Sanctuary One Shot Adventures

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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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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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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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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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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The Silvered Web
Hodan's Pass is besieged by an infestation of giant spiders
People have been disappearing in the city of Hodan’s Pass.

The homeless and destitute raised no alarms when they began to vanish several months ago, but in the past few weeks your quarry has become bolder, preying upon the city watch. Only ever attacking at night, a curfew has been imposed, and residents huddle behind bared doors, awaiting the dawn.
Few witnesses of these attacks speak of spiders, the size of dogs and even small ponies, and at the scenes of several attacks there have been gossamer threads, shimmering like silver, and strong as steel. Hodan’s Pass, it would seem, has an infestation.

The Low Council (looks after affairs such as harvests, petty disputes, city upkeep and other issues below the high councils concern) has placed a reward of 800 gold to the party of adventures that can delve into the caverns under Hodan’s Pass and exterminate the vermin, and they are free to plunder whatever else they may find in the caverns depths. The caverns below Hodan’s Pass are extensive, and over the cities 2500 year history, have been used for countless dark secretive deeds, some known, others a mystery. The Keepers, it would seem, have some interest in Hodan’s Pass, for they have brought this bounty to the attention of their agents, and given them leave to persue it at their interest.
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