Site hosted by Angelfire.com: Build your free website today!

The Impiltar Campaign

DM: Freddy T

The Party
Xromm, Duergar Rogue Lasher (Larry)
Anarkin Tarin, Temporal (Tigerman) Mageblade (Rob G)
Merric, Human Cleric of Waukeen (Rich)
Sumgai Wang, Human Ninja (Rob Q)
Meat Goliath Barbarian---(Ring)
Newman, Human Warlock (Papo)



-1sr-Mission 1:
-Xromm-Anarkin-Merric-Wang-
The characters all ended up in the city of Dimpul. Xromm and his drow companion had come from the underdark to scout the surface world. Meanwhile, Anarkin reaches Impiltar were one of his kind can operate unhindered by prejudice. Anarkin get mistreated at the Dragons head inn. He spits on the bartenders bar and the bar tender throws a dagger at him. Anarkin beats the bartender into unconsiousness. He then leaves and sneaks into a room in another inn. The next day Anarkin is hunted. He breaks into a house and finds an old lady sleeping. He puts his hand over her mouth so she wont speak. She dies of shock. He makes dinner and sleeps there. The next day is found and arrested. He is charged with assault on the bartender but nothing is ever said of the dead old lady. Meanwhile Xromm hears of this mysterious catman and decides he could be useful. He fails to break the man out of prison. Anarkin goes to trial and sentenced to serve at the bar for a week. One night while there a man named Marsayus barges in and yells about his son going missing. Later the party is hired to find the man son who disappeared in some ruins. The party reaches the ruins and battles some large rats. They find a small civilization of brownie like fey creatures. They say they don’t know nothing about the missing man. But Anarkin notices that one of the creatures is much larger then the others and has nice weapons. From this observation Anarkin suspects that the creature is the transmuted missing boy. They pressure the leader of these creatures and she caves. The boy is reverted and freed. The party returns and collects payment.


Mission 2:
-Xromm-Anarkin-Merric-Wang?-
Anarkin is still living at the house he snuck into and killed the old lady. He steals a stature from in front of a bar to put in the house. He goes to the Dragons head inn and people move away and call him a thing. He sticks his fingers in peoples food. Then the barmaid yells at him. He runs up on her and threatens her. She screams, he screams, Anarkin leaves. Outside Anarkin was contacted by Turner, a guard he had befriended while in prison. Turner tells him and everyone else listening (Xromm) that the ruler of the city Lord Jared needs good men. The party goes before Lord Jared and tells them that the outpost city of Ozell has fallen to lizard men. The party is sent to investigate. On the way out of town Anarkin steels a horse belonging to a criminal organization known as the Triad. The party later meets goblins riding Worgs. Anarkin tries to converse with them but Newman curses at them. Battle ensues and the party is defeated. The lone surviving goblin searches and takes the treasures and weapons of Xromm and Anarkin. The party regroups and tracks him. They find him in a huge camp of goblins. They decide they have no chance. Xromm is emotionally damaged at the loss of his weapons. Anarkin marches into the camp and barders his fine horse for the weapons. The goblin chief excepts. Then the party having already met with defeat marches to find more and better of it. They reach the outpost town and find it fallen to the lizard men. They battle some and kill many. Then more lizards come and help them. It seems there are factions of lizardmen. The leader of the friendly one reveals a plan where one of the party members will be his champion to take on the leader of another faction.Should the champion win then the two factions will join to face the threat of the Dire Lizard. Anarkin agrees to be the champion. Xromm poisons Anarkins weapon and the challenge is issued. Anarkin defeats the lizard man. Anarkin later learns he was only supposed to use non-lethal damage. Even though the lizardman survived this was still bad. All the lizardmen are very disappointed even the lizardman who planned the whole thing. And thus the factions are not united. After this the party learns why the lizardmen are here. An old ancient evil Black Dragon had sent a magically evil Dire Lizard to the swamps where the lizardmen live. The creatures kills and posions the land. The lizardmen were then forced to move out of the swamp. They had treaty with the humans so that they could take refuge in the city. The humans denied them. So the lizardmen killed all the humans and moved in. No the party was to help the Lizardmen. Finally the Dire Lizard appeared and the party along with but a single lizard man took on the creature. Anarkin killed in brutal fashion. Even as Anarkin killed the creature the lizardmen still held him in disdain. An argument later ensued between Anarkin and the chief Lizardman. The lizardman threatened to attack Anarkin. Anarkin said go head. So the lizardman attacked. Anarkin still not healed from either the battle with the lizardman he challenged nor the mighty Dire Lizard he slew fought back but fell unconscious in an attack. The Lizard chief then attempted a coup de grace. Xromm stopped him. The lizard chief said leave and never come back. The party returned home and explained things to Lord Jared. They embellished the story a little to enrage the Lord into attacking the Lizardmen. Merric who was interested in not having the lizardmen slain because he wanted them to live so ythat there could be commerce he and his god could benefit from told the lord that his party members were embellishing. The lord immediately believed hima nd cast the other party members out. The party returned to the Dragons Head inn to plot against all their enemies and people who just did not like them.

Mission 3:
-Anarkin-Xromm-Newman-Sumgai-Meat(Ring)- As the mission began Anarkin was questioning himself. He sought guidance from a preist of lathander in town. The priest tried to tell Anarkin the way one should behave in civilization. Anarkin would try to adhere to these edicts. Anarkin still owed some gold to the syndicate known as the Triad. The Triad approached Anarkin and said the debt would be forgiven if he and his friends were to investigate the new outpost recently I installed in town by the Red Wizards of Thay. The party agreed and went off. Inside the outpost they fought some orcs and such. They killed a wizard and tried to track an Otyugh into the sewers. The Creature escaped. The party exited the sewers and considered the job finished. Upon exiting the sewers a boy saw the group and ran. Narkin chased him and brought him back. He told the boy not be scared. The boy kept screaming. Anarkin wanted to know the boys name but he would not say it. A bystanding man came to get involved. That man was soon knocked out. A commotion started and guards were coming. Anarkin and meat fled into the sewers while the rest of the party escaped into the city. The city was soon on lock down and no one could leave. Anarkin returned to the priest of Lathander and asked for guidance. The priest said to turn himself in. Anarkin was going to do so but meat argued against it. Soon the 3 lords of the triad appeared. They told the party is was time to leave and they were unwanted. The triad teleported the whole party to a ship. The party left on board a pirate ship destined for the prison island of hells reach.

Robs D&D Homepage