Player Perspectives

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This page is organised by player. Summarizes their experiences throughout the campaign. Use to provide pre-session summaries. This is a low priority page, as world building takes precedence when time is limited. Hopefully they remember enough on their own.

### Thane

A few days ago you were enjoying beer fest in the Teardrop Tavern in Hadriabis. Suddenly, a commotion broke out and you found yourself fighting boars and chasing a band of kidnappers. You explored dwarven ruins, almost got roasted alive, were scolded by a military commander, met a small, anxious apothecary, and were knocked unconscious during an ambush.

You awoke later in a gnomish town, covered in seaweed and chained up in stocks. You were unsure of what day it was or how much time had passed since the ambush. Doug was with you, but the rest of your friends could have been dead for all you know.

Charges are levied against you for "enemy activity" and you are accused of trying to clog up the town's sewer system. They put you on trial and sentence you to three months in prison with mild torture. At first, it didn't seem so bad. You were able to do all the calisthenics you wanted, and it gave you some alone time. Your fortunes changed quickly, however, as you received a talkative elderly lady as your roommate. Your torment ends quickly though - after a day or two a mysterious fog begins to seep into your prison room and you hear a scuffling outside the door. It's your friends! They've come to rescue you! They unshackled you and your roommate and you fought your way to Doug. After a tense encounter with a magical being, you manage to release Doug without further bloodshed.

You exited the prison with the help of a grumpy gnome and then went to the piers and encountered a human named Reginald - a burgeoning entrepreneur. Convinced of the success of his pickle business, he has found himself in arrears with the harbour master. He agrees to help you lay low for the night with the promise that you and your friends can get him in the harbour master's good books.

After spending the night in Reginald's "house", you notice soldiers going door to door searching for you and decide that you have to leave. With the help of Ulrug, you scurry away and leap over the city walls into the safety of the grassland beyond.

### Traeger

You were enjoying beer fest in the Teardrop Tavern in Hadriabis when suddenly, a commotion breaks out and you find yourself fighting boars and chasing a band of kidnappers. Your adventure takes you to some dwarven ruins where you discover a dying wizard and his mysterious stone. Your friends almost get roasted alive, and, if that's not bad enough, you and your party have a harrowing encounter with the undead. After spending the night in these ruins, you suffer some bad flatulence and encounter a lost, senile old wizard named Qwivyce. Upon leaving the ruins, you run into a band of soldiers. The soldiers are evacuating the mountains, but your quick-witted colleague manages to convince them that you have official business in the area. They let you set off on your adventure, and soon after you meet a small, anxious apothecary and the cub scouts who tend his garden. After flooding the apothecary's basement, you encounter a rescue party from Hadriabis who are returning to town after being told to vacate the area. You and your friends convince them to carry on their journey, but just as you're about to leave, you're viciously set upon by an ambush. After fighting through the ambush, Thane and Qwivyce are knocked unconscious. Doug pulls them onto the road so that he can tend their wounds, only for all three of them to fall into a sinkhole. At the same time, you manage to capture some prisoners who tell you that the raiders are a self-interest group, raiding and kidnapping for financial gain. They tell you that their main force is on the tallest peak of the Weskott Swamp, deep in the mountains, and that's where you'll find your kidnapped children.

You then encounter a grumpy gnome named Namfoodle Daergel who's upset by all the dead bodies that are now on his lawn. He tells you to move the bodies to his neighbour's property 50 feet to the east. Instead, your group covertly pushes the bodies, and the prisoners, into the sinkhole to placate Namfoodle while his wife, Gracen, makes everyone sandwiches.

Continuing on your way, you decide to stay off the main road and begin a trek through the trees. At the top of the tree line, your group is almost flattened by falling boulders and makes its way back into the trees. After foraging for mushrooms, you encounter a clearing with a large mahogany tree and a stone shelter. After getting acquainted with the area, you hear the faint buzzing of insects. The buzzing grows louder until you're suddenly set upon by swarms of life-sucking bugs. Hymn Beaux quickly sets up areas protected by a magical tar-like odour. Though the odour deters the bugs, it also deters you, and you fail to enter the protective area until you're able to shove incense up your nostrils. In the end, some of the bugs are killed, while other flee after getting their blood meal. Your apothecary friend, Norman, goes about collecting the husks from the killed bugs.

After continuing on your way, you arrive in the town of Gnomengard. To enter, your comrades have to surrender their weapons, but you convince the guards to let you keep your war hammer, claiming that it is merely a dwarf's tool.

You explore the town briefly, only to find a commotion outside the town gates. There is an orc raid in progress, and the gnomes find your friend Ulrug to be rather unsettling! They ask him to move to the south end of town, away from the raiding orcs. He protests, insisting instead that he can help the gnomes fight their raiders if he is given access to his weapon again. The gnomes refuse, and Ulrug murders one on the spot. Gnomish cannons, who up until now had been pummeling the orcs with stunning effect, turn their sights on Ulrug, but the actions of you and your party to restrain Ulrug and calm the gnomes alleviates tensions.

Your group helps to fight back against the orcs, but not without taking some damage of your own. Conflicted by the help you gave them and the soldier Ulrug killed, the gnomes don't know what to make of you. They suggest that if you help to clear the orc camp, then the gnomes will be able to view you in a favourable light. Wary of committing the time and resources, your group decides instead to resume their journey south, receiving looks of both fear and awe from the townsfolk as you make your exit.

After traveling down the road a ways, the group sets up camp for the night. But instead of waking in the morning as planned, you find yourself and Hymn Beaux waking up an entire day later, covered in mosquito bites and smelling of citronella. Norman's backpack is nearby, with a plume of magical smoke emanating out of it. Worried for the wellbeing of your friends, you set off after them.

Your search takes you to a small village of old, surface-dwelling dwarves. Here you meet Ulrug, Kathak, and Qwivyce. Upset by the depressed nature of the dwarves, Hymn Beaux and Ulrug try to start a party by blowing a horn mounted to an old mill. Chastised by the dwarves for blowing what is described as a war horn, the group is disappointed by the lack of party atmosphere.

After speaking with the village's dwarven stone mason, Qwivyce commissions an obsidian blade. The mason then convinces you to investigate another dwarven ruin while you wait for him to complete his work. In this ruin are a series of rooms with quartz windows and hallways lined with magical orbs mounted to ornate stone stands. Upon entering one of the rooms, you're attacked by oozes! The group begins to fight them off, and you retreat to a corner of the room for cover, but your party leaves the room and shuts the door! Stranded, alone, in a room full of oozes, your only option is to hide. But your friends have other plans. They remove a quartz window which clatters to the floor next to you, drawing the attention of the oozes. However, after a few tense seconds, the perilous oozes are eliminated, and you leave the room. Your party continues to explore the ruins, and in each room you enter, you find and defeat yet more oozes. Finally, you end up in the building's control room where you discover a series of levers that activate obsidian killing devices inside the rooms. There is also a communications system that makes use of the magical orbs.

You quickly exit the building when Qwivyce decides to light a large indoor fire to dry out some of the ooze sacs left behind from your combat. Accomplishing nothing but smoking himself out of the building, he, too, exits the ruins and joins you as you return to the dwarven village.

At the village, Ulrug punches the dwarf who recommended visiting the ooze farm without warning you of what's inside. As he falls to the ground, unconscious, Qwivyces completed obsidian dagger falls from his pocket. Qwivyce pockets the dagger.

The dwarf's neighbour invites you to sample the stone mason's tea, after which you continue on your way. After a hard march, you encounter a forest of pink trees by the side of the road. Ulrug and Kathak tell you that this forest symbolizes a graveyard of a warrior society and set out to find the society's lone surviving warrior to inform him of this forest. As thanks, he presents to Ulrug his own sword, and then dedicates his life to tending to this forest.

Continuing further on down the road, you finally reach the town of Gnomenport on the edge of the Weskott Swamp. It is from here that you will be able to find the tallest peak and thus the location of the kidnapped children of Hadriabis. Inside the port, your group can make out the giant hat of Doug IV Dimsdale and the shiny bronze codpiece of Thane Bronzedong. They appear to be prisoners.

Biding your time, the group decides to spend the night in the mountains outside the port. Hymn Beaux and Qwivyce volunteer to go down to do a preliminary scouting while the rest of you turn in for the night.

The next morning, you wake to find yourself being placed in shackles by Tenaphor soldiers. Your companions are no where to be seen. They gag you and bring you down to their military encampment. After a night of no food or water, you're finally brought before their general. He apologizes for your harsh treatment and has your shackles removed. Sore and chaffed, you suffer -1 to all rolls involving your arms and legs for the next two days. The general examines you, trying to size you up and determine who you are and where your allegiance lie. He then explains to you that he does not see you as an enemy. He thinks that you are an adventurer who got caught up in a warzone and he has a proposal for you. But first, he must find the rest of your friends. Though you didn't tell him about your friends - you didn't tell him much of anything - he somehow knows that you're not alone.

### Ulrug

A few days ago you were enjoying beer fest in the Teardrop Tavern in Hadriabis. Suddenly, a commotion broke out and you found yourself fighting boars and chasing a band of kidnappers. You explored dwarven ruins, almost got roasted alive, were scolded by a military commander, met a small, anxious apothecary, and were knocked unconscious during an ambush.