Saturday, September 5, 2020

My Back-to-Basics OD&D Greyhawk Campaign - sessions 1& 2

 Prologue (Session 1)

They came in a covered wagon, not allowed to see the route through the hills they took to reach the castle. They were only allowed out when they were in its courtyard. Their actions were limited because they were the indentured servants of a wizard – one Eneever Zig.
The wizard himself was there and waxed nostalgic about where they were – Castle Greyhawk. He talked about how generations had looted its dungeons and been responsible for the beginning of a new social class, the adventuring class. And, even though the castle should have been cleared out by now, someone or some force had restocked the castle dungeons with monsters and treasure. Zig wanted those treasures, and any treasure brought to him would help pay for their emancipation. He even showed them a way down, revealing a concealed trapdoor in the courtyard.
The initial five servants were Card, Jake, Korrin, Rex, and Thorin; of them, only Jake was human. They found the dungeon, at least near this entrance, was truly a dungeon in form and function, and one of the first three cells were inhabited. They freed two gnomes and sent them up to the surface. Their jailors were a group of bandits at the end of the hall. Not many of the bandits were there in their lair, so they went down quickly.
From a bandit they left alive they learned of a nearby maze area the bandits avoided. This sounded promising to the five adventurers. They explored some of it, finding a spear trap behind a false door, and eventually found their way to a room with kobolds in it. They also made short work of the kobolds. Then they found a larger room with a row of three doors and, after they tried one, they found this area was inhabited by a lot more kobolds – too many to handle! They fled for their lives, Rex sacrificing himself in an attempt to slow the kobolds down…

Session 2: Five Months Later

Eneever Zig returned to the castle, with two wagons full of servants and other retainers this time. He wanted information more than treasure this time, and put a bounty of 100 gold on the head of Gurth, the bandit leader. Jake, having survived the first foray months earlier, returned to guide three new adventurers, Goryc, Hauspex Niv, and Siliceous Slagg. They went down via the same route.

At the prison cells, they found the same two gnomes! They had never made it out of the courtyard, having been captured by an ogre five months ago and returned to the cells. They had someone else in the cells with them, but this man turned out to be one of the bandits. He pulled a dagger to Goryc’s throat and demanded the others leave! Niv was fast with a charm spell and put the bandit under his power.

The charmed bandit led them to the bandits’ rooms. The bandits were spread out over two rooms, with Gurth in the second room. All of the bandits were dispatched, save Gurth and one other (the charmed one was killed by Slagg). They collected some treasure and returned up top to claim their bounty. The light of day hurt the eyes of the bandits, so accustomed had they become to living underground.

Zig asked them to pin Gurth down, then used a medallion to read Gurth’s thoughts. The medallion killed Gurth, but not before giving up his thoughts to Zig. Zig did not get the answers he wanted, but he now placed a bounty of 200 gp on someone Gurth knew as “The Master.” Zig also appraised the treasures the adventurers brought back. Goryc suspected Zig of lowballing them and cast a magic-detecting spell. None of their treasure was magical – but he did learn that Zig was protected by two invisible, magical guardians nearby him. At least they got 100 gold which, when added to their bounty, gave them 200 gold to pay down their servitude. Just 550 gold each left to go…

The captured bandit that wasn’t Gurth was eager to trade information for his life and told of a lieutenant who might know where the Master was. The prisoner was forced to lead them down and took them to a room full of eight orcs. Prepared for them in advance, the two magic-users dropped all eight of them with two sleep spells before the orcs could even reach them. They killed all the orcs, but left one alive for questioning. Their new prisoner told them the lieutenant they sought was a “half-goblin” named Herg and gave them directions on how to find Herg.

The adventurers followed the directions, passing three doors that led into rooms that housed huge weasels. They left the weasels alone and made their way to a large muralled hall and a pair of double doors, just as the orc had described. But the double doors were extremely hard to open.

While working on the doors, a man with a candle and a cape made of rat pelts approached them. This man was a roving furrier, buying rat pelts, and had been down here so long he wasn’t sure he wanted to leave and promised to think it over.

Meanwhile, the magic-users found, if they each touched one door that they opened for them. Unfortunately, the orc had lied. This was not Herg’s lair, but the lair of nine berserkers. Short on spells and not feeling confident, the adventurers tried to quickly trap the men inside the chamber, but the men were able to easily open the doors from inside. The adventurers fled the way they had come, but the berserkers were faster and caught up to them around the corner, in the hallway with the weasel rooms. The adventurers staged a fighting withdrawal up the long hallway, but would likely have lost the battle had Niv not started opening doors and letting weasels out. The weasels wound up doing more harm to the adventurers than anyone else down here had, but they also kept the berserkers busy and allowed them to escape.

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