An AD&D campaign in which we revisit the classic modules. Some new friends will come along to experience the glory of an old school gygaxian game for the first time.

Recent Posts

Meeting 1, Episode One: Sea and Storm
Separately and collectively, you'Â’ve all fallen into the hands of slavers. Most of you remember it this way...

Gullhaven was decorated for the festival celebrating the winter solstice. Everyone was enjoying themselves, visiting family and friends. You were walking in the countryside near your homes, strolling home from the tavern after a nightÂ’s drinking, walking down to the river to fetch some water, or gone to visit some lass in neighboring village. When suddenly, you heard a thrashing in the underbrush around you, and before you could turn you felt a whale of a blow to the back of your head, and everything went black.

When you awoke, you were in the dark, tiny, stinking hold of the slave galley, shackled by your wrists to the sturdy beams of the slave bunks, bunks stacked like cordwood. There were about 40 other captured folk from town here. You were sick from the blow to your head and from the tossing of the ship, from the revolting gruel the slaver pirates occasionally fed you, and from the knowledge that you were bound for one of the western slave ports, never again to see your own home. Mockingly, the keys to your
shackles were hung from a hook right by the hatch to the deck, only 5 or 6 feet from the lot of you. They might as well be miles away.

A few days after you woke up, the ship was hit by a squall, which turned, after half a day of tossing and rolling, into a fullfledged storm which blasted spray and curses into the hold every time the hatch above was opened. Your jailer, a man named Hafkris — maybe a half-orc, it was hard to tell under all that grime and walrus ugliness— brought about half the shackled slaves above decks to man the oars vacated by sailors washed overboard. The storm continued on another day, and Hafkris took another one-fourth of the slave cargo above decks. He looked worried. That was yesterday. You haven’t seen any of the slavers or the slaves since then, and you haven’t been fed. Early today, the shouting and cracking whips indicating that rowers were being kept in line finally faded away to nothing.

As you'’re waiting for some sign of life from above decks, there’'s an enormous crash; — a grating, grinding noise and horrible shuddering of the ship around you as it runs aground. Abovedecks, there’s the sound of snapping spars and a great crash on the deck which you know must be the mast coming down. You’re all thrown toward the bow, but are still held fast by your shackles and suffer more bruises to your wrists. The bow of the galley is shattered by the impact, and as the galley grinds to a halt, the bow is torn away entirely, letting in a ferocious blast of numbingly-cold air and rain; the port side of the galley is laid open by a huge boulder that the galley has ground against. A moment later, there’'s once again only the sound of wind and pounding surf. Out the open bow, you can see a section of rain pounded beach; you seem to have run aground where a cliff face meets a cove beach.

Drayden Wightstag (Scott) a local hunter manages to pull his chains free of the broken bunks. He quickly finds the keys and unlocks everyone. Very little can be salvaged from the hold. Everyone is freezing, with only shirt and breeches, you know you will not last long. The town alchemist (Stan) manages to climb up to the deck and make his way to the rear cabin where he finds some cloaks and a crossbow.

It seems Hafkris survived the wreck and he returns with sword in hand and drunk. The others lead by Drayden ambush the half orc...
Viewable by: Public
0 comments
Tags: Recap , Summary
Epic!
The Ordinary World and The Call to Adventure
You are a commoner living in or near Gullhaven, a small town on the south coast of Onnwal. You are content to ply your trade and live your life in this very pleasant town. You have friends and family here, Gullhaven is "home" and you have no desire to leave it.

However, fate has other plans for you. One idle tuesday evening on your way back from the pub the course of your life is changed forever...
Viewable by: Public
0 comments
See more posts...
Game Master:
Setting:
Greyhawk (1st)
27 other campaigns in this setting
Rule System:
Tags: