The Chatwin Crusaders

 

In late CY 592, a new adventuring group came to Chatwin. Hailing from far off Tusmit, they have done great services for the Village of Chatwin. They uncovered the ghast which was digging up bodies in the graveyard, and they thwarted a threat to the village's water supply which was being made by some clerics of the Cult of the Earth Dragon. They adopted the village as their home away from home.

 

Due to these heroics they were given a test by Artemus, the village scribe. He sent them off with a package which he knew would eventually land back with him. Little did he know that the trip would dump them in Wooley Bay and force them to deal with the Keep of Storm Towers! Once back in Chatwin Artemus, now impressed by their skills, sent them off to the great City of Greyhawk where they did some favors for the merchant house of Brendigund.

 

Readying, 593:  the Crusaders visited the village of Brookhollow, somewhere north of the great City of Greyhawk  to help, Lia Spellsong, an old friend of Glardwyn's. They rescued her and her friend from the clutches of a rather evil cleric. There they came into possession of a CRYSTAL KEY

 

 Coldeven, 593:   Enquiries regarding the CRYSTAL KEY  brought them to the Theocracy of the Pale. They stumbled on some evil doing in the village of  Tristor.  Once in Tristor,  they learned of some danger to the local livestock. They came into possession of a map which they took from a small band of orcs.  They later learned that this map gave away the location of an orc camp. Being good people and bold adventurers, they raided the orc camp and freed some prisoners. At first it seemed like these orcs were behind the livestock difficulties, but the Crusaders eventually got to the truth. It seemed that a twenty  old grudge held by Reuven the Renee was behind it all. While they captured Reuven and dealt with his bears, some friend of his, perhaps a mage, got away.

 

There they recovered a steel breast plate with the symbol of the Duchy of Tenh on it. Of course, visiting Tenh right now might not be wise since the Duchy has been under siege for ten years. These wars have forced Duke Ehyeh III to take refuge in the County of Urnst. Some day they are going to have to get MAPS of this region to figure out where to go!

 

They also recovered a double bladed sword with the symbol D on it. From the local smithy they found out that this symbol was once used by the famed dwarven smith Durgeddin, who is rumored to have cached stores of his excellent weapons in the Raker Mountains.

 

They also learned that someone called The Watcher was rumored to be the force behind these orcs, but who or what he might be remains a mystery!

 

Planting, CY 593: Having solved the difficulties plaguing Tristor,  local clerics there helped with the CRYSTAL KEY.  They  informed the Crusaders that the key might have something to do with some Fire Lord and that this key opens one particular magic portal. But where could it be?  They  were sent to the capital city of Wintershiven where they learned of an adventurer named Rax, who supposedly sealed himself and his bandits up behind a BLUE STONE WALL. Following clues, they traveled eastward to the Lippenfalls near the Ousterhaus Inn. The owner , Old Jarl, told them of a dwarven warrior named Winterbok whose Cursed Shield adorned the wall above the hearth. Following directions given by Jarl, they found the door which the CRYSTAL KEY opened. Inside, after dealing with some azers and grimlocks,  they delved into the tomb of the Fire Lord. When finished, they resealed the place and left.

 

Flocktime, CY 593: Deciding to seek out the Duke of Tenh, the Crusaders traveled to Radigast City in the County of Urnst. It took some doing but they were eventually granted an audience with Duke Ehyeh III. He was impressed by their honesty in returning the breast plate, and he was emboldened by the find of the D engraved sword. He recognized it as the work of Durgeddin. He proposed that the Crusaders seek out the last cache of weapons made by Durgeddin, weapons that just might turn the fighting in Tenh in his favor.  He supplied them with a map, detailing certain areas of the Rakers, west of Wintershiven and north of Landrigard, where Durgeddin was last known to have been. The Crusaders set out on this new mission, taking a barge along the Yol River.

 

A week later they arrived in the village of Blasingdell, a small mining town, near the Raker mountains. After a fruitless time of randomly questioning those they passed on the street, they came to the Griffon's Nest Inn and Tavern. From its proprietress, Sarel Bankdown, they learned of recent orc raids on villages north of town, and became interested in the possibility of earning the bounty, 25 gp per orc,  that had been placed on orcs, dead or alive. There was a distinct possibility that the orcs just might be inhabiting the lost forge of  the famed  dwarven smith, Durgeddin the Black.  The orcs were said to be inhabiting a place in the Rakers known as the Giltterhame, some three days north of Blasingdell. The geographic feature of the proper area was marked by a steep hill that rose to a prominent bare knob of rock - the Stone Tooth. Sarel Bankdown gave them a rough map to lead them to this area.

 

Harvester/Patchwall, CY 593: The Crusaders made their way to the Stone Tooth. Inside they encountered many dangers including dark dwarves, and snakes that can turn one to stone! They also found out that tables can be a dangerous foe unless they are spoken to politely.

 

Rewady'reat/Sunsebb, CY 593: Heading south from Blasingdell, hoping to catch up with The Watcher, the Crusaders reached the village of Berlingford, just in time for the Winter Faire. The village was under siege by wolves! They uncovered and foiled a plot by a druid named Kazok and his black Tooth Fungus. They also learned that The Watcher had likely gone far south, through the Grand Kingdom and beyond, maybe even to one of the southern jungles. For now he was out of reach.

 

Readying, CY 594: Having given up on ever catching The Watcher, the Crusaders decided to head for the County of Urnst where they might report back to Duke Ehyeh III. They had not found the great cache of weapons and had no real idea where else to go. If that did not offer any new adventure they could always return to Chatwin. As they arrived in Urnst, they came upon a battle between some soldiers of the realm and some fire salamanders. From the leader of the soldiers, one Ellis Lorinar, they learned that fire creatures had been menacing the locality for some time now, likely because of the dastardly actions of Huhueteotl, the Fire Lord. The Crusaders, joined by the mage Merlin and the dwarven barbarian Astaroth, trailed the tacks of fire to an underground complex of magmatic inferno! There they battled creatures of fire, fire mages,  two kytons and some strange undead creature whose gaze killed Cypher.  They learned that the Fire Lord had come into possession of the frozen soul, an ancient artifact whose cold spreading ability would likely freeze the surrounding countryside. When they located the frozen soul they found an ice salamander and some ice para-elementals gating in. In order to destroy the soul they also had to defeat a nine headed cyro hydra. It was a heated and a chilling adventure, indeed. Afterwards, they had their fallen comrade, Cypher, raised.

 

Readying/Coldeven, CY 594: Having many pieces of gold the Crusaders were looking for a place to spend them. A traveling glass merchant, Therav, hired them to guard his journey to the Mellorn part of the Gnarley Forest where the annual Fair of Life, a veritable cornucopia of on sale items, was about to take place. While there they were able to make many good purchases. However, Therav had a strange dream and later ran off into the woods. The party follow him and eventually found some sort of underground complex. There had fought many grimlocks, and a night  hag, Malifustal.   Apparently this complex was built by a cleric named Kval who tried to free the soul of his lost love, Liurella, from Hades. He has not been heard from in a very long time.  Unfortunately, Bakura got himself transported to Hades where he was slain by a nightmare. All they have of him is his body, his still, lifeless, souless body.

 

Coldeven, 594: The Crusaders traveled to Narwell, hoping to find a cleric who could raise the body of the fallen Bakura. Though high priest of St. Cuthbert, Fitzmorris,  tried, the fact that the elf's soul was still in Hades made the attempt fail. The Crusaders heard of Meriweather, Druid of the Welkwood, who might be able to reincarnate him. Heading towards the Welkwood, they passed through Chatwin where they became embroiled in the Anulee affair. They also learned of goblinoid raids on the outlying areas. 

 

The Crusaders are:

 

Ash: Male Human Fighter 5;  hp 44; Init +2; Spd 30; AC 18; Atk  +8 (2d6+4, Great Sword); +8 (1d8+3, MW composite strength bow); AL N; SV Fort +6, Ref +4, Will +1; STR 16, DEX 16, CON 14, INT 12, WIS 10, CHA 10.   Chain Mailt, Shield, small, steel. Skills:  Climb+7, Gather Information+2, Handle Animal+4, Jump+6, Ride+6, Search+2, Spot+1, Swim+7. Feats:  Cleave, Dodge;  Point Blank, Precies, Rapid  Shot; Power Attack, Weapon Focus: Long Bow, Great Sword.

 

Ash is perhaps the most outspoken of the group. He takes a no nonsense approach to diplomacy which sometimes results in a failure to communicate. In battle, however, this method tends to work quite well, as few opponents last long with the 'Big Fella.' He is no longer willing to kiss just any woman he meets.

 

Bakura: Male Elf, High Fighter 1/Cleric 3/Ranger1 [Corellon Larethian]; hp 49; Init +3; Spd 30; AC 21;   +9 (1d8+3, MW Longbow of Strength); +8(1d10+3, +1 bastard sword);  AL CG; SV Fort +10, Ref +4, Will +4; STR 15, DEX 16, CON 14, INT 12, WIS 12, CHA 10.  Chain shirt,  Shield, large, steel +1; ring of protection +1. Skills: Climb+5, Concentration+4, Craft (Weaponsmithing)+3, Gather Info+2, Heal+2, Hide +3, Jump+6, Knowledge (religion)+2, Listen+5, Move Silently +14(Boots of Elvenkind), Search+4, Spellcraft +2, Spot+6, Swim+6, Wilderness Lore+2. Feats:  Lightning Reflexes, Power Attack, Weapon Focus: Longsword; exotic weapons. Spells: (Clr 3/2): 0 - Detect Magic, Detect Poison, Light, Read Magic; Bless, Endure elements, Magic Weapon [D], Shield of Faith.

 

Bakura tends to be the most emotional, at times fretting over the simplest of things. At others, he acts rather impulsively and gets himself into fixes from which he must be extricated. Still he holds up his end  well in battle, once he finishes casting all his protective spells. He also fancies himself a fisherman. He loves the company of skeletons. And he once deigned to magic the weapon of another! And then he died in Hades. All that remains is his body, his cold lifeless body.

 

Cypher: Male Human Rogue 5;  hp 32; Init +3; Spd 30; AC 17; Att +7 (1d6+2, Rapier +1); +6 (1d8, Crossbow, light); AL N; SV Fort +5, Ref +9, Will +4; STR 12, DEX 17, CON 14, INT 14, WIS 12, CHA 10.  Sap;  Mithral cahin shirt. Skills: Bluff+4, Decipher Script+5, Disable Device+12, Disguise+3, Hide+11, Listen+9, Move Silently+21(Boots of Elvenkind), Open Lock+13, Pick Pocket+9, Read Lips+4, Search+10,  Spot+6, Tumble+11, Use Magic Device+6. Feats: Two-Weapon Fighting, Weapon Finesse: Rapier.

 

Cypher is the problem solver. Many times his warnings, when heeded, have proved to be insightful.  He has taken his share of damage in fights, and almost met his end at the bony hands of some ogre skeletons. He is a member of the Thieves' Guild of Radigast City. He learned at the wrong end of the death gaze of a bodak, that if one is going to wave at an enemy, one best be waving a weapon and not just one's hand.

 

DARK: Female Human Cleric 6 [Pelor];  hp 45; Init +2; Spd 30; AC 20 (MW Chainmail, Large shield +1); Atk +7 (1d8+1, Light crossbow +1);  +7 (1d6+2, Mace of Pelor +1 MW; ); AL NG; SV Fort +9, Ref +4, Will +7; STR 12, DEX 14, CON 14, INT 12, WIS 15, CHA 14.   Pearl of Power I. Skills: Concentration+6, Diplomacy+8, Gather Information+3, Heal+7, Knowledge (religion)+9, Sense Motive+5. Feats: Great Fortitude, Extra Turning, Scribe Scroll, Weapon Focus: Heavy Mace. Spells  (Clr 4/4/3/2): 0 - Detect Magic, Detect Poison, Guidance, Purify Food and Drink; Bless, Cause Fear, Command,  Cure light wounds [D] ;  Cure moderate wounds [D], spiritual weapon +.

 

 

Dark is the group's heart. When she wants to be, or just feels the need to be, Dark can be the loudest member of the group, as she does not take fools lightly. Her shrieks of dismay can often be heard above the din of the regular arguing. She does have her soft side when dealing with strangers. And her ability to deal with undead has been essential to the party's success to date. As a cleric of Pelor, she casts all healing spells as +1 her caster level, and can use greater turning against undead once per day. Her birthday is the 5th of Flocktime.

 

 

 

 

Gimly: Male Dwarf, Hill Barbarian 5/Fighter1;  hp 70; Init +2; Spd 30; AC 16; Att: +11/+6 (1d12+6, Dwarven Waraxe +2); +9/+4 (1d6, Shortbow);  AL NG; SV Fort +10, Ref +3, Will +1; STR 16, DEX 15, CON 16, INT 10, WIS 10, CHA 8.  Chain shirt,  Shield, small, steel. Ring of Feather Fall. Skills: Balance+3, Climb+6,  Handle Animal+1, Intimidate+2, Intuit Direction+2, Jump+8, Knowledge (nature)+1, Listen+3,  Ride+3, Swim+7, Tumble+4, Wilderness Lore+1. Feats: Dodge, Iron Will, Power Attack, Cleave, Great Cleave.

 

Gimly is perhaps the calmest and at times the most thoughtful member, though he is not about using his axe to get someone's attention. Some call these rash actions hissy fits, others see them as well timed rage. He does not like bugbears much. And he has learned that going of on his own is not the best idea.

 

Glardwyn: Female Elf, High Fighter 6;  hp 52; Init +4; Spd 30; AC 19; Atk  +10/+5 (1d6+2, Rapier); +11/+6 (1d6, short bow +1), +0/+5 (1d8+2, Battleaxe of Hagron MW); AL NG; SV Fort +7, Ref +6, Will +2; STR 14, DEX 18, CON 14, INT 13, WIS 10, CHA 10.  Chain shirt+1. Skills: Climb+8,  Jump+10, Swim+7, Tumble+7. Feats: Cleave,  Dodge, Expertise, Great Cleave, Power Attack, Weapon Finesse: Rapier; Weapon focus and Specialization: Battleaxe.

 

Glardwyn is the party's soul. She is quiet and reserved, but always willing to come to the aid of her fellow adventurers. She is brave in battle, even if she is not always as accurate as she might like. Glardwyn has also become the party's scribe, taking notes to make up for their poor memories and even poorer attention spans.

 

Link: Male Elf, High Ranger 4/Fighter 2;  hp 46; Init +2; Spd 30; AC 18; Atk +10/+5(1d8+3,Mighty Composite Longbow +1); +7/+2(1d8+2, Longsword, MW); +7 (1d6+2, short sword +1)  AL CG; SV Fort +8, Ref +5, Will +2; STR 14, DEX 14, CON 12, INT 14, WIS 13, CHA 14.   MV Mithral Chain. Skills: Climb+5, Handle Animal+8, Heal+3, Hide+8, Jump+8, Knowledge (nature)+6, Listen+3, Move Silently+8, Search+8, Spot+9, Wilderness Lore+8. Feats: Lightning Reflexes; Point Blank, Precise, Rapid  Shot; Track.

 

Link is the most even tempered member. At times he gets a bit too caught up in the spoils of war to see the big picture. He does have a way with animals, and he is becoming an expert tracker, having been taught some tricks by an experienced ranger he met in Radigast City.  He is the trusted carrier of the broken spoon and the tineless fork. and the dull bladed knife. When used together, the three produce a full course meal! His birthday is the 9th of Goodmonth. As a result of his adventure against the orcs of the Rakers, he obtained a pet wolf. After he carelessly sent that one into battle, he went without for a while. He does have a new, more cautious wolf with him now.

 

Scottish Moods: Male Half-Elf Sorcerer 6;   hp 31; Init +2; Spd 30; AC 15, Cloak of Protection +2, Bracers +1; Atk  +3 (1d8, Heavy mace); +6 (1d8+1, Light Crossbow+1);  Wands of Fire, Knock, and Magic Missile; AL N; SV Fort +4, Ref +4, Will +6; STR 10, DEX 14, CON 14, INT 14, WIS 10, CHA 16.  Skills: Alchemy+3, Concentration+9,  Knowledge (arcana)+10, Listen+4, Move Silently+5, Search+4, Spellcraft+10, Spot+5.  Feats: Combat Casting; Point blank, Precise Shot; Scribe Scroll . Spells Known (6/5): 0 - Daze, Light, Open/Close, Ray of Frost, Read Magic; 1st - Magic Missile, Shield, Sleep.

 

and his  Owl, 'Errol':  HD 1d8;  hp 4; Init +3; Spd 30; AC 15; Atk +0 base melee, +5 base ranged; +5(1d2-2, Claws); AL LG; SV Fort +0, Ref +3, Will +2; STR 6, DEX 17, CON 10, INT 1, WIS 14, CHA 10. Skills: Hide+11, Listen+14, Move Silently+20, Spot+6.

Feats: Weapon Finesse [beak]

 

Scottie, as he is called, can get very emotional at a moment's notice, yet be as calm as an isolated lake when the situation calls for it. His moods swing as do the weather, but his spell casting is always there to support the group. On a rare occasion he will lead the way, usually resulting in his becoming a pin cushion! His organizational skills are second to none.

 

The Chatwin Crusaders are the 2002-2004 version of the LHA Dragons, the gaming group of LaurenHill Academy. They can be contacted via LHA Dragons.  Visit the LHA Dragons Web Page.

 

 


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This page first posted March, 2003. Last updated March  2004