Godsmack II

Session One: New Beginnings
The Journey Begins

Four adventurers wake in a dark room together, for the first time. Groggy and surrounded by strangers, they piece together they all were kidnapped by the same organization of people, but the reason why is still lost on them.

They gather themselves and set out to find a route to escape. After a very brief encounter with a few rodents, they find themselves at a juncture with three paths. To the West they traveled first, only to find a dead end with large snake-like statues and a missing brick in the wall.

To the east they find tracks of a well worn path, only to encounter a goblin shaman and a few goblin grunts. Finally, the party has some gear that might equip them for the the future encounters. However, as they venture more east they find a large chamber, outnumbered and outclassed.

They escape, presumably unseen or heard, and flee to the northern path. To the North they find a mysterious blue marble that becomes their source of light. That said, they find some sort of lightless and soundless void. The party braves forth into the darkness, however Eia and Nyla become unnerved and back out into the hall. Mick Jaguar sensing his compatriots back out, he attempts to follow suit, only to discover he is pressed against a wall, having lost his bearings. Ragnar, ever brave and fullhearty as he is, presses forward, not knowing his party is not with him.

What is in this void? How did it come to be? Will the girls see their fellow travelers again?

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Session 0: Captured and Confused
The party is captured by mysterious bandits

Captured and Confused

Each character has begun this adventure in a different way, but all are united in experience and situation. Every member of the party has the same story to share: They were found and waylaid by a group of bandits all in the same uniform of black and red. No one can quite pinpoint how many captors there were in their event since so many of the foes were hidden or obscured, taking pot shots upon them with poison-tipped arrows and blades. Each kidnapping party was primarily human, but led by an orog in chain with some mysterious symbol on his chest. Trolls and ogres were also united with the humans, primarily distracting their prey with their presence to not pursue the orog or the humans.

The party awakes, surrounded by complete darkness, largely naked and confused. The few belongings they have are enough clothes to make them decent, but tattered to confuse them for a beggar. Each have a lingering headache and throb in their head from the insidious effects of the poison that made them fall unconscious. Besides a few scrapes, they are largely unwounded – mended, even, from their more grievous woulds from being stabbed and shot.

Many questions lay unanswered: How did they get to where they were? Where exactly are they? Who were these fierce and merciless bandits? What do they want? Why did they get healed? When will they find their stuff and loved ones?

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