
READ THE STORY OF THE BAND OF THE BROKEN BLADES by
CHRIS WRIGHT http://brokenblades.dtcweb.com
WARNING THE REST OF THIS PAGE
HAS NOT BEEN UPDATED SINCE:
January 29, 2003 0:09 AM
These are the stories of the Band of the Broken Blade a band of adventurers
on Malaan.(See Malaan Homepage)Trapped
in the isolated village of Boomtown in the Dane Mountains, south of the
Kingdom of Uruhr, these intrepid adventures strive to find fortune and
glory among the dangers of the high frontier. The game is played using
3rd Edition Dungeons & Dragons pretty much as is (see house
rules ).
Boomtown is a small village perched on the cliffs overlooking Looking
Glass Lake. It is built in the remnants of a once great mining colony
which dates from the days of Empire. Surrounded by mountains the passes
that lead to Boomtown are accessible only in the summer months. The people
are miners, farmers, fishermen and trappers trying to eke out an existence
in this barren land.
Boomtown is surrounded by hostile forces.
- Kobolds had taken over the abandoned mines, only to be awakened by
the new miners seeking their fortune.
- Danic Barbarians have lived peacefully in the mountains and valleys,
but now they seek the easy prey of homesteaders and others who wander
into their territories.
- Frost Giants have long been the terror of any who travel into the
mountains. Now as civilization encroaches into their ancient domain,
their threat grows.
- Wolves, Bears, Owls, Snow Leopards, Siberian Tigers, Lynx, Ice Baboons,
Winged Snow Monkeys, Ice Toads, Hoar Foxes, Thunder Hares, Snow Slipperies,
and other dangerous creatures abound in the wintery peaks.
- The people themselves, some are escaped criminals, others refugees
bearing harsh curses, others misfits unable to live in the civilized
regions, most of them rough, tough and dangerous. Other are incompetents
who lure danger to themselves and others. Truly we have met the enemy
and it is us.
This Week's Rumor
"A Genie's will is bound to their vocation. Discover that, and
its will is yours."
THE BAND OF BROKEN BLADES
- Arek Anchorhaven, human warrior and archer extraordinaire.
- The Griffin, mysterious human locksmith.
- Arendt, elvish wizard and fighter.
- Killsten Whitestag, Danic Barbarian raised from the dead to unleash
Hell's fury
- Galen Stonefist, Dwarvish fighter
Valhalla
Hall of the Dead
Vocado, Halfling
Rogue and master of the crossbow.Slain by a commoner 227.
Karas, Mannish
Wizard, Slain by a commoner 227.
Drixil, Half
Elven Bard, Slain by a commoner 227.
Kargax, Half
Orc Cleric, Slain by Lemure 227.
Mekklar, Human
Cleric, Slain by Ghouls 227.
Minx, Gnomish
Cleric and Illusionist, Slain by Ebram, cleric of the Stranger 227.
Flair, Human
Necromancer, Charged to his death at the Hands of an Ogre Mage 227.
Maps (Click on Thumbnail to Enlarge)

[Boomtown]

[ Looking Glass Lake]

[Stairs of the Giant]

[Cave Cove]
Adventures
- The party investigates strange noises at the Beckner mine. They discover
five Kobolds, and dispatch them, but not without injuries.
- The party is intimidated and extorted by four Danic Barbarians. They
give them swift and pitiful justice in the barbarians camp with a midnight
raid.
- The party investigates the strange lights at Castle Silas. En route
they are ambushed by the Band of Bones and forced to delve into the
catacombs beneath the Castle. When the party surfaces they meet the
undead forms of the band, slain and reanimated by an unknown force.
- The party investigates rumors of the reappearance of lights, this
time at the neighboring Totem Tower, seat of the mysterious Stranger
of myth. They encounter Baboons and Spiders.
- The First Assault on the Tower.There is much bloodshed. The party
is slain by a single, though treacherous commoner.
- Revenge of the PCs. The new party assails the mountain and dispatches
the commoners.
- The Second Assault on the Tower. This time the party defeats the evil
therein, and but one escapes to tell of it.The brave cleric Kargax dies
in the battle.
- The party sets off on the Fall Patrol. Mapping, taking census, and
kicking butt where needed. Several wild dogs are slain.
- Those pesky barbarians return. This time the party takes stock and
defeats them in a major siege.
- The haunted mine. The party visits the sight of a gruesome murder
only to be attacked by mini-skeletons. The party survives but tensions
run high.
- The party investigates the mine. Fights, spiders, wolves, a leopard,
and more spiders only to be captured to serve as live food for the Fiendish
Spider's young. Will they survive?
- Party manages to escape with the help of their Dwarvish ally Galen.
They seal the fiendish portal and return to Boomtown.
- Party heads for Arrowhead Lake. They get lost and are waylaid by orcish
bandits. Some horses are stolen. The party attempts pursuit then gives
up and continues, on foot to Arrowhead. They stop at McCavendish's for
a respite.
- Enroute to Arrowhead they meet some relatively friendly Centaurs.
They arrive at Arrowhead Lake only to find the complex taken over by
Undead. They retreat.
- They assault the undead at Arrowhead Lake, after a long, grueling
battle they are successful. In the battle only the Mage and Cleric avoid
paralysis. Mekklar dies from poison wounds recieved in the battle.
- Party takes stock of the situation and heads ot to complete northern
part of the Fall Patrol.They encounter tracks of a Dire Bear. They speak
with the local inhabitants and hear more of the mysterious stranger.
- Return to Boomtown. They hear of a strange new cult in town. They
investigate, they debate. They debate, and debate. Then they split up
and get captured, then the left overs assualt the temple, take no hostages
but allow the leaders to escape.
- A new assault on the Labyrinth under the Temple. They fight some automata,
some skeletons, and have a brief encounter with some remaining leaders
of the Stranger's cult. They kill a paladin and a cleric, but the leader
Ebram and one warrior escape deeper into catacombs.
- The party assails Ebram at the entrance to a strange shrine. In the
battle Minx is slain, Diesa joins the party briefly in the fight. Ebram
escapes.
- The party decides to investigate the shrine, rather than pursue Ebram.
They penetrate the shrine and enter the first room. Dedicated to water,
this room vexes the party and several nearly drown in the attempt to
slain the Mephit Guardian and retrieve the treasure therein.
- This time, they defeat the Mephit and push through several more rooms.
Steam, Fire, Magma, Rock and Dust before their resources begin to dwindle.
They discover a Golden door with signs that it may be opened once the
various key objects are retrieved.
- They puch into the remain rooms, air and cold. They defeat in relatively
short order the two guardians and retrieve the treasures and keys.Then
move into the Golden room. There they encounter a strange Djinni like
creature. After some confusion, the creature duplicates and asks how
each person in the group will meet the challenge. After single combats,
a battle of wits, and one refusal to fight the Jann indicates that each
has been given a reward appropriate to the choices they made.
Arek learns martial training.
The Girffon learns some sorcery.
Flair and Arendt are trained in the healing arts.
The party leaves the Shrine and returns to Boomtown.
- Party heads out to Arrowhead Lake in pursuit of the Cleric Ebram.
They encounter a hippogriff en route. When they get to Arrowhead they
discover it occupied by a band of Kobolds. Combat ensues.
They defeat the Kobolds with ease and interrogate the one survivor.
- On the captive Kobold's (Mik) information, the party heads north of
the lake towards the barbarian village of seven banners. Mik disappears.
They encounter a Shadow and a polar bear, the former they kill, the
latter they avoid. They arrive at Seven Banners Lodge and trade with
the Barbarians.They believe Ebram has made for the Stairs of the Giants
(a barbarian village near Key Hole Mountain.). They make a diversion
to the southern peak, to meet with the Wizard El-Kam. They are met by
El-Kam's people and taken to the Wizard's Spire and welcomed to El-Kam's
manor.
- The party was discussing things with El'Kam and exploring his library
when an alarm was raised. The party went to investigate the alarm and
journeyed into the old mines. There, they encountered difficulty with
some heat drinking mold and the suffered from a collapse of the mine.
Later they faught and killed four ogres, retrieving a strange artifact
that furthers the mystery of the ogres presence in the mine.
- Returned to face the remaining Ogre and Ogre Mage. In a pitched battle
the party lost long time member Flair. His presence will be missed.
But they avenged his death, and learned the dark secret of the Caves.
- The party heads for Stairs of the Giants. Along the way they meet
Killsten, a Danic Barbarian. He leads them to the trail of the Dire
Bear they had seen sign of. They pursue the creature, and not without
injury slay it, taking its claws a gifts for the Leaders at the Stairs.They
head to the Stairs of the Giants and are welcomed at the thriving city.
- They go to meet with the Sage Mumblers, the mystic leaders of the
Stairs.They, and the paladin Boroda, are told that Ebram had made for
the Eye of the Titans (the Keyhole in Keyhole mountain). They climb
the mountain. Climbing Arendt was poisoned by the dreaded Snow Slippery,
but on Boroda's urging the party carries on rather than returning to
get him healed. They encounters strange subhuman cavemen and defeated
them on three occasions.
- The party having recovered from the battle of the caves, the party
awakes to discover Boroda gone. They press on through the cave, meet
some remaining cavemen resistance, but make it to the other side. After
spending a night they move to the peak. After facing terrible weather
they are faced with a dillema. Press on, through the weather or return
to the great cavern hours way. They choose instead to trust the skills
of their Danic barbarian and rest in a small cave he finds. Then in
the morning they press for the peak. They do not make it unhindered
though. They fight a dozen or so of the strange Danic exiles (the Children
of the Giants). They would have beaten them easily were it not for the
fiendish monster summoned by the dread cleric Ebram. In a pitched battle
they pressed to the Eye. There the victims of their blades and spells
rose from the dead to give a retributive strike. Finally, it came to
just the party, the demon, and Ebram. When the cleric looked defeated
his creature turned on him. But in the end, the final blow to Ebram
was dealt by Arek.
- The Party investigates the strange alter. After much puzzling they
discover its ability to act as a map and telescope. They use this to
produce a map to their next destination, the tunnels through the mountain.
They return to the Stairs of the Giants and get tatoos to commemorate
their success. Some of them also get magical tatoos.
- They set out for the Steppes on the way to the Mountains. En route
they stop in a dark woods and fight a pack of wolves. They meet the
leader of this pack, a Druid who encourages them to move on. They do.
- They arrive in the Steppes and spend some time to get to know the
people. Arendt decides to help the locals with their forge, the rest
of the group investigates a strange character they believe to be undead.
Later they fight and destroy this new intelligence undead and investigate
a possible lair of the creature.
- They decide to try to provoke an ambush by bandits along the Way of
Corsairs. They succeed and kill a couple of Ogres and a Suni brigand
as well as capturing several others. They release them, and then later
get assualted by the very same Suneese warriors along with their leader.
They discover that these people are members of the very same organization
they believe Killsten saw in his vision, the T'ien Lung or Dragon's
Breath Guild. They were captured and after several abortive escape attempts
they gave in.
- An abortive attempt to escape seemed to doom the party. The quick
thinking of the Griffin bought them them lives. Now they are indentured
into the service of the T'ien Lung. Freed, Arek wanders through Cave
Cove in search of his brother Arro. The search yields a result, sadly
not the one he wanted. Arek is captured by the Salke.
- The party finds out about Arek's capture and tries to rescue him.
First, they find a healer who restores them for a cost, then they case
the Salke complex. They assail it at night and things go awry. Despite
the alert being raised the party manages to press into the complex.
Killsten liberates the Salke's massive Mastadon but is convinced to
return to the complex by a strangely familiar stranger.
- The assault on the Salke ends in a standoff when Arek is charmed and
used in negotiations. The party finds its magical load lightened, but
leaves otherwise unharmed. They return to the T'ien Lung and begin their
charade as Ogre Slaves. They return to the mountains and for a while
succeed in their ploy. Then when the ogres threaten one of the horses
they assail their 'owners.' The battle is pitched and to the party's
dismay one of the ogres is a levelled fighter. Killsten is slain in
an abortive attempt to gain his weapons. The rest of the party scatters
and Arendt is able to launch a fireball killing one of the ogres.
- The party carries Killsten and collects one horse, the others having
fled during the fight. The losses are great, their friend, their supplies.
They drag themselves back to the Steppes and negotiate some of their
equipment. They are disheartened to learn that much of their equipment
was sold to the very wizards they were travelling toward before the
plan went awry.
- Killsten is Resurrected from the dead by the Sage Mumblers of the
Stairs of the Giants. But not before the Party participates in a strange
ritual that suggests the Danic Barbarian is in fact an ancient power
reborn on Malaan. A harbinger or herald of the elder gods. Killsten
knows nothing of his heritage. Also in Stairs of the Giants, Arendt
is approached regarding the sale of his mysterious Panoply. The party
sets off to Giant's Keep again.
- After deciding to return to El-Kam's manor they stumble upon the Blood
Braid, an adventuring band apparantly pursuing them to obtain Arendt's
Panoply. A fight ensues. In their weakened stake the party is no match
for the well equiped and high level band. They are stripped of their
artifact but left alive by the band. They return to El-Kam's manor,
subdued and ready to resupply and head out.
- They decide to pursue rumors of the cache of the infamous Band of
the Bones, a company of brigands. They press on to the secluded hold
deep under lofty mountain. There they encountered a number of undead
defenders and nasty traps. Most impressive was the mystical Bone Golem,
a magical construct from ages past. After destroying the defenders the
party still had to face the various traps. The Griffin suffered blindness
from one such trap.
Miscellaneous Stuff
Boomtown Flyer

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