This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Tuesday, November 18, 2014

Meet 67, Adv 4, 11/8/14

Diseases, sicknesses and curing spells

CLW and the various incarnations are a staple along with healing potions - so this isn't about that. Instead we are talking about diseases, parasites, and other sicknesses that the party might get in the dungeon. We had three this meeting, 1 from a giant centipede bite and two from just the general foulness one get mucking around with rotting flesh and dead bodies for 15 minutes.

The point is that the diseases were all pretty nasty (Chronic - all of them) and one was possibly terminal. There is a Hospice in town that we gathered at and it would help the situation - but not necessarily cure it - plus it would take days to run the course and get the party back up to snuff. So they wanted to know - is there anyone in town who can heal the disease? A fast look and poke revealed ONE. ONE cleric in town with the right skills and powers that can cast Cure Disease.

They got the job done and more power to them for it - but I think it hammered home the possible devastating effect of such an enterprise that might affect the party so far from home.

Write up follows:

So the party dug and dug from both sides of the fallen ceiling while the rest of us gathered the undead's fallen spears, shields, and even bows and arrows. We gathered up our spent blunt arrows and applied bandages where we could. Upslope, the fire continued to burn, consuming the couch, dresser, and rug – adding more haze and soot to the air that slowly wafted its way up and towards the entrance.

Meanwhile Zeta and Tranis carefully made their way to the corner where they dared to look around – open space, no heat sources, indistinct walls. We needed a light source. Torch was lit and brought over and we were able to get a better look.

And we saw bones.

Lots and lots of bones.

Perhaps the makings of almost 50 bodies, but incomplete at best. There was one missing a rib cage, there another was from the pelvis up. The ceiling rose to just about 10’ in height and was poorly worked, same with the eastern wall – irregular and ill made. About 2/3rd of the way across the chamber was almost 3’ of stout oak sticking up out of the field of bones, canted away from us. A lever? No one wanted to chance going in; besides the bones themselves had a strange almost powdery-like residue on them.

It was at 4:30, the path out had been cleared enough that we can all crawl back and forth across it, which meant it was time to decide to stay…or go. The general decision was to leave – excepted by Marcus, Zeta, and Pecheri. We should press on and get our quarry. The counter to it was – this was obviously our quarry’s home turf, it’s been three hours since the assault, and he’s most likely well holed up and ready for us should we approach. We should back out and re-equip ourselves for an assault through a dungeon and that would also mean getting some hirelings to help out.

We settled on giving the room with all the bodies the once over to check for secret doors, since it seemed there was no obvious way out of the chamber now. Plus there as the lever. Tranis made a lasso and Pecheri tossed it over the lever from 25’ away. Then it was slowly goosed tighter and then…pulled.

And it flopped towards us and dragged across the floor – metal on stone. Whatever it was, it was not a lever, and it was lodged in a rib cage. We pulled it all the way – and it was a sledgehammer. Badly worn, handle cracked, but it had been used to dispatch the current body it was trapped in. Zeta offered to check the eastern walls for secret doors, and Marcus the western. They were both outfitted with ropes around their waist and then sent forth, the opposite ends held by Auri. The two of them crossed the room slowly, stepping over the larger skeletal remains, disturbing the others that were too numerous and small. Then at the back wall they searched that one over – no doors. They did discover that in many of the ledges back here were old signs of candles. And they did find a second sledge hammer which they took with them.

We left the battle site and worked back to the store room. From here we stayed low since the smoke was still heavy and settled at least half way down the clear air. We trudged up slope to the pentagram room and then one at a time, stepped over the bloody lines through the sooty haze – Flimflam noting that the “heaviness” didn't seem to settle around him for some reason.

And finally, 5:20 pm, we emerged from the ground to the surprise of the local militia who were still policing bodies and taking care of the wounded. We talked to them and they agreed that Sheriff Nexius had already been apprised of the situation – and wanted the “hole” guarded. We went next to the Thanach Estate where we verified with Crastori that his wife, daughter, and most importantly, Selene, were all hale and resting. We were offered dinner and we stayed, and to help things along – Flimflam finished the Coming of Age Ceremony for Selene – the young girl formally recognized as an adult to the world and surrounded by her adopted family.

Marcus and Geld offered to stay while the rest of the group went to town to talk to the Lord, go to the aviary, and do some shopping. We would be cycling people back and forth from the Thanach home to keep guard and would return to the dungeon in 3 days time. Pecheri gave Crastori a small scattering of tiny diamonds to buy his horse and was returning to Woodhelven to be better prepared and with more firepower. He will be back on the evening of the 24th in 2 days time.

It was almost 8 when we entered Heatherfield and we trudged to the aviary first. There were no messages for us and we could return tomorrow to send a fresh one (birds don’t fly at night). We spoke to Lord Gelus next and besides eating his apples, told him what was what and sort of left it open ended on what help we might get. He offered to pay for our Hospice for us and was also going to help arrange meetings with whatever hirelings we were thinking about. Shieldbearers, porters, linkboys, slingers, light, and heavy footmen – whoever we could get would be terrific. Three of us (Quintus, Zeta, and Tranis) went to the Hospice while the rest of us went to the Mane and Tail to get some sleep.

During the night things grew worse for a few of us. The parasites, diseases, and other foulness of the dungeon environs were negatively affecting a few of us. Zeta grew feverish in the Hospice and his fever needed to be broken often. His body was wracked in pain and his heart was beating irregularly. Quintus became filled with mucus, the buildup causing him not too little pain as it made him temporarily hard of hearing and unable to breathe without constant help and clearing. He too was lucky to be at the Hospice.

Marcus though was something else. While at the Thanach household he awoke feeling sore and went to the privy where he sat for some time voiding his bowels. When he felt empty he wiped and was bothered to note blood in his stool. And then half an hour later he was once more wracked with cramps and voiding his empty colon. And the pain continued. In the morning, Geld loaded his friend and bondsmaster onto a wagon and brought him to the Hospice where he was diagnosed with a virulent form of Dysentery.

Such diseases were going to take days to run their course and the party could not wait such a length of time. We needed something more. So Geld, Auri, and Flimflam went to the Temple of Demeter to plead their case and were told that there was a healer of some skill at the Temple of Hestia who might be able to help – magically.

So we went there and the three of them were introduced to two brother acolytes who were the liaisons between their aunt (the touched healer) and the public. They fleeced the party a bit for donations and robes and audience fees but when it came time to charge the group for healing, at 600 crowns total it was outside out price range. We couldn't afford it. So then we tried to bargain for a service and she (the aunt) offered to heal all three for a fraction of the price if they would accept a Quest spell to be satisfied after their dungeon trip.

We dickered back and forth and then Auri revealed to one of the brothers that she was indeed a woman – not a man as had been indicated. This was shock and when the brother asked the same of Geld, he said, yes, me too. The quest spell was accepted (Geld did it) in the promise for the shorted amount for the Cure Disease – and when it was done our friends were healed…and Geld had been transformed into a woman. It was terrible for him…her, and we were told that it would remain like this until the quest was completed.

We then (all of us) went back to the Mane and Tail where we met with 5 shieldbearers and 3 slingers. It took some time to interview them all and we were having a late lunch, discussing what the merits and benefits of each were before going on with the interviews for the next batch of possible warriors as well as non-combatant henchmen.

Tuesday, November 11, 2014

Meet 66, Adv 4, 11/1/14

Mega-Combat

The big end piece combat for tonight ended up being two sets of combat separated by a 25' long spillway of collapsed ceiling that split the party in two and involved everyone struggling against a 5 count of carrion crawlers and an almost out of control fire as well as 27 skeletons split into three waves assaulting a no-retreat location.


We survived but three of the party members were on dregs and had to rotate out of combat. Our only healer was also located on the wrong side of the collapsed wall which did not help matters none. However it was 21 rounds of combat involving over 40 combatants and it was a blast.

Write up follows:

Pecheri was big on going after the quarry now but was willing to give us a hour to get ready before going in. Selene was escorted along with her family back to the Thanach homestead and Flimflam used bandages to fix what painful wounds he could in our party. We also went to the cask of oil that had not exploded and filled one of the wine bottles about half full as well as Quintus’ lantern. Finally ready and girded, we drew weapons, formed ranks, and headed down into the ground.

The corridor started at roughly 9’ or so wide with varying ceiling heights running from 7’ to 10’. The floors were smoothed but not smooth, the walls rougher, and the ceiling fairly crude. The steps had the sharp edge to them of either newerish construction or lightly used at best. The walls were limestone and other igneous rock mixed in and the feeling was that the corridor we followed was at some point maybe an original crevice that had been worked to its current state.

We left the surface behind 20’ above us and then a short sloping corridor led to another set of steps going 10’ further below the earth. It revealed a large chamber with an opening on the north wall and another on the south east corner. In the center, taking up the majority of the floor space, was an almost 30’ thaumaturgic circle drawn in a 6” or so wide swath of blood; with a similarly painted pentagram in the middle. Maybe 20 or so melted pale blue waxy lumps were situated within and along the bloody lines, and even smaller symbols to Hades were scattered inside – painted or drawn onto the floor itself.

In the southwest corner were half a dozen wooden buckets covered in cheesecloth and some maggoty piles of bloody flesh that came from both livestock and people – used apparently to draw the pentagrams. Besides the obvious there was an undercurrent of unease being near the symbol. It appeared there was no easy was across except stepping over the lines and making ones way across the chamber.

Something no one was anxious to do.

We dared not touch the blood since it was still somewhat fresh looking but by all rights it should have dried and congealed. We dared not touch the blood since it was still somewhat fresh looking but by all rights it should have dried and congealed. We threw stones past the circle and again inside the circle – no issues. Finally the group decided they were going to pick their way across – the lines were not too thick and could be easily stepped over. The party then crossed one at a time, with Pecheri going first.

He complained that it seemed disturbing at first but he made it over. But for each person that went after they also felt a feeling of unease that did not fade – staying with them after they made their way over. It seemed that just Marcus and Pecheri were unbothered.

We then followed the northern corridor slowly, taking care to map carefully and watch around each corner. With Zeta and Tranis in the lead (for tracking and trap finding purposes) they cautiously led us to the first corner some 30 feet or so away and we looked around.

30’ long, turns to the left. And a 4’ tall, 3’ wide blackened section of the wall had a depiction of Hades’ ram’s head symbol on it. Fuck.

We approached, and Flim (being in the lead at this point) was able to feel an uncomfortable feeling again getting closer. There was a corridor going left here (short, maybe 25’ and turning to the right again) but we weren’t going to go past unless we could clean the symbol somehow. We hurled a flask of water at it, and it did work – runnelling some of the water down the wall. So we had Tranis hold his waterskin like a spigot and squeezed – sending a stream of water to run over the surface, and obscure the symbol to Hades after about a ¼ gallon or so was wasted.

No longer feeling the strange oppression we continued past and came to the next corner. A set of sharp edged stairs were here, running down to an open space. Quintus whistled up a light spell on a rock and we tossed it deep into the room.

The chamber (oddly shaped) was filled with hundreds of carapaces of a variety of sized beetles – most of them the size of a finger, perhaps 10 of them as large as a cat. There was a layer of glistening ichor on most items, including the walls up to about 2’ in height. There was some concern on going down and then we saw figures undulating into the room from the far side. One at first and then a second, and finally as many as 5 (that we could see). They were sickly vomitus pale, 18” in diameter, over 12’ in length. They moved like a caterpillar on scores of feet except exceptionally fast. They had no discernable sensory organs, their “face” appearing to be the puckered end of some giant inbreathing worm.

And then it caught scent of us and sped up in our direction. It puckered open spewed out and pulsed, and eight 4’ long writhing tentacles lashed out, sending some goo to splatter against the area. A few of us shot, but for some reason our arrows were ineffective; or shots were poorly aimed and of no effect. That was when oil was dumped on the stairs and set alight. The flames roared up, stopping the crawlers in their tracks just before they got to us, causing them to retreat also amidst a scattering of our still ineffective arrows.

Deciding that this was not the correct way, we made our way back to the pentagram chamber and crossed it again, this time going to the south-eastern corridor. Once more that sensation of something wrong settled on everyone and we talked about what to do next. Pecheri volunteered to go back to the entrance and refill a bottle with oil from the cask that was supposedly still up there. While he was gone, we upended one of the buckets in this room just to see what was inside. Blood. Congealing blood and entrails. Fucking great.

Pecheri came back with 3 bottles (2/3rds full) of oil – dangerous stuff. We split it amongst us and then turned our way to the east. The corridor sloped down here at 30 degrees – fairly steep, to what seemed to be a storeroom. We carefully made our way down and proceeded to look around. A chest of drawers, moldering sofa, 2 low wooden stools, a pedal driven grindstone, 2 barrels, a rolled up carpet, and half a dozen piled large mismatched cushions. There were two ways out of this room, one on the south and one on the north.

The group split up and began searching around, poking and prodding. The chest of drawers seemed to have clothes (apron, hat, toga, slippers) and the barrels sounded full, but it was Quintus poking around the cushions that disturbed a serious number of bugs and spiders…and three almost 2’ long centipedes! They swarmed around his legs and boots, one of them getting high enough up his thigh to bit him, the toxicity of the bug’s venom making his ill and sick. The group raced over and some well place blows killed two of the centipedes while the third retreated to the cushions to hide. Flimflam looked Quintus over and said that the effects of the toxin might (might) fade with rest and sleep. The sorcerer decided to tough it out for now.

We lined up again and this time decided to head south. The corridor went straight for some distance and then jogged right and then left again, the ground sloping down at a slide worthy 20 degree angle. We were walking with care when Zeta and Tranis stepped across an unforeseen trigger, sparking a glyph that fired off…followed by a cracking overhead and the raining fall of dust and stones. Most of the party still under the now collapsing ceiling ran forward: Zeta, Tranis, Auri, Pecheri, Marcus, and Quintus. On the other side of the falling rock, Geld grabbed Flimflam and pulled the gnome druid back UP the slop and away from the mounding rock and falling stone; Whosea, Sanford, and Hugnin also stuck up there. A cloud of dust and grit was billowing out, knocking visibility to a few feet and making the party (on both sides) cough and hack.

And then Tranis’ group heard the sound of movement in the gloom. Movement that was clattering and coming closer. The haze was still heavy in the air and we didn’t see what it was until was just about on us. And then they were there…coming out of the shadowy light: skeletons. Over half a dozen and coming towards us.

We shuffled battle lines fast, seeing that we were going to be facing a number of the undead Auri, Zeta, and Tranis took point, Pecheri and Marcus readied bows, and Quintus (feeling ill) began clambering on the pile of stones, trying to dislodge enough to make a crawl space up top for us to get back. Two of the skeletons that were facing us did not move with the jerky motions of the animated undead – but with clear purpose and skill like that of a warrior – as evidenced by their rapid closing and assault with spear and shield.

The battle lines clashed and Pecheri drew back a red feathered arrow from his quiver, took aim past the front rank and let fire. And the Detonation Arrow blasted the back ranks of the skeletons to splinters. 5 of them blew apart to bones and sinew. One of them at the moment of impact, whirled around and let its shield take the blow, dropping the shattered barrier before snatching a fresh one from the floor and then striding forward.

Our attacks were strangely still not as effective as we’d like, some of our attacks just flat out missing for no reason. We shuffled our weapons around to bludgeoning and clubs where able to and brought the punishment against the few skeletons still here.

And then another 9 skeletons came from around the corner.

Meanwhile Flimflam had ordered his animals to watch the two other corridors from the storeroom and he and Geld tried to tackle the mound of rocks before them.

One of the undead had a bow and before they could get closer, Pecheri pulled out another Detonation Arrow and let it soar down at the back bunch. One of the skeletons with a shield jumped UP in the path of the arrow and took the blow, preventing it from tearing the second wave of skeletons apart, only dropping 4 of them. The remaining 5 swarmed forward and we were facing two ranks deep of stabbing skeletons. Both Auri and Tranis were fighting defensively while Quintus abandoned digging the party out to add his magic missiles to the combat. What few blunt arrows we had were flying against the undead, but the better undead warrior types were not going down easily.

And then a third wave of skeletons came around the corner, two of them sporting bows. And they fired. Quintus was hit and so was Zeta – both of them suffering painful wounds. And then Quintus was hit again, stabbed in the upper thigh and now moving even slower. He struggled with some goodberries and the group realized that their healer was on the other side of the mounded stones.

And the skeletal line grew thicker as the undead tried to press their advantage against us.

Flimflam and Geld had removed only a few of the lighter stones from the top of the pile, opting on making a crawlspace for the druid to get through when Sanford came back yipping and barking wildly. A fast speak with animal spell revealed what we were afraid of – the 12’ long tentacle crawlers had found where we were and were coming from the direction of the pentagram room.

The two of them raced there along with their animals and were sad to see that TWO of the crawlers were already near the top of the stairs. How to stop them? How can they stop them? Fire worked before, it’ll work again. They took one of the bottles of oil and hurled it where it smashed on the stairs, then Geld took the torch he had and tossed it – missing the oil! Again, the feeling of “just not right” was affecting the two of them. So Flimflam told Sanford to race up there and kick the torch forward 2’ so the flame would hit the oil. It had to be now, the crawlers were at the stairs and coming down! Run! RUN!

With only seconds to spare, Sanford hit the lit torch with enough force to send it skittering into the oil and WHOOSH! It ignited! The fire raced up the steps and the lead crawler was suddenly hit awash with flame. Geld had run up to the chest of drawers and was throwing the top drawer and clothing within up the steps to add to the fire and keep the crawlers back. The one on fire raced forward to get out of the flames but moved slower and died, a 12’ line of burning flesh.

The group tried to hold the undead back and Pecheri was down to his last blunt arrow. Quintus channeled his attacks at the better fighter type in the center, magic missiles breaking against it. Everyone else redoubled their attacks at the same warrior until it was forced to splinter its shield on one of Auri’s crazy club swings. And then with the way clear, Pecheri fired a final Detonation Arrow down field and blew up another swath of skeletons. We were now facing just about 14, and Zeta had to withdraw from the front line. Tranis was barely staying ahead of the blows he was taking, eating his supply of good berries and draughts only to have a number of stabs reduce his hit points once again.

The gap in the line was filled by a showing skeletal warrior and everyone in the back ranks assaulted that one skeleton until it fell, and then Pecheri stepped into the breach with his long sword drawn. His blade was not nearly as effective as Auri’s club, but he gamely did his part, hacking and slashing with his blade doing half damage.

Upslope Geld dragged the big grindstone back towards the top of the slope while Flimflam let fly another (the last) bottle of oil to the top of the stair – catching the closest crawler that was already burned and setting it further ablaze. Meanwhile the burning oil had spread across the stone floor and had set the couch on fire. The smoke was turning dark and thick and the room was filling with haze, the air difficult to breath. The two friends dragged the chest of drawers and the two barrels back to the slope; making a crude barrier that should stop the crawlers IF they come back and AFTER the fire burns out.

From there the two of them turned their full attention on making enough of a crawl space on top of the pile to go and help their friends.

The undead were relentless, and the better skilled ones continued to hit the group, whittling hit points away one at a time. Eventually Quintus was out of spells and he and Zeta worked feverishly on clearing enough of a space up top to get their way out of this area and back to Flimflam. One by one we took the enemy down until Tranis had to pull back, unable to fight on. Marcus took his place and the trio of Auri, Marcus, and Pecheri did the best they could on the skeletons.

The numbers continued to dwindle. 8. 6. 5. We could hear Flimflam faintly calling us through the rock pile and those not involved in the long long long fight shifted hundreds and hundreds of pounds of rock.

Finally, we could see Flimflam’s hand through the top of the spill and Quintus helped pull the very welcome gnome through. The space was not large enough yet for Gel…or for us to get free, but progress had been made.

Finally the last of the superior fighting undead fell and the last three became cruder in their tactics and abilities. Still fighting, but more mindless than before. With a final frustrated flurry of stabs and crushes, the last of the undead horde collapsed and the party took much needed stock of themselves and their situation.

Friday, October 31, 2014

Meet 65, Adv 4, 10/18/2014

The party had the opportunity for some outside combat this meeting. However it was in a battlefield that had been picked by the enemy and prepared according to his needs and capabilities. The group was scattered for the most part and although they did manage to keep Selene alive, 19 other townsfolk did die and they are about half spent on healing.

Now the bad guy is getting away into an area that is his home turf and we have an opportunity to follow. So the party's track is now heading towards dungeon crawl (we had outside, town, investigation, diplomacy, and LARPing.). Let's hope they have all they need for this trip.

Write up follows:


We left the city proper of Heatherfield and wound our way north and east; crossing a number of the roads and byways until we arrived at what we had been informed was the Thanach family Homestead. The walls were in good repair and there was a well maintained one story home near an elongated barn and kennel. We rang the bell and waited until a 60ish looking healthy woman came out flanked by a pair of alert shepherds. She approached (not too close) and spoke to us, the party stating they were interested in dogs and had other matters to discuss. She called for her husband, Crastori, to come out and from the kennel along with a dozen other dogs came her husband.

We were invited in to see the grounds and the animals in question. Conversation turned to studding out Whosea and the Thanach family’s following of Demeter as their patron deity. We then turned the conversation more to what we were interested in, uncovering if the family had Selene in their care. And the answer was yes.

Their daughter, Dorothea, was the midwife assistant in question during Selene’s birth and told us of some strange whispering she heard that night; the selfsame whispering that told Torg (Selene’s father) to kill himself. Her presence was unnoticed and she managed to secret Selene’s birth for some time before bringing her to the Thanach home where she has been raised as a quasi-granddaughter to Crastori and Oona. Crastori wasn’t sure where the money was coming from or why, he assumed that he had sold the Silverhair some dogs through a third party years ago and they were supporting his effort by sponsoring his family annually. He was surprised to learn that this was a VERY rare case and that was what had led the party to their family.

We did some checking of the dates and narrowed down that Selene’s actual birth day was two days ago – the same day the Hades ward fired into being in the Raugeri root cellar. Selene was having her name day this Watermonth the 22th (2 days hence) and Flimflam was going to take over to run the ceremony. We felt that whoever was going after the Raugeri family was going to make a play for Selene next and the entire Thanach family was in danger merely by being in the girl’s presence. So for the next two days we were going to make sure someone was here on the family Estate (in fact, two of us), while the rest of us made sure that we were ready and investigated what leads we could around town.

The ceremony was to take place on the next estate owned by Meloder Griffanus, a taciturn older fellow who had beautiful property along with a few low rolling hills, a grotto, and a small pond. He allowed us to look around the place (seeing nothing out of place) and in fact there was already some set up being done (tables, chairs, a podium). There would be maybe 90+ people in attendance at the coming of age party and we knew that we were going to need some luck, eyes, and tactics on our side.

Quintus struck up a flirty friendship with Dorothea, the two of them growing closer as the days marched on. Flimflam was able to get three bottles of holy wine from the Temple of Demeter (normally, not for sale, but he is a druid/priest of and he was willing to perform the ceremony effectively for free.) We then purchased a number of small glass vials and divvied them up amongst the party as holy water/wine assuming undead were going to come out during the ceremony.

Finally the day of the party arrived and almost 100 people made their way to the Griffanus Estate were 5 trestle tables had been set up along with almost a dozen smaller tables. There were two fire pits (point of danger – Marcus and Geld took up position there) each with something brazing upon it. Many of the locals brought something to eat and for two hours there was much eating and conversation. The party stood out slightly (armed and armored) but did mingle and keep a watchful eye of the proceedings. Quintus had cast Mage Armor on Selene, Dorothea, and a few others in the Thanach family. There was some frolicking and general eating and goodwill for a few hours until noon arrived and Flimflam began the actual ceremony itself.

The group was around the entire perimeter of the gathering, watchful and alert. Only Flimflam and Quintus were near the heart of the group. And then Whosea and Sanford grew excited and anxious, broke ranks and charged Selene. She was born off the dais and into the crowd a moment before one of the barrels that were making up the lectern of the podium grew superheated and exploded.

Flim and Quintus were both badly hurt and burned and some 9 other people in the crowd were set on fire from the exploding oil fire. Selene was prodded to her feet and was told to run – and then at the 4 cardinal points of the fire appeared 4 flaming demonic looking monkeys, each almost 6 feet in height and each bearing a feral cunning and a terrible glint of mad intelligence in their eyes.

Flimflam cast JUMP and cleared his way out of the fire while Quintus jumped and rolled his way to Dorothea who was badly hurt and dazed from the explosion. Selene was running towards Marcus, but the crowd was thick and mad. The monkeys started attacking the crowd and hurling fire everywhere. The group was scattered and there was no easy way to concentrate their strengths.

Zeta was pushing his way through the crowd, trying to get closer. Tranis had the longest to travel, running across the field, bow out ready to pick targets. Marcus and Geld shoved their way through, spears out. Oona and Crastori were yelling for Selene. A nearby monkey smashed into Dorothea and knocked her down and out and then another turned on Quintus who raced away fast. We learned that attacking the monkeys caused the fires on their body to flare out…and killing one made it explode – setting others around it on fire as well.

Another table exploded – this time right next to Selene, causing the girl to veer off course to Marcus and dropping another 5 count of townsfolk. Meanwhile the oil fires continued to spread and another 4 flaming monkeys appeared. Quintus, being chased by a much faster monkey threw himself into the grotto and dropped into the water, quenching the flames. The monkey stood on the edge of the water and threw flaming crap before turning his attention to the rest of the fleeing townsfolk. Spears flew and arrows followed and the monkeys targeted dropped and howled, their wild animalistic fury shifting to those who dared to strike them.

One monkey grew very close Selene and Marcus noted an elf on the far edge of the clearing was standing there with a bow out – who then drew back and let fire 3 clothyard shafts to intercept the demonic ape. Selene was spared and Whosea took the brunt of one of the attacks, the brave canine going down to 2 hp. Zeta was trading blows and losing, Quintus pulled himself from the water and let fire a pair of magic missiles. Marcus exerted his will and affected normal fire on the huge oil fire, cutting its area in half and saving many of the locals from further burning oil.

While scouring the battlefield we noted a think wavering sheet of flame creeping across the ground and heading to another table and our elven aide did as well, sending a volley of arrows over there to plunge into the ground and disrupt it from its source. It worked as the fires died around the moneys, making them no longer as terrible a threat, and stopping the spreading flames. It took a few more minutes to bring the chaos under control and then healing was doled out. Oona and Crastori were hurt badly but would live, same with Dorothea. Selene was healthy. Most of the party was hurt and suffering from painful wounds.

However as to the threat – we found 2 of the elven archer’s shafts, but one was missing. The archer, haughty, arrogant, high elven – identified himself as Pecheri Longwalker Silverhair and he was here to make sure nothing happened to the “human whelp”. He was more incensed at the loss of one of his arrows that was not accounted for. We also could not find a hole where the enemy spell caster and monkey summoner had come from. The thought was illusion. Pecheri browbeat Quintus into walking around blindly until he stumbled through an illusionary hole and fell down a set of stairs. Below were the remains of a ritual, a discarded hammer, and the missing arrow. Some blood splatters were seen but they ended immediately leading us to think of magical healing or potions.

Pecheri was pissed at his broken arrow and wanted to hunt down whoever and whatever it was. We know it was hit and fled, and this is our best lead to finding out what it was and what it could be. The elf gave us an hour to gather ourselves together and then we should plumb the depths before whatever it is gets away.

So here it was, 1:15 on Watermonth the 22nd, 19 villagers had died during the attack, and Selene Thanach nee Raugeri was still alive – but her mysterious killer (and maybe murderer for the last 25 years!) was on the run in the gloom and dark of an unexplored dungeon. We had an hour to gather ourselves up and then give chase. And the clock was ticking.

Monday, October 20, 2014

Meet 64, Adv 4, 10/11/14

The group had the 2nd half a major fight this week, this time WITH the bandits they had been fighting with AGAINST the sudden undead horde that had assaulted them. The fight demanded that both sides fought together since the undead were indiscriminate in who and what they were killing. Both parties had their strong points in the fight and when it was over, a truce continued where the group came up with a way to integrate the bandits back into society.

From there the group then went into an investigative bent to track down what and where the undead beacon came from and why it fired off now. While they were learning about the decimation (not the right word, since it was much more than 1 in 10) of the Raugeri family, there was just shock at how so much horror (some of it fire borne!) could befall a family in such a short period of time.

Write up follows:


The bandit leader, Castus, called up a flaming sphere and rolled it into the pit and through one of the opening along the wall – bottlenecking the undead in there. Four of them made it out through the flames and pressed forward. Another of the druid’s up top called to the camp dogs and three of them burst from the house and slid down the steep slope to the bottom, lining up with Marcus as well as the bandit fighter (named Torquil), growling and bristling. Two other camp dogs ran to the south side of the pit where a bandit there shouldered his bow and pulled out a 50’ length of rope. He quickly made a yoke out of it and draped it over the head of the 2 dogs standing by. Then a bandit sorcerer touched the rope and it thickened and grew tougher.

Flimflam called out to his hippogriff who flew from the house and slammed down in the pit, in front of the opening where it immediately began savaging the undead there. A number of finches and a hawk dived from the top of the house and assaulted the “slept” druid and sorcerer in the pit, waking them up slowly. Zeta was popping as many goodberries as he could, pulling himself to the pit where he and another archer dropped a second rope down to help ferry people out.

The skeletons and skeletal animals ripped out amongst the party trapped in the pit, boney claws and fingers tore and scrabbled and twisted, trying to bring the living members of both groups. Quintus and one of the bandit sorcerers tried to disrupt the undead but the flashing ensorcelled rays went wild, nothing really hitting. And from above, every person able to plied bow and blunt arrows, trying to knock the undead back.

Flimflam cast jump on Whosea and called Sanford back to him, the fox clambering into his lap. Then the oversized dog LEAPT all the way out of the pit in a single bound, clambering his way to the top in a spray of earth and falling dirt.

The battle was on as the party did their best to hold the ground. One of the druids tried an animal summoning but ended up with a 5’ viper – no use in this sort of fight. Torquil motioned for Marcus to “get out of here”, the elven fighter/wizard thanking the doughty warrior and then ran for the ropes, along with the druid in the pit. They climbed and pulled and twisted, the dogs up top and Zeta and the archer helping out.

Castus roared for everyone below to “watch out!” and then called upon Gaia, dropping a localized sleet storm on the entire right hand side of the pit, the buffeting wind, snow, and ice causing the undead there to stumble and fall. With the sleet storm brewing, Castus lost control of his flaming sphere but not before it consumed another two skeletons. However, a skeletal bear was now in the fight – and from the other tunnel, 4 skeletal archers and a more zombies were coming out.

One of the dogs took an almost mortal wound and went down with a howl. More of the figures below were now out on the ropes and Torquil tied the rope to the unconscious dog where it was lifted to safety. The undead continued their assault and arrows fell like rain from above. The bandit fighter was shot by undead archers and was losing blood quickly. Zombies were rising and falling in the icy sleet and Torquil aided a second dog to the ropes, tying it on him so he could be lifted free.

The sleet ended and the last dog held off the undead long enough for another to come down. With sure and quick moves Torquil hastily tied it around the last canine and holding on himself and using his free hand to block undead attacks with his shield, the two of them were lifted to safety. Once up top the party did not stop in their barrage of arrows. But something strange happened.  The undead became calm and slowly shuffled back into the tunnels, no longer paying any mind to us.

We went into the Estate home where everyone pooled their healing, getting the bandits and the party back to full. We talked with Castus who admitted that they do not need to do the banditry anymore. Heatherfield was well off and there was much prosperity around. Most of the original bandits had stopped with the new found wealth the city was experiencing and had gone back to the city with real jobs. These last nine all had prices on their heads and Castus wasn’t going to risk any of them.

The party then explained who we were and what we were doing. They had heard about our efforts with the other bandit group we had helped to remove and filled us in a bit on the Grey Havens and Marilee Jerinston (the leader of it). She’s a bit crazy and her 2nd in command is cold and worse. Castus and the others want to settle down and it took minimal dealing to have them disband. It is contingent on them getting a letter of amnesty and Lord Geyzer of Heatherfield is ill-intented to supplying it. However, the party is going to implore to Baron Ceril Taugis of Shakun to write such a letter and pardon, which should solve the problem.

At this point the bandit’s sorcerers took us to the root cellar where we saw a now revealed glyph to Hades on the wall. It was not there yesterday. No one had been down here. There was thought it might be a beacon – something put in place years ago but triggered now. We then (a few of us) went to look at the pit. The two tunnels were older – natural limestone with some working to smooth them out. It appeared they met up with each other a bit further on. And there were more of those small symbols to Hades on the wall – at around the 2’ or so height. Goblins? We aren’t sure. Maybe it’s something about the Estate? Emblazoned on the front door was the name “Raugeri”. We were going to check it out at town tomorrow since beacons for undead is not something either us or Castus and Company thought was a good idea to have just sitting around.

We took all our belongings and the bandits took theirs and we all went to another Estate home where we settled in and shared what food we all had with one another. Castus and company were going to go to Dairymeade and spend the next few days there until we could get a letter from Baron Taugis. From there they would be pardoned and would go on to Shakun. So at 8:30 AM on Watermonth the 19th we bid them a fond farewell and headed ourselves back to Heatherfield.

We sent a missive via aviary to Baron Taugis and then ate breakfast. From here we went to the Hall of Records where a magistrate was willing to help us out for a price. Gold. And keep it coming.

The Raugeri family was maybe 25 years ago a very well to do local merchant family, dealing in livestock. They owned 4 Homesteads at their height and were one of the only families in town to have the patronage of the Silverhair family of Woodhelven, an influential trading elven clan. However, through our research, the next 11 years or so had a number of terrible strange events misfall the family line.

·         Last height of their influence was maybe 25 years ago (year 156) – big fire @ main family home killed patriarch Krithius, 4 of his family members (brother, brother’s wife, eldest daughter, granddaughter), and 2 visiting dignitaries from Woodhelven.

·         Darius (eldest son – 9 months later (157)) died in a hunting camp, got drunk and fell into a fire – burned to death.

·         Maria (wife – 1 year later (158)) died in her kitchen with her daughter and 3 cooks when a chimney had a blowback and suffocated them all.

·         Thalius (youngest brother – 8 months later (159)) died from lung sickness from too much pipe smoke.

·         Tremont (next eldest son – 1 year, 6 months later (160)) died when the glassworks exploded, taking him and his son out, and the 4 members of the glassworkers working there.

·         Ulara (Darius’ wife – 4 months later (161)) died in her sleep, no cause listed (She was 42).

·         Orina (Thalius’ only daughter – 1 year 9 months later (163)) disappeared during a ride with her handmaiden and a suitor named Boris – no sign, never returned. Horses returned to family stable on their own 4 days later.

·         Castius (youngest child – 1 year, 2 months later (164)) and wife Flaria, and their only child all died along with their home staff of 7 during a bad break out of “Feverchill” pox. It is noted that only the town’s former physician and the town’s former Sheriff were the only ones to die during this outbreak (although over 50 were reported sick – no one else passed away).

·         Shortly after Lea (Darius’s elder daughter – 2 year, 6 months later (166)) married a minor merchant’s son named Karent, their home was burglarized, the two slain, along with their household staff of 2. Family dogs were taken and never seen again. No real goods seemed to be missing.

·         The last one was after Senia (Darius’ younger daughter, 1 year, 4 months later (168)) had wed a guardsman named Torg Bracken – she had complications during delivery and died. Torg was bereft with grief and killed himself that night by hanging and drinking hemlock. Their child was named Selene. It was thought that the child died during the birthing.

At that point the Raugeri family line has come to an end and the Estates and Homesteads reverted back to the local lord. There were 13 girls admitted to the Heatherfield Orphanage during that year and we were going to check them out soon to find out if Selene survived. The Raugeri family was noted for black hair and blue eyes – traits that we would hope to find.

The Magistrate did uncover one item of interest. The Silverhair clan of Woodhelven sends a annual stipend of support to the Thanach family here in Heatherfield – a peculiar and not normal situation. According to the tax scrolls, this has been going on for 11 or 12 years so far. The Thanach family is a known for dog breeding and their family head is listed as Crastori and his wife, Oona. They have 4 children but none of them are the right age to be mistaken for Selene (from low 30’s to mid 20’s). We were going to see them tomorrow.

We went to the Orphanage next and investigated there – getting much information on the girls from that time, but none of them were panning out to be the missing (if even alive) Selene. The group split up a bit with visits to various shops and even the Half and Helf Brothel took place (hooray for Zeta!). Flimflam prepared a number of Goodberries (we had gone through many of them today thanks to the fight with the bandits and the undead) and the party was getting themselves ready for bed.

We awoke the next morning early, readied ourselves after breakfast, and on Watermonth the 20th @ 8 AM prepared to head off to the Thanach family and learn what we could there from Crastori and Oona.

Tuesday, October 14, 2014

Meet 63, Adv 4, 10/4/14

Good Plans.

At this meeting the group spent a decent amount of time coming up with a plan to attract the attention of the bandits and give an option for them to track the bandits at a later time.

I'm almost sorry they didn't go with an earlier iteration and rub peppermint all over a fat sheep.

Write up follows:

The majority of the party went to the Mane and Tail Inn to get a bite to eat and discuss what our options were next. Flimflam detoured to the Temple of Demeter to check up on Whosea, learning that his dog would be better and able to travel tomorrow.

The group then discussed what our options were on finding the bandits. The feeling is that the bandits are most likely staying in one of the many abandoned Estate homes littering the countryside. However, the sheer number (scores, maybe hundreds?) and the distance between makes easy searching time consuming and almost an impossibility.

We then spent an hour or two tossing ideas out, deciding to tempt the bandits to assault a lone traveler. What about Flimflam’s raven? We did not think it would be a good idea and discounted that idea as well. We went over the three interviewee’s conversation, deciding that we could not iron exactly where the assault would take place (outside of north of Heatherfield). Finally, what if the Estate’s moved? What if they were in one Estate one week and moved to another one another week?

Then we discussed the number of limestone caves in the area? We are assuming Estate homes – but what if their base is in a cave? We needed some more discussion and background.

We talked about getting in touch with local hunters to see if they report anything. We also talked about luring the bandits out – but would need one of us to be the target. One of the things we also wanted to avoid was tipping off to the bandits that we were out here looking for bandits. So that meant quizzing the locals was going to be problematic at best. So we needed information, but not to let the locals know we were looking for bandits.

The downfall of that was the 3 people were invited to the lord’s house and were interviewed by us about their bandit encounter. So we suspected that we were already known as being out here.

We went back to the idea of getting robbed. A sheep would be a good choice. We could buy a sheep and somehow scent it (piss? Paprika? Roseoil?) and then allow Sanford and Whosea to track it back to their lair. Good idea, but no one herds “one” sheep – it would raise a flag to the bandits. Ok, good idea, but more thought was needed?

After much talk and discussion and plans formed and changed and discarded and altered we settled on a two-fold plan. We figured that Tranis would be “hunting” for quail, and allow himself to be robbed – using a brass braided necklace as a planted item – lacing it with oil so it reeks. The other would be Quintus would be on his way to Dairymeade with an engagement ring and let himself get robbed – the ring and box it would be in would also be laced in oil so it reeks.

We then put our prep work in order. A rosewood box was purchased, lined with linen, and a silver ring (we had in our treasure pile) was readied, with Quintus going around to various vendors and eventually a different inn and talked long and loud about going to Timberton to get a girl named Lirea and propose, bringing her back here eventually.

Zeta wandered around the poor section of town, settling at the Fleaside Tavern where he made contact with the local thieves’ guild, a lieutenant named Galarus. He suspected the orphanage might be in line with the thieves’ guild. On his completion, he wandered around town until his tail was lost and then made his back to the Inn.

Tranis went out and did some hunting, getting a quail and then selling it to the local tavern for a few coins.

We rested, waking the next day (watermonth the 18th) and set our plan in motion. Tranis went out for hunting again, and Quintus made his way north to Dairymeade hoping he might get picked up and assaulted.

And we hit pay dirt. Both of our guys were assaulted by bandits. Lone guys, no real armor, minimal weaponry. They were each robbed of the items laced with the smelly oils, and then briefly blinded while the bandits escaped. They waited for their vision to return, went back to town, met up with the rest of us and shared where they think they were assaulted at first. Noted were compared and we noted humans and half-elves, archers, and large assed dogs. Total was maybe 8 or so?

We armed and armored up and then went off, coming to Quintus’ site first. Whosea caught the scent and we followed it across the landscape to the west of the road, going to an abandoned homestead. There was a single wall, 300’ long, 100’ from the home, 3’ tall. No light in the windows and no smoke from the chimney – but we could faintly see movement through the unshuttered windows. This had to be the place.

The feeling was that there were archers, fighters, and maybe druids and sorcerers in the bandit employ. So we discussed plans quietly around the corner of the wall and eventually opted to have Quintus approach the front and lure some of the bandits out. Then the rest of us would storm forward and assault the back of the Estate House.

Goodberries were handed out and Flimflam also cast a few Invisibility to Animals to cover the entire party, and then had us “touch” his own animals so they could be seen. This should keep the enemy dogs off our ass. And then as ready as we were going to be, Quintus wandered to the front of the place and began walking closer.

A voice from within told him to stop right there and he continued on that all he wanted was his ring back. They went back and forth as he approached and then the grasses around him rippled and he was entangled, held to the ground. A three count came out to bind him and bring him in, taking some of the camp dogs with them – BIG dogs.

This was our chance. The rest of the party climbed over the wall spread out (to avoid being entangled) and charged the wall. A number of us were outlined in purple and green flames – faerie fired. And then arrows were shot out of the window, peppering the party. Zeta was hit a few times and the charge to the house slowed. We tried to return fire and another spell shot out, warping Tranis’ bow and snapping his string!

Quintus was being forced inside and those inside were calling for help – so they double timed it towards the back. Light spells and magic missiles flared, followed by a blast of Tasha’s Uncontrollable hideous Laughter. The inside of the Estate home was illuminated, making it easier to pick our targets. Hit points were whittling away as we closed the gap. The bandits came out, spearheaded by a large fighter-type in chainmail and sporting a well used broadsword. Others followed and more spells and shot went flying. Zeta hit the ground with 2 hp’s left and 4 painful wounds – staying there.

Marcus raced ahead and shot the emerging troupe with a sleep spell, dropping two of them. An attempt was made to Hold Whosea but it failed. Flimflam summoned a hippogriff next, appearing IN the house and assaulting the foes arranged still inside. And still arrows rained amongst the party with devastating accuracy.

We could hear others inside coming to the fight when the ground tore from just in front of Zeta’s prone form, ripping to the north and east in a grinding broken line – 30’ across! And then the earth fell. A crater dropped down 30’, steep sloped sides making egress from those caught in the chasm (Flimflam, Whosea, Sanford, Marcus, and three of the enemy forces as well (the fighter and the two who had been caught in the sleep spell)) almost impossible. There were two cave opening along the eastern side of the pit – each maybe 7’ tall, 6’ wide. And coming from each – over a dozen under warriors, skeletal dogs, zombies, and even a giant skeletal bear.

And they were charging for everyone stuck in the pit.

The druidic leader of the bandits called out, “Truce!” at the same time that Flimflam did. Both sides then turned their attention to the ravenous horde and prepared to do battle with the living dead.

Sunday, September 28, 2014

Meet 62, Adv 4, 9/20/14

We had some absences at the table this night, meaning there were fewer than normal players for tonight's meeting. The side effect of this was the fact that the party got a lot accomplished even though everyone was doing double duty and handling additional characters.

We got a chance to see how damage reduction affects the party's effectiveness as well. The Field-Fiend had DR:2 and on the surface, not too terrible, but coupled with the AC: 22 it meant that as a group we had limited effectiveness.

I am a fan of DR and appreciate the simple symmetry it offers in combat. I don't assign it to many foes, only those that seriously need it.

Write up follows:


We had just arrived in Dairymeade, a small village between Timberton and Heatherfield, on Watermonth the 15th, around 6:30. The Thorpe probably held less than 100 people. The largest building was the Laughing Cow Inn where we were located, with a smithy, cheese maker, leatherworker, and chandler making up the other buildings that were not residential homes.

We entered amidst the sound of people chatting and then it grew quiet. From there we went up to the proprietor where we arranged accommodations for the night. The place was simple, the people hard working, and the atmosphere was cautious yet optimistic.

We conversed with the proprietor for a while and learned that there was a problem in town. Something the locals were referring to as “The Field-Fiend” was assaulting their livestock (cows, lots and lots of cows – with some goats). Attacks at night, and only the livestock. If we were really interested, we could talk to the proprietor’s uncle and village’s most important citizen – the Cheesemaker.

So we went and spoke to him, Boris Cokinstock, and learned more of what was going on. A number of cows have come in from the field with red and painful whip-like sores on their flanks. No one has seen what has been accosting the cows, but it’s slowly playing havoc on the bovine population. We went to Harold the leatherworker next with Boris where we got a look at Ethel, the latest victim.

The slashes were maybe no longer than 4’ in length and crisscrossed up and down the legs and flanks of Ethel. Boris and Harold were uncomfortable in us (posing as regular guards) going to find the Field-Fiend, but with some glib tongue and a bit of magic, we convinced Boris to give us a shot. Dairymeade was not a wealthy locale, but they were willing to part with a 15 lb wheel of 2-year old Dairymeade Jack cheese, 10 yards of prime grade calf-skin raw leather, and 4 pairs of butter-rubbed calf-skin high soft boots. We took the job.

They lent us Ethel and we travelled to the northwest of town, perhaps ½ a mile or so away. The cows of Dairymeade were semi nomadic and were never penned at night, so our cow was not unexpected. We however, were. So we positioned ourselves about 60’ away from Ethel and at the lee side of a faint rise of ground, hiding in the tall grass and waited. The idea was that if nothing happened by midnight, we’d go back to Dairymeade with Ethel and concede defeat.

For a little over an hour, nothing happened. The cows fell asleep, only their lowing and farting breaking the night quiet. Eventually we heard movement in the dark and it was growing closer. At the extreme limit of those with infravision’s sight, they saw three bipedal humanoid figures walking closer and closer to Ethel. Do we attack? Wait?

They struck, hitting Ethel on the side and knocking her over. She awoke with an indignant “moo” and righted herself up while the three figures were bent over laughing their asses off. Three youths from Dairymeade – tipping cows. The party was disgusted and Marcus hit them with a sleep spell, knocking them out instantly.

We were deciding what to do next when something 8’long, 4’ tall, 6’ wide, and 300 + lbs smashed into the back of Ethel and pinned her leg with an oversized crushing mandible. It was the biggest damned beetle anyone had ever seen. And it was whipping its antenna back and forth across her legs and flanks, drinking the blood that was running down her skin with its tongue.

Ok, that we’ll fight.

Arrows and spears went flying as we charged the Field-Fiend, Quintus opening up with a salvo of magic missiles and Flimflam calling out a Fairy Fire spell, bathing the armored beetle in green and blue dancing flames. Many of our arrows missed, and those that did hit, bounced off its incredible armored carapace with little if any affect. Even the magic missiles were less effective, the beetle shrugging off most of the lower impacting blows.

We closed to melee range, slowing down long enough to see the beetle FLY at us incredibly fast. It hit Marcus but was unable to get a solid grip on the elven fighter/mage with its mandibles. It’s whipping antenna did however tear into the elf, lacing his skin open like a scourging whip and causing him to reel back in order to defend himself.

The battle was difficult but we stabbed, hacked, and beat at the damned field-fiend with all we had, whittling its vitality away with each swing. And then we heard from the darkness (only Zeta being vaguely aware before it struck) a growling voice shouting in a pidgin of trollish and goblinoid, “Stop a’hurtin’ my girl!” before the 9’ greenskin monstrosity slammed into us and drove us back from the beetle. It was clad in rags and its body was a mass of green and brown thick horny folds of skin. A mop of greasy hair swung from its head but its limbs were just too long and too misshapen to be normal. Its first attack was a blazing fast sweep of blows, claws, and bites which reduced the ranger Tranis from healthy to a single hit point – his face torn open and body suffering from countless body blows.

We circled the beast and tried to keep him from doing another cycle of blows but we quickly deduced that we were outmatched. Even worse, the wounds we were doing to the monster were slow healing before our eyes! More spells were fired and the howling monster ripped Marcus next, shredding the elf and causing him to stagger. Potions and goodberries were being passed left and right but we deduced that we were a bit overmatched. Flimflam called on Demeter and summoned a Black bear which appeared behind the troll and savaged it with it claws, lifting it off the ground and hugging it, tearing it’s chest open.

Coughing and growing weak it stumbled and the group plied all we had left to dropping it and dropping it now. It fell over but even “dead”, its wounds continued to close! Tranis was stabbing it again and again, yelling at the party to “burn it! Burn it now!” Tinderbox, flame, oil, and “WHOOSH!” the figure was ablaze and cooking, the group backing away from the greasy black flames and choking smell.

What of the field-fiend? Thanks to Flimflam’s fairyfire spell, we were able to see it running off to the northwest – so we followed it!. Eventually we tracked it to a hillside and a hole where the light was inside and we circled around, drew ourselves up, and then stormed the cave. 9’ wide, 8’ tall, and deep, we were in the troll’s warren and the field-fiend was here too – along with an amorphous orangey 10’ or so diameter writhing blob larval egg-sac. Fucking great!

Thankfully it was already wounded so we hit it head on with all our strength. Zeta tried to sneak around behind it but attracted the egg-sac thing which detached from the wall and tried to engulf his leg! He danced and hopped and jumped, barely staying ahead of it as it sought him out. Whosea was taking the brunt of the field-fiend’s attacks, the huge dog staggering from the amount of blood loss and wounds hitting him. But the last blow fell and the beetle dumped over – and we had won. But not until we doused the egg sac thing with oil and set it ablaze as well – burning it and 100 larval-stage versions of the same beetle we had just killed.

Zeta warned us that the beetle most likely had a mate somewhere but we did a good thing removing it and killing the Class-6 mutant that assaulted us. Troll, said Tranis. Yes, Class-6 mutant, said Zeta. Ooookay.

We then rooted through the warren and spent almost an hour gathering up the troll’s treasure. Over a thousand coins (the majority of them brass bits), a smattering of simple jewelry, a handful of simple weapons, many yards of filthy silk and linen, over 60#’s of raw tin, 2 wheels of hard cheese, and a traveler’s journal from someone named Trulane Septimus from 15 years ago.

We fashioned sacks and drags, went back to claim Ethel (the boys were gone, and so were the spears and arrows we had used in the battle here) and went back to town. Boris was thankful of our efforts and we made a deal with him where he kept some of the goods we found and we kept the coinage (worked for us). At this point we admitted that we were the adventuring party out of Shakun and he was nice enough to write us a commendation note to take to Heatherfield.

So the next day we awoke early, broke our fast, and paid the caravan a silver and a half to let Whosea ride the cart, the dog was feeling ill from the field-fiend’s attack and Flimflam announced that regular rest was needed.

The area from Dairymeade to Heatherfield is a mix of revitalizing landscape and blasted hellhole. Most of the onetime Estate homes are a dilapidated and burned mess. Many of the fields are wildly overgrown and even years later, there are great swaths of burned and blasted roadway and lands that are nothing but black earth that nothing grows in. Many of the great stone dividing walls have been smashed and stick up here and again like misshapen teeth.

However, there are many many sheep in the area, and the group saw lots of rye and barley being grown, most of it one time wild, but now being tended to and harvested. Hayswains and other early fall signs of harvest are taking place. We did note that there is not nearly enough people working to bring in all the crazy rich bounty that is obvious to the area.

We arrived @ Heatherfield about 6ish that night, got paid and bid the caravan farewell, and made our way down the block to eventually the Sheriff to announce ourselves. He suggested we stay at the Mane and Tails and would let the local lord, Gelus Kayzer, know we were here and could set up conversation with him then.

We dropped off Whosea @ the temple of Demeter and arranged sleeping @ the Mane & Tails. Zeta and Tranis slept in the common room and it mostly was locals doing their best to get a night of cheap sleep. However, late that night a barbarian from the Beastly Hills came in and slept naked, not caring about the people around him. Zeta noticed the figure a tattoo similar to his own. So at breakfast he had conversation with the man who identified himself as Calharag. They talked about the symbol and Zeta tried to call it the Nek’Tar – and Calharag corrected him, saying the pronunciation was Netarg. He was on a vision quest for his shaman to go to the Endless forest and kill 50 goblins, bringing their bits and teeth back as proof. Then he would get to go to Netarg for the 8th time. Zeta made note of all his details and wished him well.

At this point we realized that Heatherfield had very few elves in it, which had Marcus with his hood up. However, half-elves were in abundance (1 in 5). We met with Lord Kayzer and talked about the banditry, giving him the letters from Baron Taugis and Boris Cokinstok and getting a heads up on what we might be facing. The bandits don’t strike constantly, often targeting lone travelers.  They seem to have honor and haven’t killed anyone – taking their belongings. The worst of the assaults is a grey misting blowing into the face/eyes which causes temporary blindness and allows the robbers a chance to get away without being traced/tracked. He arranged for us to meet the last three who were robbed so we could interview them.

Tellium Ditchdigger – He and his son were robbed 2 months ago. They were hunting for quail. Half a dozen or so attacked him and his son. Took his quail, clubbed him when he got mouthy. He was difficult to talk to, taking offense with much of the party – did come back at the end of the interview and was going to go with the group to “get those bastards” tomorrow.

Deliusi Arbandotter – Was herding her sheep back late 5 weeks ago. Bandits took the oldest and fattest sheep and whatever coins she had. Five of them, they seemed to be either Helfs or Humans, and they had 2 really big shepherds with them. Strangest thing, they gave her a leather cloak to wrap around her since it was raining that day and were very courteous.

Ionus op Heatherfield – Strung out came to mind on meeting with this one. “2 weeks ago they took my damned cheese I went all the way to Dairymeade to get. 5# block of salted Cheddar! I tried to fight them off, but they beat me about the head until I fell off Old Bessie where they kicked me until I passed out. How many? 10 I would guess. Yeah, 10. Otherworldly looking (points to Zeta) sorta like that one but without the fucked up hair color.”

We thanked Lord Kayzer for putting it together for us and left, assuming we were going to investigate north of town @ all the abandoned estate houses on the morrow. It was now 9:30 AM on Watermonth the 17th and we were on our way back to the Mane and Tail to discuss our exact plans.

Monday, September 22, 2014

Meet 61, Adv 4, 9/13/14

We had a change of people at the table after not playing for 22 weeks and that meant the roster of characters also changed as well. So we had three new characters get introduced and had to weave them into the story and game accordingly.

I am not one of those DM's that says what you can and can't play - as long as you understand that your unique snowflake might not fit in to the rest of the world/group/setting - and will have to suffer through it accordingly. So I have a new player who rolls up his guy and declares that he wants his half-elf to be a "Space Elf" - from somewhere completely different - somehow transported here and trying to find his way.

I do have Spelljammers and have had the Barrier Peaks impact on my world before so this isn't outside the realm of possible - but I am not going to just hand it to him. His character looks and is exactly like a group of half crazed Helf we liberated when we complete Candlewick Keep - and there is no reason to think he is NOT one of those Helfs.

But he also isn't, having a full knowledge of some sort of Edgar Rice Borrough's/Gama World sort of life before now. I am walking a fine line and something planned (actually 2) in the future around this assuming he lives. We'll see what the party does with it.

Write up follows:

The party met with the representatives from the Argosility Mage’s Guild, the high master present was named Derin Longfire. The group spent a few days going over all the items found, gathering prices for them, deciding what needed to be sold off, and arranging a trip to Ferron to sell the mundane gear there since the current Trading House which was once Sern’s was still in the process of being stocked and changed over to the new merchant family, Marig.

Towards the end of the 3 day visit, the conversation turned to one of Derin’s assistants, a young magic-user of some skill named Quintus. Quintus was once a child of Shakun but had been squirrelled away after his 14th birthday when he developed magical ability and almost burned down the family home. He has spent the majority of his time in Gul and Argosility, training and refining his control and craft. As of this time, Master Longfire has declared Quintus no longer either a neophyte nor an apprentice, and releases him from his need and requirement to return to the Chapterhouse in Argosility.

The conversation then turned to the Mage’s Guild reestablishing ties with the long forgotten “west”. It has been over a quarter of a century since they’ve had any chapterhouses West of Gul and by having a Chapterhouse Mage working with one of the first Adventuring Groups that has been reestablished is not only exciting, but a boon for recruitment for future wizards as well as allowing the guild to have some sort of presence out here. Plus they are willing to pick up the 35 crown Charter fee.

The party was happy to welcome Quintus and he was escorted with us back to the Hall of Heroes where he met everyone and was then given a room assignment. As a final, Master Longfire asked the party (since they were always looking for “adventure worthy goals”) to be on the look out for 4 different magical items that had been in the Chapterhouse inventory before the Goblinwar, but had been either lost or stolen during that time. These items are marginally dangerous and require some care if found. A bounty was placed on each item (from 400 crowns to 2,000) should the group uncover the items in question and bring them back to the Chapterhouse.

At this time it was decided that Auri, Mummus, and Taryn would all be travelling east to Ferron and Gul to sell off what wares we could before returning. We told them that we would be most likely heading to Heatherfield and on their return, should meet us there next. They left with a hand cart laden with trade goods and hoped to return soon.

A few days later we were requested to meet with Father Gavilerin @ the Temple Grounds. It seems that for the last month or so he has had a strange Half-Elf who had been suffering from some wounds as well as malnutrition at the Hospice. Identified as Zeta, he had a fanciful story that he was a Space Elf (or Helf) who had been the victim of a dragon-sorcerer’s phase shifting singularity spell and wound up here on this primitive planet in some keep that had been burning – about 2 months ago. He then wandered the woods, eking out a survival in the Endless Forest when a goblin patrol stumbled upon him. Using the only weapon he had with him, an item he referred to as a Vibrodagger – he killed the goblins, took their strange metallic rocks, and kept walking south. Eventually he was found and brought to Shakun where Father Gavilerin has been taking care of him for almost a month.

He is “healthy”, although still only half convinced that he belongs here and is not a Space-Elf. Father Gavilerin wanted the party to meet with Zeta because a number of his descriptions of where he had been matched the stories and locales the group had said was Candlewick Keep. When we first met him, Zeta looked very familiar (with the green hair and red eyes) to the crazed half-elves who had been deep under the Hestian curse @ Candlewick, and Geld, who originally lived there, was 100% sure that Zeta was one of the half-elves. However, Zeta had no idea who the group was and knew things that were either such a delusion or so far removed from this plane of reality that there was little way of knowing with 100% accuracy if he was indeed a Space-Elf.

The Temple grounds was able to pay for the Charter to have Zeta join the party, his skills as a fighter already proven by his scars and survival;, his scouting and exploring skills implied by his tales. We also brought him back to the Hall of Heroes (freeing up a much needed bed @ the Hospice) and helped him become indoctrinated with the party.

We had already had conversation with Baron Taugis about going after the next bandit enclave – this one between Timberton and Heatherfield. Doing so would open up the trade roads a bit more and allow much needed horses and ponies to be traded with Shakun, Orland, and Timberton. We accepted the mission and according to Baron Taugis were given 75 crowns up front for food and supplies, with another 75 to come @ the end on completion. Also, there was a 25 crown bounty for each bandit we were able to bring in (alive).

So many of us were completing our training and equipping for this adventure when we received a visitor. A ranger names Tranis from Sorkajot (all the way on the other side of the kingdom, north of Gul and near the border with Daro) had come here after his 2 year stint as a border guard was up. He wanted to opportunity to make more of himself and the Adventuring Group’s existence and the promise of the open west appealed to him. So he took the trip out here and was hoping to be hired on. Since we knew that we wanted a Ranger in the group, especially one who was a certified King’s Man (even if of the lowest tier) would only further enhance our standing and authority. He was welcomed with open arms and we went to Town Hall where we filled out a new Charter and had it registered.

As the days progressed, Marcus had a late night visitor. A white and yellow plate mail clad elven person named Speaker Delarrin Othicari. He wanted an accounting from Marcus as to exactly what happened to Fist’al and where he thinks he might be. There were obvious holes in the official story (a bounty for a donkey?) but Marcus was forthright (if full of shit) and unwavering in his answers. Delarrin then went to the Hall of Heroes to talk to Flimflam, getting the same sort of answers there. He left thanking everyone for their aid and promising to be in touch in the near future.

Finally, Watermonth the 11th, the party was ready and gear was handed out as needed to our new and former companions. We left during the crisp fall day, the temperature over 60 and the sky clear. It took us the majority of the day to make it to the Roaring Treant Inn where we split up into the Common room as well as some purchased bedrooms. We had seen many travelers during the day, but the most bothersome was a dozen elves on horseback, clad in white and yellow, heading west towards Shakun. For some reason, we felt good to be out of town when we did.

We slept in, Quintus enticing one of the bar wenches to help warm his bed (it was a miserable time, she just lied there). The next morn was a mass of pounding rain and wind, cold temperatures in the 50’s. We opted to stay here another day.

We left the next day (the 13th) and made it to Timberton before more inclement weather struck. Timberton was a logging town – perhaps 800 or so people, a couple of mills, lots of work – most of it dirty. Watching our coins we did not want to stay in the Inn, instead getting room and board at the Dowager Merrins home. We stayed the night and also the next day, the weather working against us.

Finally on Watermonth the 15th we trekked our way south towards Heatherfield. There was a Thorpe between the two towns called Dairymeade where we hoped to make before evening fell. Our only major travelers on the road was a group of men travelling south, hoping to be one step ahead of the tax collectors and not appear on the census rolls. In doing so, they will avoid paying taxes for this quarter. We wished them well and kept going.

It was just before 6 PM on Watermonth the 15th when we came upon the small village of Dairymeade. An earthen work surrounded the maybe 15 or 20 buildings, a pair or rolling barricades could act as gates if need be. There was a large inn on one side of the road and a prominent cheese maker was on the other. The party stood before the inn named “The Laughing Cow” and then proceeded toward the front door.

Sunday, September 14, 2014

9/6/14 - One Shot B/X

This was 21 weeks after our last meeting and before rolling into our normal game, I set up a one-shot B/X dungeon crawl through a modified and shortened version of B5 - Horror on the Hill. I planned on a full compliment of 7 players, expecting to have less at the table. Four were on time, 2 showed up a bit later. It made an interesting mix since we had 2 groups doing the dungeon, not working together and approaching the adventure differently. As typical - the adventure was not "completed", but the party had a great time.

The write up follows:

The town of Bordersbridge has been under a terrible yoke of despair for the last few weeks. There is an evil that has reawakened in the decade long destroyed Monastery that was once a safe haven for the followers of Ares. Whatever that has taken root there once more has preyed upon the people of Bordersbridge. First there was the assault on the town’s Orphanage – 16 children taken and a 500 crown ransom. The town paid it and the children were returned.

A week later the guild hall was assault and 25 guild members and their family were taken. This time the ransom was for 2,000 crowns to be delivered to the Monastery or they would be killed – the Baron paid it and the guild members were released. A week later there was a fire at the granary and when it was over, 34 members of the Baron’s family and staff were taken – with only the baron himself left behind – killed and split in half, the upper portion impaled on a spike. A letter pinned to his chest said we had a week to pay the 5,000 crown ransom of they would be killed.

The council of lords opted to take a different stance and send out a call for Adventurers to hunt down and bring back the Baron’s family. 7 of them answered and said they would go. The adventurers opted to get their own followers as well and the day to set out came – 4 of the 7 gathered. Fighter, Cleric, Dwarf, and Elf – along with 3 followers. The Halfling, Magic-User, and Thief were late. We opted not to wait for them and set on our way.

The land on the way to the former Monastery shows former signs of devastation and destruction from whatever evil occurred here a decade earlier. It was a few miles of walking until we arrived and beheld the location. It was 10 Am at this time and the Monastery sat quiet in the still air. The grounds were maybe 400’ by 350’. The outer walls were in bed shape, perhaps 4’ in height top and crumbled. The original gates were long gone, rotted or stolen away. Inside the grounds we saw a small garrison building on the southwest, a crypt on the south, some sort of deep pool/pond in the center, and the main building taking the majority of the grounds from the northeast. A faint mist or haze was rising from the grounds. Sickly yellowish vines were growing all around the walls. We could see drag of path-made marks from many walking people through the two former gates. However the entire grounds were quiet. Eerily quiet – no bids, bugs, anything.

The party did not want to enter the grounds and after some deliberation opted to circle the grounds from the outside and maybe see if they could enter the Monastery from the north through a window or something similar. It was while walking around the north side of the grounds that they saw a possibility. The walls of the Monastery here were 12 or so feet high and along the furthest northeast corner were 2 windows, each 15’ wide and 3’ tall – the glass that was once there long gone. Also, the number of yellow vines were much less around here.

There was some conversation on who would climb up and investigate – the concern was that the thief and the Halfling were not here. The dwarf nominated the elf to climb and take a long, which had the elf reply, “Does that wall look like a tree? It’s stone, you’re a dwarf, you climb it.”

This much closer, we also noted that in this final area of the building, there seemed to be no roof along the final 80’. Looking through the window, we could see the sky beyond it. We looked around the ground; there was no broken roof either. Where’d it go? What happened here? The Fighter drank his potion of Flying and took a look himself. He flew 20’ over the top of the wall and looked down.

There was an open area – 160’ long, 80’ wide. 9 stunted birch trees surrounded the perimeter. A 40’ wide bowl, 4” deep, fed by a fountain in the center, ran to a long pool, 3” deep. The grounds inside were covered with yellowing flowers and grasses – very thick. There was a door on the southwest corner of the big room that led further into the Monastery proper. The fighter had picked up the elf and ferried him over the wall and to the door – careful of the grasses and distrusting of their look. They lowered the rope to make sure that nothing was in the grasses (it seemed clear) and then went to the ground. They did note the earth felt strange. It was with some steps that they were able to detect the missing glass from the ceiling had fallen and had 10 years of growth over it.

Listening to the door (which showed some sign of former burning – but was cool now) had nothing on the other side. The fighter used his strength but could not get the door opened by himself, the elf helped him and it popped open with a loud screech.

Inside was at one time the library, it was old and burned. A mound of old books and dirt – various garbage. There was another door on the north wall. The feeling is that the garbage was at one point used as a rat’s nest – but there was nothing here anymore.

The Fighter went out and started ferrying the other party members over. During the transfer, there was a building rumbling and the smoky mist grew denser and then a 40’ wide, 100’ tall steam vent blasted out. We watched it as it lasted for a minute before ending.

Once all inside there was some discussion about maybe drinking from the fountain, with the party split on trying it out. We tried to convince the followers to do it, all of them declining. The elf wandered around the library, looking for any secret doors – not finding any but did find a hidden scroll case. Inside were 4 scrolls with two cure light wounds and 2 other clerical spells.

We then went back to the fountain, this time the dwarf deciding to take some. It was very smoky and lights flashed. He drank it down and every attribute dropped 1 point. The elf then asked, “Is…uh…anyone going to drink that?” The dwarf went to drink another time, and it was now – ok for him.  We were able to convince the hireling to take a drink; this one was able to gain 2 permanent hit points.  The Cleric went last, gaining a +1 to his Wisdom. At this point, no one wanted to take a drink.

We went back to the library and listened to the other door, hearing nothing. With care we opened it and looked. A long corridor went off to the left, well over 100’, a side passage 30’ ahead and running to the right. There was a door in front of us, closed. Down the hall were 3 more doors. Maybe 4 torches were lit and we talked about what to do next. The Fighter opted to fly to the corner and check around, seeing the corridor went 80’, with another side passage on the left, half way down.

Meanwhile, the Magic-User had overslept and arrived at the inn to go on the adventure about 40 minutes late. He and his two hirelings then raced off to the east once they found out the other 4 members had already gone. Then, about 10 minutes after that the Halfling and the thief had met up and decided that this was a stupid idea. The Halfling was leaving Bordersbridge, going to the next village of Hommlet to hang out and wait for the thief who was going to meet up with the group and try to either steal something of value, or grab 1 piece of treasure and jet. The thief stayed behind the mage and his 2 helpers, keeping them in sight but not wanting to fully meet up or commit.

The mage had gotten close enough to the Monastery to see the Fighter flying over the wall for the last time after the geyser had gone off. He and his two followers worked their way to the back to the grounds and contemplated how they were going to possibly get over the wall.

Inside the Monastery, the group had made the decision to go down to the side corridor and check out that direction when the detected a noise from the door opposite the library. Some listening revealed Hobgoblin voices, and quite a number of them. Shit. What to do? Fight them? Avoid them? The vote was to leave them where they were for now; however the door opened into the other room, not the hall. The Fighter had a bright idea of tying the two door handles together – the Hobgoblin room and the Library room. It should slow down and hopefully stop/prevent the Hobgoblins from coming out should we inadvertently alarm them.

Ropes tied in place we then snuck down to the right corridor and followed it to the left. There were two doors there. We peeked in the first one, door was ajar, and it was the entrance hall of the monastery. Five large statues of Ares were present and we could see the front door, closed but in good condition. We then listened to the next door and heard two deep bass voices within. They were speaking a strange language and we were going to go in and take them down.

Outside the wizard and the two followers were messing with the yellowy rotten-melon smelling vine when it burst and sent sticky sap all over the henchman’s club – dissolving it away! From there we threw rocks at the remaining vibes we could see in order to break them and remove the potential threat. They wanted to get over the wall and were talking about who would be best. One of the henchmen made it to the top, braced one leg over the window sill and reached down to help hoist up the wizard.

At this point the thief made his presence known and the four of them talked. The thief went up with his rope tied to the wall outside, through the window, and then down the other side tied to the base of the nearest birch tree. With the rope in place, it was much easier for everyone to climb up and over, entering the gardens/fountain area.

Inside, the dwarf smashed the door with his shoulder, battleaxe at the ready. The room was large and there were two 9’ tall, 750 lbs Ogres inside, sitting on their benches at a table and playing dice. On our entrance they stand up and yell. The Fighter goes first, flying in, leaving the dwarf filling the doorway. One of the ogres hurls the bench at the door, and it smashed into the dwarf, knocking him down. The Fighter hacks into the first Ogre with his sword, and the two of them are in melee. The elf drinks his potion of Growth and swells to 10’ in height and very wide.

The rest of the party tears into the room and hits the Ogres with all they have. The dwarf gets up at the end of it and the joins the fight. The Ogres are very strong and do terrible damage, most of their attacks at the dwarf. However, at one point one of the hirelings got in the way of a club blow and went down screaming – barely alive. The two Ogres held their own but the Fighter and the giant Elf are going at them – killing one. The last Ogre tries to escape, running away, but the Dwarf and Fighter beat him before he can escape.

Once dead they look around. Some key, various coins, a few sacks of cold, trunks and boxes. They opted to open the trunk (key and unlock), 5 jugs of wine and a leather sack was here. The sack jingled, but inside it was filled with Silver. When they were combining it all together, the realized there was a lot more in the bag than expected. Bag of Holding. We consolidated our treasures and then looked around the room. There was another door on the left hand side of the room, closed and locked.

Out in the garden, one of the henchmen wanted a drink, getting a bonus to his Str and Dex. Then the one who lost his club was going to break off a branch – but the Wizard begged him not to. The Wizard took a drink and received 2 to his Dexterity. The Thief was not going to drink it no matter what. The four of them went to the Library and gave it a good once over. They gave the garbage a pass, working past it to the door on the north wall.

The door was held by something and the group plied their strength together, ripping it open with a lot of noise. The ripped the rope that was holding both doors closed and the other door opened – revealing 6 goblins and 6 hobgoblins. At this point, not being able to talk each others’ language, but the Hobgoblins able to understand Common (if not able to speak it), they are under the impression the group is supposed to be here. Through very favorable reactions and good luck, they were able to show that they were not a problem and should be taken down to the Hobgoblin king below. So…the Thief, Magic-User, and 2 hirelings were escorted into the Hobgoblin room, down the stairs, and into the Hobgoblin catacomb lair – to meet the king.

The rest of the group used the key on the last door and found 4 Neanderthals inside. The dwarf was able to relate to them and used the keys to free them. The cavemen were swayed by us and opted to follow us along. We equipped them with whatever clubs we could find (no armor or club) and had 4 new front line fighters. The Cleric then used 2 of the scrolls of Cure Light Wounds – healing the Fighter and Dwarf closer to full. The Fighter was no longer flying. We went back to the main hall and began walking down towards the three doors in that direction. Not noticing the broken rope in the dim torch light. There was one room that was an altar to Ares, we moved on to the next one.

The Thief, Magic-User, and 2 henchmen were led down into the catacombs and began walking. They passed many many hobgoblins, an arena where the Baron’s family and henchmen were being kept, and other places where we assumed there was some smithy work. There was a closed door where we were let past. Some calls went out and we heard ‘Password’ and then we were allowed beyond. Here the Hobgoblins were much better armed and armored. And then we were led to the Hobgoblin king and leader.

He was a large heavily muscled specimen and there were a half dozen well armed and definitely leader type-hobgoblins about. The conversation between the king and the party went difficult as he would often issues commands that the thief or magic-user would try to follow, only to have him bark a slightly differing or countering edict that they would scramble to obey. Eventually it was explained to him that the town of Bordersbridge had sent a party of adventurers here to kill him and take the humans back and that the Thief and wizard had come to warn him.

He looked favorably on them and told the group to lead 10 of his best warriors against the party upstairs and they would be richly rewarded for helping him. He gave the thief one of the original Ares blessed spears that was once in the vaults of the Monastery, a +2 glowing weapon – advising him to “kill as many of the scum that you can”.

They now had 10 hobgoblin warriors and 6 goblin bowmen at their beck and call – and they were then led/leading the mass of 20 of them back through the catacombs and towards the stairs to the 2nd floor.

The upstairs party continued their exploration, eventually coming across the armory and supply room. Everyone who could grabbed crossbows, shields, more spears; just getting ready for what they thought was going to be a fight with whoever would be in the room they had tied shut.

The hobgoblin party had come up the stairs and were going to lead the group to “team up with the Ogres” when they noted the noise and light down the hall, seeing the party down there sort of plundering the stores. A quick plan was put in the place and the goblins and hobgoblins sprung into action. They filled the hall and bows were slung back, arrows flying down. Only one actually struck the “good” party – striking one of the Neanderthals. The hobgoblins then filled the hall, staying to the right, hoping to throw spears as soon as possible. The thief and magic user (and hirelings) tried to stay in the back of the group. The wizard cast Shield on himself.

The elf raised his hands and pointed down the hall, casting sleep. It hit the lead goblins, dropping five of the goblin archers immediately. The Neanderthals ran up, clubs raised, and the fighter let loose his crossbow, hitting one of the hobgoblins, wounding him. The Cleric then cast hold person on the lead hobgoblins, freezing two of them in place. The hirelings let loose their own crossbows, dropping another hobgoblin.

The lone goblin then shot and the hobgoblins ran closer around the mass of people, hurling spears. Neanderthals began dropping and the battle lines crashed. Clubs and spears were plied left and right and more crossbows were shot. The thief pulled out his potion of Invisibility and sucked it down, hiding in the library. No one noticed.

Hobgoblins in the back threw spears while the lead ones stabbed. The good party charged closer and blows were traded back and forth. One lone hobgoblin was trying to get the Mage and hirelings in the fight, accepting the fact that the thief was actually somewhere in the fight (and not running away – making it to the garden). The mage then cast Charm Person on the rear-most hobgoblin, ensorcelling him. He was convinced to attack, hurling his spear, letting the magic-user and the two hirelings to make their way to the library.

At this point the battle turned against the hobgoblins and they made the attempt to flee. The party hacked and swung, dropping hobgoblins left and right and another one was hit by flying oil. A burning hobgoblin managed to make the corridor and ran for the stairs.

The group tried to talk to magic-user and find out what was going on, but there was lots of distrust and the Fighter assumed the Magic User was an evil one. Especially since the hobgoblin (charmed one) was defending him and on his side. So the wizard cast web on the Fighter and held the doorway closed. Then the hobgoblin was running with the wizard and henchmen trying to make it for the far end of the garden to use the rope to escape. Meanwhile the thief had already climbed over (invisible) and was on his way for the town.

The cleric poured a potion of Fire resistance down the fighter’s throat and they set the web on fire – eventually getting him free. The hobgoblin was holding the door closed between the garden and the library, ordering the rest of his group to run. The dwarf and his Neanderthal were running for the main entrance of the Monastery and hoped to cut the fleeing wizard off from the outside.

Eventually the fire burned the fighter free and the elf ran past, hitting the door and tore it out of the hobgoblin’s grasp. The hobgoblin pointed north to the fleeing magic-user and two henchmen and said, “I give up! There they go!” The elf and Fighter ran past. The Wizard had reached the top of the wall, his hirelings coming up behind, when he cut the rope behind him (What the fuck!?!?!) and dropped to the other side to try to run back to town.

Not wanting to see him get away, the elf cast “Floating disk”, popped the fighter on it, and being affected by the growth potion, his stride was much longer. He ran down the length of the pool, the two hirelings standing there in shock at being abandoned, the fighter bouncing along ahead of him on the magical disk, loading a crossbow. Meanwhile the dwarf and Neanderthal had reached the outside and were tearing for a break in the northern wall. The wizard was running away, but the giant elf pulled himself up a birch tree, and sent his disk rocketing ahead of him to max range, bringing the fighter close enough to fire his crossbow at the “evil” mage – hitting him. He stumbled and slowed, trying to flee – but a second bolt hit him and he slumped over – fading away just at the same time the Neanderthal caught up to him and beat him to death.

Meanwhile, the Cleric and remaining henchmen were talking to the two that had been abandoned by the wizard where they heard a tale about the thief (no one on the “good” side ever actually saw him), spear of Ares, Hobgoblin King, and the sheer number of hobgoblins that were going to be coming up from the catacombs VERY soon since one of them had escaped the battle. The Cleric convinced everyone to leave the Monastery now and head back to Bordersbridge to let them know what’s going on and to be forewarned about the trouble stirred up here and coming their way.

The thief? He took his magical spear, bypassed Bordersbridge entirely, and headed off not to the next village of Hommlet to meet the Halfling, but elsewhere to sell his treasure and put his time and experienced behind him.

Wednesday, August 27, 2014

Returning - soon!

So we did the math and it will be 22 weeks after we had to take a break that we'll return to the table to play on September 13th. 5 months.

We are actually getting together on the 6th to play a 1-shot 5th level-ish B/X dungeon crawl for Phat Lewt and bragging rights - mainly because it's been so long and we figured some clattering of 20's and declining hit points is just what we need to get the blood flowing again.

So there you go, hiatus almost over and we'll be returning very soon.

Thanks again for reading and following!

-V

Tuesday, July 8, 2014

Hiatus!

No, we haven't disappeared from the 'verse. Nor were we eaten by black puddings.

We had to take a ill-desired break due to me, the DM, having major house construction going on. We could have met at another person's house, but truthfully, I want to have my home back in order so any time I am not spending on fixing the place back up is another day I have to sleep in the basement.

I would guess another month tops before we are back - and I know my group is just as anxious to get back to the game.

Thanks for the patience!

-V