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Showing posts with label Greyhawk Adventures. Show all posts
Showing posts with label Greyhawk Adventures. Show all posts

Wednesday, April 17, 2013

Greyhawk Adventures II - Campaign Log


This is the second part of our Greyhawk Adventures campaign.  The log for the first part can be found here.

The heartland of the Flanaess.

Common Year 579

Never before has there been a more perilous quest.  The world of Oerth is unforgiving and dangerous, filled with wonder and horror in equal measure.  Most of the folk like you and I that live here cram into cities and villages, huddled together for protection.  Yet this world walks with more brave souls than you would think, heroes who step forward to face the dangers of the unknown in search of glory and lost treasure.

In times past I would have said the party need not fear the unknown, for they are powerful slayers.  That would be a lie, for the way ahead is mind-bogglingly dangerous.  Horrors await the bold whose touch drains away years of life and will, whose very forms cause the mind to rebel and terrors whose power extends to the very core of the earth.  For the careless and unwary there will be nothing but death.  Those heroes whose will holds, whose swordarm does not tire, and whose spells are mighty will win a great prize indeed - honor, glory and even more powerful magic.

As we join our party, we find a troupe of great heroes.  They have adventured upon the Azure Sea, and helped the Storm Giant King Orsos defend his realm from horrible creatures beneath the sea.  They defended their ship, and made it back to Onnwal hailed as heroes.  These intrepid adventurers formed a bond of fellowship, and have returned to Greyhawk City the plan their next venture.  For a time, they linger in the Slaughtered Pig Tavern to rest and relax.

Yet they do not realize that they are being watched...


Current Adventurer Roster  (DISBANDED)
  • Dunelore, Oeridian Cleric of Hieroneous VII
  • Aeslan Fargoer, High Elf Fighter V / Cleric of Corellon V / Magic-User V
  • Belethor, Dwarf Fighter VII
  • Elmund Krakeham, Oeridian Magic-User VII
Deceased
  • Jooran Doohan, Oeridian Magic-User VII
  • Carlyle Cordaine, Oeridian Fighter VII
  • Victor Olfdensen, Suloise Fighter VII
  • Brother Grimlock of St. Cuthbert, Oeridian Cleric VII
  • Tars, Half-Elf Thief VI / Magic-User V 
  • Spendelmen the Kobold Slayer, Gnome Fighter V / Illusionist V
  • Buttermilk, Oeridian Monk VI
  • Vaeronis, High Elf Ranger VI
  • Mantrid, Grey Elf Fighter VI / Magic-User V



Adventure Log  
Total Time59.5 hrs  (4.14.13)


The Ghost Tower and the Upper Ruins.
  1. The Ghost Tower of Inverness (2.10.13 through 2.24.12) Total Time20 hrs - The adventurers begin their search for the infamous Soul Gem, and brave the dungeon beneath Galap-Dreidel's massive fortress of Inverness.
    • As the adventurers relax at the Slaughtered Pig in Greyhawk City, they are approached by an older man who buys them all a round of ale.  After some mysterious questions about how brave and bold they are supposed to be, the stranger suddenly casts a teleportation spell, moving the party's entire table to an opulent throne room!  The Duke of Urnst and his Seer are surprised and incensed, until the stranger is revealed to be Tenser the Archmage!  He informs the Duke that these are the warriors he seeks, and teleports away.  The Duke and Seer tell the party the legend of Galap-Dreidel and the Soul Gem, and arrangements are made to take them to the Keep that very night.  The party met an unfortunate accident in the ruins, and were nearly all killed.  Tenser's apprentice Jooran Doohan was crushed in a cave-in, and could not be revived.  So, the party sent for their friend Buttermilk the Monk, who joined them for their second foray into the ruins.  This time, however...the Duke warns the party not to return without the Soul Gem.  We leave the party in the Dungeon Level of the ruins... (8 hrs)
    • The adventurers explore most of the Dungeon Level, and find all but one of the keys!  Great deliberation was taken in a giant Chess trap, but the characters all survive this portion of the exploration with all their limbs intact, despite dangers from gnolls and bugbears seemingly strewn around the magical dungeon in states of stasis! (6.5 hrs)
    • Moving on from the stasis room, the adventurers find the last of the keys, and enter the hidden center chamber of the Ghost Tower itself!  A strange odyssey follows as the characters climb the towers levels. Traversing fantastic locales that scarcely seem real, the characters attempt to disbelieve their situation - but to no avail.  Attacked by pteranadons while climbing a foggy staircase, the adventurers climb to the hidden glade of a Medusa (who turned three of the adventurers to stone with a glance) and further up still to a flaming sea of fire where Carlyle Cordaine met his end at the hands of a murderous fire giant.  Most fantastic of all was the downside up desert island odyssey, where our party spent quite some time - until they found the hidden valve under a coral formation, where they swam down/up to the resting place of the Soul Gem!  Much comedy was had as the adventurers attempted to unravel the mystery of the place...Belethor went as far as attempting to inspect every area of the room.  Yet when the Soul Gem flashed it's light upon him - he was dragged into one of it's facets.  Olfdensen finally decided enough was enough, and though the resulting blast took the wind out of him, his mighty bastard sword destroyed the Force Sphere around the Soul Gem in one blow!  Immediately, the players grasped hands, grabbed the bleached form of Belethor, and used the amulet to retun to the Seer of Urnst.  There, they began their rest after their sojourn, and the Seer was able to restore Belethor's stolen soul to his body. (5.5 hrs)
  2. The Dungeons of Elemental Evil (3.3.13 through 4.14.13) Total Time39.5 hrs - Summoned to Greyhawk City from Leukish by a mysterious missive from "T", the party gathers itself and journeys west.  In the Free City, they find Elmund Krakeham, one of the apprentices from the Tower of Unknown Depths.  As Elmund tells the party of Tenser's concern about the Temple of Elemental Evil, they waste no time in preparing to head even further west, to the town of Nulb along Imeryd's Run.
    • Cautiously entering the temple and exploring the evil edifice, the party finds what seems to be a quiet dungeon.  However, when they find the evil clerics lounging around things turn bad quickly.  Buttermilk locked one of the clerics in a side room even as the other one succumbed to Tasha's Hideous Laughter.  They eventually parley with the other cleric, the head of the Fire Temple.  He offers interesting information about the dungeon ahead, and departs through the north passage. (5 hrs)
    • Taking the back way through the Fire Temple, the adventurers dispatch a fearsome warrior with a flaming sword and his monstrous lackeys before inspecting cauldrons and the glowing, scented oil at the altar.  Navigating down treacherous corridors warded with evil elemental magic, the players negotiate the dungeons confusing and deadly traps until Belethor dips his hand in the wrong fountain.  A giant idol crushes several members of the party, yet the group has some healing magic.  The adventurers are left in the Water Temple, bewildered as to the deadly events that just occurred. (5 hrs)
    • As the adventurers collect themselves, they creep back to the Water Temple and check the monstrous idol - it's back in position, and nothing is moving except Spendelman, who had been thrown clear when he was struck.  Elmund and Victor were dead, and Horus was knocked unconcious.  The party only had one scroll of Raise Dead, and used it on the less mangled form of Elmund.  The party retreated from the dungeon, and as they carried Victor's body back they encountered Brother Grimlock of St. Cuthbert, who was proselytizing in the middle of Nulb.  He consecrated the body and they buried him in a small cemetery outside Nulb.  The next day, Tolub and both his river crews docked at the Boatman's Tavern for a rip roaring time including all sorts of ale, booze and even song courtesy of Buttermilk.  The adventurers set out a few days later and return through much trepidation to a hall near the Water Temple, and set about finding a way down.  Soon, they find hidden stairs and descend.  Shortly thereafter, in a room filled with weird statues and powerful magic, they encounter Will o' the Wisps, who drain the life from poor Brother Grimlock.  Even with an Elixir of Life, Grimlock just could not stand the strain on his soul and body and stayed to serve St. Cuthbert in the afterlife.  The party retreats to Nulb once more, carrying Grimlock, where they bury him next to Victor. (5 hrs)
    • Observing life in Nulb, the adventurers encounter several interesting characters, including Vaeronis.  After making many plans regarding egress into the temple, the party returns to explore portions of the lower level, all the while aware of a resurgence in the temple's forces.  The party encountered an illusionary trap full of monsters, but when they found a brass pit caging an umber hulk tragedy struck as Tars became befuddled and ran Buttermilk through.  Likewise, the hulk did a number on Dunelore...killing to poor cleric outright.  The players traveled to Hommlett, as they heard they might receive help there.  Brother At Arms Kade (of the Billets) was successful at the revivifications, and was quite interested to hear tales of the temple...since he was sent by the Archcleric of Veluna to ascertain that specific fact.  (5.5 hrs)
    • Stupefied by the staggering evil exemplar in the old temple, the adventurers recover from their hardships at the Inn of the Welcome Wench.  As they collect their thoughts, they begin to piece together a horror story of impossible magnitude. The party discusses what information they have on the temple for what feels like the first time, as they recently have made the connection that it's not just another gnoll-hole. As they speak to one another, the disparate knowledge they all possess comes together when they realize that the Elder Elemental Eye may not be the entity they think it is.  Old texts, forgotten symbols, ancient tales and childhood stories are recounted as the party slowly connects the dots.  The mages and clerics pore over tomes for hours, including their holy texts and accounts from the books on magic the wizards possess. In the end, they come to the conclusion that the Elder Elemental Eye may be in fact the Chained God, whose true name should never be spoken!  They know the names and natures of many of the demonic entities associated with the cult over the years (such as Lolth and Iuz), but do not know the exact nature of the temple as yet.  However, the demoness Zuggtmoy has been identified in the depictions of the temple, though they possess only her name and a smattering of the symbology associated with her.  For the entire day, the party sequesters themselves - only by chance meeting Mantrid, who agrees to join the party to fight this evil.  Though they know more of the nature of the enemy, only time will tell if the party will give the proper respect to their mission and attempt to avoid the certain death that awaits them far below the surface of the Temple of Elemental Evil.  (6.5 hrs)
    • Though many of the party opted out, a small expedition was mounted into the Temple.  A good portion of the first level was mapped, and it was surprisingly empty.  However, there were some creatures in there - mostly ghouls and their chained up larder!  Eleven souls escaped death in the Temple at the hands of those monsters or deranged priests by the intervention of the party.  They revealed they had been brought to the Temple by Dick Rentsch, who the adventurers promptly visited after exiting the dungeon.  Though it had been the longest and most exhausting foray yet, the party was in high spirits when they woke poor Dick up and killed poor Wat!  After some terse questioning, the party commanded Dick and his wenches to leave - and he quickly gathered up his mercenary buddies.  The party split up to take naps, get food or simply loot Dick's stuff.  All of that proved fruitless as the mercenaries bust into rooms, held some of the adventurers at the Boatmen's Tavern and the poison trap Dick left on his stuff killed poor Tars without anyone even knowing it had happened.  Soon, Belethor and Spendelmen were fighting for their lives against a horde of mercenarios, while the mercenaries chase the other adventurers out of the Hostel.  They had scored big when they found Tars' body - he was carrying all the party's treasure!  Some daring aerial antics by Buttermilk ensue as he rescues Tars' looted body, and Dunelore slipped away using his Ring of Invisibility!  The session ends as the party attempts to regroup and head toward Hommlett.  (7.5 hrs)
    • The party arrives in Hommlett, but Brother Cade has not returned, so Tars cannot be resurrected.  The players rent the large chamber at the Inn of the Welcome Wench, and take a few days to rest.  However, terrible things have been set in motion.  An assassin from the Temple comes to Hommlett in search of them, and while visiting with the traders Rannos and Gremag, manages to assassinate Spendelman!  The gnome disappears, and the party begins to grow suspicious.  They wait until after dark and go searching for the illusionist, and track him to the traders.  However, they aren't there - they've departed for the Temple with Spendelman's body!  The party has dispersed, and the two remaining at the Inn to rest are attacked by an assassin.  Yet, they manage to become invisible and evade him, but he sets the building aflame to burn them out!  Meanwhile, the other players attempt to break into the traders in a very loud manner and eventually attract the attention of the guards.  Refusing to obey even cursory orders given, the players find themselves stealing horses and killing the guards (a Web spell accidentally killed two).  Now pursued, they attempt to seek refuge in the moathouse nearby...but are tracked down by the NPC's sent from Veluna to quell the Temple activity.  Mistaken for bandits, the players are taken prisoner.  Three are executed as horse thieves and murderers, the rest have their treasure taken and told to get out of town.  The rest limp off in separate directions, save Dunelore and Elmund, who return to Greyhawk City and retire from adventuring.  (5 hrs)


This concludes our Greyhawk Adventures game for AD&D 1st Edition.  I hope everyone had as much fun as I did amidst all the blood and gore.

We set out to play the game as RaW as we could, as unforgiving as possible, and we found it to be intensely difficult.  Our game group simply couldn't defeat the Temple of Elemental Evil at this time.  Since this was our group's second party to die or go mad dealing with the module, we're moving on to another world.  This weekend, we'll begin our Dragonlance Adventures for 1st Edition.  Again, we'll be using the old modules verbatim, RaW as possible.

Take heart adventurers!  Do not despair!  This has been the first game we've ever played that has had this sort of ending - it's got to happen once in a while.  Now that you know the score, bear this in mind when we play Dragonlance this upcoming weekend.  See you on Game Day!


Monday, February 11, 2013

Greyhawk Adventures Log, Part I


The first part of our AD&D 1e campaign has passed, and the death toll is the highest one ever at the Wargate.  We mourn our passed characters, and honor them with a position in the Death Roll...but the Death Roll waxes heavy with the slain.  This leg of the journey is over, but a new log is already running!  Do not despair, adventurers - with wisdom, caution, perseverance and a strong swordarm, you'll make it to the hallowed pages of the Honor Roll! 


The Free City of Greyhawk and surrounding environs.

Common Year 579 
The time has come for heroes to step forward.  Darkness gathers in mordant places all around the Flanaess and evil demigods and demons compete for the conquest of the surface world.  In the Free City of Greyhawk, a group of adventurers have gathered, and with their steel and magic aim to rid the countryside of the mounting fear that seems to permeate the air...

Though their quest be long and perilous, the company need not fear.  Many souls like themselves are seeking those of like mind within the Free City, and though they may see their comrades perish, there will always be those willing to take up the sword or the spellbook to aid the cause of civilization.  As each peril is faced, a new and darker threat seems to loom in it's place.

The world of Oerth is filled with magic.  More than any other sphere, this world is saturated in magical power.  Many dimensional gates exist in the world, to other planes and other spheres.  Great adventure awaits those brave enough to seek it out, but the beasts and vile wizards and worse out in the world will do much to hamper your rise to power.

Beware, adventurer.  You have been warned.


Current Adventurer Roster  (DISBANDED)
  • Kay Oh Stubbs, Half Orc Fighter IV
  • Mooshue, Oeridian Cleric of Hieroneous IV
  • Ewe Gee Stubbs, Half-Orc Fighter IV
  • Kakkarakk, Valley Elf Magic-User III
  • Ulfric Broomhandle, Dwarf Fighter III
  • Long Fellow, Half Elf Ranger III

Deceased
  • Flarnagan of Fharlanghn, Oeridian Cleric I
  • Mac Olyn, High Elf Magic-User I / Thief I
  • Sir William, Oeridian Paladin I
  • Em Cee Stubbs of the Billets, Half-Orc Cleric I
  • Kran Stone, Wild Elf Fighter I
  • Mannfred Finch, Suel Magic-User I
  • Aladrin Granthorn, High Elf Fighter I / Thief I
  • Deon Talar, Wild Elf Assassin I
  • Dee Emm Stubbs, Half-Orc Fighter I
  • Hambone, Wild Elf Fighter IV
  • Bizak of the Cairns, Wild Elf Thief IV
  • Lightfoot, Grey Elf Wizard III
  • Ziggypopp, Gnome Fighter III
  • Asheron, Grey Elf Wizard III / Cleric of Boccob III
  • Fullen Rapier, Oeridian Thief IV
  • Zan Za Bar, Gnome Thief III / Illusionist II
  • Ruros Ralpar, Wild Elf Fighter IV
  • Ganth Ralpar, Wild Elf Fighter IV


Adventure Log  
Total Time57.5 hrs  (2.3.13)


The temple grounds.

  1. The Village of Hommlett (11.11.12 through 12.16.12) Total Time: 27.5 hrs - The characters begin their first steps into the world of Oerth.  For some, it is a welcome return to be in the Free City.  For others, they have only just begun to explore this exciting world.  After equipping themselves and making a fellowship, they set out after rumors of bandits...
    • The party arrives in the village of Hommlett, intent on glory.  After speaking with Jaroo, the Druid of the Grove, the party sets off for the Moathouse.  There, they encounter several large and dangerous creatures before the return to Hommlett to rest and prepare. (5 hrs)
    • Returning to the Moathouse, the party finds a group of bandits holed up there.  Though Flarnagan of Fharlanghn lost his life there amidst the knaves and their long knives, the group won through.  After searching most of the upper level, they withdraw back to the village to seek aid... (3 hrs)
    • The party once again returns to the moathouse after a few days spent preparing in the village.  However, giant lizards and green slime conspired to keep the party still on the upper level. Zert joins the group to help guard the treasure cart, and does a fantastic job.  Other personages are met in the village, and the party begins to get a feel for the land around the Kron Hills. (3 hrs)
    • Once again, to the moathouse.  This time there was shenanigans involving zombies and green slime, but ultimately the party retreated after Mac Olyn was mauled by them.  In town, Em Cee Stubbs arrived seeking his cousin and the party returned to the dungeon.  There, they were mauled again by the zombies in the dungeon, and Sir William and Em Cee Stubbs were lost.  Mannfred, Zert, Furnok and Elmo returned to the Inn of the Welcome Wench, where Furnok and Elmo told the wizard they had no more interest in adventuring, as close to death as they had been that day. (4 hrs)
    • After spending a few days recovering at the Inn of the Welcome Wench, the party set about recruiting new warriors.  A few travelers passing through agreed to join the group to explore the dungeon under the moathouse, and curiously a larger number of elves have begun to congregate at Hommlett.  Once prepared, the party entered the dungeon again...only to see the deaths of Mannfred and Kran Stone at the hands of bugbears and gnolls.  Dee Em Stubbs gave the order to retreat, and the party returned to the village of Hommlett - though Zert had deserted them at the moathouse.  The elves around the Inn made their presence known, and joined the party to return once again to the dungeon.  This time, they made considerable headway into the dungeon, and have just found a hidden cave and pool of water... (6.5 hrs)
    • The dungeons of the moathouse prove truly deadly as our adventurers explore the depths and brave the monsters found within.  Bugbears hide in the shadows, and guards adorned with the Elemental Eye patrol the halls near the secret surface entrance.  After thoroughly exploring the winding and bleak corridors of this dilapidated abode of evil, the party engaged Lareth the Beautiful in the small corridors leading to the hidden entrance.  The battle was short and deadly, with Dee Em Stubbs, Deon Talar and Aladrin Granthorn meeting their fates at the hands of Lareth and his guards.  After escaping to Hommlett, the characters retreat to Greyhawk City to spend the next six months readying themselves to return to the area of the temple and begin to uncover it's secrets.  (6 hrs)
  2. The Dungeons of Elemental Evil (12.23.12 through 2.3.13) Total Time30.5 hrs - The characters arrive in Nulb along the Imeryd's Run.  There they spend the night after cursorily poking around the dingy city, then waste no time in making way to the temple itself!
    • The characters reconnoiter the temple proper, and after some action with the front doors they force one open and investigate inside.  After exploring most of the temple's upper level, they descend into a round well, where they find a secret door leading into a bone filled corridor.  Of course, the wicked undead rise up to kill them, and the characters frantically try to escape while Asheron channeled waves of holy energy to turn the horde.  However, the players disturbed the lairs of several ogres, and when the blood is finished flowing they take a moment to breathe... (3.5 hrs)
    • The players return to a few moments after the last battle, and quickly realize the dungeon is crawling with monsters. Unable to rest inside due to the activity, the characters realize they must withdraw to rendezvous with more of their party, now in Nulb.  After narrowly escaping a horde of guards and losing Hambone Ralpar to a surprise attack by a shadowing bugbear, the players arrive in Nulb and attempt to squat in a run down shack.  They are soon confronted by the angry landowner and a horde of mercenaries just after they broke open their spoils.  A short fight later sees Zert (now a captain of the mercenaries) dead and the players fleeing Nulb for the relative safety of Hommlett. (3.5 hrs)
    • Bizak had separated from the party earlier, and waited patiently in the Boatman's Tavern in Nulb for the party to return, however...they had the altercation with the mercenaries earlier.  Elf-hating citizens quickly chased him away, and as he tried to hide in the empty houses on the edge of town nearly cornered him.  He fled into the woods toward the temple, hoping to meet the party there - but they remained in Hommlett for a week.  That night, Bizak crept into the ruined building in the woods behind the temple...and was never heard from again.  The larger section of the party finally returned to the temple with two new members, Lightfoot and Ziggypopp, who met their ends at the bottom of the well when an undead monstrosity froze the life out of them.  The brothers Ralpar returned to Hommlett very quickly. (3.5 hrs)
    • Moving quickly, the brothers reunite with Asheron the Cleric, who introduces them to Kayo Stubbs...another lost cousin to those that had come before.  When two traveling warriors of Hieroneous appear in the tavern, the two groups quickly find common ground when Asheron relates the story of the Temple of Elemental Evil.  The party descends into the temple again, this time encountering groups of ghouls and ghasts which ends in Asheron's death.  The party continues exploring to a portion of the second level where they encounter the Troll Chief Oolgrith, and slay his followers but please him with gifts of a baublish nature.  As they make their way to leave the temple, the party is ambushed by warriors whom they take to be from the village of Nulb, but drive them off easily.  The session ends with the party befriending Kakkarakk and Fullen at the Inn of the Welcome Wench, and also with Asheron's dead body becoming a ghoul and being turned by Mooshue, whereupon the living corpse fled swiftly away into the night... (5.5 hrs)
    • The party quickly returned to the dungeon to further their explorations after recruiting as many new adventurers as they could find.  Their party swells, but Anton Holy Sword senses the bent of the party and departs.  Within the dungeon, the adventurers make short work of the Hydra and it's Troll Keeper, and push into the dungeon to find several bugbears and even a fully fledged cleric of Elemental Evil.  Soon after that, they return to Hommlett with their spoils and flaunt the fact they raided the Temple.  Soon after that, Fullen Rapier disappears...never to be seen again!(5.5 hrs)
    • The party rests in Hommlett as members come and go, and they are joined by Ulfric Broomhandle, a dwarven halberdier of Sterich.  After hearing their tale, the noble warrior agrees to join them in search of adventure.  However, on the morning, the adventurers are summoned to the town hall by Burne.  There, they meet with Terjon, Jaroo, Burne and Rufus and they have a short chat about bringing ghouls into town.  The protectors of Hommlett give the brothers Ralpar their blessing, and decide to alert the authorities in Dyvers and Veluna.  The adventurers head towards Nulb, where they meet Hruda and Mother Screng, who gives them shelter for the evening after hearing their tale.  The party descends into the dungeon, where a hair raising battle in a gnoll trap claims the life of the gnome Zan Za Bar.  The adventurers return, wounded, to Nulb...where they take up at the Waterside Hostel. (5 hrs)
    • The party encounters the Stubbs, who have been carousing in Nulb.  A half elf named Long Fellow joined the group, and they ventured the next day (the first day of Coldeven) back to the Temple.  After cornering and slaughtering many temple guards, they spare one when he answers some questions concerning the evil priests and their treasure.  He directed them north, to the Earth Temple.  There, they found a swarm of elementals around a strange pyramid of dirt.  The entire group attacked the elementals en masse, but retreated when one of the behemoths killed Ruros and Ganth Ralpar and nearly killed Ewe Gee Stubbs.  Once back in the village, the remaining memers of the group hold a quick meeting.  After realizing they don't have much stake in the area or in their companions, they elect to depart their separate ways.  The party is disbanded.  (4 hrs)