Campaign 8 - Fate of Armidale
The eighth campaign set in Farrah. Set in 497 and played by the Villagers of Armidale (PC Group).
The Villagers gather in the town square at Armidale. There is a town meeting to discuss the recent kidnappings from the town and surrounding farms. The head of the town guard is looking for volunteers to go and try to find what is stealing away the townsfolk. A dozen villagers attend the meeting and eleven agree to the mission. One stays behind.
The brave eleven set out, facing shocker lizards and shrieking fungus. On they way they argue and bicker about what is causing the disappearances and the team cohesion is threatened. In battle they are disorganised and fractured. Their battle tactics are lacking, and for some reasons they are accompanied by an accountant without weapons or magical skill.
Back at Armidale, the one who stayed behind is at work. His name has been stricken from the history books. Born under a black moon and desiring only death, this man began his life's terrible work. He threatened the local town guard and forced them to procure magical potions for him. He then began drawing a ritual circle into the ground outside Armidale.
Meanwhile, the Eleven arrived at a tower guarded by zombies. Within they found a necromancer with the unconscious bodies of the stolen townsfolk. The Eleven did battle, coming together as a team to unite and defeat this evil. Battered, but not beaten, they gathered the stolen residents of Armidale and headed back to town. When they arrived they found the One conducting his ritual.
The One summoned a powerful Djinn and commanded it grant him wishes. With those wishes the One had but a single purpose: to scorch the land. As the Eleven watched, unsuspecting of this treachery, this senseless evil, the One completed his Work. A terrible fire washed over the land, burning Armidale as well as the nearby towns of Fortidale and Ambon.
The Eleven were consumed in the conflagation, half a dozen instantly killed. The rest lay bleeding and in dire need of aid. Only one withstood the fire, a small lizard-like creature that found cover from the firerain.
As the lizardman stood in all consuming horror, the One raised his arms in triumph. The death a testament to his loyalty to whichever dark god whispered such evil to him. The Djinn, appalled by the abuse of its powers, struck down the evil creature where he stood. The One crumpled instantly, for despite the destruction he had wrought he was but a man.
A blackness swept over the land. The Lizardman, alone and with his life in ashes, his mind swept away just as his future had been, wept. His life would be without purpose, joy, or laughter. How could any continue to hope in a world where people like the One were at work. The Lizardman looked at the Brave eleven, asleep at his feet. He decided it would be cruel to let them live in this new world; it was better to let them die only knowing the last. Drawing his blade the Lizardman slit their throats. Covered in blood and ash, surrounded by bones and bodies and burning, he stood in silence.
PC Group in the campaign:
The Villagers gather in the town square at Armidale. There is a town meeting to discuss the recent kidnappings from the town and surrounding farms. The head of the town guard is looking for volunteers to go and try to find what is stealing away the townsfolk. A dozen villagers attend the meeting and eleven agree to the mission. One stays behind.
The brave eleven set out, facing shocker lizards and shrieking fungus. On they way they argue and bicker about what is causing the disappearances and the team cohesion is threatened. In battle they are disorganised and fractured. Their battle tactics are lacking, and for some reasons they are accompanied by an accountant without weapons or magical skill.
Back at Armidale, the one who stayed behind is at work. His name has been stricken from the history books. Born under a black moon and desiring only death, this man began his life's terrible work. He threatened the local town guard and forced them to procure magical potions for him. He then began drawing a ritual circle into the ground outside Armidale.
Meanwhile, the Eleven arrived at a tower guarded by zombies. Within they found a necromancer with the unconscious bodies of the stolen townsfolk. The Eleven did battle, coming together as a team to unite and defeat this evil. Battered, but not beaten, they gathered the stolen residents of Armidale and headed back to town. When they arrived they found the One conducting his ritual.
The One summoned a powerful Djinn and commanded it grant him wishes. With those wishes the One had but a single purpose: to scorch the land. As the Eleven watched, unsuspecting of this treachery, this senseless evil, the One completed his Work. A terrible fire washed over the land, burning Armidale as well as the nearby towns of Fortidale and Ambon.
The Eleven were consumed in the conflagation, half a dozen instantly killed. The rest lay bleeding and in dire need of aid. Only one withstood the fire, a small lizard-like creature that found cover from the firerain.
As the lizardman stood in all consuming horror, the One raised his arms in triumph. The death a testament to his loyalty to whichever dark god whispered such evil to him. The Djinn, appalled by the abuse of its powers, struck down the evil creature where he stood. The One crumpled instantly, for despite the destruction he had wrought he was but a man.
A blackness swept over the land. The Lizardman, alone and with his life in ashes, his mind swept away just as his future had been, wept. His life would be without purpose, joy, or laughter. How could any continue to hope in a world where people like the One were at work. The Lizardman looked at the Brave eleven, asleep at his feet. He decided it would be cruel to let them live in this new world; it was better to let them die only knowing the last. Drawing his blade the Lizardman slit their throats. Covered in blood and ash, surrounded by bones and bodies and burning, he stood in silence.
PC Group in the campaign:
- The Villagers of Armidale
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