Difference between revisions of "Hook City (game)"

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(Geography)
(The Story so far (from a player's point of view))
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The latest Great Migration of the Southern Continent has barely subsided and Hook City is already back to conducting business as usual.  Do our selected group of heroes have what it takes to rise up from the muck of Mudtown to gain fame and fortune in Hook City?
 
The latest Great Migration of the Southern Continent has barely subsided and Hook City is already back to conducting business as usual.  Do our selected group of heroes have what it takes to rise up from the muck of Mudtown to gain fame and fortune in Hook City?
  
==The Story so far (from a player's point of view)==  
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==The Story so far==  
  
This is the shorthand version (Click link for the more detailed narrative found in [[A Player's Journal]])
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'''Volume 1: Business as Usual''' (8th June 2009).  Our heroes adventures began in a brawl in the watery streets of MudTown, where they were able to defeat a mind-flayer’s plot and gain ownership of Black Harris’ Emporium, and also gain access to the fabled wonders of Hook City.
  
  
[[Image:Journal.png]]
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'''Volume 2: Home of the Manfri''' (9th February 2010).  Our heroes travel to a part of the Sargrass Plains that were still attached to Hook City since the Great Migration.  There they assist the strange Manfri and stop a plot by a group of Witches.
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'''Volume 3: Inbetween''' (23rd April 2010).
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'''Volume 4: Night of the Zombies''' (11th November 2010)  A prodigal son leads to a strange healer, then to a copse of corpses, then to a new way to make zombies, and then to the zombie master himself -- who is not who he seems to be.  Having found a secret entrance to the catacombs beneath Hook City, the party follows tracks to the workshop of the evil Mr. E, a necromancer who has found a way to make a new kind of zombie.  Mr. E turns out to be a disembodied spirit, housed in a Magic Jar-like necklace, who has possessed his great-great-great grandson. The party finds this out the hard way.  Before the party can stop him, Mr. E unleashes a zombie horde on the city. The adventurers do what they can to give a warning. In the aftermath, Hook City authorities have questions.
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'''Volume 5: The Ring of Malaphaz''' (20th July 2011)
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'''Volume 6: The Girls''' (22nd November 2011)
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'''Volume 8: The Death of Heather Brody''' (18th January 2012)
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'''Volume 10: Fish On!''' (30th July 2012)  Where our heroes rescued a dragon that had been balefully polymorphed into a giant goldfish with a bounty on its head!
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'''Volume 11: Return to the Temple of the Illithid''' (14th December 2012)  Where our heroes at last put to rest the Illithid demi-god and all of its imprisoned and kidnapped souls.
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'''Volume 12: Southern Comfort''' (7th January 2013)  Our heroes learn more about the secrets of the Southern Continent post-Great Migration.
  
 
==Loose Ends==
 
==Loose Ends==

Revision as of 13:25, 7 January 2013

The Game

Here you can find the latest posts in this game.

Current Events

The latest Great Migration of the Southern Continent has barely subsided and Hook City is already back to conducting business as usual. Do our selected group of heroes have what it takes to rise up from the muck of Mudtown to gain fame and fortune in Hook City?

The Story so far

Volume 1: Business as Usual (8th June 2009). Our heroes adventures began in a brawl in the watery streets of MudTown, where they were able to defeat a mind-flayer’s plot and gain ownership of Black Harris’ Emporium, and also gain access to the fabled wonders of Hook City.


Volume 2: Home of the Manfri (9th February 2010). Our heroes travel to a part of the Sargrass Plains that were still attached to Hook City since the Great Migration. There they assist the strange Manfri and stop a plot by a group of Witches.


Volume 3: Inbetween (23rd April 2010).


Volume 4: Night of the Zombies (11th November 2010) A prodigal son leads to a strange healer, then to a copse of corpses, then to a new way to make zombies, and then to the zombie master himself -- who is not who he seems to be. Having found a secret entrance to the catacombs beneath Hook City, the party follows tracks to the workshop of the evil Mr. E, a necromancer who has found a way to make a new kind of zombie. Mr. E turns out to be a disembodied spirit, housed in a Magic Jar-like necklace, who has possessed his great-great-great grandson. The party finds this out the hard way. Before the party can stop him, Mr. E unleashes a zombie horde on the city. The adventurers do what they can to give a warning. In the aftermath, Hook City authorities have questions.


Volume 5: The Ring of Malaphaz (20th July 2011)


Volume 6: The Girls (22nd November 2011)


Volume 8: The Death of Heather Brody (18th January 2012)


Volume 10: Fish On! (30th July 2012) Where our heroes rescued a dragon that had been balefully polymorphed into a giant goldfish with a bounty on its head!


Volume 11: Return to the Temple of the Illithid (14th December 2012) Where our heroes at last put to rest the Illithid demi-god and all of its imprisoned and kidnapped souls.


Volume 12: Southern Comfort (7th January 2013) Our heroes learn more about the secrets of the Southern Continent post-Great Migration.

Loose Ends

Valla's Tower

Haunted by the spirits of 2 murderered girls. They are benign and enjoy playing with Zeoll.


De Rais

Evil wizard (maybe) and his thrall children escaped into Hook City's sewers.

Archives

The full past history of game posts can be found here.

Characters

These are the characters, past and present, that have been featured in this game.

Group term in Hook City: Iron Adventurers

Current Roster

Beriothian [William] - Elf - Rogue 7

Bosk Deox [James] - Minotaur - Cleric 4 / Avenger 3

Restlin [Carl] - Human - Wizard 7

Wyaar [Jon L] - Human - Paladin 6 / Cradled 1

Zane [John C] - Minotaur - Monk 4 / Sorcerer 1 / Dragon Disciple 2

Zeoll [Cayzle] - Liontaur - Bard 3 / Cradled 2 / Seer 2

Past Characters

Ariman Couatlfang [Jason] - Human / Cleric / 1

Lenwë Palantír [Ed] - Half-Elf / Wizard / 1

Naru Aetherwind] [Adam] - Human / Wizard (Enchantress) / 1

Padre Sixtus [Drew] - Human / Cleric / 1

Motley Anklebiter [Dominic] - Gnome / Barbarian / 1

Sanji Remeid [Eric] - Human / Rogue / 1

Grendel [Jay] - Half-Orc - Cleric 1/Wizard 1

Xeron [Alain] - Human - Rogue 3

Valla Crudarian [Marty] - Elf - Wizard 3

Ransy [Wilson] - Human - Paladin 2

Cesar [Nick] - Human - Fighter 2

Maikill [Kelly] - Half-Orc - Barbarian 3

Kyan [Jon] - Human - Ranger 6

Alexi [Jon T] - Human - Fighter 6

Beltrin [Keith] - Human - Barbarian / Wizard (Transmuter) 5

Yondrim [Jon L] - Centaur - Barbarian 2 / Oracle 4

NPCs

Venbolio Penn - Quality spell component merchant and first employer of the group.

Gordo - Owner of the Bucket of Blood saloon

Vellinius - Mindflayer

Temujin aka Jacob the Lesser - Doppelganger

Sanji - once a pc, now an NPC that runs the company's shop.

Hemust and Jillian - former Noodle gang members, who now work for the group at the shop

Lilly, Burwotti and Cade - Halfling siblings that were part of the Noodle gang

Roy - shanghai'd ranger that left under unhappy circumstances later to be found working with Vellinius

Yosef, Arriet and her two children - rescued by the group and have left with Roy to start a new life. The children were later found with Vellinius with elongated faces and an odd purple hue

Magister Alistair - High level mage that lives in North Hook and is a family friend to the real Jacob the Lesser

Chief Barrantadatoda - Leader of a small Manfri village several hours away from Master Halfdane's farm

Jacob Halfdane - Son of Master Halfdane that was rescued from a coven of 13 witches

Geography

The Iron Tower Neighborhood

The Iron Tower of the Iron Adventurers stands alone in the middle of a medium-sized square. It is downriver of the Bridge which is clearly visible only a ½ mile away, and situated on the border between LaborTown and South Hook. Quite fortuitous, really, as the mercantile activities of LaborTown is full of activities that provide information and are also full of people who will trade in gold as well as the magical chits of Hook City. And from the South Hook precinct, the group has access to the constablatory, magistrates, and the respectability which comes of living in Hook City itself.

The square itself is bordered by shop/homes where the street level is of one shop or another and the upper floors are the home of the crafters, merchants, and traders who run the shops. At first, the square was nearly deserted because of the events of the Haunted (Iron) Tower. Yet the Iron Adventurers have caused this neighborhood to revive, and several new families have moved in with their own businesses. In fact, once per week, an open market occurs in the square, with vendors of all sorts vying for the attention of any passersby.


History

Here you'll find links to all the events and history relevant to this game.

DM Pages

Here are all the resources a DM will need to run this game.

Hook City Fiction

Here are any stories written about Hook City Characters/Game Events