2nd Edition Advanced Dungeons and Dragons, Thunder Rift Campaign

Started spring 2008, with 4 players and Dungeon Master. A weekly Tuesday night group, with occasional extra Friday night sessions.

The very first session was May 13, 2008, and has followed with a weekly session since that date. The root of gameplay has been a solid mix of adventure, exploration, battle, problem solving and role-playing. There are a few running themes that appear on mostly every session, that of characters falling, and injuring others. The other is of being short of supplies, be it food, water, gold, weapons or needed equipment. The group is far from rich, or well equipped. *DM's note: this is the players' perspective only*

Woe be to any player who misses a session, on occurences certain characters have taken on almost schizophrenic personalities. Certainly these alter ego's are nothing like how the original player likes to play. These alter ego's are very fond of leather, oil, grease, and even a touch of unclad skin. These session have been likened to youthful teenagers and a competition of silliness, often ending in gut busting laughter.

Session archives link

Things To Do

Better Know A Gamer

Player Characters of the Falling Heroes

Player Characters
Active Falling Heroes Class(es)
Captain Vallaras Elven calvalry comander from eastbrook
GamalielGnome spellcaster, who has difficulty spitting things out
Elventine Tanthris Elven leader of ThunderRift
GreywolfHuman Thief stolen from Eastbrook and thrown into Thunder Rift
Appallonia "Apple" Blossom A washed up mage, quick with a magic missile.
Crailyn The ProtectorA dwarven fighter/cleric who follows the god Clanggedin Silverbeard.
Inactive / Retired
TilanFormer ranger / Druid of the party, now a caretaker of the Falling Heroes house in Torlynn.
GreysolFighter thief of Elven descent who could not handle the pressures of battle
Deceased Heroes
BartyDwarven Cleric, new to the rift, seeking exit also.
TorFighter extraordinaire, with a penchant for single killing blows.
ElendilRanger whom his skill is too good even for himself.
Antreus KarvyneWizard / Cleric with a great proficiency of identifying magics of all types.
AidaFemale Paladin in the company of Greywolf


Non-Player Characters

Non Player Characters
Active
Tambril ValtraevFighter who relies on distance attacks and avoiding enemy attacks.
Inactive
Talorin LockpickerHalfling thief and friend of Antreus’ head cleric back in Eastbrook
VolkA Lupin rescued from the carnival by Tambril. He vanished into the vast Ganthin Forest, presumably to his people.
SanthrasOne of Elventine's friends who was rescued from the dungeon of Barrik's keep. He spent a couple of weeks with the party and then returned to his home.
Deceased
Gunther Spellslinger Exceptionally confident mage, who uses his magic ruthlessly
StormdancerA wild, tattooed elf who has no ability to speak
LarsA warrior who was discovered face down in the snow outside Barrik's Keep and joined the group in hopes of finding his missing companions. He was killed and dismembered by were-rats after saving the party from certain death.
Destroyed Clerics
Brother ThomasA quiet pacifist Cleric of Melinir, who hated combat
Corrin RockcrusherA haughty Dwarven Cleric, who loved gritty combat
Granite IronforgeAnother Dwarven Cleric who loved even grittier combat
Morvin RustquencherOne mission wonder, fell to the Yugoloth
Brother TribSmashed into utter oblivion by a giants morning star.
Unamed Minotaur ClericHe fell to the Dragon, and became a Hero
OCOther Cleric or Oeralius Claudius


People of Thunder Rift

  • Rideon = A mysterious man who is afflicted with a wasting disease. Leader of a convent that promises salvation. Recently escaped the Rift.
  • Connor = Melinir's former scribe and general information man. Now resides in Haven
  • Mayor Valum = Former presiding Mayor of Melinir, recently killed under unknown circumstances.
  • Burgomaster Gustovan = The current residing and presiding leader of Torlynn, whereabouts unknown.
  • Elventine = Rescued by the party, he turned out to be of Noble blood of the Northern Elves.
  • Barrik = Not really a person of the Rift anymore but has a presence through a skull found in his keep.
  • Raven = Man found sleeping for 300 years. A contemporary of Barrik's. Built his keep above Razoth's Gauntlet.
  • Lianthrossempurianten “Angel” who had been trapped within Grakken Wood, and watched by Ogres
  • Crait Anvilhaft = chief of the dwarves of Hearth-Home. Missing and presumed dead.
  • Magnus = Only person other than Rideon to ever escape the Rift.
  • Terrin = A warrior who was a contemporary of Raven and Barrik.
  • Ibrahim = A guide with extensive knowledge of the Rift, although 300 years outdated. He was found in the monolith with Terrin.

Antagonists

  • The Eight - a powerful group of wandering adventurers who feel it is their right to take what others possess. Especially water jugs!
  • Clone of Rideon - One clone of Rideon happened to challenge the party at the end of the dungeon beneath Barrik's Keep. The party bested him. Barely. One more is rumoured to have been killed 300 years ago by Farolas, the patron of the dwarves.
  • Razoth - Rideon's former master who extends his life with each death in the Thunder Rift. Only those killed in Rideon's convent are spared this.
  • The Orb - Or whoever is behind this mysterious orb that Rideon threw at us as he escaped the Rift.
  • Whiterazor - (deceased) A white dragon who destroyed Torlynn including the Hero's first house!


Storylines

  • The Quadrial leaders have all been murdered.
  • Razoth's scroll = Seven mysterious men with Tattoo's are a key to Razoth's whereabouts. The locations of four are known, seven are suspected. If killed they return to specific points.
  • Razoth gains power with each persons demise in Thunder Rift.
  • Rideon was Razoth's apprentice at one time. Why now does he oppose him.
  • Someone is stealing arms and stockpiling them. Causing a shortage.
  • Clearing out the mithril dwarf mine so dwarves can return to mining.

Group Accomplishments

  • Saved area around Barrik's keep from eternal winter. Received a house in Torlynn as a reward.
  • Saved Farm north of Grakken Wood from gargoyle-like creatures.
  • Freed Lianthrossempurianten from her imprisonment in Grakken Wood.
  • Cleared entry level of Raven's ruin, for Lianthrossempurianten
  • Returned Holy relics to the dwarves of Hearthhome.
  • Cleared out the Hero's Academy in the Gloomfens. Finding an awesome sword that Tor now weilds.
  • Tambril bought a boat! (or was it a galley?)
  • Survived the most difficult trial beneath the Plunging Cataract and received an orb that helped the group gain entrance to the Monolith.
  • “Someone” harvested a unicorn horn.
  • Wiped out the stone giants that killed the dwarves from Hearthhome.
  • Killed Whiterazor the white dragon.
  • Tor bought a tent to replace the home that was destroyed in Torlynn. It was his first home purchase and he is very proud of it.
  • Massacred the Drow in the Wailing Plateau.
  • Entire party was destroyed in a horrific and bloody battle. “Slaughtered” may be a better term. Nice job rushing in there Tambril! A deal with The Orb returned them wholly. Letting Tambril off the hook!

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The setting of ThunderRift

Game Setting and Places of Note

The world is as of yet unnamed, although the campaign is referred to as the ThunderRift game. This name is derived from a basic D&D small scale setting in which the party is adventuring. It is unknown if it is within the known world, an alternate world or another plane altogether.

Rules changes

Even though the game system is 2nd Edition Advanced Dungeons and Dragons, the campaign does not use additional sourcebooks. Characters are fully generated from the Player Handbook with no kits being used. The spell system is altered slightly so that wizards gain bonus spells based on their intelligence in the same fashion clerics do for a high wisdom. Weapons do the greater of listed damages, rather than damage versus size, this also applies to the enemies.
Movement is a wholly new configuration, worthy of a read.

Weapon switching page. A new house rule concerning Weapon switching has been added.

Initiative is based loosely on individual initiative. All monsters and players roll individually. Actions go in order of lowest number. Ties are simultaneous. Multiple attacks occur First at rolled initiative and additionals at the completion of the round. Delaying your action to the end of round is allowed, though it results in a re-roll of initiative for successive combat rounds. (weapon speed, casting time and other modifiers are not used)

 
games/2ndedtr/start.txt · Last modified: 2008-Dec-03 00:31 by rubius
 
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