazes and stared past the party members. They seemed in a trance. The miner who was questioned only responded to questions by saying, "We work". The miners ate sandwiches of some common sausage, chewing mindlessly and slowly. The party members were concerned.
The party members explored more. They came upon a locked door. They tried to break it down. It was magically locked! Thoughtfully, the wizard had used his recent spare time to learn the "Knock" spell. He used the spell to open the door. Foes awaited them inside! It was the evil Fubaun and new henchman, "Justaco". Fubuan swore at the party members and launched an attack! He was stopped by a counterspell! The druid paralyzed Justaco with a Hold Person spell! A vicious fight ensued but our valiant company was soon victorious!
The party members found valuable loot and magic items on the subdued but not terminated foes. On Fubaun, the party members found a mysterious letter written to Fubaun from a person or entity named, "Ker". The letter stated that Ker had performed the ritual of Isolde the Evil. The ritual revealed to Ker that the second Lorestone would be found by mining in the "Cyclopean Skull Hall". Ker said to Fubaun in the letter that he needed Fubaun to provide 4 more captured Velunans to be used as mining slaves in the Cyclopean Skull Hall. Ker said he would increase the reward to Fubaun from 10 "quatloos" to 100 "quatloos". A "quatloo" is a unit of measure of "pure pleasure". Pure pleasure is far more enjoyable than mere joy or pleasures of the flesh, which are considered by ordinary people to be intense forms of pleasure. One "quatloo" is the amount of pleasure one receives by having one's pleasure center in one's brain directly stimulated by electrodes for 24 hours. It is unknown how mind flayers bestow this pleasure reward on someone, but it is assumed that it is done by magic, perhaps by implanting a magic item in a creature's skull, or by using their immense and not fully understood "psionic" powers.
Oh no! Are the evil mind flayers nearing their goal of finding a second Lorestone in the mine? Will the mind flayers unite the second Lorestone with the first and achieve inconceivable psionic power over the goodly peoples of the Empire? Will our valiant adventurers thwart them? What is the Cyclopean Skull Hall? The party must surely find out in the next adventure!
At the end of the previous adventure, the party had dispatched the three mind flayers in the secret cave beneath Fubaun's manor home. The party noticed a large, stone statue further down the dimly lit dungeon corridor. The party members decided it was best to pause to investigate the bodies of the fallen foes before venturing further down the corridor.
After investigating the bodies, the party ventured farther into the cave. The statue was no statue! It was a stone golem! Behind it stood a Mind Flayer arcanist! He summoned two iron golems to assist him! The fight was on! Our valiant warriors fought tooth and nail with the evil-doers. Sometimes their weapons "clanged" pointlessly on the almost invulnerable stone and iron golems! Using all of their resourcefulness, guile, and courage, our noble warriors defeated the foes! After defeating the foes and investigating the fallen for loot and clues, the party members took a very well-derserved long rest.
The party was ambushed by the ogres right outside the party's inn in Veluna City. In broad daylight! Someone must have a serious grudge against the party members! The party dispatched two of the ogres and took one prisoner. The party searched the bodies of the two fallen ogres for clues.
The party then went to the grand jury trial at the courthouse. Fubaun failed to show up! The judge issued a bench warrant for his arrest. The party members released the captive ogre who ran off.
At the courthbouse, the party members conversed with Murce, the tavern waiter, who confessed to them that he used to an assistant of Fubaun, helping Fubaun in Fubaun's dealings with the mind flayer slavers. Murce said he had changed his mind and wanted to switch sides. Murce told the party members about a mine the mind flayers are running, near the town of "Fax", to the east. Fax was overrun many years ago by creatures of darkness. Murce said that the mind flayers already had a powerful magical object called a "Lore Stone" in their possession. Murce said the mind flayers were trying to find a second Lore Stone by working the mine near Fax. Murce said that the mind flayers were using the slaves delivered to them by Fubaun and his gang as slave labor to work the mine. Murce said that he overheard the mind flayers speaking with Fubaun about the power of the Lore Stones. He said he overheard that, should the mind flayers get a second Lore Stone to go with the one that they already possessed that the mind flayers would have unimaginable amounts of magical mind power at their disposal. He said that they would use the magical mind power to conquer the remaining good countries of the world. He said the party members had to stop the mind flayers. He said the safety of the world depended upon it!
The party members and Murce headed to the manor home of Fubaun in Veluna City and found it deserted. The party members and Murce encountered the ogre who had fled to the manor home of his master to receive instructions! The ogre went down a tunnel located under the dock at the manor home, per the suggestion of Sundamar (Sundamar had previously cast a charm spell onto the ogre). The ogre returned but he had been hit on the head and was no longer under the charm spell of Sundamar! The party members fought the ogre until the ogre retreated down the tunnel once again. The party members followed.
The party members and Murce found the ogre in a dimly lit dungeon. They dispatched him. The party members met three mind flayers. Combat ensued! Beatrix almost had her brain extracted by a mind flayer but, luckily, the mind flayer became distracted and began to attack Dorva instead. Aruzar, as is his personality, was a death-dealing, fighting machine!
After dispatching the three mind flayers, the party noticed a large, stone statue further down the dimly lit dungeon corridor. The party members decided it was best to pause to investigate the bodies of the fallen foes before venturing further down the corridor.
The party explored more of the basement dungeon in Veluna City. They were led on a merry chase by tavern boy Murce and the the evil horse baron, Fubaun. Eventually, they caught up with Fubaun and had an appearance in front of the local magistrate. A grand jury hearing on whether to issue charges againbst Fubaun has been set for three days in the future. The party members also staked out Fubaun's opulent mansion in the city. There were very strange goings-on, there! They ran into two Mind Flayers! Where did the Mind Flayers come from? What are they doing in Veluna City? Murce appeared at Layrian's door at the inn and tried to tell Layrian about a sinister plot being hatched between Fubaun and Mind Flyers. Before he could reveal details, however, he grabbed his head in agony and was unable to speak further. Even after dispel magic was cast on him by Layrian, each time he tried to divulge details of the plot, he was gripped by mental pain and could not speak. He left in frustration. What will happen next? How will the grand jury trial go? We shall see...
The party arrived in Veluna City safe and sound and dropped off the villain illusionist mage at the local gaol. As most adventurers tend to do, they immediately found the rowdiest tavern in town - the one likely to be a "hive of scum and villainy" - and began to party hearty. The party members overheard some good gossip from a bar patron and then from a cousin of Beatrix. The perceptive rogue noticed that one of the hirelings at the bar seemed to be eavesdropping on the gossip at their table. Following, but not finding, the servant, the party members made their way into the basement of the tavern. This was no ordinary basement! It was filled with secret doors! They ran into, of all people, Dorva the drow fighter, who had engaged the rogue in romance during the stay in Waybury. With Dorva, they set off to investigatge this unusual basement. After cleverly overcoming a magically locked door, they had the fight of their lives with two powerful illusionist mages and three very skilled dark knights! The more powerful of the two illusionist mages turned out to be also the head of the local horse baron syndicate! It was a close shave, but all of the party members made it through the fight without perishing. At the end of the fight, the party members were searching the fallen foes and their surroundings for loot to see if their close shave with death had been worth it.
The party made their way overland to investigte some disturbing news from Beatrix's relatives in Veluna. WHile on their way there they stopped over in Waybury for one of the Duchess of Ulek's massively good, morale-boosting, no-holds-barred parties! They met some affable Giffs and decided to take a short cut through the Lortmil mountains. It appears that the Giff had lost one of their comrades to the aggression of an adult red dragon who had taken up temporary residence in a cave in the mountains! Their ultimate destination was the dusty, rowdy, always dangerous frontier city of Veluna City. They went into the mountains and then into the cave to recover the body of the Giff comrade. They then had a run-in with an illusionist mage. Nothing about this cave was as it seemed! They were about to confront some frost giants in the cave when they thought better of it and high-tailed it north, continuing through the secret mountain pass, towards Veluna City. They managed to shake off the frost giants.
The party was joined by an elemental monk who happened to be in Havenhill on a spiritual journey. A woman ran into the pub where the party members were relaxing, shouting that monsters were attacking Havenhill! Arriving on the scene, the party members found a tent being attacked by giant ants! The woman begged the party to save her children in the tent! The giant ants, in a frenzy, were tearing the tent to shreds! The party used magic and weapons to dispatch the giant insects, thus earning the love and admiration of the grateful mother. The Spike Growth spell came in very handy. The party members then made their way south to the small village of "Naporia", about 5 miles from Havenhill. The sleepy little village may have seemed bucolic and uninteresting, but it was anything but!
We must wait for the next installment of the campaign to find out what happens next!
The party members were re-joined by their comrades who hurried from Shalon's farm through the teleportal "fountain" in the abandoned school. They brought with them a new adventurer, a fighter named Aruzar, a special agent from the King in Niole Dra. The exploits of the players in this session included the following:
The party is ready for a couple of weeks of rest and relaxation in Havenhill. What will they do after that?
The party members engaged in intense combat at the ruins of Mordecai the Mad Mage's School of the Arcane Arts. After exploring the remainder of the mausoleum dungeon, the party found themselves teleported into the middle of a firefight between the evil cultists of Zin Naou and a platoon of orcs sent by Turrosh Mak, the self-proclaimed emperor the "Orcish Empire of the Pomarj"! The cultists were trying to make the ruins of the school their new headquarters while the orcs, led by the fearsome Sergeant Druuk, were trying to drive out the unexpected invaders of the ruins. The exploits of the players included the following:
The party is at a decision point: Should they explore the rest of the ruins of the school, without taking a rest? Should they take a short rest? Should they take a long rest? Should they try to figure out how to use the teleportation circle at the fountain to get back Gryrax? We shall find out during the next adventure session!
The party members overcame some seriously powerful and sophisticated opponents during this adventuring session! The "daring do" of the players included the following:
Even with two new members joining the party, the adventuring teamwork was excellent! The party members need to decide which clue to follow up on next. The teleportation circle with Mordecai's invitation written on it is intriguing. But what about helping the servant of Baron Myrmink and investigating the "insect" problem near Havenhill? What about helping Prince Atar finally rid the kingdom of the scourge of the Azurerain Pirates once and for all? Should they sell the medicine they looted from the pirate ship? What about the clues and secrets and leads they came by during the two weeks of downtime? Should they follow-up on those? What about Squidface? What was he up to? Was he working for the "Seahawk"? Should they try to find out more about the errand Squidface was running and who his master is? What about the red dragons of the Hellfurnance Mountains described in the ancient scroll? Is there glory and plunder that will come from following up on that new information? There are so many possible adventures to go on: How will our illustrious adventurers choose?
The party members continue to be on roll as they assist the government of Gryrax in dispatching bad guys! During this adventuring session, the players accomplished the following:
Excellent teamwork! Where to next? Off to Havenhill to investigate the "insect" problem? Off to Stoneheim to try to find Mordecai the Mad Mage's abandoned school for mages? Help the Prince lead an overland raid on the Azurerain Pirates' secret hideout (if it can be located)? Follow up on leads in Gryrax? Try to find out more about the "Seahawk", the fiendishly clever leader of the Azurerain pirates? Follow up on leads generated by the magic items in their possession? Visit Ulga, the rival alchemist in town, and try to negotiate a higher price for the sale of the goods in their possession? Do something completely unexpected? We shall see.
The party members have successfully defeated a local pirate mobster, Zindar the Pirate Captain, exposed his criminal syndicate, dispatched or captured all of his pirate thugs, and helped out the local law enforcement officers. All in one chase-filled, fight-filled, unexpected plot twist filled, gaming session! In the span of about 3 hours of game time, the players accomplished the following:
Not bad for three hour's work! The players are now at new turning point. What do they do with the loot? Do they trust the alchemist? Do they try to sell the loot themselves? What about the alchemist's rival? What price will she pay? Are there more pirate mobsters on the tail of the party? Who are the "Azurerain Pirates" and why is bad to make them your enemy?
The party members have successfully explored an ancient, underground dwarven fortress, defeating the goblin thieves and some indigenous monsters in the process. One of the goblins defected to the party, having become enamored of a party member in a sort of reverse "Stockholm Syndrome". The party members, using their keen-nosed, rented bloodhound, Max, followed the trail of a second band of thieves to a pirate ship moored at a dock in Gryrax. There, through guile and brute force, the party members defeated several vile and unworthy pirates and liberated the desired goods from the pirates. What do our intrepid adventurers do now? Have they stirred up more trouble than they can handle? Should they leave town immediately? Should they stay in town and try to topple the pirate mobster they have encountered? They party members must decide for themselves: Shall they risk all for more loot and glory or head to parts unknown? What about the alchemist who hired them? How does he factor into the decision-making process? We shall find out soon...
The party members are hot on the trail of some burglar goblins. They stand before the 20 feet tall entrance to a dwarven underground fortress of some sort. The door appeared, magically, from the ground upon which they stand. The trusty mutt tracking dog that led them there is in the care of the party's valiant paladin. The party members prepare to plunge into the depths to find the perps! Maybe they will find the goblins? Maybe they will find more than goblins? We shall see...
You and your adventurer friends are down on your luck. You are counting the last few copper pieces between you at a cut-rate tavern near the docks in a rowdy seaport city. You are determining how long the money will last. The "day after tomorrow" is the estimated date all of you will be flat broke. A tavern patron tells you about dangerous work you might be able to get from a certain new alchemist in town. It might be even more dangerous than it sounds. You may have to travel into the countryside and explore decaying ruins to find loot and bask in glory - and also to make ends meet. Are you in?
I'd love your feedback!
| DM: | Brock R. Wood |
|---|---|
| DM Telephone/Text: | (303) 618-4569 |
| DM E-mail: | brockrwood@eurekais.com. Like contact forms? Use the handy Contact Form, below! |
| Game System | Dungeons & Dragons 5th Edition |
| No. of Players: | 3 to 6 |
| Age: | Minimum age to play is 17 |
| When: | Typically once or twice per month on a Sunday, from 2:00 PM to 5:00 PM. |
| Location: | Each game session is held at a convenient location in the Boulder, Colorado, USA area. The specific location for each upcoming session is announced to the players in a group text message sent before the gaming session occurs. |
Here is a handy contact form!