Emily and I met Carlos at the Gary Con 7 FM pre-party. I found him to be a very interesting fellow with a passion for D&D, and especially the Greyhawk setting. He is an engaging story teller and writer. We played in a couple of his private games at GC 9, and signed up for 3 of his event games at GC 10. He's a very competent referee, and has a following, as there are players who sign up for multiple convention sessions of his (myself and Emily included.)
He has recently started publishing his own fantasy rpg modules under the name casl Entertainment, His first four Greyhawk inspired offerings are out now (of which I have played all) and available on rpg now.
We were traveling and met him and Amanda in Cleveland for the first game session of what will probably be a mostly online game.
The Party was called to meet Leander Delgath in Dyvers... |
Campaign: Greyhawk – Age of Glory
DM: Carlos
Players:
Amanda- Tarissa, Oeridian Human Druid
Dave- Baran Kaldir, Oeridian / Suel Human Paladin of Trithereon
Emily- Mari, Oeridian Human Ranger
Jeremy- Jenmar Blodgett, Stout Halfling Druid
SESSION #1
Player
Characters assembled in the Free City of Dyvers, ostensibly to fight the
infamous Slave Lords, by Leader “Dread” Delgath. When they arrive at his tower,
however, the mage is not present. Instead, they are met by awizard named Skye
the Lioness. She informs the Players that a larger, more powerful coalition of
adventurers were assembled by Delgath two years ago to
destroy the fiendish flesh-warper, Markessa. On two successive missions,they
failed to kill her within one of her strongholds. They subsequently returned to
the tower to find a slaughter. Guards were slain and the wizard abducted, most
likely by Markessa herself as a warning of the dangers inherent in crossing
her. Skye admits to the Players that she served Delgath as a spy, and that she
was truly loyal to a wizard in another far-off land. She was placed within his
organization to collect information about Dyvers and the goings-on within the
region. Her master is evidently not of a wicked mien, however, and so after she
informed him of Delgath's abduction, he ordered
her to remain in Dyvers and continue his good work.
Skye's
plan is, that while she continues to send out groups of adventurers to deal
with the major agents of the Slave Lords, she is quietly assembling a few
smaller groups of adventurers. While the Slavers and their allies have their
attention fully fixed on these worthies, these less-experienced groups have the
opportunity to strike out at the known operations of the Slave
Lords,
while they are at their least-vigilant. In particular, she wants the group to
follow a caravan hauling captured six Halflings along the Att River's banks.
Their destination is a slave camp run by perhaps 20 gnolls. The camp is to be
liberated at all costs. When it is, they will meet with a
contact
of Skye's that will give them further instructions. Finally, they will not have
to go alone: Skye has already recruited a mysterious cloaked woman (who has,
evidently, taken a vow of silence) who she completely vouches for as trustworthy.
This woman will meet with them on their journey and join their group. The
adventurers for the exception of Tarissa accept Skye's proposal
unconditionally. Skye offers to compensate the Druid for her labors monetarily
and assures her that any loot the party find in the course of their journey is
theirs to keep, satisfying her. The group collects 50gp of spending money to
equip themselves and set off for the harbor
market in Dyvers.
At
the harbor market, the group rents a mule name Zarah with which to haul needed
supplies. A contract is signed with her Baklunish owner, in which the party
will pay 10sp a day for her services and 15gp if she is slain. They then buy a
hammer, nails, a saw, and two axes from a woodsman merchant at the market, who
advises them that the river (the Att) that flows into the Nyr
Dyv is often flooded at this time of year. The woodsman challenges Jenmar to a
game of darts in order to win a discount, which the Halfling wins easily. The
woodsman is as good as his word and gives them one of their axes for free. He
also gives Jenmar a Halfling smoking pipe and Halfling Smoking Weed. Finally,
they buy some flasks of oil from a stall belonging to a flamboyant half-orc
named Smiling Olav. Jenmar considers hiring him as a bodyguard, but Mari
persuades him that he's not to be trusted. In the end, they buy a copious
amount of iron rations (from Olav and are on their way. At this point, the
party plans to build rafts when they reach the slave camp, on which they can
float the captured folk within the prison back to safety in Dyvers (this is the
reason for the tools and the iron rations).