This post is about Session 06 of my Classic Dungeons and
Dragons Campaign. This session was played on March 29, 2015 which was PalmSunday. We are playing with the Moldvay Basic Dungeons and Dragons book with
some minor house rules. The log for Session 04 and 05 is on this sign while the
logs for sessions 1 through 3 can be found here.
I am running the Keep on the Borderlands (B2) with new
stories added to the sandbox for players to explore or ignore as they wish. The
players opted to trek to the Caverns of Thracia which I placed in the mountains
about 2 weeks away from The Keep in B2 on a hex map. The hex map was of the western portion of the Yeomanry in Greyhawk as per the B2 instructions on placement of the module in the setting.
The Cast of Characters were as follows. Levels of the
characters are as of the beginning of the session:
Player Characters:
Rita: She’s an elf from a level 1 magical forest. She can
speak many languages, such as Hobgoblin and Gnoll… and medusa, but she doesn’t
trust the creatures whose language she knows. She will kill any poor sod that
she doesn’t trust and begrudges the humans in the party for bossing her around.
So watch out! (Player: Leybel)
John Henry: He’s a level 3 thief from Loftwick. He’s
looking for easy money and some high stakes poker games to cheat at, I mean
play in. He steals from the Keep when he thinks he can get away with it and
hasn’t been caught (yet). He travels with Kate and their romance in the stuff
of legend. (Player: Bryant)
Rita. |
Kate: She’s a level 2 cleric of Norebo, the god of
gambling. She is John Henry’s woman and tags along with his gambling
expeditions since it pleases her god. She has no fear, broad shoulders, and
wades into battle with her mace and heavy armor. (Player: Heather)
Heime Stein: He’s a level 2 Magic-User from Ekbir. He’s
whip-smart but will blurt out a rude comment now and again (who in this party
doesn’t?). He’s an accomplished silver-smith and known about the Keep for his
skill. He has a tendency to cast Sleep spells as soon as any serious danger
arises. (Player: Carl)
Theo Greyjoy: He’s a level 2 cleric of Xerbo, the god of
the sea. He is a grandmaster fisherman and misses his home by the ocean in the
Hold of the Sea Princes. Why he left is a mystery but likely not by choice. He
is quick to judgment and to insult others; except for the ladies. He loves the
ladies. (Player: Robert)
Tar-Tar: He’s a level 1 Halfling from the nearby shire.
He was named their Champion and given instructions by their Sheriff to travel
to the Keep and find out what might be done to stop the attacks from orcs and
bandits on their wagon trains. It’s unclear if he takes this quest seriously or
sees it as an excuse to be a murder-hobo like the rest of the party. He comes
off as friendly and eager for adventure. (Player: SB)
Retainers (NPCs):
Brother Giles: Level 1 Fighter retainer for Theo Greyjoy.
He is an acolyte of Geshtai who wanted to be a cleric but his goddess never
answered him.
Kanye's glasses give him power. |
Kanye: Level 1 Kobold retainer for Theo Greyjoy. Theo
raised Kanye after slaughtering his family. He beat Kanye mercilessly until the
boy would ‘act right’. Now Kanye is grown and ready for battle.
Virgil: Level 1 Kobold retainer for John Henry. Virgil is
weak and John Henry is disappointed in him. Virgil wishes to fight for his
master but John Henry found him too pathetic to even hand him a dagger. Kate
still loves the useless pup and is proud of his doggie tuxedo.
Session Log:
The session began with the party in the midst of Cave K
of the Caves of Chaos. The Priest of Evil Chaos was at large having fled a
battle with the player characters. Our heroes followed his tracks and came to a
chamber with two doors exiting out into the large 20 foot wide hallway they had
fought their grand battle with the undead army.
While they were investigating the room a group of 7
Troglodytes came wandering up from behind with some broken pieces of gold from
the Chapel of Evil Chaos that John Henry had attempted to loot in the previous
session. Tar-Tar and Rita were there to greet the trogs and made small talk
regarding their general stank. When the rest of the party came out into the
hallway the trogs got scared by the party’s numbers and fled.
Troglodyte |
Our heroes continued exploring the cave and came to the temple
of evil chaos. The place had pews and an evil looking altar. The walls were
covered with black drapery and the floor was polished black stone. It was a
creepy place. But the party didn’t search the place too closely as they wanted
to catch the fleeing priest. His trail of blood led to a sitting room and
bedroom that jutted off from the temple.
The bedroom and sitting room was swanky. It had a red
carpet and black wood furnishing with purple pimp upholstery. Was he the fabled
Latin Joker? His bedroom had a statue of
a demon looming over his bed with ruby eyes that John Henry appraised at 100 GP
each. He was able to finagle it off the wobbly floating shelf without taking
any Arbitrary Gygax damage.
Rita the elf finally found a secret door in the back of
the priest’s wardrobe. Gems and gold poured out of the secret door when they opened
it! (500 GP and 50 Gems worth 10 GP each) Another secret door behind this
doubled back around to the large corridor they had fought the undead army and
the evil priest in. They realized he had got behind them and ran out the way
they had come in.
Following clues such as a ripped piece of fabric from the
priest’s robe and his footsteps in the mire from the aftermath of the battle
with the undead, the party tracked his pace back to the passageway filled with
a cave in of rubble and boulders. They assumed he may have made his way through
the boulders through means of magic.
The party argued for a while about whether they should
clear out the boulders and follow the priest. Theo was the only one in the
group who was really behind the plan but he was quite loud. He eventually lost
out in a vote and the party hustled back to the cleared out Kobold Cave to get
their mule and leave the Caves of Chaos. Who knows what became of the Priest of
Evil Chaos? (Hint: Re-Occurring Villain)
It took the party about a week to get to The Shire of
Tar-Tar’s birth. He was excited to show his new friends his old home until they
moved close and saw smoke and desolation in the distance where the Shire used
to be.
It didn't look like this :( |
Investigation of the Shire led the party to believe that
the White Dragon that had attacked the rangers of the Keep had attacked the
Shire. Freezing snow covered large tracts of land and dead Halflings lay here
and there. Tar-Tar knew that the Sherriff would be the most likely Halfling to
have survived the attack.
Going to the Sheriff’s hole the party was attacked by 5 Snowy
Zombies (AKA “A Song of Fire and Ice” White Walkers TM) all about the Sherriff’s
home. They dispatched the zombie’s easily with a combination of turning from
Kate and Theo and wet work by the others.
Looting of the Sherriff’s home revealed the following
goodies:
-Dagger of the Bat (Magical): equipped by John Henry
-Spellbook: taken by Heime
-Scrolls of Invisibility and Water Breathing: taken by
Rita (read later while at leisure)
-Potion of Cure Light Wounds
-Potion of Cure Disease
A chest and wardrobe had been opened and rifled through
by the town’s attackers. The Snowy Zombies had obviously looted the rest of the
Sherriff’s home in search of something which appeared to have been found and
carried off. The zombies (and dragon?) were not interested in the loot that was
left behind.
The party searched the Shire for a while looking for
survivors but only found tracks. They guessed the tracks went towards the
dwarven town of Rockward. Some rough travel through the mountains (with no
road) brought them to Rockward many days later.
The door to Rockward was a large steel thing 20 feet high
leading right into the mountain. When they knocked on it a small door opened
high in the sheer wall. A dwarf popped his head out asking what they wanted.
Tar-Tar knew that the Halfling Sherriff, before he died, used to bring his
adventuring loot to the dwarves for sale. The dwarves had deep pockets. They
asked for the Dwarven Lord who subsequently popped his head out.
Dwarf City! |
The party told their tale and the Dwarven Lord was happy
to see the group. He let them into the city quickly and informed them that 10 Halflings
(5 men, 3 women, 2 children) had arrived some days before seeking safety. The
party met with the Halflings and Tar-Tar crowned himself the new Sherriff. His
new Halfling followers didn’t argue. If Tar-Tar was to rebuild the Shire or set
up a new one he would become a Sherriff with followers. He didn’t have time for
that since the party was on their way to the Caverns of Thracia.
The Halflings told the tale:
A white dragon had come from the sky and cast spells all
about the Shire making dozens of Snowy Zombies grow from the ground. While the
zombies waylaid the Halflings and stormed houses to loot the place Ferguson
Baltimore style, the white dragon made flyby attacks shooting freezing breath
across their farms and homes. The Sherriff fought until his dying breath,
making a fighting retreat towards his home to protect something. The surviving Halflings
don’t know what he was protecting or what the dragon was after. They were told
to flee, being the weakly and women (redundant). They were all lucky to have
escaped and sang the praises of their fallen Sherriff.
White Dragons are out for blood. |
Tar-Tar knew these Halflings would be useless in a fight
so he didn’t recruit them for adventuring. He assured their stay with the
dwarves until he returned from his adventures in the nearby Thracia.
Meanwhile, the rest of the party was getting to know the
dwarves of Rockward; who were an odd by delightful creation of a particularly creative
DM.
-This clan had no women.
-They bred by use of the Great Furnace which was fueled
by gems worth 500 GP or more.
-Each such gem would create a fully grown Rockward Clan
dwarf in one day off cooking.
-The dwarves numbers were severely dwindled (44 total)
due to the gem mine attached to their city being overrun with magma creatures,
shadows, and Horrors hundreds of years ago.
-The dwarves locked the great doors to their mine, for
protection, and kept guards at it at all times.
-The dwarves would pay 1,000 GP for each gem worth at
least 500 GP. This was the place to sell your expensive gems!
John Henry had many such gems (about 6? The DM can’t
recall.) So he visited the Furnace Keeper. This was a very old gray dwarf who
studied the gems to assure their usefulness. He agreed and gave John Henry a
scrip for the price of the gems which the party cashed at the well defended bank.
The party spent two days in Rockward so Rita and Heime
could study the scrolls and spellbook that they looted in the Shire and add
some spells to their respective spellbook. Theo found a mountain stream an hour
away from Rockward and spent his days fishing with the Halflings who still
considered him a Grandmaster Fisherman from Session 1.
The day before they were to leave John Henry awoke in the
morning to discover he had great bat wings springing from his back. Kate was
shocked and horrified…and intrigued? It turns out that the Dagger of the Bat
gave him these wings and they enabled him another 15 feet of movement during
battle rounds. John Henry hid the hideous bat wings under his coat so that his
handsome look wasn’t disturbed.
Travel to the Caverns of Thracia took 2 days. Thracia as
a lost and crumbling city and the party investigated the place slowly. The
first crumbling building they came to had wild native humans in it. These
humans were dressed in plate mail and wielding spears and swords. They seemed
crazed but held off on attack. Tar-Tar spoke with them in their alignment
language. It was not very effective. The party was able to glean that the
humans were in the cult of Thanatos and that they hated the demi-humans (lizards,
gnolls, etc).
Heime thought it would be swell to team up with the
natives and egged Tar-Tar on to convince them. This didn’t work and the crazed
natives threatened the party stating that they were not to come down the stairs
into the caverns where the natives lived. The two groups dispersed without
combat (for now).
Next the party came to another ruined building with large
columns and stairs leading up onto a raised platform. Lizardmen were loitering
who attacked the party on sight. The party took down a few of the lizards
quickly. The surviving beast’s morale failed them and they fled down some
stairs in the building and into the caverns.
The party explored further but was unable to find any
other entrances into the Caverns. Heime thought it wise to carry around the
head of a lizardman to prove to the human cultists that the party hated lizards
as much as them. The party debated and eventually decided to follow the native
warrior men, despite warning, right down the steps and into their chambers.
The party went down deep into the Oerth and came to a
wooden bridge. A guard man across the bride blew a whistle as warning and ran
off into a nearby room. The party crossed the bridge, dodging attacks from
giant bats, and came face to face with many cultists. Battle commenced!
Heime put a large group of men asleep with a Sleep spell.
The rest of the party fought with the other group with bow and blade. It was a
long and wicked battle with Theo’s retainer Brother Giles showing his moxy, and
the party was eventually victorious.
The DM ended the session here due to time constraints
knowing that the subsequent looting could lead to many roleplaying
opportunities.
Tune in next time at the same bat time and same bat
channel!