Race To Empire
The Campaign So Far...
Intro
Here is the info I gave players for the creation of their characters...
Your characters are from a Greek culture, specifically ancient Greece
around the city of Sparta. There are three major social classes: Spartiates
(upper class, sort of), perioikoi (roughly middle class), and helots
(menial class). Spartiates are the only true citizens of Sparta, but their
culture is very restrictive and focused on war.
As with most of my campaigns, this one is a mix of role-playing, fighting,
and puzzle solving, so design characters appropriately. The party should
have a ranger (or other wilderness wise character). I'm offering a special
deal on a Spartiate warrior: famous family connections, but some family
tensions. There is also a special deal on 1000gp bonus starting money, with
some strings attached (I would like to give this to a thief). I have a
suggestion for the background of a wizard character, if anyone is
interested. I may have more special deals and ideas available when we roll
up characters.
The Cast
Character | Class |
Description | Player |
Agareos | sorcerer/monk |
aprentice to a wizard in exile |
Chuck |
Akari | monk |
young spartiate warrior of a famous family |
Bryan |
Krom | barbarian |
foreigner from the West, friend to palame |
Ross |
Kuros | cleric to Zeus |
young spartiate warrior and friend to Akari |
Noel |
Palame | thief |
aspiring middle class thief |
Elly |
The Story
The following list contains excerpts from email sent (mostly by me) in the
Race campaign. They chronicle the progress of the adventure so far.
-
All your characters were in Artemus' Ale House, but not together. Each of
you was there for your own reasons, with your own objectives, but you were
all caught up in the events that followed.
A rebel sorcerer (you later learned his name was Neotos Magi) attacked the
nearby temple of Hermes. Warden Greko, head priest of Hermes, was in the
ale house when the attack began, and he stepped out to confront Neotos. You
were trapped inside as a battle of mighty magics was waged in the streets.
The result was that you have all now met, although you soon went your
separate ways. This Saturday, we start a couple days after the sorcerous
battle in Synedria. It will be your destiny to meet again.
-
For various reasons all your characters joined Koros the Dwarf's
racing team. The race is from Sparta to some city--called Anker--a
thousand miles away. With Koros' money you bought horses and
supplies, and prepared a strategy for the first day of racing.
On the first day around twenty teams, averaging three persons per
team, started the race atop the Spartan acropolis. Most of your
party went on ahead, leaving Krom (the barbarian) to begin the
race. He won the first challenge, being the first to reach the
ferry and be carried over the river away from Sparta. From there,
Krom and Agareos (the sorcerer) rode to meet the rest of your
party further along the road.
The bulk of the party moved on ahead, laying caltrops across the
road at one point to slow other racers. After being rejoined by
Krom and Agareos the party continued on, but was passed by
Elysand (last years race champion) and a team of malicious
spartiate youths. Shortly after, in a mountain pass, the party was
attacked from ambush by the same spartiate youths. Arrows were
exchanged, but the battle dragged on until Koros managed to close
with the youths and kill three in one great cleave of his axe.
You're party was the second team to arrive at the race
waypoint. Now, sleep the night and prepare for day two. Tomorrow
you race to the great wall that separates the land of Sparta from
the barbarous nations to the west.
-
You slept safely at the first way-point, except for Koros' bad dream. The
next day you rode West and North, out of the mountains, to the city of
Dasos along the Great Wall. There you were delayed, as a goblin hoard was
camped just beyond the wall.
Akari (your spartiate monk) used his family connections to allow passage
atop the Great Wall, and you traveled it to the north. Half a day's travel
brought you to the ocean shore by dusk. Several goblins from the hoard
followed your trek and awaited you just out of bow-shot beyond the Wall to
the west.
You camped the night in Spartan territory, just East of the Wall. In the
night, fish headed warriors crept up on you from the shore and
attacked. You were victorious and killed them all.
The next day you led the horses, and Koros' chariot, through the local
guard tower and out to the West. There you were attacked by nine goblins,
waiting in ambush. Again you were victorious, and are finally free to
continue the race.
-
You traveled North from the Great Wall. Along the way you got the drop on
some bandits and killed them all. Two days of travel brought you to the
city of Habbannar, where you spent a day stocking up for a desert crossing.
When you left Habbannar, Koros to Dwarf had you turn West, away from the
normal race route. Just past the edge of civilized lands surrounding
Habbannar (~30 miles inland) you were shot at by elves. After determining
that they just wanted you to leave their grove, you quickly continued on
your way.
By evening you reached the desert, and set up camp among some ancient
ruins. Some of your equipment was mysteriously stolen. Near morning a band
of barbarians began drumming and dancing around a camp fire on the other
side of the ruins. When you investigated, you were attacked by a pair of
small air elementals, and the ensuing battle drew the attention of the
barbarians.
The barbarians were outraged by your intrusion. They attacked. At first
they tried to capture your party, but as this failed they started to attack
in earnest. Miraculously, you defeated them. You killed them all, even the
ones that tried to flee at the end.
Next time, you must care for your wounded and continue your trek across the
desert.
-
You gathered your equipment and left the ruins, hoping to put some distance
between you and the dead barbarians in case they had friends in the
area. Many of your party were wounded and needed rest. It was not to be....
You fought off a pack of wild dogs near a dry stream bed. You tried to
avoid a lone ogre, but decided to turn and fight when it charged. And a
giant lizard crept up on you while you slept through the cold desert
night. All these threats were defeated, but they were a persistent draw on
the party's resources.
Finally, you got a break. The next day passed uneventfully, as you
continued through the desert. Koros the Dwarf consulted his journal and led
the way toward the distant mountains. He said you would soon reach a place
known to his people, and he would tell you more about his plans there. You
spent another cold night in the desert.
The next day, Koros recognized some landmarks, and proclaimed that you were
nearly there. But you encountered a band of 30 orcs. Their horsemen
charged, with their foot soldiers running behind. You fled, and with your
faster horses got to the dwarven burial mound ahead of them. There you
entered the earthen fortification and overran a band of six goblins, who
were camped there. With the advantage of terrain, you easily defeated the
orc horsemen, and forced their leader to flee back to his foot soldiers,
who were still trying to catch up.
-
The orcs did not attack that day. As evening fell, Koros the Dwarf
told you the story of his people. A mysterious evil, using goblins and
orcs as its instruments, drove his people from their kingdom under the
mountains. His father led one refugee band to the place you now camp,
where a final battle was fought, so the dwarven women, children, and
the elderly could escape. The earthen ring, within which you now camp,
was build to bury and commemorate their valiant sacrifice.
As Koros told the story of this battle, two ghouls rose from the
ground and attacked. Initially unnoticed, the ghost of Koros' father
also approached the party. The ghouls were quickly dispatched, but one
moan from the ghost sent most of your party fleeing in panic.
When the panic subsided, Koros spoke to his father. The ghost
approved of Koros leading you back into the dwarven kingdom, perhaps
to recover the kingdom for the dwarves. The ghost then revealed the
entrance to the mound's burial chambers, and offered you the treasures
hidden there, to aid your quest.
Below ground you encountered centipedes, skeletons, and a gray
ooze. Sealed stone doors blocked your way, and traps took their tool
on your health: Agareos and Koros were both permanently weakened by
one poison gas trap. But you penetrated far into the mound. Perhaps
next time we play, you will find the dwarves' treasure.
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