Showing posts with label Dungeons-and-Dragons. Show all posts
Showing posts with label Dungeons-and-Dragons. Show all posts

Saturday, October 10, 2020

Back-to-Basics Original Dungeons & Dragons Greyhawk Campaign - Sessions 7 & 8

Session 7 (two weeks later...)

In Sittingbourne, Haruspex Niv paid for all but the ship’s crew to sleep the night in the Red Lion Hostel.

The next morning, Niv, his hireling Peter, Siliceous Slagg, Jake, Sagan the Nameless, and John Grond returned to the Rhenee Mistress and continued their riverboat tour southward, reaching the Village of Faversham that same morning. The wagon and horses were unloaded, the horses given some time to stretch, and the party considered their best course of action. Though John wanted to seek out information at Pelor’s Inn, Sagan suggested any guards at the west gate to the village (Faversham being a walled village, even if the wall was not very high) would be a better source of information. The two sentries were very surprised to see anyone wishing to go to Ashford; no one had been coming or going to Ashford for some time, since a hydra was lose in the area (something the party had heard rumors about weeks earlier). The party decided to chance it, but bought a pair of goats to bring along as hydra food in case they ran into it.

Outside the village was an abbey. Jake had always wanted to visit this abbey and begged leave of the others to see it.

Jake-less, they survived the day, seeing no sign of a hydra. But neither did they reach Ashford that day, given their late start. They camped the night behind a low hill away from the road and set one-man watches. It was at the end of Niv’s first watch that a small band of local adventurers from Ashford happened upon them. They were hunting a barrow wight, traveling with goblins, that had been sighted in the area. They knew of Propsero -- indeed, they knew he had been shut him in his home for over a week, refusing to leave, even to help with this wight business. This lent extra weight to their mission of helping to move Prospero, the task the Striped Mage had given them. Further, the adventurers were concerned the party might be wights in disguise. John submitted to tests to prove he was no wight, and the local adventurers pushed on.

In the morning, they reached Ashford and John checked the local stores for silver weapons, but found none. They set out to find Prospero’s house, got lost in the forest, but doubled back and found it a few hours later. And that was when they encountered eight little grey men -- kobolds -- who warned them they had no business with the wizard and to leave. It seemed like it would be a simple matter to put them to sleep with a spell -- but they seemed unusually resistant to the spell and only four went down. The other four were defeated, with two taken prisoner, but not before John, Niv, and Peter had all been injured, Niv and Peter seriously.

They were searching the bodies and finding some silver pieces when nine more kobolds arrived from the woods with the same warning. John killed one of the prisoners to try and break the morale of the fresh wave, but it did not work. Another sleep spell was attempted, this time by Sagan, but he was hit with a spear and his spell disrupted. Niv, Sagan, and Peter all retreated to the house with the remaining kobold prisoner while Slagg and Grond tried to hold off all their opponents. Indeed, they won in the end, dropping seven more kobolds and the two remaining ones fled, but by now both Slagg and Grond were seriously injured as well.

Meanwhile, the others were exploring the ridiculous-looking house, filled with curious knickknacks, and clocks that were impossibly miniaturized. Most importantly, Peter found Prospero sitting in his living room. Prospero was confused and indecisive, but claimed this was because of some unknown spell afflicting him. He was further aware that his house was surrounded by monsters that were not just unusually magic resistant, but “impossibly” magic resistant. To test this, Niv and Sagan both cast their remaining spells on the prisoner, trying to make the kobold like them, but it did not even seem to need to try and resist the spells.

Slagg came in, announced the battle was over, and asked for a healing potion. Luckily, Prospero had one with extra-healing properties, so Slagg and Grond could split it between them. It didn’t heal very much, though.

They saw another test shortly of this “magic resistance” when they convinced Prospero to come outside and they saw a large green monster about to attack Grond. Prospero dropped a Cloudkill spell on it, but the spell didn’t do much but obscure its vision. Everyone fled back inside.

While packing Prospero’s valuables, John stole a “magic coffeepot,” and Sagan found a magic talking mirror on the upstairs floor. The mirror told them of a secret passage under the house that Prospero claimed to have forgotten. It was a tunnel that led six miles east; the magic mirror was even able to show them that the end of the tunnel was clear. So they all made their escape, leaving their horses, wagon, and goats behind for the huge green monster…


Prospero recovered his wits as soon as they were some distance down the tunnel. Once they were out, Prospero took his things (minus the pilfered coffee pot) and teleported to the City of Greyhawk. Before he went, he asked them to make contact with his friend, Roger Bacon, in the Village of Faversham. They needed to go back there anyway to pick up Jake from the abbey.

Peter, Niv’s hireling, was badly shaken by having to flee from a troll -- he just kept going, never to be seen again (so far).

After a week in Faversham, during which time Prospero never returned, Sagan and John decided it was time to return to the Striped Mage and inform him of their success. They had, after all, helped Prospero move, just not in the way they had expected. Upon returning to Greyhawk City, though, they were shocked to learn that the Striped Mage had died, apparently from old age! All of his indentured servants were expected to attend his wake that weekend…but some of them would soon have other plans…


Session 8
Patchwall 14, 620 CY

On a beautiful autumn Starday morning, seven adventurers rode out from Greyhawk City, northward toward the Cairn Hills. The rented carriages carried them over the side trail that led to the infamous ruins of Castle Greyhawk. For Haruspex Niv, Siliceous Slagg, and Jake, it was a return. For Sagan the Nameless, John Grond, Tuko "Lumpy" Burrstone, and Jolith Rhygar, long denied the chance to seek fame and fortune by their master, the Striped Mage, the day of his wake was a fittingly spiteful time to at last visit the Castle.

Not long after one of the carriage drivers had told them about an ogre ambush on the last carriage tour to the old castle, two ogres charged the party just as they were unloading from the carriages. First blood went to Jolith’s sling, but the ogres responded in kind with hurled spears and one random throw impaled Sagan and the other impaled one of the carriage drivers. Jake tried to magically heal Sagan, but it wasn’t enough -- Sagan the Nameless died. The battle was quickly ended, for the injured ogre fell afflicted by Niv’s charm spell and, between the charmed ogre and John (who could speak Ogrish), they convinced the remaining ogre to stand down.

After huddling up, the adventurers came up with a pretty audacious plan to deal with the ogres. They bribed the ogres into compliance by feeding them the horses from one of the carriages, then bribed the remaining carriage driver into returning to the city, not report what happened to the other carriage, and use the money left on Sagan to pay for his funeral. A few choice gear items were removed from Sagan (and carried by John). After the carriage was away and the ogres were done eating, the adventurers asked for an escorted tour of the castle grounds.

The ogres showed the adventurers their home and inside was a human cleric chained to the wall -- what the ogres offered to share as dessert. The adventurers sent the charmed ogre off on a false errand, surrounded the remaining ogre, and killed it. They freed the cleric, Brother Langdon, who had come on a solo pilgrimage to the Shrine of Boccob here at the castle. They found Langdon’s gear (and 30 gold from the ogre besides), and brought him along to keep him safe. Then they retrieved their charmed ogre and convinced him to go into the dungeon with them, through the trapdoor entrance they knew so well.

The ogre did not care for the tight confines of the dungeon and had never been down here before, but proved an invaluable door opener. The jail cells in the entry hall were empty this time, so they were able to move on quickly. The old brigand lair was now being shared with hobgoblins (they had 15 gp between them), but with the ogre’s help the hobgoblins were quickly dispatched (though Lumpy was seriously hurt by their polearms) and the brigands surrendered (they had a decorative shield worth 20 gp). The old orc lair was empty. They searched the sarcophagus room and found treasure they had missed months earlier (a 100 gp tourmaline and a 25 gp incense burner). Lastly, they found a new room with a trapped chest in it (Jolith triggered the trap, which was supposed to hit him with magical cold, but something went wrong with the trap and he took no harm). Inside was the biggest cache of treasure they had ever seen before -- 4,000 gold pieces worth of gold and jewels, and three magic potions.

Leaving the castle with their spoils, their charmed ogre pulled the carriage halfway back to the city, where they left the ogre to his own devices, and then they walked back home the rest of the way.

Wednesday, September 16, 2020

Back-to-Basics OD&D Greyhawk Campaign - Sessions 5 & 6

Session 5 (two weeks later...)

At the end of that summer, the three freemen adventurers - Siliceous Slagg, Jake, and Haruspex Niv - decided to finally go to Grossettgrottell and see if Mather and his clan had a reward for them. They were joined by Niv’s newly hired man-at-arms, Peter, and a new adventurer, Sagan the Nameless, who they suspected was spying on them for Eneever Zig, but let him come anyway.

After an uneventful trip into the Cairn Hills, they finally reached Grossettgrottell, which seemed to be no more than a thorp full of gnome shepherds with a human-sized inn. The inn was run by Halril, an elf maiden, who entertained merchants who could not or would not go down into the warrens (a friendly merchant of this sort they met was John Rown) and gnome shepherds waiting for the bowling games to start. Though they made sure the inn could put up their wagon and two draft horses, it seemed accommodations were scarce because this was a fest day, or a market day, and indeed they were missing it even now in the warrens below.

Moving outside, Slagg quickly found the concealed tunnel entrance to the underground warrens. They were stopped at a guard outpost where the gnomes were suspicious until Slagg described Mather and his nephews, and then they were admitted, and warned not to pet the badgers (they had many opportunities to, but chickened out).

The entry tunnel went past a side passage with a dwarven glyph over it, but they ignored it and pressed on to the trade hall cavern. In this enormous cavern they found the marketplace just starting to break down for the day. They hired a gnome guide for 2 sp who took them to a tunnel that led to the Amdur Clan’s section of the warrens, home to Mather and the nephews, Horach and Pincnan. Here they were received warmly and told they could stay as long as they wanted. A feast would be prepared for them – but the chef Ipayah refused because she had no violet mushrooms for everyone’s favorite dish. The mushrooms could only be found in the Forbidden Caves.

At first, the party wanted nothing to do with the Forbidden Caves. They found the Amdurs’ drinking hall and, socializing with the gnomes there, learned of undisclosed bounties on kobolds, goblins, hobgoblins, and orcs that infested the Cairn Hills. They told about kobolds bursting into flame when killed, and goblins having special abilities, which may or may not prove to be true. But the Forbidden Caves were starting to sound more tempting, especially when Horach and Pincnan agreed to come and point out poisonous mushrooms to them (the whole “forbidden” thing was really more of a guideline…).

In their first cave, they found poisonous, sticky mushrooms, and normal-sized beetles that seemed to like heat. In the second cave, they found destroying angel mushrooms that were, besides being deadly poison, would explode with a flash if thrown. Jake was collecting some when three giant centipedes attacked him, but they were quickly dispatched by the party without harm. Niv made Peter collect the bodies and place them in his pack.

In a third cave, they found a slick slope and decided it looked too dangerous, so they backtracked to a side passage. Down this way they found a fourth cave with a 4’ cube carved stone in the center of it. Though initially wary of the cube, Jake went in and touched the back side of it, at which time the side facing a small side passage turned white and the side facing a shallow niche turned black. There was definitely some puzzle here, but they decided not to mess with it. It was getting late and they wanted to find their way back. Which they did!

Session 6 (Two weeks later…)

On the two-week anniversary of the party’s arrival in Grossetgrottell (this week’s market day-fest was taking place in the neighboring village of Chataignier), the party was planning to go back and explore the rest of the Forbidden Caves. Haruspex Niv, Jake, and Sagan the Nameless found Siliceous Slagg, who had been spending time with his fellow dwarves in Grossettgrottell, while the others had been staying close with the gnomish Amdur Clan. Their reunion was cut short by a commotion -- the mayor’s son, Zeph, had been kidnapped! Everyone who wasn’t away in Chataignier was mobilized to search, including every burrowing mammal, but the only clue was that something had been seen heading towards the Forbidden Caves!

Mather was rallying his people when he spotted the party. Singing their praises as experts in rescuing gnomes, he also volunteered to come with them, armed with his lucky dagger and a shield he had bought. They also had Niv’s man-at-arms hireling, Peter, along with. Slagg volunteered that he knew of a dwarven hero staying in the area, but the others did not like the thought of splitting treasure with a hero and decided six people was quite enough thank you very much.

The party headed back into the caves, being more careful to map this time, and used Niv’s ESP spell to try and home in on the gnomenappers. They covered a lot of familiar ground at first, making sure the four caves they knew about were not occupied and looking for tracks. It was when they returned to the cave with the magical stone cube in it that Niv’s spell finally detected evil monsters ahead. Still, the party took the time to try and detour around the direction the thoughts emanated from, suspecting an ambush. So they came at a cave with three goblins and four giant rats in it from a slightly different angle. The rats charged at them and the goblins threw their spears, but Jake blocked the tunnel entrance with his shield and the spears all glanced off -- and then their opponents were all dropped by Niv’s Sleep spell. They had minimal treasure -- 12 sp -- and it was decided (after killing the rats) to tie up the goblins and see if they had any information of value. It turned out, their boss was a gnoll, and the gnoll had gnomenapped Zeph. The goblins were guarding his back as the gnoll headed deeper into the caves. After questioning them, Slagg dispatched them with his axe.

The next cave had a high ledge overlooking it like a balcony and there was a lone goblin guard watching them from the balcony. The party went back to get the three throwing spears from the dead goblins and come back, but when they did they found the lone sentry had gone and got all his friends -- four of them -- to come man the balcony with him. They lobbed javelins at the party, lightly injuring Slagg, and nearly killing Mather (he was saved at the last minute by Jake’s only cure spell). The javelin-tossers were chased back by flaming oil, but soon the cave was filled with smoke and too dangerous for the party to stay. Luckily, there was another tunnel down here to try…

Which lead to a cave with the gnoll in it, accompanied by a lone goblin, and a sack with something moving in it. The goblin met the advancing party and blew out Jake’s torch (being able to blow out torches was something the gnomes had told them goblins could do -- and it turned out to be true!). The gnoll was running towards a tunnel on the other side of the cave when the lights went out; Sagan tossed a Sleep spell down the tunnel as far as it could go and caught the gnoll in it, which they found out after Slagg dispatched the remaining goblin. Sure enough, Zeph was sleeping now in the bag, but they woke him up. Mather comforted Zeph while the gnoll was tied up. The party quickly decided they would bring back their prisoner to face gnomish justice…and maybe collect a reward for capturing him. They also found the cave the gnoll had fled into was the cave of violet mushrooms -- the very delicacies they had been looking for last time! They filled the sack that had held Zeph with the delicious mushrooms and started to head back.

But not all the way back yet. There was something Sagan had noticed while mapping…that a dead end they had seen earlier seemed to come to the other side of the balcony cave. They all went there and searched it for secret doors. They almost found none, but Peter found it, searching a little further back in the tunnel from the dead end. This lead to the secret lair of the six remaining goblins, who were felled by another Sleep spell. In a chest, they had 9 cp, 300 sp, and 31 ep, which the party took.

And lastly, Jake wanted to back and gather 16 more “exploding” destroying angel mushrooms, enough to fill the remainder of space in his backpack.

When returning to the Village of Corippo, they returned Zeph, and were treated to a 50 gp reward, plus 20 more for bringing them the blackguard who had abducted him. The violet mushrooms were worth 50 gp to the Amdur Clan (and shared only with the Amdur Clan, cementing their cooking- related power in the community!). Jake looked into if the destroying angel mushrooms were saleable and learned that the four he’d picked two weeks ago would rot in the next few days, meaning his collection was of limited value.     

Friday, September 11, 2020

My Back-to-Basics OD&D Greyhawk Campaign - Sessions 3 & 4

Session 3 (Two weeks later…)
 
The wagons rolled over the drawbridge into the courtyard of Castle Greyhawk once more. Rulf, acting like he thought of himself as a sergeant when he did not outrank any other indentured servant, called for everyone to line up and sound off, while the wizard Eneever Zig reviewed them. Zig’s instructions were short this time. Instead of waiting here, Zig was going into the dungeon himself, to speak to someone in the Bottle City. He explained how this was literally a city in a magic bottle, on the second dungeon level. He did not even assign guards to the wagons before walking off.
 
Jake, Haruspex Niv, Siliceous Slagg, and Baron von Hage (Baron was his first name) were not interested in guard duty, they abandoned Rulf and the others for the trapdoor that led into the dungeon, intent on collecting bounties.
 
Passing the dungeon cells, they found a third gnome in the first cell! The gnome was chained up and made it clear an ambush was waiting for them in the second, adjoining cell. Forewarned, the four bounty hunters surprised two brigands lurking in the next cell, a variant of the trap the brigands had left here for them last time, but more dangerous because one of the brigands had an alarm horn in hand. Thankfully, the brigand dropped the horn when surprised, and neither brigand lasted long (one slain, the other, Bill, captured).
 
The gnome was freed. His name was Mather, and he had come looking for the two gnomes freed two weeks back, but was himself captured and tossed in here as fresh bait for the bounty hunters. Mather, unlike his cousins, wanted to accompany them and avenge himself, and was given Baron’s dagger.
Bill was questioned about the location of the Master. He had no idea, but he explained some dungeon economy to them. Rather than being paid money he was allowed to keep, Bill was given a weekly allowance that he could use to buy replacement weapons, good wine, or a romp with the Master’s harlots. This seemed like a good clue to the bounty hunters and they insisted Bill lead them to the harlots. Niv cast his ESP spell so he would sense thoughts they approached and would be harder to surprise.
 
The way to the harlot rooms seemed deserted, though. Bill suggested that it might be meal time; his sense of time was thrown off by the week he had spent in the cell as part of the trap for them. Eventually they reached a locked door that they could not break down, but the noise of them throwing themselves against it brought the attention of the harlots on the other side. When they claimed to be the Master, it brought the madam, Muriel, to the door.
 
There was a brigand in the room who was now half-dressed, had picked up his spear, and rushed in to fight, with Muriel fighting alongside him with her dagger. But the brigand went down fast and Muriel surrendered. She had fought to make a show of loyalty, but her only real loyalty was to her girls. She said she had few encounters with the Master, and most of her dealings were with a lieutenant, Gregory. It was Gregory with whom Muriel had an arrangement that her girls would always be compensated. She was asked if the women would want to leave the dungeon if escorted, but she said some had been down here long enough they did not remember the surface world anymore. She agreed to lead them into the vicinity of Gregory’s quarters, but would not risk being seen with them and let him know she had betrayed him. She also implored them not to kill Gregory, as her girls would no longer be safe then.
Two more brigands had been in the next room of harlots, but one escaped and only one remained to guard the other’s escape, wielding only a scimitar in his hands. He was a capable swordsman and it took some time for Slagg, Baron, and Jake to drop him.
 
A short distance away, at Gregory’s quarters, they fought and killed a guard outside the room, and Baron was finally able to upgrade his armor to what this man had been wearing. By now, Muriel had vanished (Mather had her dagger now, though). The door to Gregory’s room was locked, and another door on the other side that seemed to lead into the same area was locked. Niv sensed no thoughts within, so making lots of noise breaking a door down did not seem useful enough to them. Instead, they moved on to a new part of the dungeon past here.
 
The next rooms were also empty of people, but they were not empty. One contained a blue opal in a chamber full of centipedes, including two giant centipedes, which were easily killed. Mather helped in the combat here, despite still having no armor. Another room contained a stuffed albatross on a wooden pedestal, with a pair of dice next to it. A third room contained even more elaborate and puzzling contents. There was a pool of water (curiously, saltwater!) with a chain hanging from a pulley above it. In a small adjoining room was a winch controlling the chain. The bounty hunters tried lowering the chain into the water, and tried baiting the chain with the stuffed albatross, but caught nothing on their fishing expedition.
 
While trying to solve the puzzle, they were caught by three guards on patrol and the bounty hunters fought them and killed them. Mather, again, proved useful (so much so that he was convinced Muriel’s dagger was magical), but by now both Slagg and Baron had been injured and Jake only had a healing spell for one. Leaving Baron moderately injured, they decided it was time to start heading back. Returning to the harlots’ rooms, they found Muriel had returned here. She told Mather her dagger was not magical, shocking him to learn that it was all himself who had been so successful in combat. Muriel had discussed their offer of freedom with her girls and three of them wished to go.
 
They got turned around once on the way back out, but realized they had taken a wrong turn when they reached a pit they had never seen before. Luckily, they had still been dragging Bill around all this time, and Bill led them out. However, not far from the first bandit lair, they opened a door and found four wandering giant rats. Two of them jumped on Baron and tore him apart. Mather killed them both, while Slagg and Jake took care of the other two.They tried to revive Baron, but all they got out of him were his final words. “I had a good time…don’t tell anyone how I died.”
 
Returning to the courtyard (Bill was forced to carry Baron), they found all the other servants badly hurt and one of the wagons smashed! Two ogres had ambushed them from the roofs of the nearby round towers and hurled rocks down on the nearest wagon to smash it. The ogres had been chased off after a horrendous battle.
 
Eventually Zig returned and he had news too: the dungeons had changed since he was down there last and he could no longer find the Bottle City. He offered a 200 gp reward if they happened to find it. No one had, of course, but they did have treasure to show Zig. The dice found by the albatross had fading magic, or some residual magic, to them. Curious, he gave them 50 gp for the dice. The blue opal was worth far more -- 2,000 gold pieces. Now the bounty hunters had a serious discussion -- use the money to resurrect Baron, or pay for their freedom? The 2,000 split three ways would make all three of them free men (or two men and a dwarf, at any rate). The desire to be free men won the day, but to assuage their guilt they agreed to give the remaining 200 gold to Baron’s next of kin.
 
And so they all left, with the remaining wagon, to return to the City of Greyhawk…
 
Session 4 (Two weeks later...)
 
Though Haruspex Niv was eager to get Mather to Grossettgrottell (and possibly a reward), Jake and Siliceous Slagg made him wait, vowing they’d do that after one more trip to Castle Greyhawk. They brought Goryc along (even though Goryc is still an indentured servant of Eneever Zig!).
 
Thanks to a wealthy patron Jake met the previous week, they had a carriage ride and men-at-arms escort all the way to Castle Greyhawk. Once there, they realized they could do anything they wanted, with no mission from Zig. They looked around the entrance and found an ogre’s “nest” in one of the square towers, but the ogre wasn’t home (the heroes know there are at least two).
Then they checked out the stables on the south side/high end of the castle grounds. There they found a working wagon, miscellaneous possessions from old workers, and – on the third floor – a haunted room. Jake performed a ceremony to try and put the undead to rest, but the ceremony only upset – a wraith! Niv and Goryc ran (I wasn’t taking the blame if they got energy drained while they were NPCs). Slagg had a silver dagger, so he stayed and fought. Jake poured holy water on his morning star so he could fight too. And they won! (Chiefly because the wraith was a terrible fighter/I could not roll more than a 10 to hit/forgot silver weapons do half-damage. Oops!) The room contained some loose change, a holy symbol, and more importantly a workbench full of a master blacksmith’s tools in pristine condition.
 
Rather than move on in exploring the castle, Slagg had an unusual suggestion: why not quit now with the spoils they had? They could load everything that looked saleable into the wagon and push it downhill to the courtyard entrance. If they hurried, they would get out before the ogre(s) came back. After some discussion, they agreed as a group to leave, left the castle, and met their escort just outside. Their carriage had two horses; they bought one outright from the driver and returned at half-speed to civilization. Rather than return all the way to Greyhawk City, they stopped at the Village of Hawfair Green, so they would reach it by late evening.
 

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.

Saturday, August 29, 2020

Campaigning in South Province

This is the longer version of the write-up about South Province that I wrote for Canonfire, and you can read here: http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=9224

Campaigning in South Province is for the DM who wants to downplay dungeon crawling in favor of political intrigue and military campaigning. More properly called the South Province of the Great Kingdom until 587 CY, and thereafter known as the United Kingdom of Ahlissa, the South Province is one of the most population-dense areass in the Flanaess, which means it is relatively safe of dangers such as roving bands of monsters, dragons, giants, etc. That is not to say the South Province is safe -- the Herzog of South Province extensively used humanoid troops and now there are many orcs and hobgoblins still in positions of authority throughout the kingdom. The warmongering followers of Hextor are everywhere and they are displeased with a stable, peaceful Kingdom of Ahlissa. The former capital of Zelradton is a hotbed of devil worship, so bad that to avoid their influence the capital was moved to Kalstrand, a city only annexed to the kingdom post-Greyhawk Wars.

The United Kingdom of Ahlissa is much larger than the former South Province, now including the lost Prelacy of Almor and much of what was known in recent memory as the Great Kingdom. However, these areas are not covered in this entry and should be covered separately.

The South Province is in the southeast Flannaess, south of Relmor Bay, bordered to the east by the Thelly River, to the south by the Greyflood River and the Iron Hills, and Dunhead Bay to the west. Its latitude and geography suggest a climate like Earth’s Egypt. While there are no interior rivers within the province, the population density suggests there is no shortage of water, so there must be ample streams and springs, as well as well-fed water. This is supported by the abundance of food prepared in South Province, one of the chief staples of the economy, even though copper, silver, and gold are all mined around the perimeter of the province. In this wet, hot clime, rice is likely a staple of local diets.

The culture, largely Oeridian, is here more like a mixture of Germanic and Slavic. The original Flan inhabitants were decimated by the migrating Oerdians and this long ago act of evil has cast a lingering presence over the Province ever since. Corruption is rampant and the standing army is little more than bandits, brigands, and monstrous races (including a significant number of ogrillons). Much of the history of its Flan inhabitants is now lost, though the Flan name for this land, Ahlissa, suggests some kinship with the legendary Queen Ehlissa of antiquity.  

The “natural enemies” of South Province are the states of the Iron League to the south. Idee, the Iron Hills, the Hollow Highlands, and Sunndi resisted generations of herzogs who ruled South Province before the current Overking, and the unattainable goal of finally reabsorbing those lands, long ago lost to the Great Kingdom, have not been forgotten.   

Country specific resources:
“Developments from Stonefist to South Province” (Dragon #57)
Ivid the Undying (the unpublished Sargent-era supplement)

Adventures in this country include:
lCity/naval adventures along the coastlines, fending off Scarlet Brotherhood-backed pirates.
lPerform a quest for the druids to restore the Bonewood.
lDefend Trennenport from a Sahuagin invasion.
lExplore Icespire, a cursed area on the Dunhead Coast where it is eternal winter.
lExplore the Undercity of Prymp, with its watery caves of deadly monsters and connection to the Underdark.
lAid (or put down?) an insurrection of the slave population.
lOppose the machinations of the Church of Hextor without openly fighting them (since they are inexorably bound to the power structure of the kingdom).
lPolitical intrigue between backstabbing political factions willing to take any steps against each other, up to assassinations.
lQuest for Queen Ehlissa’s Marvelous Nightingale, hidden somewhere in her ancestral lands.
lSolve the mystery of the callings from the Calling Mines.
lTransform the system from within, gradually lessening the hold of Lawful Evil over the kingdom and backing leaders who can change it to Good.
lAfter 400 years, the Yuan-Ti (represented by Graf Reydrich’s ancestor, Reynevar the Snakeheaded) return to Ahlissa. But for what purpose? Do they also seek the Nightingale?
Adventures in nearby areas include:
lCement the tenuous alliance between the Iron Hills and Ahlissa through diplomacy.
lEstablish peace with the Kingdom of Nyrond (and stop their raids!).

Fan-made Resources:
“The Principality of Ahlissa” (Oerth Journal #16)
“Trennenport” (Oerth Journal #21)
“Zelradton: City of Steel” (Oerth Journal #18)

Thursday, November 21, 2019

Prymptown Courier v. 4 no. 7

[This was the last issue of the Prymptown Courier. It was discontinued because so much material was winding up on our message board, of which, ironically, nothing survives.]

PRYMPTOWN COURIER

Vol. 4, No. 7 (April 2002)

EDITORIAL

Whew!  A hefty four month delay since my last issue!  Worry not, gentle reader, if you thought you'd seen the last of the South Province campaign.  We've passed our 46th playing session now, and have a healthy crop of 2nd to 5th level PCs to show for it now!  But in some ways it's a different campaign now than it was.  The message boards (which can be found via http://www.geocities.com/southprovboard), that had begun as supplemental to the campaign, is now a large part of it.  So much game play now takes place between monthly live sessions, that the need for the campaign write-ups has been greatly reduced.  Yet, this is no cause for sadness, for I can now be free to revisit the campaign with more literary interest.  I've long wanted, and been encouraged, to flesh out the campaign write-ups into full-fledged fan fiction.  And now I have begun to do so.  Chapter One, taken from our first playing session is done.  How frequently I'll be able to write subsequent chapters, I cannot say.  If it helps, it didn't take me the whole four months you've been waiting for this issue writing it.

Now, I understand that this isn't what everyone may have signed on for when they first started getting the couriers.  You may say, "I've already read all this stuff, so why would I want to read it again only longer?"  And is so, then I can delete anyone from my mailing list.  Likewise, it has been so long that some may have since lost interest in it.  They too, I shall remove if I am so informed.

For the rest, I say enjoy the attached file, and this look back at a game session, long ago, that has spawned my most successful role-playing campaign yet.

LETTERS

The write-up from the last issue of the courier was more detailed than ever, thanks to being composed entirely of material from the message board play.  And I did get e-mails congratulating me on the write-up.  Honest.  Wish I could figure out what I did with them.  Now I can only find two relevant ones to share.

Date:  Wed, 6 Feb 2002
From:  "Merric Blackman"
Subject:  Re: [GREYTALK] South Province Campaign Session 34.62
To:  GREYTALK@MITVMA.MIT.EDU

>Perpegilliam Brown

I haven't mentioned this before, but I'm extremely suspicious about the source of this character's name...

Cheers,
Merric

~Yay, another person noticed!

Date:  Sun, 24 Feb 2002
From:  "Tracy Johnson"
To:  scottenkainen@YAHOO.COM
Subject:  Re: [GREYTALK] South Province Campaign Session 34.57

Request to post your South Province Campaigns on my server.

Although unfortunately, I don't have any of your posts before the subject line reference.
--

Tracy Johnson
Justin Thyme Productions
http://hp3000.empireclassic.com/

~Not the first time he's asked either, but this time I've caved in and given him persmission -- starting with the revised first post attached.

South Province Campaign
"Prymp Keep" - part 1

Cast:
Barada, Neutral male Flannish human mercenary (1st level Fighter).
Vlad Kostitov, Lawful Good male Oerdian human illusionist in service to the guard (1st level
Illusionist).
Hristo Goldmund, Neutral Good male Wesevud ("Central") noniz ex-town watchman and rogue (1st level Fighter/1st level Thief).
Abraham the Radiant, Neutral Good male Oerdian human acolyte of Pelor (1st level Cleric).

Setting: Various locales in the free town of Prymp, along the Ahlissan Coast.

Readying 8, 581 CY.

The day was newly born, and ancient Pelor had not yet climbed into his chariot to cross the heavens, when Abraham the Radiant stirred from his slumber.  The young, idealistic cleric had earned his name's appendage from the curates of Pelor in Almor, who saw great potential in him and the possible hope of spreading the worship of Pelor farther afield into the South Province.  Indeed, it was Cassandra Milnov, a priestess of Pelor whose role it was to oversee Abraham's progress, who was shaking him gently by the shoulder to rouse him from his restful sleep. 

It had not proven difficult for her to win access to the shrine of Pelor in the old part of Prymp, for it had almost single-handedly been her doing in having the shrine constructed.  It was a modest building -- roofless, floorless, with naught but a circular wooden wall between it and the street outside.  In the outer room were the wooden icons of Pelor.  Cassandra had commissioned them, and they were well carved, though not by devout hands.  This would change in time, she comforted herself with that thought.  Here, in the back room, were the extremely modest dwellings of what could only be a pious man. 

This pious man now sat up, rubbed his eyes, and asked, “What is it?  Cassandra?  Back so soon?”

“It is I,” she agreed, “and though my missionary work down the coast is far from done, return I have nonetheless.  I would not have asked this of you otherwise, but the hour is so early that I would not find room at any reputable inn so long before dawn. Would you…be so kind as to give up your room for me just this once?”

Abraham was in no position to refuse her, and so he quickly abandoned his pallet and blanket, and went to lie on the ground in the front room, under the watchful eyes of his idols. 

The second time Abe woke up that day was on his own.  He said his morning prayers to thank Pelor for the blessings of another sunny day, and had barely finished before being visited by a parishioner.  It was the most fervent of all parishioners, a local carpenter named Ned Flandev. 

“Hi diddly ho, Abraham!” he called out cheerily.  “Do you have the time to lead me in prayer this morning?”

Abe could not stand that rampant cheeriness but, as his stomach rumbled, he remembered that Ned did have his uses.  “I would be glad to,” Abe answered warmly, “after you’ve bought me some breakfast.”

Several blocks down the same street was the Tavern of the Grinning Gargoyle.  Above the entrance to the building squat a small stone gargoyle with a wide grin -- hence, the namesake of the tavern.  The tavern inside was a rather plain affair, even a bit of a disappointment perhaps after the ostentatious entryway.  But the tavernkeeper was a friendly man and his food was good.

***

Hristo Goldmund was a queer gnome, or so his neighbors thought.  And he was very lucky that this was all they thought, for many of his neighbors in the seedy Dock District of Prymp were often more inclined to think of people as easy marks for robbing, killing, or both.  Hristo had dreamed of high adventure and fabulous treasures ever since he left the Town Watch to take up
adventuring.  Sadly, not being sure of how to go about finding adventure, Hristo was often forced to content himself with the care of his assortment of laundry.  He looked on his folding and sorting skills with pride. 

This particular morning, for some reason, he felt extravagant.  He collected his meager savings, exited the hostel he called home, and made his way south away from the docks and towards nicer dwellings.  At the Abigail’s Rest Inn, he breakfasted on sausage and biscuits.  He returned home feeling good and full, quite ready to join the washerwomen down by the Beach Stream for his daily laundering. 

Waiting for him outside his room was a human named Gianni the Long.  The gangly man shared with Hristo certain skills that were not laundry-related – skills they had learned together under the tutiledge of that wandering robber and trainer of rogues, Tilwich Tourmaline.  What they shared in common did not make Hristo any more comfortable around this man.

“Hristo!  I was just looking for you,” Gianni said slyly.  Then he waited until Hristo had drawn closer before continuing in a hushed voice, “You know how we’ve talked about hooking up with the thieves’ guild?  Well, I met a contact last night who might be able to help us get in.” 

“Good luck, then!”  Hristo said as he ducked into his room.  Perhaps at one time Hristo had toyed with the notion of joining a guild, but he knew that was not the opportunity for which he’d been waiting.  With a sigh, he started the daily tending of his laundry.

***

Barada rose early to pursue his daily regiment of exercise.  Afterwards, he went out into the town to seek his fortune, as any mercenary fighter would.  Passing by the Old Market, Barada encountered a merchant he knew, Devid the Younger. 

“Barada!” Devid called out.  “Just the man I was looking for.”  Devid proceeded to fill Barada in on some of the details of a business meeting he had that evening.  The other merchants involved needed persuasion that Devid could move merchandise safely through dangerous regions of the province.  He would give Barada two silver Scores for his time if he would just stand there and look persuading.  Barada was accostumed to being used for intimidation, as unusual as it was to see a Flan warrior in South Province.  The pay sounded rather feeble, but Barada had no better offers at present, so he accepted.

***

Vladamir Kostitov had regular employment and was on duty that morning.  He reported to the walled compound known as the Garrison.  While the town watch was based out of Prymp Keep and answered to Laird Seron Tapinov, the town guard was based out of the Garrison and answered to Graf Lopozos Cranden. Vlad was the only illusionist in a small group of invokers and general magic-users who assisted in patrolling Prymp and the surrounding county. 

Vlad made the normal rounds through the Old City of Prymp that morning.  He encountered nothing more unusual than a puppet show in the Old Market.  To think that, had he remained in Hexpools with his talents, he might have been a street performer himself!  But here on the coast he was considered a valuable asset for defense!

***

It was around noon, and Hristo was chatting with a washerwoman when he saw a bard and his entourage stroll past.  The bard was a lightly-tanned man of good bearing and fine countenance.  His light brown hair fell to his shoulders, and he wore a beard very short and neat.  He wore a long, fur-trimmed green cote with long, drooping sleeves.  His hose was tan, and he wore a red feather in his green cap.  He wore a short sword at his side, but held and played a lute in his hands.  The bard and his entourage continued past, like a parade.  At first, Hristo gave it little thought and went back to his laundry. 

***

The bard happened to be on his way to the Tavern of the Grinning Gargoyle, which Abraham was just leaving after a full morning of hearing the carpenter's problems.  The cleric and the bard literally bumped into each other. 

“Pardon me,” the latter said.  “it was all my fault.  Please, allow me to introduce myself.  I am Heironymous Nodd.  Though I had come here only to speak to my friend, the tavernkeeper, and that business is done, do come back in with me and I shall endeavor to compensate you for the jostling with one of the finer beverages that can be found within.”

This was a boon opportunity for the young acolyte, for Abe was eager for news of quests or adventures on which he might go.  “I happen to be an adventurer,” Abe brought up quickly.  “You are a well-traveled bard, no doubt.  Might you know where adventures can be had?” 

Nodd smiled.  “Indeed I do.  Have you ever heard of ...Skull Keep?”

***

Hristo had second thoughts, parted with his laundry, and decided to see where the bard
went.  He tracked the bard by following the sound of his lute playing.  The bard always remained just a few blocks ahead of him.  The more difficult the task proved, the more resolute Hristo was in staying on his trail.  The noniz even paid the toll to enter the Old City.  Finally, he wandered into the Grinning Gargoyle, and found the bard there.  The man was about to begin a tale.  One of the patrons listening to the bard called Hristo over to his table.

***

Abe had mistaken Hristo for another gnome he knew, but covered the embarassing faux pas by inviting the stranger to sit near him anyway.

The bard’s tale was long and lyrical, but the story behind it went as follows:  A century ago, the sorceror Zenopus built a tower on the low cliffs overlooking Relmor Bay.  The cliff face was carved to resemble a giant skull, and it has been rumored since that extensive cellars and tunnels were dug behind the cliff face.  It is also rumored that Zenopus found ancient treasures within the ruins of the old city under Porton that helped him build his tower and carve the cliff face.      Fifty years ago, on a cold wintry night, the wizard's tower was suddenly engulfed in green flames as the top half of the tower blew up.  Several of his servants escaped the explosion, saying their master had been destroyed by some powerful force he had unleashed.  Not long after that, rumors began to circulate that the tower's remains were haunted.  Ghostly blue lights had been seen in the windows, ghastly screams had been heard, and shadowy figures had been glimpsed skulking about the grounds.  No one but adventurers have since gone to the tower. 
    While the bard spun this tale, Vladamir and some of the guardsmen to whom he’d been assigned entered.  They were off-duty, and eager to whet their whistles.  Vlad was known to Abe because Cassandra Milnov was Vlad's sister.  Abe eagerly gestured for Vlad to come join him.  The story of the keep was momentarily forgotten as Abe spoke.

“Vlad, did you know your sister, Cassandra, was back in Prymp?” Abe asked in a hushed voice, so as not to disturb the bard.

“No...I did not,” Vlad replied.  He was sorely puzzled by why his sister would return home and he would only be hearing this from one of her fruity religious friends.  Vlad offered lip service to Pholtus when necessary, but was far from a religious man.  His sister Cassandra was a dear, but her devotion to Pelor made no more sense to Vlad than it did to the rest of the Kostitov family.

***

Barada decided to check out the location for Devid's business meeting before it occured, and the location happened to be the Grinning Gargoyle Tavern.  While Barada was circling around the back, Heironymous Nodd was inside telling how he was once on an expedition of adventurers into Skull Keep.  They had fought giant rats and spiders on two underground levels below the ruins of Skull Keep.

Barada entered the tavern just as the bard was finishing his tale.  Abe, Hritso, and Vlad agreed that they were interested in exploring this keep, but they wanted a strong fighter with them.  Everyone recognized Barada, as he was the only Flannish mercenary in town. They agreed to approach him and ask him to join their expedition for equal shares.

“Sure,” Barada said cooly.  And how!  Equal shares was the best business offer he’d ever been offered.

Nodd had heard this all.  “I wish you luck,” he told them, “and suggest only that you first go talk to the Laird of Prymp, Seron Tapinov, for more information before you go.  Tapinov had been the
magic-user in our party back then, not long before he was elected to office.”  

***

Hristo and Abe agreed to see the laird at once.  Town Hall was a two-story stone building bedecked in large banners bearing Prymp’s colors.  It was the most impressive non-fortified building in town.  The pillored entryway was patrolled by six watchmen.  Frescoes in the hall detailed the town’s humble origins as a fishing village.  After dodging past couriers, courtiers, and assorted businessmen, Abe and Hristo were able to succor an audience with the laird's advisor, Nemis Coraz.  Nemis Coraz was past middle-aged, already with a full grey beard, and almondine eyes.  After hearing them recount the bard's tale, he told them to return the following afternoon to see the laird.

***

Vlad returned to the crowded home of his extended family to find his sister still hadn't been there.  “Out gallivanting about with that fool, Abraham the Radiant,” Vlad's crotchety old mother replied to his enquiry.  “Trying to convert people back to one of the old gods when she should be trying to find a new husband.  And I don’t mean for it to be a cleric, gods forgive me, but she should have a proper husband with property AND profession!” 
His mother’s rants were nothing new, and Vlad listened to them with an unattentive ear.  He saw in the face of his brother, Demetrius, that he too shared some concern over their sister’s whereabouts.  As soon as it was possible to escape from their tempestuous mother, they agreed to look for her at the shrine of Pelor. 
It was not far to the shrine, and sure enough, Cassandra was there.  She wore her white robes with a matching headdress that left only her face visible.  She was with a young woman, dressed poorly, whose features betrayed orcish blood. 
“Cassandra!  What are you doing?”  Demetrius sounded concerned.  As a guardsman for Graf Cranden, his experience with orcs was that they were all murdering mercenaries. 
Vlad’s concerns were still on Cassandra not coming home.  “Where have you been?” he asked.
“I’m sorry,” Cassandra began, “but I have been preoccupied here with the shrine, especially since Abraham has not been here since early this morning.  She related the tale of how she had helped a young half-orc woman named Mora who was poor, homeless, and seeking help.  Upon Vlad's beseeching, Cassandra agreed to come home when Abe returned to monitor the shrine for more such troubled souls.  "In the meanwhile," she concluded, "I must console this poor creature that Pelor has seen fit to send to me."

***

Barada attended the business meeting in a second floor private room in the Tavern of the Grinning Gargoyle.  Devid was speaking with two merchants from the river town of Ilahzdruk. 

"You understand, Devid," one of them said, "that we came here out of concern, and not confidence.  The promises you sent us via messenger were unsatisfactory.  If you wish to renew our contracts -- or see any long term trade outside of Prymp -- you're going to have to start showing you can guarantee safety!"

"Gentlemen," Devid cooed, "do not let isolated events elsewhere in the Province worry you about Prymp.  Prymp is the very bedrock upon which the financial --"

"Razivon was not just an isolated incident," the other merchant interrupted.  "That town fell to Provincial forces just last year after earning the wrath of the herzog.  I can show you some of the rubble from their trade hall..."

"Which is precisely why you need me," Devid countered.  "The guild halls are vulnerable to over-taxation, and even retribution.  You need the flexibility of non-sanctioned merchants like me, along with the stability that can be acquired with suitable..." and here he waved to Barada behind him, "...protection."

The merchants seemed to take notice of the fierce-looking Flan for the first time.  One of them
nodded at Barada and asked, "How many Flan mercenaries do you have?"

"Enough," Devid answered cooly.

When the meeting was over and the two men from Ilhazdruk had left, Devid slumped into his seat and wiped his brow.  Barada stopped posing.

"I hope that bluff holds," Devid said.  "Here is your well-earned fee," he said, giving Barada the handful of silver Score he'd earned.  "Make sure you're around in case I need you again soon."

***

Abraham returned to the shrine soon thereafter.  Cassandra seemed cool, but not upset over his absence.  "Abraham, this is Mora," she said instead, introducing the hideous but waif-like creature huddled by the wall.  She related Mora's story, and what comfort Cassandra had been able to give her in the past half-day. 

Abe, ashamed to take the veiled admonishment from his superior, made the mistake of overcompensating.  "Allow me to atone for my absence, then, by giving this Mora my room here at the shrine.  She may stay here while I am away."

At this, Cassandra grew hot, and scolded him thusly, "You would even think of turning the shrine over to a stranger like that?  What would possess you to think you will need be away from here so long?"

"Forgive me, but I crave to see more of the world, and to find adventure."

"Ah, so that's it, is it?  I will, hesitantly, leave Mora here in your care, so you may see about finding a boardinghouse that will take her.  When I return, we shall talk more of this desire for adventure you claim to have."

Abe did as he was told, though his mind was not in it.   While Mora silently followed him about, his mind was far away, dispatching monsters and claiming their magical treasures in the name of Pelor.  After finding no vacancy at several such houses, and with night approaching, Abe gave at last simply handed Mora two electrum Nobles and sent her off into the night.

Abe returned dutifully to the shrine, but Cassandra did not.  So Abe simply went through his standard evening rituals, ate a small supper alone, and laid down in the back room of the shrine to sleep.  But once again, Abe’s sleep would not go uninterrupted.  This time he was awoken by a
parishoner -- a mercenary by the name of Nicolo.  Nicolo had been to the shrine much of late, seeking advice on whether he should keep looking for mercenary work in a scarce market, or
take regular employment and long commitment in the town watch.  Half-asleep and slightly irritated by the interruption, Abe suggested a third alternative.

“Come with me.  We will see what perils lie on the open road, and vanquish them each in turn.  Fabulous adventure awaits the bold and daring.  Monsters and treasure, adventures both outdoors and underworld -- how could the drudgery of garrison duty compare?”

And to all this, Nicolo stood there looking horrified.  But then his features relaxed, and he said, “Oh, I understand you now!  You were merely testing me.  I see that you have exagerated the dangers of mercenary work to show me which path I should take.  Thank you, Abraham!”

Nicolo left, content.  The acolyte, having lost nothing for the effort but some sleep, sought to remedy that situation with renewed slumber.
 
Readying 9, 581 CY.

Barada was an early riser.  He walked all around the Old City each morning, and passed many a tradesman, laborer, and traveler on its winding streets.  This morn, he crossed the path of a traveler he recognized -- Estophon, the wandering druid of Obad-Hai.  He wore a light brown robe, instead of an embroidered vest as men typically did, and walked with a staff.  His forehead was tall and well-tanned, and his large, expressive eyes were surrounded by deep wrinkles.  A black beard hugged his round face.

“So good to see you again, Barada!”  Estophon greeted him.  “I did not think to meet anyone of the druidic faith so soon today.  This is a boon no doubt placed in my way by Obad-Hai himself.  Just two days past, I was in the village of Vecheld Gesto, and there I encountered a shepherd in
need of a warrior's assistance. And now here I am in the presence of a warrior and, I think, the very one for which this situation calls.”

But Barada was offended, so when he responded he said,“Then your wisdom has fled you this morning, druid, for I am not such a warrior.  I would slay dragons and rescue maidens.  Livestock is not important to me.  Tell your shepherd to arm himself.”  And with that, Barada trudged off.

Afterwards, Estophon clicked his tongue and mused outloud, “Yes, he’ll make a fine candidate...”

***
 
Hristo again left his hostel in the Dock District and payed the toll to enter the Old City.  In the Old Market, he found a traveling weaponseller.  The short, squat old man had a bundle of short swords, but no broadswords.  Hristo had long been looking for some time for just the right broadsword.  He always imagined himself as a daring treasure hunter and explorer, and all he needed to start -- he imagined -- was just the right broadsword.

Hristo sighed.  “I’ll take however many sling bullets you have,” he told the man.

***

Cassandra Milnov had kept busy since returning to Prymp, perhaps purposely avoiding the return home.  But her reunion with siblings at the Kostitov estate was a joyous one that had lasted late into the evening.

Vladamir was glad to have her back, despite his long-held misgivings about her “finding religion” after her husband died.  But there was little time for such ruminations that morning, for Vlad was soon due to join his patrol.  It was a group of many of the same faces Vlad had gone out on patrol with before, though they all remained practically strangers to him.  It was another walk down the same streets, encountering much the same people.  His life, he knew, was dull routine; but he was a patient man, and expected more opportunities in life to come his way eventually. 

Vlad's patrol ran into a band of loitering mercenaries in the street.  The patrol leader was a soldier named Otez, and Vlad knew Otez did not like mercenaries.  It was not uncommon, but this lot looked particularly rough and unpleasant.  Their steel was naked, though at least at the moment they weren’t threatening anyone with their weapons. 

“You there!”  Otez cried out.  “There is to be no loitering in the city streets with drawn weapons.  In the graf’s name, I order you to disperse!”

The mercenaries bristled.  “Is your precious graf going to help you disperse us?  Or did you plan to try it alone?” a particularly brave, or rude, one said. 

“We have you outmanned, outclassed, and we have a magic-user,” Otez responded.  “You can give me an excuse to clap you in irons or cut you down, or just move along.”

The standoff was as tense as it was short-lived.  The mercenaries were not willing to risk the challenge, and backed away.

Vlad had hung back and watched the whole time.  It was his role to lend magical support if a fight had broke out, but he knew his particular talents did not make him a popular choice amongst his fellow officers.  It was invokers they wanted.  Battle mages.  Vlad’s illusions seemed trivial to them.  Again, he reminded himself that he was a patient man.  His chance to shine would come.

***

Cassandra left that morning to check on Abraham at the shrine.  Abe reported how he had left Mora with enough money to get by on.  He left out the detail of leaving her to find her own shelter for the night.  Cass was satisfied with the report and once more left him to tend the shrine alone.  He spent the afternoon cleaning up the shrine, and sweeping out the loose dirt from the packed dirt floor.

Late that afternoon, Abe was kneeling before the altar -- not so he could pray, but so he could dust off the wooden altar and the icons sitting on it.  Just then, a rock sailed through the doorway and struck the altar just over his head.Abe wheeled about in surprise, mixed with anger.  The shrine had suffered vandalism problems several weeks earlier.  The Town Watch had looked into it, but had resolved nothing.

“Pelor willing, I’ll resolve this myself,” Abe said aloud through a fearsome scowl and gritted teeth.  He immediately bolted out the door after the scoundrels.  Abe was angry and determined, but also not quite ready to take on multiple vandals by himself, so he hedged his bets by shouting for the Town Guard every step of the way.  There was only one man fleeing the scene that he could see -- a man in padded armor running at a good head of speed.  Abe ran down the paved street in pursuit of him, dodging the scattered pedestrians in his way.  The chase had proceeded south no more than a half block before the chasee turned down a dirt side avenue.  Abe was hesitatant to leave the busier thoroughfare for the quieter side street, so he stood there and did the only thing he felt safe doing.

“Help!”  he yelled.

***

As luck would have it, Hristo was just north of there, hanging out near the brewery, at the time.  He heard screams and came running to investigate.  He spotted Abraham, the man he’s met at the nearby tavern, acting hysterical.  Hristo, recalling his experience in the Town Watch, put on his most authoritative face and asked, “What seems to be the trouble here?”

“Shrine vandals!”  Abe cried.  “This way!”  An armed gnome wasn’t what he had in mind, but at least he wouldn’t be going it alone if this Hristo followed him.  Hristo, feeling he had nothing better to do anyway, decided to go along with it.  And so the two of them ran down the side street, nearly knocking over an old man. 

“Young hooligans!”  the old man called out after them. 

A ways down the street, they were confronted by three club-wielding men in padded armor who ran out of an alley yelling, "Get the cleric!"

Abe did a mental inventory of his person and realized he did not have any armor or weapons on him.  Discretion became, in his mind, the better half of valor, and he turned and ran. Hristo was non-plussed.  Still, since he couldn’t possibly run as fast as the long-legged cleric, there was nothing to be done but stick it out and try to make the best of the situation.  He produced his sling from his belt and a sling bullet from a pouch at his side.  The three men rushed towards while he was winding up.  Hristo was forced to release too soon and the bullet ricocheted off some walls back the way he had came. 

The annoying old man had followed Abe and Hristo intent on yelling at them again.  He saw Abe run back and pass him.  He was just about to say something when an errant sling bullet hit him in the head and knocked him unconscious.  The three thugs ran over his body, in pursuit of Abraham.

Abe made it back as far as the main street before being struck from behind and sent reeling.  This surely would have been the end of him if not for two amazing coincidences.  Barada just happened to be nearby, and at the same time as Vladamir’s guard patrol was passing by.  Before anyone else could react, Vlad appraised the situation, grabbed a handful of colored sand from a belt pouch, intoned magic words, and made magic signs with his free hand.  Seconds later, a fan-shaped burst of rainbow colors spread out over the three thugs as they hovered over Abe, and stunned all of them. 

“Good work, Vlad,” Otez told his subordinate.  “You lot,” he called to the other guards, angry with them for their slow reactions, “let’s see if you can pick up these three and hold them -- sometime today!”

Barada stepped forward to check on Abe.  He was seriously hurt, but still conscious.  Refusing help, Abe pulled himself up on his feet.  He clasped his holy symbol, called on Pelor, and asked the sun god to heal his wounds.  After that, Abe seemed fine.  Then Abe walked over and asked Pelor to help the old man as well.  The old man got up, with help, and then batted Abe away.  “Get away from me, you trouble maker!”  the old man yelled, and then stormed off.  Barada chuckled at Abe’s expense.

Meanwhile, Hristo had already walked past, trying to look as innocent as possible.  Barada shot him a suspicious glance, but didn’t ask him what he was doing there.  And by then, Vlad’s patrol was already taking their three prisoners back to the Garrison for interrogation.  The three novice adventurers stood there looking at each other. 

“Do you want to go see the laird now?”  Hristo asked Abe.

“Sure.  Why not.”

“Can I come too?”  Barada added.

At Town Hall, Laird Tapinov spoke with them privately.  Seron Tapinov was nearly six feet tall, with reddish-brown hair, a moustache, but no beard.  He wore the fur-lined robes of his office, despite the warm spring weather. 

“I am am fairly sure,” Tapinov continued, “that Skull Keep has little treasure left in it to offer.  But, there was one place we never explored.  The pit.  The pit was in close proximity to the keep, was deeper than we could ascertain, and had never been explored to my knowledge.”

“That sounds promising,” Barada said.

“Do you remember what kind of monsters you had to fight?”  Abe asked.

“Over-sized vermin, mainly,” Tapinov answered, thinking back.  “Rats and spiders.  Nothing of great interest.”

Hristo sat there quietly, thinking about how the laird had his robes washed.

***

Vlad was present as his fellow guardsmen roughed up the three prisoners.  Abel Olsta, one of the officers, finished beating the last of the three prisoners with a sap, yanked him back by his hair, and yelled in his ear, “Confess!”

“Alright, I’ll talk!  We were hired to harass the shrine to Pelor.  He had long black hair, but I don’t know anything else about him -- no, wait!  He always paid in gold, and always came to us, whereever we happened to be when he wanted us.”

“Not very useful,” Abel complained.  “Well, they admitted to the previous vandalism at the shrine...”

“Did you want me to summon the Castellan?”  Otez asked.

“Bother Belkos with a trivial matter like this?  No.  Just give these boys two days in the stocks, followed by exilement from town.  They’ll think twice before they bother a church again.”

Vlad quietly took it all in.  If he had any opinions on how justice was meted out in Prymp, he kept them to himself.

***

That evening, the four adventurers all supped again at the Grinning Gargoyle Tavern.  They were discussing what to do next. 

“The Big Burrow sounds interesting,” Hristo said, using the name he’d coined for the pit.  “And is anyone else here besides me think it’s odd that people have been trying so hard to convince us that there’s no profit to be had in exploring Skull Keep?”

“Those were warnings,” Vlad replied, “and are probably accurate.  Exploring Skull Keep would not be worth our time.”

“Look,” Barada added, “the keep is only a day’s hard march to the west, so it would not be a long expedition to find out is there’s anything to this place or not.”

That night, an adventuring company was formed. 

“What should we name it?”  Abe asked.

“Why don’t we name it after this place,” Barada asked, “since we’re founding it here?  The Band of the Grinning Gargoyle.”

“Oh, I like the sound of that!”  said the tavernkeeper as he passed by.  “I’d wager daring deeds and the like should be good for my business.  So I’d be most pleased, and would gladly spread the word of this company.”

And so it was decided.