BareBones Campaign

In the Beginning
The Forgotten Tomb

The group of heroes gathered in the small town of Brenthas. Brenthas was little more than a village with a few stone buildings, even those were not expensively made. The most ornately made buildings in the town were the stonecarved Temple of Pelor and the Baron’s estate home.

This small town also carried a small market, where traveling merchants and local farmers could sell their wares. A local tavern provided entertainment for merchant’s guards and local constabulary, and let rooms to adventurers and merchants passing through.

The only other building of note in the small town was the Adventurer’s Guild- a hall built for local adventurers (and aspiring adventurers), with a long fireplace to keep the hunting lodge warm, and a fine assortment of liquors for those adventurers who return victoriously.

The small party of young adventurers collected here, at the Adventurer’s Guild, examining trophies of adventurers past and present, including a large tapestry detailing legendary accomplishments in the war with the orks only a hundred years previous.

Older adventurers, perhaps made mischievous by liquid courage, took a few of the new adventurers under their “wing,” and suggested that they should hunt for the legendary “Lost Tomb of Agrinor,” a powerful wizard from before the Great Ork War, who died shortly before the war began, and was buried along with his wife and son after the war was over. Orkish tribes in this area had fought battles against local lords again and again, and the tomb had been lost. Currently, experienced adventurers had been exploring to the south, using ancient maps to try and determine the location lost to time. As a joke, these adventurers sent the party to the north, to search in vain.

The adventurers bought supplies and traveled north, hoping to perhaps discover this ancient tomb and gain the fame associated with such a discovery. These adventurers happily stopped in the small village of Kylien, spending what gold they had left to provide a feast for them as they set off on their grand adventure. This greatly endeared them to the inhabitants of Kylien, some of whom were past adventurers themselves.

Several of these adventurers, especially Marrak (a retired fighter), Brother Rule (an elderly elven priest who has faithfully served for his entire life), and Smythe (a dwarven warrior who retired to the north and left his clan behind) took a liking to the adventurers. Brother Rule, who was alive during the last war, even pointed the adventurers in the right direction. Traveling north only a short distance from Kylien, the adventurers found the ancient discarded tomb, overgrown with roots and covered with dirt and leaves.

The adventurers explored the ruins, finding and sealing a side tunnel into the tomb itself, and destroying an owlbear nest that was inside the tomb. Exiting through the owlbear nest, the party had some dispute as to what to do with the treasure contained within, as the paladin and dwarf refused to allow the others to loot the tomb, and the ranger and wizard wanted to take the valuables with them. They compromised, leaving the tomb unmolested but informing Brother Rule and Marrak of its location. Brother Rule, a twinkle in his eye, revealed that he already knew of the location, and that he had been impressed with the adventurers.

To this end, the adventurers returned to Brenthas, supposedly humiliated by the fools’ errand that they had been sent on, but with a few new friends.

Forgotten Tower of the Sorceress
Attempting to Find something to Help Gerzack

Returning to the town of Brenthas, the party (consisting of Geurk the dwarf, Osbourne the halfling paladin, Eledhwen the beautiful elven ranger, and Quarrion, the elven wizard) returned to the town, and broke apart to deal with their own projects.

Eledhwen, the ranger, carried a clutch of owlbear eggs to the druid’s hut at the edge of town. The druid, an elderly man who enjoyed farming herbs and plants on the edge of town near his hut, was glad for the company. He took the eggs, promising to raise the owlbears and train them to be fearsome defenders, and gave the female ranger what he could.

Quarrion, the elven wizard, sought out other wizards in the area, asking at the tavern if anyone knew of a local wizard. A few of the locals, much to Quarrion’s surprise, snickered at his question, and then suggested that he should find the wizard Gerzack, the local mage. Quarrion wandered outside, asking directions again, and again received the same sniggering answers. Quarrion was completely mystified by this, and proceeded to the house he was directed to, a small hut built against the base of a plain tower. A knock at the door was answered by a plain looking woman, who happily smiled and invited Quarrion inside. She seemed to know something of Gerzack, and she suggested that Quarrion visit him in the small tower. She showed him the way into the tower through the hut, but also explained that the tower had a small door that could be used as an entrance. She seemed reluctant to enter the tower herself, but allowed Quarrion to enter the tower, finding it a clutter of papers, books, tomes, scrolls, maps, and globes. Wandering around these stacks of papers and books, he found nothing but an owl, chewing on the remains of a rat. Suddenly, one of the piles of papers snorted and sat up, displacing the papers that had been lying on his chest. He blinked, staring at Quarrion, and without asking why he was there, smiled and held out his hand to shake. “Hello there, youg elf. I don’t believe that I’ve met you before,” he said, warmly shaking the Quarrion’s hand, “My name is Gerzack.” Looking at the young wizard, he noticed the robe and spellbook of a recent graduate, and patted the fragile elf on the back, congratulating him on his graduation.

They spoke for several minutes, Gerzak even presented the young elf with a spellbook containing more advanced spells, and then suddenly Gerzack blinked and looked away. After a few seconds of silence, the mage looked at Quarrion and said “Hello there, youg elf. I don’t believe that I’ve met you before,” he said, warmly shaking the Quarrion’s hand again, “My name is Gerzack.”

Quarrion, uncertain of what to make of this development, quietly had the conversation with Gerzack a second time. And a third. Suddenly, the snickering and laughing made more sense, as did the happiness of the wife in seeing wizards visit her husband again. Politely he excused himself, and rejoined his companions.

Geurk busied himself at the Adventurer’s Guild, using a small bit of stone to carve a likeness of an owlbear. When he was finished, a few of the older adventurers commented on how well-done the likeness was, and Geurk heard them sending another group of new adventurers off on a fools errand in search of the Lost Tomb of Agrinor. Shaking his head, Geurk left the adventurer’s guild in search of his friends. What he found was an excited crowd of people gathered in front of the tavern, shouting and waving their hands. When he approached the crowd, he found out what his friend Osbourne had been up to.

Entering the town, Osbourne stopped to watch the local constabulary train and participate in mock battles with each other. Several of the guardsmen noticed him watching, and mocked both his small stature and the fact that he carried a very large blade. Indignant, he bristled at their insults, and was only satisfied once the largest had challenged him to a bloodless duel. Word of this duel spread, and inside several minutes the entire town was ablaze with the news of it, with shady characters taking bets on the outcome of the fight.

The fight was interesting, with a crowd containing every man, woman, and child in town gathered to see it, including the local Baron. The fight was drawn out between the two, with the halfling favoring a much more brutal style based on strength, and the human fighter relying on his skills to keep the halfling’s blade away from him. The much stronger halfling, although winning, won by a matter of inches, not only earning the respect of every warrior in town, but also learning to respect those same guardsmen. There was much drinking and celebrating that night.

Avenging Fallen Companions
Jin joins the party- and his friends die

Jin’s friends all died. After they finished the forgotten tower, they found the monster that killed his friends and slew it.

Things go Bump In the night
Wherein there are Monsters

I was watching a lot of Supernatural at the time, so I introduced some NPCs that were a lot like Sam and Dean

Ozzy's Return!
Osbourne Comes back- and they find components for Bro Rule

The big reveal in this one was Jad returned to playing Ozzy, I had made a big deal about them not being able to afford resurecting him, because it costs like 10,000 gp worth of diamonds. Jad was “making his new character,” but still sitting in on it, and I made a point of talking about how sad everyone was that Ozzy was dead.

And then they went to Kylien, and BOOM! There’s Ozzy.

Everyone was pretty excited, so they didn’t even mind going and fighting a venerable troll to get the diamonds to pay Bro Rule back.

Alls well that ends well, right?

Well of Souls I
Descent into the Well of Souls

They went to avenge Marrik’s wife, but did they bite off more than they could chew?

From the Old to the New
And it begins again!

The group settled down for the night, wearied by the long battle against the orkish foes. Gingerly climbing out of the dungeon, they avoided the traps found by Jin, the human thief. Osbourne Greenbottle, the Halfling paladin and leader of the group, wearily looked over his comrades. All had taken wounds in the fight with the orkish warparty below ground, but he considered each of them a close friend. Eledhwen, the lady ranger, sat comforting the one slave they had managed to save from the dungeon. Quarrion, the stalwart mage limped from the wounds he had taken, as well as favoring the side where he had taken damage from a fire trap. Geurk and Torek, the two dwarves followed up at the rear of the party.
“That spell should keep them holed up for most of the night, and any who don’t die will be weakened- we can finish the rest of them in the morning,” Geurk, the gruffer of the two dwarves said. He straightened his holy symbol, a tribute to his God, Moradin. Geurk was a priest, although what Osbourne had heard of Dwarven drinking had not been reflected in the actions of this curt dwarf. His ally, Torek, had held up to more of what Osbourne had heard of dwarves from the elven traders who came to the monastery. He was outspoken, almost to the point of rudeness, and he was able to drink like a squat stone fish.
Quarrion collapsed on his bedroll, his tent set up near the fire outside the dungeon. “I fear that I have exhausted my body as well as my magical energies,” he said in his elven accent, but that was his way of saying that he wouldn’t be cooking or taking his turn at guard tonight. Osbourne didn’t care if the slim elven man ever took his turn at night- his spells were an invaluable addition to the team. Eledhwen took a break from comforting the woman to grab some food from the fire. Osbourne flinched, remembering the horrors that had occurred when she took her turn cooking- they now let her take her watch, and not much else. Smacking his mouth, he remembered the salt she had lathered on the rabbit he had eaten. She was good at taking her watch, though, and an accomplished fighter.
Jin, the odd human thief, although he referred to himself as an “explorer,” had not been much of a help to the party in the dungeon. He had stumbled across the traps at the opening into the dungeon, unable to disable them for the party members who followed, and had not been much help in the battle with the orks underground. Still, he was a loyal companion, and had managed to defend the wizard and priest as the rest of the group fought. Jin was a quiet one, often not saying a word for days on end, only to pop into the conversation for a few minutes before continuing his unspoken vow of silence. Jin moodily stared into the fire, nursing cuts and bruises from the traps. He turned the roasting rabbit over the fire, trying to keep any part of it from burning.
Osbourne stared at the fire, favoring his shoulder where the huge orkish warchief had hit him with that greataxe, scoring along the shoulder of his armor, a split that would need to be repaired before too long. Taking watch meant walking around the camp every few minutes, watching for shapes within the woods as well as listening for anything out of the ordinary. He watched for his set time, and then woke Jin gently before stripping out of his armor and falling asleep near the fire.

Suddenly, Osbourne awoke. There was a tingling down his spine, a sign he had been given by his God to warn him of evil and danger. Bolting up, he grabbed his sword, a long blade that should have been too large for him to handle, but he had been trained with the blade since he was strong enough to hold it, and he was as good with it as he was fighting with his own hands. He shouted for Quarrion, hoping to wake the caster and allow him to loose some of his frightening magic. He saw the shape he knew was Eledhwen, rousing from her sleep, and grabbing her weapon. Osbourne charged toward the forms among the tents, crying his God’s name, when he tripped, falling face-down. Shocked, he looked around, fearing that he had been caught off-guard. To his horror, he saw Jin’s face, his eyes unmoving and his face covered in dust. His throat has been messily cut, and the surprise on his face was evident. “Goodbye, friend,” Osbourne whispered, his voice cold and harsh. These invaders would die for their crimes, as was just, but Osbourne felt some satisfaction that he would be able to deal justice to them himself.
Rising to his feet, Osbourne again shouted for his friends to awake. Eledhwen was facing off against two orks, each of them carrying a large-bladed sword that would have fit a giant. Osbourne moved through the camp to Quarrion’s tent, pushing aside the ork who fought to enter it before him. Quarrion had roused himself, but clutching his spellbook, he breathed a sigh of relief when he saw his friend, the paladin.
“I feared when your battle cry cut off suddenly that something had happened to you,” Quarrion whispered, hunched over his spellbook, “I am forever pleased to see that you are intact.”
Osbourne turned from his friend, attacking the ork he had pushed aside. The ork was not prepared for battle, for it seemed they had planned a messy cut for each of the sleeping heroes. Only a few blows of Osbourne’s sword were required to fell him. Over his shoulder, he said in a voice that felt as cold as he did, “They killed Jin. Slit his throat.” He could think of nothing else to say- nothing to follow that statement. Osbourne had been dead once. He knew the joy of meeting old relatives and dead friends, but he knew how it was to lose your life, the moments of uncertainty, the darkness before the light, sadness at the parts of your life that were missing, especially missing those who had been close to you.
Pushing out of the tent, Osbourne saw Geurk and Torek fighting several orks alone. Osbourne hung back, protecting Quarrion, but moved toward the group, attacking those disgusting bandits. Geurk shouted- a shout that faded to a gurgle, as Osbourne saw that one of the orks had shoved that large sword into the dwarven priest’s chest. Torek shouted a wordless roar, a hatred for orks and goblin-kind, and rage at the attack on his friend. Wielding his dwarven axe with the skill of a master warrior, Torek spun, swinging his axe in an arc that ended in the chest of the ork facing him. Two others closed behind him, and for a moment Osbourne feared that they were lost. Eledhwen suddenly appeared from the darkness, her bow singing as it fired shaft after shaft into the orkish bandits. As one approached her, she switched weapons to her small blade, dispatching them quickly, and then re-drawing an arrow to her bow. One of the orks broke away from what was quickly becoming a slaughter, raising a horn to his lips and blowing one it. The note sounded, rough and deep, as Osbourne dispatched them from behind.
“That will mean that more will be on the way,” Torek said in his gravely voice. One of the swordblows had caught him across the face. His helm had taken the blunt of the blow, but the edge had caught part of his chin and nicked the front of his throat. Osbourne sighed, glad that he had not seen any more friends depart this life tonight.
“More of them?” Quarrion’s voice shook as he asked. The wizard had never been one who enjoyed the sight of blood. Off in the distance, three more horns sounded.
“More, and quickly. We need to go,” Eledhwen’s voice cut into Osbourne’s sadness. Eledhwen was an experienced fighter, and Osbourne appreciated her skills. She was right, after all. Many more orks would be here soon, and in order to survive, this small group of adventurers would have to flee.
Osbourne turned to gather his things- they would have to leave behind much of the supplies, but he wanted to make sure that he had enough food to feed himself and his companions. He quickly wrapped Jin’s body, closing his friends’ eyes, and was surprised when he turned to see Eledhwen doing the same for Geurk. The two had never been overly close, being elf and dwarf, but Eledhwen nodded when she saw that Osbourne had cared for Jin. Torek took the litter that carried the body of his friend, and Osbourne pulled the litter that carried Jin. Eledhwen dressed the corpse of the woman they had rescued, dragging the litter behind her. Quarrion packed as much of his equipment as he had time for, and the group set out through the night.

It was a hurried and exhausted trek through the night, heading north to avoid the sounded horns, hurrying when the horn apparently stumbled on their camp for the night, staccato bursts almost hounding their steps. They moved through the forest all night, only resting when the sun rose- Orks had a hatred for sunlight, and it would keep them safe. They rested for a few hours, stopping to eat, and then turned their journey south, heading toward the tiny village of Kylien, where they had friends waiting. About three hours after starting again, Eledhwen spotted smoke to the south- in the direction of the village. She pointed it out to Osbourne without elaborating as to what it might mean, but the blood drained from Quarrion’s face. They all knew that friends waited in Kylien, and smoke meant that something was wrong.
“Marrik is a decent fighter… he probably held them off…” Quarrion said, trailing off. They knew that Marrik was overmatched, especially if all three warbands had converged on the tiny village. The rest of the journey was at a near-run, as fast as they could travel with the litters. The sight that greeted them was as bad as any of them feared.

The village of Kylien was in ruins. The smoke had risen from Marrik’s inn, where the adventurers had enjoyed many a brew. The ashes of what was let was not enough to say whether Marrik had been inside or not. The horses that had lived in Marrik’s stables lay slaughtered in the street in front of the ruins, corpses bloated and flies feasting on the remains. The blacksmith’s home and the merchant’s store had been burned as well, but the forge had been stone, so those ruins stood alone. The orks had even desecrated the church that stood in the town, digging up the graveyard and leaving rotted remains in the center of town. Osbourne noticed with half a mind that they had toppled a small crypt- the crypt he had once been laid in. He dropped his litter, rushing toward the church where he hoped, in vain hope, that Brother Rule was still alive.

The sight that greeted his eyes inside the small church turned his stomach. Brother Rule was there, lying dead near his altar. The child he had been training to replace him was gone, but that was not what held his attention. Behind the altar, someone had used Brother Rule’s blood to paint a message on the wall behind the altar. Dropping to his knees, Osbourne prayed silently for Brother Rule’s soul. The man had worshipped Pelor in a most fitting manner- an entire lifetime of service and love. Osbourne hoped that he had not suffered long before passing.
Behind him, Osbourne heard footsteps. Not turning to see who it was, Osbourne stared at the blood on the wall, letting fury for justice build within him. He heard Torek’s rough voice from near the door. “Eledhwen said there’s adventurers approaching- others who saw the smoke.”
Osbourne made no reply, for he had none. After a moment of silence, Torek said in that same emotionless, gruff voice, “It says, ’This is what come to those who go against Prince Kiran,’ with some swearing, insults, and a mark that means ‘Well of Souls.’ Those bloody orks chasing us came here.”

Barebones... Redeaux...
This time it's not Dangeresque 1...

We met for the first session with the new group, and played a short game of Microscope, which was not universally enjoyed. It did give us some of the basic history of the world, and a very handy list of “dos” and “don’ts” for making the world.

h1. Major Historical Events

Creation of the Worlds

Titans Versus Gods versus Dragons versus Primordials

Multiple, Competing Pantheons

Zeus, Loki, Vecna, Moradin

Mighty Dragon Empire

Time of Elves, Dwarves, and Ogres

Dawn of Human Civilization

Rise of Age of Heroes

Rise of Human Empire

Power corrupts, corruption leads to secret societies

Demon War

Heroes of Old (Osbourne, Quarion, Eledwhen, and The Dwarf)

Heroes of Old Die to seal Demonic Rift

Rise of Dragon Power and War with the Human Empire

Barabbas, King of Dragons

Zoltar, Human Emperor

Peasant who changed the course of history

Defeat of Dragons, and Fall of Human Empire
((Mutually assured destruction))

Dragon Magic Sealed away in stasis

Churches Divide, war against each other

Rise of Monsters

Life without Empire leads to new age of Heroes


Religious Wars
Problems with Thieves’ Guilds
Many Kingdoms
Classic D&D
Dragoins Talk
Multiple Pantheons
Duels are Common (to Bloodied)
Elves are Vegetarians
Dwarves are heavy drinkers
Dwarves live underground
Shattered Empire
Geographically Diverse
Mundane (“Routine”) Maintenance


No Teleporting
No Flight/Passwall/Instant travel
No useless ‘Bling’ Magic
No Immortality (everyone can die, even if they don’t age)
No one rides Dragons (dragon’s don’t like that)
No Underdark
No Full Frontal Invisibility
Literacy on Decline
Magic Items Uncommon
No Scottish Dwarves

War with the Goblins
Death of the Goblin King

The group convened for the first ‘real’ time, allowing everyone to show off their new characters and get used to each other.

Their first stop was in a tiny nameless town with mud huts and orchards, ruled by an annoying Baronling named Gerard Stonebrook, who had been sent here by his father as punishment for his unforward dalliances in the capitol.

As the heroes stopped in the local drinking hole, known as The Vulgar Unicorn, it had a wooden sign depicting a unicorn stallion with an erection. A page was sent from the local Lord’s house, requesting the group attend his lordship immediately.

As a result of his banishment, ‘Lord’ Stonebrook behaves as a petulant child. Despite hiring them to recover the signet lost when goblins killed his Stewart and the caravan of men guarding him, he managed to get on the heroes’ bad side. They stopped the goblins, looted the treasuse, and found no Stonebrook signet ring, although they generously used the treasure to help start building real structures in town.

On the Road
(aka Routine Maintenance)

On the Road
h2. (aka Routine Maintenance)

With the Goblin King defeated and his armies scattered, the citizens are now safe. Thanks to the generosity of the Lord Stonebrook’s father, merchants have been arriving bearing supplies to rebuild and improve the town. The little Lordling (Gerard Stonebrook) is furious, because he believes someone out there is forging papers in his family’s name, and is refusing to pay for it. This is making him even less popular with the people (who have been given a strong hand up by the adventurers), and they formed a town council to deal with governing.

Generally unsatisfied with local leadership, a town council forms (renamed Freetown), complete with militia of soldiers and will of new citizens.

As the heroes bid a fond farewell to the town and head out to seek more adventure, the council invites them into a meeting to discuss what honors you would like for your brave service. They have decided the rename the Inn (and Town Center) in your group’s honor, and the heroes have gratefully accepted the re-naming of the Inn as the “Heroes’ Hearth.” The Inn sign carving will show the four heroes in front of the new stone fireplace, painted to show the colors of your armor, clothing, and hair.

Areas of possible exploration:

South, into the ‘Borderlands,’ a patchwork quilt of squabbling kingdoms, nation-cities, and fiefdoms that extend into the far more stable southlands. Hundreds of mercenary bands and noble house soldiers fight to control the land, wiping out bandits that spring up like weeds, and put down ‘usurpers’ of whatever monarch controls an area.

North, through the wetlands into the Forests of Riffalian, the elven empire’s stronghold. Further north of the elven lands lies the Kingdom of the Northlands, where the ancient heroes once made their name; a great place for any group of heroes to make a name for themselves.

East, into the hills, mountains, and eventually into the Dwarven kingdom, where few outsiders are trusted and dwarves jealously guard the source of all the magical weapons they forge and trade. The western mountains, known as ‘badlands’ to many, hold terrible monsters and elementals, and on the far side of the dwarven kingdom is a great impassible desert.

West, into the rolling hills and down into the narrow strip of arable land by the sea that’s been hotly contested by hundreds of merchant clans and pirates. Known as the Plains of Megiddo, the law extends no further than the tip of your sword or the reach of your spells. Once ruled by a merchant king, the lands now constantly war and struggle to control trade.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.