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Monday, June 23, 2025

2nd Campaign, Session 10. 5/27/25

Icemonth the 9th, 12:30 PM. We proceeded to the back of the hobgoblin/goblin chamber where Gun used the key we had gotten earlier to unlock the door. Beyond was a landing with a set of stairs going down into the gloom. A variety of poorly preserved foodstuffs, water casks, and other supplies were stored here in boxes, bags, and barrels. Hearing nothing from below, we scouted down the 60’ depth of stairs, noted a “T” intersection at the end, and some sort of smithing noises coming from the south end of the “T” (Distant and echoing, but definitive).

Information was shared at the top of the steps and we opted to go away from the noise for now, heading to the north end of the “T”. We had the lantern lit (Yander let us know we had a bit under ¾ of the oil left for now), and proceeded with caution. The passage was surprisingly long, 40 paces or so. We checked for secret doors while walking, eating up some time but not wanting to miss anything. The end of the passage had a single door here, closed.

We checked it out (unlocked, no noise, untrapped), before daring to open the chamber. It was a sitting room, smoky fire going out on a fireplace, greenish stew in a pot, table and setting for three, couple of wine jugs, and a door on the other end of the chamber. We listened to the other door (quiet), shut the one we entered and guarded it, and then gave the room a once over. Goblets were tarnished but silver (not goblin made), stew was gross, wine was terrible, and we did drag the still hot log from the hearth and checked the area – nothing up there. We replaced the room as best as we could and then by 1:45, were heading out the western door.

Hallway was beyond here, some breeze as well, at least as far as our light could go and even infravision showed it kept going. 2 side corridors to the left (south), one 20 paces, the other another 30 beyond that. Checked the first one out, small alcove and it ended at a door. Metal clad, replaced from somewhere else. Looked like a cell door. There was a keyhole – with a key in the door. Um…ok.

Opened the door and it was a cramped cell. Simple pallets for bed, a crap bucket (old and dried turds within). 42 tally marks were on the back wall. Some hairs in the bucket and on the pallet. Group figured they were dwarven beard hairs. Ok, 2 or 3 dwarves had been imprisoned here – 42 days, but now gone.

Closing the cell we crept on down the hall to the next alcove/side passage. Looking past here, passage kept going west another 30 paces and turned south some more. Still a breeze. This alcove and door however we could hear voices. Goblinoid, but deep. A detect evil gave us 3 pings. Bugbears. We girded ourselves up, drew weapons, and opened the door, firing missile weapons first.

The battle went fast and the bugbears, even though tough,, did eventually fall when overwhelmed 8 to 3. We checked the chamber out. Room for 6 to sleep, but only 3 here. While going through the stuff, we did find assorted adventuring equipment that did not fit any of the bugbears (Leather, sword, backpack, lockpicks, etc..). One of the bugbears had a sweet axe that we tested out, convinced it might be magical. Taking it we then pocketed what we needed and moved on.

Getting to the end of the hall, the passage turned south and we had 2 choices – door at the end of the hall had a “C” clamp on the wall and a length of chain holding it closed along with a twist of wire. Other door was poorly fit in the frame and we could see spaces around the framework denoting a rough cave beyond. Cool moist air flowed out. The other door we could hear faint breathing behind.

We decided to do the door with the lone figure within. He was badly beaten up, called himself Cullen DeFilch. Was from Guido’s Fort. Came up from Jector 4 months ago to capitalize on the beaver fur trade but it was hard work with little reward so far. He did note late at night and at odd times the trade boat would drift west into the mist, be gone a bit, and then come ashore. He suspected there was some smuggling going on, and he had been running up a tab at the Lion’s Den and Guido wanted his money. So he took a row boat out early one day, hoping to get a cut of the smuggling and was surprised to see it was goblins!

He was captured, brought here, and beaten and starved. A wicked looking cleric name Moray Vaco has been questioning him but he is running out of anything useful to tell the cleric. He just wants to get gone. We healed him a bit, let him know his stuff was in the next room (what we did not take), and gave him a signal log to get Tila to come across and ferry him back to the fort. He thanked us, declared he would pay us back one day, and we watched him go.

It was about ten to 4 when we went to the last door. Forcing it open was a large cave, shaped a bit like a fat “J”, 80 by 50. A stream ran from the south end of the cave from east to west, through a passage about 4’ wide and tall. We thought that we were under the garden area above. There was a chance that the tunnel would lead out and west beyond the wall of the Monastery. So Cara volunteered to go, being small and light and could swim if need be. A rope was tied to her and she went down the corridor (after getting an Endure Elements spell to aid in the cold cold 33 degree water). Using a light spell on a stone, she inched along until the rope came to an end.

There was still more passage so she went back, discussed it with the party, and the thought was another rope length was called for. Hrimvir was holding it, playing out the slack, and Cara went back into the gloom. She went along, calling back distances, until about 70’ in, the water sped up, sloped down faintly, and she lost her step, falling forward and then DOWN a hole in the floor! Dangling, she slammed into the side of the hole, tried to hold her breath and was screaming in terror.

Hrimvir meanwhile was dragged forward, lost HIS footing, and was sliding down the cold passage, the water forcing him forward. Fjord shoved himself into the hole, grabbed Hrimvir by his armor, and HE was dragged forward! Cara slipped more down, barely able to breath, getting battered and pissing hit points away. Then finally Yander charged into the cold cold water, two hands on Fjord’s shoulders and back and pulled – stopping the slide for now. Everyone was kicking and trying to get a purchase on the floor.

Fjord shoved his body up, the half-ogre’s bulk filling the entire passage 4’ height, jamming it with his bulk. This allowed Hrimvir to get to HIS feet, and then everyone took a trail on the rope, and began walking back slowly while the rest of the party had lantern light shining into the narrow passage. It took some time before Cara sputtering and badly hurt came out of the hole and then back down the passage.

She was a mess, her scrolls were garbage, soaked from head to toe. The rope that had held her was badly frayed and the party decided that they would not trust this rope in the future for any climbing needs.

We dried off as best we could, healing was doled out and we left the chamber with care. Heading back to the east, we went through the sitting room and all the way back to the base of the stairs.

We could still hear the smithing noises and figured it was a few minutes before 5, let’s try one more place before calling it for the night. We went south to the next “T”, the noise was coming from the west so we headed that way. Maybe 40’ to a side south passage (corridor did keep going). It was from here we could hear a number of smithing noises. Goblinoid voices. Even…a dwarf? Yander did a detect evil and we could pick up 9 traces. Wanting to see what the spacing was, Fjord looked beyond the passage’s corner and looked south. Corridor was 20 odd feet to some larger room. Smithy for sure, could see the glow of coals and stuff.

But the two hobgoblins in the area keeping guard, spotted the half ogre, shouting out, “Hey! You!”

“Brian…I think we have company coming,” Fjord said, coming back around the corner as a whole host of enemies were charging northward in our direction.

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