Thursday, December 4, 2014

Dungeons and Dragons Session Log 04


This post is about Session 04 of my Classic Dungeons and Dragons Campaign. This session was played on All Saints Day November 1st, 2014. We are playing with the Moldvay Basic Dungeons and Dragons book with some minor house rules. If you wish to read about sessions 1 through 3 you can find them at this site.


I am running the Keep on the Borderlands (B2) with new stories added to the sandbox for the players to explore or ignore as they wish.


The Cast of Characters were as follows. Levels of the characters are as of the beginning of the session:


Player Characters:


Wyngate, Gerald: He’s a strong, tough, charismatic level 2 fighting man who wears heavy plate mail armor and sports a shield and sword. He arrogantly refers to himself as a golden god. He’s quite pragmatic when it comes to life, death, and adventuring. He travels with his twin sister. He owns a kobold pet named Dead Mike who he often stuffs unceremoniously into his backpack. (Player: Chris)


Wyngate, Lady: She’s a level 1 fighter and Gerald’s twin sister. She lives life with boldness and never misses an opportunity to brag about herself or her brother Gerald. Her charisma makes it easy for her to find retainers and people willing to listen to tales of her adventures. (Player: Renee)


Rita: She’s an elf from a level 1 magical forest. She can speak the language of many of the creatures the party fights (Hobgoblin, Gnoll, Orc) but she doesn’t trust the creatures. She has no problem killing if it keeps her safe. She seems to begrudge the humans in the party bossing her around. So watch out! (Player: Leybel)


John Henry: He’s a level 2 thief from Loftwick. He’s looking for easy money and fights primarily with a bow and arrow to keep out of danger. He loves playing cards for high stakes even though no one in the Keep plays for high stakes He took on a kobold pup in session 2 whom he named Virgil. He is putting Virgil through Cross Training and P90x to assure that he grows up strong. (Player: Bryant)


Kate: She’s a level 1 cleric of Norebo, the god of gambling. She seems to be John Henry’s woman (begrudgingly) and tags along with his gambling expeditions since it pleases her god. She has no fear and wades into battle with her mace and heavy armor (if the money is right). She has a soft spot for John Henry’s kobold pup Virgil whom she bought a sharp tuxedo for. (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. He’s also a silver-smith and is known around the Keep as the best at his trade around. (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. He’s quick to judgment and to insult others. He has a soft spot for the ladies which gets him into trouble. He has a kobold pup named Kanye whom he's quite mean to. (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):


Raggle: Level 1 thief retainer for Gerald Wyngate. He’s a guard at the Keep but the Captain of the Watch has little use for him because he is an old senile man and a drunk. He has a generally positive and respectful attitude towards the party (while sober). Gerald has designated him as the torch-bearer.


Roddy: Level 1 Fighter retainer for Gerald Wyngate. He is a pretty loyal young black haired man who used to adventure with an elf woman named Toxic. She abandoned him, Travis, and Mike once she was poisoned by the lizard men. Roddy still speaks of her in hushed tones and seems scared of Rita. He fights well with a sword, bow, and medium armor.


Jeremy Jamm the Fighter retainer, ready for battle!
Jeremy Jam: Level 1 fighter retainer for Lady Wyngate. He is a tall balding middle aged man seeking riches on the frontier. He talks in constant sexual innuendo and prefers to be called Jamm.


Session Log:


Revenge of the Halfling!


Tar-Tar the Halfling came traveling up the mountainside towards the Keep at sundown on Flocktime the 22nd. The low summer evening was hot and muggy. The guards stopped Tar-Tar at the drawbridge which was pulled up for the evening. The guards had been doing so most nights due to the higher amounts of danger around the countryside as of late. It’s possible the party had been rousing up the local orcs and such into anger with their exploits in the Caves of Chaos.


Tar-Tar told the guards his name and his business at the Keep. He was from the nearby Halfling shire and he was there to help destroy the Caves of Chaos and the surrounding forces of darkness. The guards liked the answer and let him in.


Upon entering the Keep Tar-Tar made his way to the tavern: the Frolicking Fox. Here our heroes were at rest and play.


Gerald Wyngate, Rita, Heime, the Theo were relaxing at a table with their beer and food. John Henry was playing a very low-stakes game of cards with some of the guards, including Jeremy Jamm who was losing copper pieces hand over fist. ("I don't like to brag but I've lost more copper pieces than anyone in town!") 

Lady Wyngate was regaling the tavern with tales of the party’s last expedition into the Caves of Chaos. Her story left out the fact that Lady Wyngate didn’t accompany the party on their last trek into the caves…


Tar-Tar grabbed a beer and joined the crowd that was gathering to listen to Lady Wyngate’s tale.


“So there we were: surrounded on all sides by Gnolls and an Ogre coming at us angrily. The great beast was prepared to smash us to bits and then pick his teeth with our bones! I tell you my friends it is amazing we made it out alive…”


Tar-Tar talked up Lady Wyngate after she took a break from weaving her partial falsehoods to whet her pallet with booze. He told her about his past few weeks of sneaking along the road and felling orcs by himself. She wondered aloud if he was also telling tall tales but it didn’t fret her enough to turn down the Halfling’s offer to join the party on their next expedition into the Caves of Chaos.


During the days since their last trek the party had heard a great many rumors about odd goings on around the Borderlands. They discussed these rumors at length that night before bed. Some of the rumors were as follows:


-There is a great fish many leagues long that will grant you wishes. He lives near the Shrine of Geshtai in the river.


-There is something hidden in the tapestry depicting sailing ships that the party brought back from the Caves of Chaos recently. This rumor was told to Rita by Mop-head the Privy Boy of the Guildhouse. The smelly privy boy seemed to have taken a shine to Rita and follows her around like a lost puppy.


-The bandit leader rides a mechanical horse made of steel. He’s wanted dead or alive.


-There is a dragon in an icy cave in the forest to the northeast of the Keep. He has a HUGE pile of gold.


-A crazy guard ran off into the woods years ago because he didn’t get along with the Castellan. Word is he has a pet lion!


-The Castellan is rich and his chamber is full of expensive items.


-A huge firefly flew over the Keep a year ago. It burned like fire and landed deep in the forest to the northeast.


-There are some Dwarves running around in the forest near the keep looking for something...or someone!


-There is a lake in the swamp that is home to beautiful mermaids. This rumor was told to Theo who believes every word of it. He spent the evening elaborating on why it would be a great idea to go to the swamp and look for the beautiful mermaids. The party tried to talk him out of it.


-The leader of the bandits will only talk to you if you bring him flowers.


-Gnolls love rotten fish.


Robbing the guildhouse!


Robbing the guild house for fun and profit!
John Henry took interest on the rumor about an item being hidden in the Guildhouse inside the tapestry. He moseyed on over to the Guildhouse after sundown to rob the joint. He was able to find an open window in the lobby the he hopped into between patrols of the many guards. He cut into the tapestry and found a scroll case inside with a letter inside. Eureka! He also went ahead and grabbed a small chest the Guildhouse has stashed behind their Welcome Desk. He felt welcome to it. It had a bit of gold inside that John Henry didn’t share with his friends. Selfish.


The letter hidden in the tapestry was a ship’s log from a Captain Rory Barbarosa of Port Joli in the Baron of the Sea Princes. The Captain’s log weaved a tale of his time spent at sea and discovering the Isle of Dread. The Captain heard rumors from the natives of the Isle of Dread that there was a Lost City and great treasure hidden there in the center if the island. He decided not to take his crew deep into the isle since he was the only professional adventurer. His letter did, however, contain a map of the coastline of the Isle of Dread which Theo was given for safe-keeping. The letter was months or even years  old.


Theo had heard of this Barbarosa and believed that he had drunk himself to death in Port Joli at a tavern called The Cut. Other rumors from around Port Joli were that Barbarosa was murdered for refusing to give his knowledge of a lost treasure to the Port Joli Admiralty.


The party discussed traveling to the Isle of Dread but realized that just reaching Port Joli, a city on the mainland, would take many weeks or months. After getting there they would need a ship to get to the Isle of Dread. Plans were made and some of the party members were of the mind that their expeditions into the Caves of Chaos were going to be done to acquire seed money for their sailing ship to the Isle of Dread someday.


We’ll see.


Finishing off the last of the Hobgoblins!


Staring at his mace he didn't notice the party coming...
On the next day the party equipped themselves for their next trip to the Caves of Chaos. Some bought armor and weapons while Gerald prepared their majestic donkey cart.


The Caves of Chaos are three days of travel along the road and into the wilderness and the party traversed the distance without any incident or run-ins with monsters or NPCs. Upon arriving at the Caves they pulled their donkey cart into their clubhouse at Cave A Room 6 that they had fashioned with a strong oak door and level 2 lock for which John Henry held the key. The donkey’s leavings from his last stay in the room gave their clubhouse an earthy smell.


The party prepared themselves and climbed the hill towards Cave F. This cave was locked with a huge heavy wooden door. Tar-Tar investigated it and was able to find a secret mechanism that opened a small hand sized hole in the door. Through this Gerald was able to reach in the door and move a metal bar blocking the door out of the way. The party had succeeded in the Quest of the Big Wooden Door.


Upon entering Cave F they saw bloody graffiti all over the walls depicting scenes of torture and dismemberment. They realized they were in the cave of the Hobgoblins for the first time since Session 1. They came to a four way intersection and took a right. A chamber (Number 26) was on their left which held 6 hobgoblins who were busy failing at their task to guard the entrance at the Big Wooden Door.


They appeared shocked to see the party. Their eyes widened when they realized how large the party of humans and demi-humans actually were (11 in total!). A handful of party members could speak the phlegmy nonsense of the hobgoblin language. The hobgoblins were suited in medium armor and holding axes.


“Don’t attack, pitiful humans," the whined, "we would hate to have to hurt you!”


Rita spoke up first asking the hobs where their leader was located. They revealed that he was deeper into the caves in the direction they were traveling. They also revealed that they were petrified of their leader because he wielded the Blooddrinker Blade. They spoke of the evil blade in awed and jealous tones.


The party tried their hand at diplomacy a bit more but ran out of tries after threatening and demanding about 5 times in a row. (DM to DM Note: I am using Courtney Campbell's outstanding "On the Non-Player Character" supplement for diplomacy.) The hobs attacked!


The battle was fast and fierce with Gerald taking a minor axe wound to the arm. But it was Roddy who took a much deeper wound.


***RETAINER DEATH 03***


Roddy! No!
Roddy the fighting man was felled like a tree by the sadistic blood splattering axes of angry hobgoblin guards. His last words were apology to Lady Wyngate for failing to kill more monsters in her honor.


The party was spurred on by righteous vengeance for their longest running gag, um, I mean retainer. Three hobgoblins died to various missiles and cutlery from our righteous heroes! The remaining hobs begged for surrender. The party promptly killed two of those surrendering wretches and put the third on a leash to lead the party to the hobgoblin leader. (The dead hobs had about 36 gold between all of them. Score.)


Trouping down the hall they all came to a door. The party asked the hobgoblin if the hob king was on the other side of the door and he said yes. Gerald used the hobgoblin’s face to open the door. His face quickly caught a crossbow bolt from 2 hobs in a chamber on the other side of the door. The fight was on…again!


This fight went more quickly than the first with no serious injuries to the party. The chamber, however, had no exits except the one the party had entered. Our intelligent heroes realized there must be a hidden door. Searches commenced!


Most in the party looked for secret doors and some counted the large array of weaponry and armor in this armory room. (1 suit of man sized pate mail, 1 suit of dwarf sized plate mail armor, 3 suits of man sized chain mail armor, 2 suits of elf-sized chain mail armor, 7 suits of man sized leather armor, 11 shields, 6 daggers, 1 battle axe, 4 maces, 3 swords, 2 short bows, 1 longbow, 13 crossbows, 11 score of arrows, 9 score of bolts, 51 spears, 19 pole arms, 42 helmets of various sizes).


Kate put on a suit of plate mail armor once she found a set with broad enough shoulders. Tar-Tar the halfling traded in his short-bow for the longbow because he has a great sense of humor. Gerald scratched his chin and made plans to get the whole armory back to town for sale once the coast was clear.


The coast was not clear now according to John Henry who heard boot steps from behind the western wall. All surmised a secret door must be beyond it, despite all of them failing to have found it in their extensive search. The party tried to move into a defensible position but the wall swung open quite quickly. Behind it was a hallway with 9 angry hobgoblins poised to strike. With them was the hobgoblin king. He was a large chunky green skinned thing wielding a red sword that looked to be made of muscles and tendons dripping with blood. Egads! The Blooddrinker Blade!


The battle roared! Until Heime cast a sleep spell successfully on 7 of the hobgoblins. The battle snored!


Rita at work.
Gerald, Kate, Lady Wyngate engaged with the Hob King in melee while the rest of the party fired volleys of arrows, bolts, and rocks (from a sling, you know) into the fray! Kate bashed one of the hob flunkies about the face, uglying it up before sending it to the hells. Gerald chopped the head off the other.


But the proud Hob King was taken down with a final arrow from old man Raggle. He hooted and hollered his pleasure at downing the king. “I showed you whippersnappers how it’s done!”


The Hob King was quite proud of his silver and gem studded belt (valued at 1,000 GP) and the party was quite happy to loot it off his bleeding corpse. They also took the Blood Drinker Blade, which was given to Gerald Wyngate. He felt strange holding it but knew he would have to use it in battle before its magic would become clear.

Going deeper into the caves the party found the Hob King’s chambers, and that of his lieutenants, where they found another 70 GP. Evidence that the Hob King had some hobgoblin females (as did his tribe) was found in the chamber but these females (and children) were not seen. One assumes they fled at the sound of battle.


The party also came to a staircase going down deeper into the caves but decided that discretion was the better part of valor. With many in the party injured and one retainer dead, the party exited the blood-painted hobgoblin cave and traveled back to the Keep.


Making a beer run!


"Do helmets help my AC in Basic?" "No." "Why are you selling them?"
Three days travel back to the Keep passed without incident and the party was able to offload and sell their various treasures. The Keep was, once again, eager to hear of the party’s escapades into the Caves. Lady Wyngate did not disappoint and regaled them with tales of high adventure.


The party, meanwhile, enjoyed some drinks at the Frolicking Fox tavern and considered the possibility of pursuing other adventures rather than returning to the Caves of Chaos. At this point they were aware of the Shrine of Geshtai and a magic talking fish said to be near there and a dragon hidden deep in the forest which was sure to have a hoard of coins and jewelry piled high as their heads. The Isle of Dread also sang its siren song with promises of treasure on the open seas.


A bard also entered the tavern and sang songs of Castle Greyhawk re-opening. A poisonous gas had hung over it since Iuz had escaped the dark and deep dungeon but it had recently blown away. This massive place was built by the Mad Archmage Zagyg some hundreds of years ago when he was in charge of the City of Greyhawk. Is he still alive?


The bard also had some very vague stories about a ruined city of treasures hidden in the nearby Crystalmist Mountains.


Gerald showed great leadership by leaving the decision up to John Henry. The thief shuffled a deck of cards and considered his options. He thought out loud and seemed about to advise the party to go kill the dragon and loot its hoard… but then he decided on the “sure thing” to return to the Caves of Chaos.


The party set out the next day with mule-cart in tow to carry back all the loot they were sure to pile up.

Meeting the Flintstones!


At the end of their first of three days of travel back to the Caves they were approached by a group of 10 cavemen. The wild men carried big clubs and were clothed with animal skins. Perhaps they were from the mountains? The party didn’t have time to ask them since, after a very general threat from Theo that the cavemen keep their distance; the dumb slope-heads ran off into the wilderness in fear of our intrepid heroes. The party shrugged and went back to sleep.


Attacked by the Rat Pack!


ProTip: the Rat Pack can be distracted by cheese. And dames.
The party arrived at the Caves of Chaos two days later without any further incidences or random encounters. They handed Raggle a lantern and went back to the Hobgoblin cave (Cave F). Once inside they travelled straight ahead up some stairs. They took a left and came to a dead end. While they were searching for secret doors at the dead end they heard some giant rats scurrying from behind them in a hallway that they had yet to explore.


The party prepared for battle with the large pack of rats but Theo had an idea and tossed some kobold cheese down the stairs they had just climbed. Apparently rats love kobold rat cheese and they scurried down the stairs to eat.


The party hoofed it down the unexplored hallway and came to a large chamber. This chamber was decorated with blood graffiti of gruesome murder scenes and filled with tables carved with much the same. It seemed to be a very macabre dining area for the now departed hobgoblins. The party set about searching the room for secret doors and secret treasure. The Hob King (RIP) had nice taste in silverware as the party realized the set of pewter dishes at the head table was worth about 50 gold pieces. They bagged it up for sale back at the keep.


John Henry came across a chest that was filled with 2,000 electrum pieces. While the party was counting it they heard the rat pack scurrying back up the stairs towards them. The party prepared for a ratty battle by pushing a table in front of the chamber’s doorway. The rats reached the tossed over table and turned around to scurry back down the stairs. One assumes they were looking for a tasty treat that was easier to get to.


The party departed the chamber and climbed back down the stairs carefully, eyes peeled for rats about. As they reached the intersection at the base of the stairs, on their way out of Cave F, a zombie Roddy lurched out from the darkness to the left passageway and took a swing at John Henry. The thief dodged the attack and tumbled to the back of the party for safety.


Never leave a man behind. Because he'll eat you.
The party sliced Zombie Roddy up quickly and smashed the head of the giant rat that had been gnawing at poor Roddy’s face. They could hear the rest of the rat pack gnawing at corpses down the same hallway so the party rolled out of Cave F and into the sunshine outside in the canyon.


Can’t bear an owlbear!


Once outside the party pondered their options and decided to explore Cave G since it was the last cave they had yet to explore that was low on the hillside.


They approached Cave G and their nostrils were stung with an assaulting odor. It smelled like dead creatures decaying, and a diaper filled with Indian food. The floor of the cave was covered with dead leaves and old branches. John Henry spotted an electrum piece among the carpet of leaves and pocketed it. Then another electrum piece… then another. Different party members grabbed these up since John Henry got a bad feeling about the place and hid in the arms of his muscly lady friend.


They followed the naturally formed rough-hewn cavern to the left for about 2 turns and came to a dead end. Inside the dead end cave was a sleeping Owlbear. The creature was huge like a black bear but covered with filthy brown feathers and sporting a heinous beak.


Theo had taken the lead at this point and was the first to spot the beast. They were lucky that it hadn’t awoken from their lantern light. Theo told everyone to get ready for battle as he lit a bottle of Alchemist’s Fire that he had bought from the general store back at the Keep. He tossed it at the filthy beast and it shot up with flames… for just a few seconds. It appeared more angry than injured.


Gerald Wyngate, Kate the Strong, and Lady Wyngate ran up on angry Owlbear with melee weapons drawn. They all attacked the owlbear leaving severe wounds and feathers flying but the beast was still alive and angry. Many in the rest of the party shot the owlbear up with missile weapons injuring it further. It was staggered but was able to attack with a claw/claw/bite attack.


***PLAYER CHARACTER DEATH 02***


Claw claw bite of doom.
Both of the owlbear’s claws missed Gerald Wyngate as he smacked them away with his shield. The beast turned on his sister and struck at her with its long sharp beak. It succeeded in striking her and grabbed at her eyeball with its beak plucking it out. Lady Wyngate fell to the leaf covered ground screaming. Her heart beat stopped as she rolled over onto her side dead and disfigured.


Jeremy Jamm (Lady Wyngate’s retainer) saw his lady die gruesomely and his bravery failed him. He cowardly ran down the hall to escape from where the party entered.


**RETAINER DEATH 04***


Screams were heard down the hallway where Jam fled. Tar-Tar peered down the hallway and saw the cowardly fighting man get jammed as he ran smack into a strange cube shaped ooze and his armor and flesh melted like he had jumped into a pool of acid. Tar-Tar and Rita shot the ooze full of arrows and it melted and died with Jam’s bones splaying about.


The rest of the party finished the owlbear off quickly with no further injury. Even so, all were shocked and stunned that their hip-hop hype lady was dead and gone at the beak of a vicious owlbear. Gerald wanted nothing more than to flee the odious cave but the rest of the party quickly looted the owlbear’s nest. Inside the nest they found a scroll tube with a scroll of Protection from Undead. This was given to Heime.


A tragic return!


The party fled the Caves of Chaos as soon as possible and carted Lady Wyngate’s corpse back to the Keep on their donkey cart with their loot. They arrived at the Keep three days later with no random encounters.


The Curate of the Chapel helped Gerald give Lady Wyngate a proper funeral service.


The party sold their loot for a solid return and mourned their losses by drowning in booze at the Frolicking Fox.


That evening John Henry got a case of the sticky fingers and investigated the high end private apartments. Casing the place he saw that there were 7 private apartments but only 3 currently had residents.


The Jeweler lived in one there but his door had two guards posted. The Priest also lived in the private apartments but John Henry decided not to mess with his place since the Priest seemed a bit psycho from his dealings with him a few weeks back.


John Henry decided on the apartment that was rented out to an unknown party (perhaps a craftsman’s guild member). He was able to unlock the door without being noticed by the guards and pocketed some gold from a small chest. He did so without being caught and returned to his room at the inn.


The rest of the party prepared themselves for their next adventure. Would it be back to the deadly Caves of Chaos or perhaps to some new and mysterious dungeon?


Only time will tell…