Prologue 2
Thorin the Dwarven
Veteran had barely survived the injuries he sustained from the kobolds and Jake
the Acolyte was seriously hurt, but at least they survived. No one else from
that expedition into the dungeons of Castle Greyhawk remained.
It took Thorin
three weeks to recover, physically, but mentally he developed an aversion to
danger and had no desire to return to Castle Greyhawk, or continue as an
adventurer.
A year and a half
passed. Out of shame for having avoided him all this time, Thorin looked into
reuniting with Jake, only to learn that Jake had continued adventuring, for a time, without him. Jake had even
joined a new adventuring party and gone back to Castle Greyhawk, an adventuring
party that was now called the Company of the White Oak, and had quite the
reputation.
Though Jake had
since retired, Thorin reached out to this company and revealed his connection
to them. He wished to try adventuring again, but the company was unsure if they
needed any more inexperienced help. Thorin countered that he could assemble an
‘apprentice team,’ fledgling adventurers that one or two senior members of the
company could train on adventures during their downtime. This, everyone agreed,
seemed like a useful idea.
Over the next few
weeks, Thorin scoured the city and turned up two elves and a human companion
who desired to see Castle Greyhawk for themselves. The elves were Alred the
Elven Veteran and Draezen the Elven Apprentice Thief, plus Alex the Human
Veteran.
Percy and Reed
Underbough agreed to take them on an adventure. They leaned towards the
Forbidden Caves of Grossettgrottell, but were overruled by the apprentices who
badly desired to see Castle Greyhawk instead. And it was true, there were plenty of areas of the castle they
had passed by on their way down to the third dungeon level. Unfortunately,
Thorin “forgot” to come at the last moment, leaving a party of five (plus
Reed’s hirelings, Herv and Muelarara) to forge ahead...
Harvester 14, 621 CY
Castle Greyhawk
The drawbridge was
down and the courtyard was empty. The adventurers discussed ways down into the
dungeon from here, but Percy had another suggestion. There was a tall
townhouse-like building on the east side of the castle, abutting the Chapel of
Boccob, that they had never bothered with before. This was agreeable to
everyone. So the cart and mules were left on the doorstep, and Herv forced open
the front door.
Inside was a
smelly room, the length of an audience chamber, but full of cheap furniture and
trash. There were also rats -- and a giant rat! Herv, Reed, and Alred all fired
arrows and bolts at the giant rat, killing it instantly.
Then a rear door
opened and a man in tattered robes appeared, asking them to kill no more of his
rats. His name was Denis and, though he seemed to definitely be insane, he
seemed harmlessly intent on being a good host and providing them with stale
bread to eat. No one touched their bread, but allowed Denis to open the doors
at the rear of the room and leave them open under different pretenses. Soon,
while chitchatting with them, he asked a favor of the party -- he wanted them
to be food for his rats! Suddenly, more rats, ranging from normal-sized to
giant-sized (dog-sized, really) came pouring into the room from the two doors.
Alex and Alred rushed
the strange man, but found the slashes from their swords were not drawing blood
or really hurting him much. Alex pulled back to deal with giant rats along with
Reed, Herv, and Muelara. Draezen found the giant rats too dangerous, being
seriously hurt by one, and pulled back to deal with the normal-sized rats. Even
those proved dangerous; they seemed to sense he was injured and, whenever he
failed to kill one, they massed and drove towards him until they finally
overbore him and bit him until he lost consciousness.
Percy, suspecting
what Denis was all along, started reading his scroll of protection from
lycanthropes even before Denis transformed into a ratman. Percy rushed Denis
and the power of the scroll repulsed Denis into the corner. Reed, Percy, and
Alex rushed Denis and kept attacking him, with Reed’s magic dagger and Percy’s
silvered mace being the only weapons that could hurt Denis. Alex eventually
gave up and pulled back, and Percy stepped back only far enough to keep Denis
pinned to the corner. The plan was to step back so Reed and Herv could take
Denis down from a distance with silver arrows and bolts, but when Denis did a
good job at dodging them anyway, they changed their plans yet again. Now Reed
and Herv were going to grapple Denis, but Herv got bit. So Reed gave up on
trying anything else and stabbed Denis to death.
Percy started
casting a cure light wounds spell and saved Draezen just in time before he
died.
This room was
devoid of treasure, unless stale bread counted as treasure, but there were two
doors at the back of the room. The side door led to a storage room with lamp
oil and a spool of wire the adventurers claimed.
The door at the
back of the first room led to a bedroom with two locked chests in it. Reed let
the revived Draezin take a crack at picking both locks first. They managed to
get the first chest open easily enough, and it contained 279 sp, 78 ep, 31 gp,
a plain electrum necklace with an ornamental stone set in it, and a clerical
spell scroll that Percy was quick to grab up.
The second chest
was trapped and Draezin set it off -- spraying poison gas in his face that was
killing him, until Percy cast his second cure spell and saved him again. The
poison gas kept spraying out and threatened to fill the room, but Reed got right
in there and deactivated the trap, only taking some damage from the poison gas.
The reward for this was finding only an electrum medallion set with tiny
gemstones and a pearl wrapped in a red silk kerchief.
Stairs led up to
the next level, so the adventurers continued exploring. On the next level, they
found it gutted and stained with urine and feces, and they found six more giant
rats, that were quickly dispatched. Searching this level, they found no
treasure other than a scroll in a scrollcase. This scroll was actually a
letter, explaining that this building had long ago been a chapel of Celestian,
the "Celestial Father," before the sole canon tasked with manning it
decided to become an adventurer. The canon had mentioned in the letter seeing
rubies, sapphires, and diamonds in the sky from the roof; Alex, hoping this was
literally true, was eager to get to the roof.
Which seemed
unlikely. From here the building was severely damaged, with holes in the floor
on the third floor and the separate staircase up to the third floor looking
damaged. No one trusted to try it, but Reed leaped up with his magic boots to
the upper level and lowered a rope for the others to climb. And he was hoping
they would join him quickly because a giant snake was sleeping up here.
Although a few
people fell, most everyone was able to scale the rope, even wearing armor.
Which was good because the giant snake was a fearsome foe Reed could not take
down alone. Alred was bitten and poisoned by the snake, while Draezin was
seriously hurt -- yet again. But the snake was put down before Percy even had a
chance to climb up. Everyone knew there was a chance to save Alred by sucking
the venom from his wound, but the only one would chance it was his boon
companion Alex. Alex safely spat out the venom and both men lived. The room was
strewn with broken weapons (the only intact room on this level was the empty
armory the weapons had come from), though five javelins were retrieved and what
appeared to be a ceremonial spear of excellent design.
There was a fourth
level above them that looked even more precarious than this one. Reed leaped up
for a look -- and right into the midst of a bunch of huge wasps! Not wanting to
fight more venomous foes, he leapt right back down -- and they all decided to
call it a day.
Session 33
Harvester 28, 621 CY
Castle Greyhawk
Percy the Curate, Reed Underbough the Cutpurse, Rom
Riverbluff and Gendri the Swordsmen, and Vask the Veteran -- along with their
hirelings Bart, Herv, Muelara, and Vandur, and Gert the Bear -- all arrived at
Castle Greyhawk, without any solid plan of what to do there. The original plan
was to descend deep, maybe level three or four of the dungeon, but that was
before several senior members of the Company of the White Oak wound up having
other plans. The confidence of the assembled forces here was shaken a little --
could they survive the deeper levels with only one cleric and only a novice
hireling for a magic-user?
They decided they could not, and that they would return to
the first level of the dungeon. There was, after all, much of that level left
unexplored, and some areas on the maps they had still unexplored. That would
become their focus. But first, they left the cart and mules in the stables with
Bart and Vundar to guard them.
For old times’ sake, they went down the trapdoor in the
courtyard and past the old prison cells. They circled around the old brigand
and orc lairs and made their way east, reaching the smashed laboratory where
the stairs went up to the tower. Here they became curious again about the
mystery lever on the landing in the stairwell, and resolved to finally pull it
like they had long talked about doing.
But they took precautions. Percy figured out the right
location to hammer a spike into the wall so they could loop rope underneath it,
and pull the lever down from a great distance, outside the laboratory. They
heard the sound of stone grating and, when Rom volunteered to check it out, he
found a secret door had opened in the landing, a secret door that no one had
ever detected there. Below was a 20’ deep shaft with metal rungs set into the
wall, and a tunnel heading south at the bottom. With a rope tied around him for
safety, Rom climbed down to investigate. The tunnel ran south 40’, turned
southeast for 20’, and ended at a second ladder going up to a second trapdoor,
only 10’ lower than the first one.
Looking at the maps, there was clearly a large walled off
section that could contain a large secret room. Everyone was eager to explore,
but there were two problems. One, if there was anyone above the trapdoor, they
would be hard to reach except one at a time by the ladder. And then there was
Gert the Bear, who was very talented, but not talented enough to climb down a
ladder. They needed another way into that space, on this level.
Further east was another room the company had never bothered
exploring before. It was a narrow room that only seemed to serve as furniture
storage, but they found a secret door in the east wall that led to another
storeroom, this with four semi-valuable-looking portraits hanging in it. They
rolled up the paintings to take with, but grew frustrated in their search for
secret doors. They needed another one that would lead into that room, but there
was no additional doors leading into that space. After much searching all
around that area they finally gave up. Vask would guard Gert, while they were
in that narrow room, with the door spiked shut behind them. And everyone else
would go explore that secret room.
The secret room turned out to be a secret cave and it had
one single resident -- Elspeth the Cobbler, a crazy woman the company had met
seven months ago in the dungeon on this level. She did not remember any of
them, but made the same offer to fix their shoes. She also revealed that she
had stumbled upon this room, found nothing but an empty coffer down here, and
was using this place to hide because there were more hobgoblins on this level
these days, and she found them particularly scary. She also revealed that she
was dangerously low on food and drink.
It was about this time that Gendri, standing off to the
side, was attacked from behind! Something with fiery breath had bitten him and
it turned out to be a huge, dark red dog with glowing eyes and fire in its
mouth. As the Company fell in to attack it, it breathed a line of fire that
injured three more members of the company. But once it was surrounded, it only
took two minutes for the company to slaughter the huge beast.
The beast had clearly not been in here before, but had
possibly jumped up through the open trapdoor behind them. And, while they were
debating skinning the beast and Percy was casting a cure spell -- they noticed
a human woman and a male orc outfitted like thieves had climbed up the trapdoor
without being noticed until now. The intruders were shocked that the beast was
dead. And while the company was trying to get answers out of them, they found
there was actually another unseen intruder in the cave with them, an
older woman who moved out of the shadows and backstabbed Gendri. Poor Gendri,
targeted again, was bleeding out and about to die. Luckily, the gods were
really paying attention to Percy today and they granted his spell quicker than
normal.
That was when Reed told Muelara to cast her sleep spell. It
put all three thieves to sleep, but also Rom and Herv and Gendri, just as he
was recovering (and probably also Elspeth, who had gone fetal as soon as she’d
seen the scary hound). At the same time, Percy was casting Hold Person on the
backstabber, so that one was both sleeping and held. Luckily, since the battle
was now won (again), it was easy to wake up the sleeping companions. But what
to do with the prisoners? The paralyzed backstabber would be taken with as a
prisoner, lowered gently into the tunnel and then carried between Rom and
Gendri. Knowing that Percy, Rom, and Gendri were three of the biggest
goody-goody’s in the company, Reed and Herv promised to take care of the other
two while the rest of the company went to go check on Vask and Gert.
They did not get far, for three more people were waiting for
them -- a young male and two even older women, old crones -- and all three of
them were spell-casters. Gendri and Rom tossed the prisoner into the eldest
crone, disrupting her spell, but Gendri, Rom, and Muelara were all put to sleep
again. Percy was joined by Reed and Herv from above, using spell-disrupting
missile weapons to help win this battle, just in time for the sleeping party
members to be roused awake for.
Only the one prisoner was taken, but much treasure had been
culled off of all six of them. They returned to Vask to tell him all he had
missed. Because everyone but Reed and Vask were hurt, there was talk of
returning to the city now, but they were convinced to press on a little further
so Vask could get some much-needed experience. Returning to the map, they saw
there was a series of rooms south of them, past the muralled hall, they had
only half-finished exploring in the past (Herg the “Half-Goblin” had been
encountered there, long ago).
One of those rooms had at some point become the lair of five
glowing giant beetles. It was another short fight to squish them all, though
one of them seriously hurt Percy with a vicious bite before it was all over.
They had no obvious treasure, but thinking glowing beetles might be valuable
specimens, rope was tied to all of them and they were dragged out behind the
company.
The thief, a woman in her mid-50s, was the party's prisoner
and she was no longer asleep or magically held (indeed, she had been tied and
gagged for some time now). On the way out, the company stopped to finally
interrogate her. She revealed herself as Idony, professional burglar. She was
once an adventurer, like them, until she became lost on the third level of the
dungeon and forgot the way out. She lived down there ever since, joining other
lost adventurers, including the women who formed a coven of magic-users under
the leadership of the Azure Enchantress. The Azure Enchantress never had them,
but Idony and Sigrid (Sigrid had been the one struck with Idony) were the ones
who had dreams sent by the Adversary, telling them to find and kill the Company
of the White Oak, and sent them the barghest (the fire-breathing giant dog) to
help.
But she refused now to tell them anything else that would
help them. "I'd sooner die than help you. At least I have the satisfaction
of knowing we took some of you with us."
No one understood that last part until returning to the
stables -- Bart the Carter and Vundar the Elf were dead.