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This page is a summary of the FLRP adventures which have been run - for each one is listed the adventure's title, the date it ran, who ran it and a brief precis of what happened. Clicking on an adventure's title will take you to another page, where you can find out which adventurers played in each adventure and read a longer and more detailed rundown of what happened.
Some of the information given here may be incorrect or incomplete, if you can help correct or expand it then please let me know.
Note that there were several adventures prior to May '00, which aren't listed here. This is partly because it was only in May '00 that Nocturne became properly organised and the system and gameworld were more-or-less finalised into rough approximations of their current form, but mainly because I can't remember most of what happened or who to that far back. If anyone wants to write any of them up so that they can be posted here, please do.

5th May '00 - Chris R - A party of adventurers is hired by The Temple to deliver a potion to the South Bastion. Bandits steal the potion. The party splits in two, and half of them get captured by drow. Much confusion ensues!
19th May '00 - Huw G - Adventurers are hired by Duke Selwyn of Tarnsville to recover the possessions he claims were stolen from him by the wood elves, only to be captured by the elves and a druid and told that the Duke is the villain Masrik in disguise. Death and possession follow...
2nd June '00 - Matt M - Having been sent to investigate reports of werewolves in Nocturne, a party of adventurers travels to another Plane, where they find the realm of Lanturne and are given some strange white swords.
16th June '00 - Dan S & Becky A - The Lorewarden's Guild seeks to destroy a cursèd breastplate that contains the spirit of the ancient drow Lucia, high priestess of the drow god of war. Alderman Kurt Zelchew sends a group of adventurers to escort a priest to the ancient temple where this can be accomplished. Yet the priest is a drow agent in disguise, and Lucia is unleashed...
14th July '00 - Serrændipiti - The Merchant's Guild hires a small group of adventurers to find out who or what has started attacking so many trading caravans in Nocturne of late, and put a stop to it.
4th August '00 - Huw G - A group of adventurers travels far into the mysterious lands of the North to seek out the Caverns of Woe and recover an ancient stone of tremendous power.
29th September '00 - Chris R - Two members of the Scout's Guild are sent to carry out some missions for the Ratking. They clear a tribe of night-goblins from their lair and infiltrate Lamorre to spy on the Iaché, but when things progress to kidnapping, one of them has qualms...
13th October '00 - Serrændipiti - A seemingly simple merchant seeks an escort through Lamorre and Nocturne to the South Bastion. But the members of his escort have been given their own secret missions by the Adventuring Guilds, and a newly active cult may be more than they appear.
27th October '00 - Chris R - A group of adventurers on militia duty in Counard are sent to deal with a night-goblin raiding party, but on the way some drow give them an urgent message that they are told must reach Outpost at all costs, no matter who or what tries to stop them...
10th November '00 - Ben A - The village of Corbury-in-the-Wade is cut off by rising floods, amid tales of hostile shamans, giant man-eating newts and strange amphibious dæmons. The village mayor sends to the Outpost Adventuring Guilds for help...
24th November '00 - Rob Y & Chris R - Alderman Matthew Carr sends his apprentice with an elite group of adventurers to recover the second of the ancient stones. Yet it seems that other mysterious agents have similar aims. Nothing and nobody can be trusted, and just when the second Silmaril is within their grasp, its bearer flees to the Elemental Plane of Shadow, and they must follow...

19th January '01 - Zerrændipiti - The agents of a dangerous cult have been swept from Outpost, but now the ghost of a dead Scout is the only one who can lead a party of adventurers to an ancient temple deep within Nocturne, where they must strike at the cult's heart before it can recover!
2nd February '01 - Paul G - A legendary sorceror of incredible, unstoppable power destroys Outpost. Only one small group of adventurers escapes - can they find the ancient artefact that will allow them to take revenge upon the sorceror before they are hunted down by his dæmonic armies? Can all this really be happening?
16th February '01 - Phil H - A party of adventurers is hired to hunt down a gigantic bear which has been terrorising Lower Winthrupe, only to encounter a group of druids who sacrifice the mayor's virgin daughter to summon a vampire to this Plane. The vampire flees, and the key to the three mysteries seems to lie within a nearby system of underground caverns...
27th April '01 - Ben A - A treacherous Elementalist steals the gem that contains the essence of the terrible newt-dæmon P'tang-P'tang, and flees to the depths of Nocturne to attempt P'tang-P'tang's release. As a group of adventurers sets out to recover the gem, the waters of Nocturne begin to rise...
11th May '01 - Phil H - ???
[I don't know what happened on this adventure, can anyone tell me?]

12th October '01 - Ben A - An important magickal artefact known as the Tear of Light is rumoured to have been stolen, so a party of adventurers set out to try and recover it. They follow the Tear's trail to a dark fortress, but are too late to prevent it being banished from this Plane.
26th October '01 - Paul G - One Elementalist is rumoured to possibly hold the key to the lost Tear of Light, and the Elementalist's Guild send a party of adventurers to find him. Yet when they arrive at his isolated retreat, the Elementalist is missing, and a tyrannous overlord is bringing the surrounding lands under his control.
9th November '01 - Pip C - A group of adventurers acquires a mysterious stone, the bearer of which is constantly plagued by ghosts. Then they set out to try and prevent a powerful dæmon lord from entering this Plane through a portal near Lower Winthrupe, yet all but one are tragically slain before they can reach their goal. Will the Fates give them a second chance to set things right?
23rd November '01 - Hanbury - There are rumours that one mysterious settlement deep within Nocturne has found a way to bring light to the darkness, and a group of powerful adventurers is sent to investigate. But why was the Elementalist who rules the settlement exiled from Outpost under armed guard many years ago, why is the settlement beseiged by a vast army of the undead, and why are its citizens going willingly to their demise in regular sacrificial rituals?
14th December '01 - Dan H - Alaric le Merchant's niece has gone missing, and he hires a pair of adventurers to find her. Yet when they arrive at the village she was last seen heading for, they find out that she is not the only child to have recently vanished...

18th January '02 - Xan - Attacks by fanatical bandits are disrupting trade between Outpost and Nocturne, and there are rumours that these bandits rise again as zombies after being slain. The Merchant's Guild and the Lorewarden's Guild hire a small party of adventurers to find out what's going on, and put a stop to it.
1st February '02 - Natalie - All the cats in Outpost are vanishing, and an old lady hires two adventurers to find her missing white Persian, Mr. Tinkles. Alas, the mystery is not solved before one of the adventurers is turned into a giant cat himself, at which point both adventurers flee separately back to Outpost, where the curse is lifted by the Lorewarden's Guild.
8th March '02 - Dan H - Some adventurers are hired by a mysterious gentleman to steal a map from a merchant's Outpost townhouse, and then to follow the map to the merchant's blackalt mine, slay the guards and annex the mine in the name of their employer. But when the employer's Drow compatriots turn up the adventurers are drawn into a far deeper conspiracy...
26th April '02 - Felix - The Council of Aldermen sends three powerful Lorewardens to Brennan's swamp to seek out a girl spoken of in an ancient prophecy recently unearthed by the Church of the One God. Instead they discover a village sinking into the tyrannous clutches of a small-time merchant, and the same followers of The One who first proposed the mission follow the adventurers and attempt to slay them. Can they find the "night's bane for the world", and will they make the right decision when they do?
10th May '02 - Xan - The Council of Aldermen sends a pair of adventurers to help defend the Galatea blackalt mine from possible Iaché attack. They are assisted in their mission by a presumed traitor to Outpost, but arrive to find the mine a smoking ruin, and are still there when the Iaché troops return...
24th May '02 - Wart - A group of adventurers is hired by a sinister dark-cloaked stranger in the Goblin's Armpit tavern to recover a sorcerous gem, which he says has been stolen from him by nomads. The Iaché also appear extremely keen to recover the gem, and the nomads claim that it has in turn been stolen from them by a tribe of pig-worshipping Night Goblins known as the "Hog-Goblins". Who will end up in final possession of this much-sought treasure?

18th October '02 - Xan - A merchant goes missing after travelling to the village of Krexel to collect the mushroom harvest for market, and the Merchant's Guild hires a group of adventurers to find and, if possible, rescue him. The party arrives at Krexel to find the village deserted, apart from the local children...
1st November '02 - Paul G - Three adventurers are attacked by dark sorcery, and wake to find their minds and souls have been sucked into the Nether Realms. Can they find the five Patterns that will enable them to create the elixir that is their only hope of escape, and wrest those patterns from their fell guardians?

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