Sanctuary One Shot Adventures

A story about a girl: Part 1

DM:
Dean

Players:
Roy
Jakello
Kane
Saurin
Venat
Alexander
Jerker

Starting Brief:
You have been summoned at very short notice by the Keepers, as you arrive you notice other Agents, some you know, know of or have never seen before. The Sanctuary has taken the form of a small grassed amphitheatre and a Keeper waits impatiently at the stone dais in the centre, he looks at you as you walk down and says, “Finally, everyone is now present. Time is short so I shall be brief, we have discovered a child of fate. She is destined to shift the balance of the eternal battle, however it is unclear as to which side she will fall on. She is still but an infant, an orphan living in a remote monastery on the world of Cla-Mer.”

“Dark forces move as we speak to corrupt the child. We must not allow this to happen so we are sending you to defend the monastery and return the child to the safety of Sanctuary.”

“Our vision of the area has become obscured and we fear we may be too late. As such you leave now…”

####WE ARE HAVING TELEPORTATION####

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Graystone
Contact has been Lost with Graystone...

GM: Brian

Players:

Kane

Venat

Roy

Falsh

The Heroes Travel through the Lions Gate in sanctuary to discover what has happened in Graystone. Once through the gate, they see the town aflame. Traveling there, they fight a vicious and gory battle with cultists, who have destroyed the town and slain the populace.

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In search of the Light
The Heroes seek out the means to destroy an evil artifact

DM: Andy

Players:

Kane

Paladin (Jeremy)

Ninja (Mark)

Falsh

Barbarian (Steve)

Tanis Smithson (Mr T)

The heroes seek out ‘liquid light’ on a far continent on the world of Oearth, a means to wash away the dark powers of the skull they discovered being used to raise an army of the dead.

Retrieving a crystal chalice and defeating animated objects in the shape of gargoyle statues, they descend into a deep meteor crater. After defeating a band of vicious Twig blights and Thorns, they make their way to the center of the crater and retrieve the light imbued waters. The Paladin, forsaking his sacred vows, slew their thorn prisoner.

returning, the waters washed away the dark powers of the artifact. The heroes recieved their reward from the city guards of Tevinter.

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Corpses and Kobolds
Graves have been robbed in Tevinter, and tracks lead to the sewers...

DM: Andy

Players:

Kane

Paladin (Jeremy)

WuJen (Mark)

Tanis Smithson (Mr T)

The Heroes Delve into the Depths of the Sewers of Tevinter to rescue two guards and bring to justice a graverobber.
Kobolds are found to be in league with a death cleric, who is using a dark artifact to create an undead army to slay the city above.

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Hammer and Claw
Protect the keep and recover the hammer

DM: Andy

Players:

Kane

Paladin (Jeremy)

Bard (Brian)

WuJen (Mark)

The Heroes are transported urgently with no time to prepare into the midst of a fight to defend a keep. After defeating the enemy, the heroes discover that the Lord of the keep has had a powerful magic item stolen; a hammer with which he can create Sanctuary Forged items. It also seems that his daughter has been taken captive too, however the party later discovers clues that this seems not to be the case.

After trailing the daughter and her apparent captors, the heroes are confronted by goblins, which they vanquish.

They then seek directions and clues from a shy hedgehog, and follow tracks leading to a cave guarded by Ogres. Using magic to distract the foe, the heroes sneak into a cave and retrieve the Hammer, along with evidence of another foe; Tebrrisa Pax Kalinoth, who seems to have coerced / forced the Smith’s daughter to aid them.

Returning the hammer, the Heroes are rewarded.

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