Friday, November 21, 2014

Session #1 - Griffin Island - "From Ship to Chute"

The uneventful voyage from Warwick to the misted coastline of Griffin Island’s Thracian Bay required two weeks.   The group took the time getting to know one another and the layout of the ship.

The protagonists today are mission leader and Wizard, Andres Zaris; Adam the Bard; Xanlannan the Rogue; the mysterious Barbara the Barbarian; Eldwin Aladar an Elven Ranger; the Fighter, Harkness the Menacing; Cad the Cleric of Orhan; and Bamard the Beardless Dwarf Fighter.  A few other “adventuring types” stayed onboard with Captain B.T.  If not, they went ashore to oversee the reconstruction of the wooden base.

The eight heroes made their way to the ruins first light. Apparent in the rainforest were the multitudes of interesting flora and fauna.  Following Milo’s map (yeah, he stayed back…) and about halfway to the ruins, they came to an ancient Thracian bridge spanning the sixty foot wide river and appearing quite solid.  On the Western side, they see mounds of sickly white feces. The field of dung appears to be a demarcation between the Western forest and the road to Thracia. Eldwin finds numerous giant ape tracks near the piles as well.  Not wanting to dither, they cross the bridge and march on to the ruins.

A couple of miles past the bridge they find the lost city nestled between a large swamp and two sheer cliffs. The sedimentary cliffs soar almost 1000 feet above, shading the city until midday.  A magnificent torrent of water bursts from the cliff about 300 feet up between the cliff faces. This feeds a beautiful waterfall down to the river and through middle of the ruins.  There are narrow treacherous stairs winding to the top of each sheer cliff face.  Thracia appears the typical “classic ancient ruin,” with fluted, toppled columns and ornate marble buildings carved with bas-relief images of Greek mythos gods and warriors. The roofs of the buildings are flat or triangular. Many buildings no longer stand and there is little left of them save stone foundations overgrown with thick bushes and clinging vines.  Trees are beginning to grow in many places as well, as the rainforest slowly reclaims Thracia.

Eldwin’s pure blood elf ancestry provides the party a tactical advantage visually in the misted afternoon air. A large villa to the south billows smoke.  Seen leaving it are men painted as white skeletons... “Deathwalkers…” Andres mutters.  They decide not to investigate the villa choosing to cross the nearest bridge to the other side.  

Xan takes the lead, sneaking from one ruin to the next.  First, a prison-type structure that reeks of the freshly dead.  Then a burnt-up warehouse with blackened doorways piled with skeletons. They also spot a nearby arena/amphitheater slopping into the earth some one hundred feet.  As a group, they decide to search the warehouse: a place with potential to be a safe house.  Cad detects two undead swaying near the top of the stairs.   Xan climbs an exterior wall to the second floor and decapitates what turns out to be a wight.  The rest take out the other coming from the stairs below.  There is no treasure to speak of, but the place does seem safe enough for a rest now that the undead are gone.   It appears the bodies near the doorways may have been offerings to the wights.  The party rests and takes in the city view from the second story.

They see a couple of  long reflecting pools possibly populated by giant crocodiles; some fallen temples, one apparently patrolled by beast-like men; what appears to be a library, a gaping twenty foot diameter dark hole and many other interesting structures all across the city.  They decide that the arena is close and might lead to the underground entrance Andres is so interested in finding.

Vines and other vegetation choke the arena.  They find no underground entrances, but they do find two 50-foot assassin vines.  Barbara epically takes out one of them instantly.  The group finishes the other off in a few seconds.  There are corpses near their lair and they discover a magical flame tongue short sword.  The party decides Xan can make best use of it and he agrees.

Next, the band formulates a sneak attack against the patrolling beastmen.  As they approach more closely, the elf sees beneath the foes a dark opening to the depths below.  The party ambushes and finds a minotaur amidst them hiding down a twenty-foot wide flight of white marble stairs.  The party slaughters the lot without much trouble.  They lean two gnoll corpses against the ruin walls so, from a distance, as to appear still at guard.

After some eighty feet down into the blackness, by torchlight they see the stairs turn black with guano.  Bats cover the buttressed ceiling and flutter about in the smoke and fresh torchlight.  There are three possible ways for the party to take: left, straight, right.  They follow the beastmen tracks to the right (which is east).  The passage winds north and then west until Eldwin and Barbara trip into a double spear trap nailing them each. They quickly slay a pair of guard gnolls coming around the corner. Then then finish off the room of six gnolls a bit further down the hallway.  They do not find much of anything good, so move on.  

Eldwin spots a secret door.  Xan manages to crack it open after some time.  When open, they surprise a room with four lizardmen sleeping in makeshift cots.  Piles of muck cover the floor especially each corner, the smell is awful, but does not prevent their quick deaths.  The normal door across the room leads to a great hallway, the floor deep in guano and even more bats.  Worse, across this open hallway, clusters of giant centipedes make straight for them.  Not wanting to fight them standing in slippery dung with hundreds of bats above, they close the door.  They are back in the lizardmen lair.  They camp for the night taking turns for watch.  While Cad slept, he dreamt of a time when Thracian was not in ruins.  When the beastmen were slaves.  When the real city of Thracia was actually in a great cavern beneath a magically lit sun.

Sneaking back through the secret door, they heard gnolls back in the room where they just slaughtered eight.  This time is turns out to be five gnolls and a brutish minotaur comically wearing a man-sized Thracian breastplate.  This gaggle did not last long.  Finding the breastplate and a cheap ruby necklace on the minotaur, they continue past the secret door.  The hallway turns west and slowly begins descending.  After over 200 feet, the hallway turns south and then a granite staircase leads down further than anyone can see.  

Down they go.  After 60 feet down, the passage opens into a large cavern, the floor carpeted with rats.  Light came from a lit temple of some Thracian god on the far east side of the cavern. There are gnolls and other beastmen creatures over there.  Continuing in front of them is a passage to another room.  Xan moves ahead leading the investigation.  He finds the room has one door and hears gnolls chattering to themselves behind it.  The floor is thick with garbage.  Xan calls them over, be quiet, but be quick.  The whole group manages their way across the open cavern to this room.  Eldwin steps on a rat, but it is of no consequence; no one seems to notice.  All in the room, they notice an area where the garbage sinks a bit lower than in the rest of the room.  Xan locates a trapdoor beneath the garbage at this spot.  After a quick trap check, they open it and, using Xan’s magical rope, lower the Ranger down the sloping chute.

About twenty feet down the forty-foot chute, Eldwin notices the walls covered in archaic and crude paintings. The paintings depict hunting hippopotamus in a river and the god Zeus directing the people to a hidden cave. Within the next ten feet down chute, frost clings to the walls.  Near the bottom where the chute flattens into a hallway, the ice is almost two inches thick.  Relaying status above, the group decides to take their chances in the chillsome hallway rather than face gnolls and possibly minotaurs from either side.  They close the trap doors behind them.

All eight, ready and rested, gather in this frozen hallway, ready to take the next step.  

Gnolls!












Saturday, October 18, 2014

Griffin Island Campaign Setup - Castles and Crusades

We're switching from DCC RPG to Castles and Crusades.  The world stays the same: my take on the Wilderlands.  I rip off classic Judges Guilds modules also the best stuff from Shadowworld, Greyhawk, Glorantha, etc.

The DCC group remains on the hunt for Macrobius.  A tale that may continue some day.

Further north, a different band of heroes find themselves cruising from the port city of Warwick to the lost ruins of Thracia.

Their expedition leader is Andres Zaris.  This story begins after his recovery of a 100-year-old map created by the great hero Aigonus Windsword.  This map of Griffin Island obviously holds many secrets.

 There is a single place name on the map of interest to Andres Zaris and that is the Ruins of Thracia.  Being a renowned antiquarian of Thracian artifacts, with the map in hand, finding and exploring this lost city became the pursuit of his career.  He then hired a ship, crew, and exploration team.  This was almost two years ago.

Upon arriving at Griffin Island, they docked at the town named Soldier Port, stocked up on supplies, and fished for rumors.  Then they sailed to the bay near the ruins.  After mooring ship, the various teams went to work.  Some carpenters from Soldier Port built a cabin near the shore while an investigation team set out to find the ruins.  Only one man from that team made it back alive.

The lone survivor told that a group of natives known as “Deathwalkers” had ambushed them before they set foot in the city.  However, the survivor did discover that the ruins were vast and beautiful with waterfalls cascading into a river flowing right through the middle of the city.  There were artifacts and statues, aged and covered with layers of moss and debris, all obviously ripe for collecting.  Milo, the survivor, did manage to pocket a few broken bits of pottery later verified as authentic Thracian.  Nevertheless, the Deathwalkers with their frightening deathmasks and poisoned javelin tips put an abrupt end to further explorations.

Obviously, this crew was not up to challenge the ruins.  Andres Zaris ordered the cabin boarded up for later use and the teams to return to the ship.  They left Griffin Island for another day.   The second exploration effort would have far more resources, a seasoned captain and multi-talented crew with a larger ship to load with Thracian artifacts.  Lastly, he hired a powerful band of adventures to fight the Deathwalkers, explore dangerous ruins, and make the place safe for more exhaustive investigation.

Today, two years later, Andres Zaris is again on his way to Griffin Island.  This time in a larger ship, a cog named “Trahan’s Queen” captained by the very capable Burumir Thurumir Hammerhund (B.T., as he is known).  These two leaders and their men sail now with a seasoned team of adventures some of whom have their own secrets, agendas, and other connections to Griffin Island.

This is how the story begins; each player character is one of the hired adventures.  You are all sailing toward Griffin Island, which is about ten days away.  Andres Zaris shared his map of Griffin Island and a rough sketch of the region surrounding the ruins.  Maps in hand, mission ahead, it is time for the adventure to begin.


Monday, June 16, 2014

Session #13 - The Search for Macrobius’ Lair - Year 4433, Day 106 - 107

The group of six hill giants and five ogres marched toward the keep. The orcs, still in full retreat more frightened of the hill giants than anyone imagined. Keep archers train every missile attack at their disposal on the giants.  Before the giants and ogres enter ballista range, something in the woods distracts them.  The giants spot the Elves!  The giants change direction, move toward the woods and begin shaking trees. Those with night vision witness at least two elves shaken from a tree and then pounded horribly .  With this single violent event, the other elves scatter.  Emboldened the lead hill giant swings his massive serrated two-handed sword in the air directing the ogres to lead the way to the keep!  Just as the ogres enter range, the Castellan takes aim and let loose a ballista round pinning the lead ogre to the same tree the elves fell from.  The hill giants, perhaps seeing the keep well-manned, alert, and occupied with magic missile casting wizards, avoid it completely and instead follow the road southeast right behind the orcs.


The keep peoples celebrates the giant’s disengaging after the Castellan’s winning shot but the moment is brief.  Everyone returns to the problem at hand: dealing with the aftermath of Macrobius’ invasion.  The group and Castellan talk strategy.  Find Macrobius’ lair, enter it, and slay him once and for all?  Or, as the Castellan boldly suggests, take on the Steading of the Hill Giants by surprise.  The Steading is in a difficult to reach vale some 15 miles southwest in the Stoneheart Mountains.  The Castellan says that the giants are stronger today than ever and are now in league with other types of giants as well.  In the end, everyone agreed Macrobius is the immediate threat.  The giants, however, may be the next.


Morning arrives.  The party travels the to where their records say the barrows should be between the Caves of Chaos and Blueheart's Tower.  They take the path straight through the Fellgrim Forest following the trail of undead that retreated from battle the night before.  About halfway through the forest, they clash with a traveling band of four mutated ettins!  The warriors engage and wizards let loose their magic.  The Ray of Enfeeblement once again shows its usefulness deadening the power of one ettin.  Nilbog’s Scorching Rays of Mitra sets two of them aflame.  In the end swords, arrows, magic missiles, and sleep magic put all the ettins down.


Before searching for Macrobius’ barrow they make plans to construct a quick base in Blueheart’s old tower.  Before moving too closely to it, they spot orc tracks everywhere and find the windows shuttered from the inside.  They forget the base and head toward the supposed location of the barrow.  To the southeast, about six hundred feet, they find a set of five earthen mounds one of which is in the Fellgrim.  Each has dugout entrances leading underground.  The center mound is about twenty feet high and sixty feet in diameter.   Then there are four satellites about ten feet high and twenty feet around.  The group searches and finds skeleton and zombie tracks emerging from the outer mounds.  The center mound has all sorts of tracks leading to and from it.  They decide to explore larger central mound.


About twenty feet down the passage opens into a dark cavern.  There is a stench of death and decay.  A pack of feral giant hedgehogs attacks the party.  The party takes them out sustaining a few minor quill injuries.    They continue exploring the passage the leads deepest and the cavern path takes them to a set of stairs.  Being careful, they find themselves in a maze and sense a familiar presence.  Winding through the maze they stay in formation.  Despite this, the elephant-headed minotaur-man beasts still manage to surround the group.  Faldalf, Rothaga, Darthon hold both sides while the spell caster’s and Chopper finish them off.  They find a pile of about 500 gold pieces in the creature’s lair.


They discover another set of stairs leading even further underground.  They pass a couple of intersections and find themselves in a room full of old broken statuary and furniture.  Heaps of junk lie everywhere and there is a reinforced wooden door on the left side of the room.  The next thing anyone realizes, fungaloid-tainted men creep from the clutter and engage the party.


To be continued in session #14.


Saturday, May 24, 2014

Session #12 - The Battle for the Keep - Year 4433, Day 105-106

The party re-groups in the red masked orc cavern and decides to go back to the keep.  By way of the teleporter cavern, they arrive on the keep rooftop in minutes.  They find everything and everyone sleeping: people, beasts, insects, and plants, nothing stirred.  Sometime after 5 PM, they begin waking keep leadership starting with the Castellan.   From there, the Castellan leads Morgan to each important area of the keep, providing names as he wakes them individually.  Morgan curses himself for the condition he placed on that sleep spell. 

The name identifying and waking process goes on until sunset around 7:45 PM.  Most of the officers are awake but there only limited crews’ man the walls.  The vast majority still sleep.   Nilbog’s visions show him undead, humanoids, and other demonic creatures invading the keep, led by Macrobius.  At the urging of Nilbog and the party, Morgan beseeches his Elven patron Cilborith to dispel the sleep magic he unleashed.  Cilborith answers by waking everything up but neuters Morgan’s legendary Sleep spell permanently in return.  It was no matter, all at once, slowly, the place became alive again. 

The Castellan leads a disciplined soldiery.  The men are fully aware of the Orcs of the Purple Claw refuges massing at the Caves of Chaos this past month.  They knew that undead of the barrows walked again.  And they fear Macrobius.  They all fear the lich.

At sunset, the orc drums and war cries become discernable.  Nilbog senses evil creeping in from behind.  Undead are coming through the forest Nilbog warns.  Just then, about thirty elves from Pale Wood arrive.  They hide in the trees, prepared to ambush monsters and aid humans.  They learn from the elves that the Gnomes of Lightelf are helping as well.  The gnomes are spreading the word throughout the region. 

At about 9 PM, the orc war party assumes a tactical position outside ballista range.  They ready their crude battering rams and ladders.  The shamans cant and the wicked barbarians rage, over 100 orcs all told, ready to take the keep. 

Minutes later the elves shout word they see approaching undead.  They spot a pack of spider ghouls and a barrow wight leading a hoard of skeletons and zombies.  There must be well over one hundred undead.  The elves know of the spider ghouls and their climbing abilities.  The spider ghouls climb the trees and attack the elves.  The skeletons and zombies make way for the keep’s eastern side to the drawbridge led by the barrow wight. 

The keep soldiers fire at anything resembling undead within range.  About then the orcs make their move toward the keep using whatever cover they find.  Also at this time, the lich Macrobius emerges from keep fortress into the inner yard where the party is assembled.  Following him are two Set-faced Death Knights, two wraiths, four elephant-headed minotaur’s, and three fire-breathing devil boars! No one accounted for the secret underdeeps passage!

So Macrobius takes off flying and from about fifty feet up throws down a massive fireball right in the middle of the party.  Then the whole inner ward erupts in melee.  For the next three minutes a most epic battle takes place. The Castellan and about forty of his men occupy the same courtyard as the party.  The party warriors Darthon, Fema, Rothaga and Fardalf Wydigast fan out with the Castellan to engage the strongest enemies.  Chopper, the thief, stays mobile, firing magic arrows at Macrobius repeatedly.  Cleric of Mitra Nilbog launches more than one holy bolt and also heals many of the wounded.   The wizard’s Morgan, Baum, and Melkin pepper Macrobius and the rest with magic missiles and other spells.  All the while, keep forces engage in battle all around.  Darthon and Melkin suffer tragic injuries eventually resolved in battle by Nilbog.  More than a few battle scars for most everyone involved.

Macrobius continues throwing down massive high-level magic and flies even higher avoiding arrows and spells.  The enemies focus on the Castellan for much of the battle, but he never falls.   Melkin casts a powerful magic missile that reaches the lich five hundred feet up.  This one hurt.  Macrobius retreats via teleport, probably back to his as of yet undiscovered lair.  The surviving Death Knight and minotaur beast blink out as well.     

Most of the undead now retreat upon Macrobius’ departure.  The orcs retreat as well, but for a different reason.  Down the western road obvious to everyone, a squad of hill giants and ogres, about ten of them, head and on their way to the keep in obvious conquer and pillage mode.  Apparently orcs don’t think much of hill giants and they route back to the Caves of Chaos.  The elves see their retreat will be interrupted by a band of orc-hating lizardmen from the Baleful Bogs.  Perhaps the gnomes alerted the lizardmen?

Meanwhile the giant’s…  Not looking for prey just yet, they sought boulders and other large objects with which to lay siege.  The elves already pivoted from the spider ghoul slaughterfest to the forest edge near the giants, undetected, waiting to hit and run. Keep personal not involved in healing or dying, rush to defend the keep.  The giants are 675 feet away.  We will see what happens in session #13

In the end, the estimated body count is as follows:

Enemy Forces
Total
Deaths
The Lich, Shang Macrobius
1
0
Wraiths
2
1
Death Knights
2
1
Elephant-Headed Minotaur’s
4
3
Fire breathing Swine
3
3
Barrow Wight
1
1
Zombies
50
50
Skeletons
50
22
Spider Ghouls
20
20
Wights
4
2
Orc War Priest
1
1
Orc Leaders
10
2
Orc Shamans
5
3
Orcs
95
23
Total
248
112

Keep Forces
Total
Deaths
The Party
9
0
Castellan
1
0
Captain of the Guard
1
0
Sergeant of the Guard
1
1
Bailiff
1
0
Corporal of the Guard
1
1
Corporal of the Watch
1
0
Guardsmen
94
20
Medium Calvary
18
6
Heavy Calvary
12
3
Men at Arms
61
15
Townsmen/Adventurers
28
10
Lackeys
15
5
Total
242
61



4/26/2014




Tuesday, April 29, 2014

Session #11 - The Big Sleep - Year 4433, Day 100-105

Baum did not adventure with the group this time.  Instead,studying the keep’s historical notes and tomes kept him busy.  All will be revealed once the party deals with the aftermath of session #11!

The Castellan’s nephew arrived from Bard’s Gate by caravan a day prior (Year 4433 Day 115).  A seasoned, disciplined warrior, Fardalf Wydigast, immediately offered his sword in arms to his uncle, the Castellan, as it was obvious to him evil was all about. The Castellan introduced Fardalf to his heroes disclosing everything.  Fardalf thereby joined the band representing the Castellan. 

With Fardalf accompanying and Baum buried in books, the party descended below the keep.  They continued past the teleport chamber.  One of the elves found a secret door on the northern wall.  As Chopper and the others took a closer look a Roper abomination found them.  Its 50 foot strength-draining tentacled arms flung out from the darkness and snatched various party members dragging them them into its hungry maw.  The strength of the monster was overwhelming.  This is until Morgan pulled out his Wand of Enfeeblement and zapped the thing.  Luckily the magic was great and the roper succumbed collapsing to the ground in a heap of gelatine weakness.  Chopper leap for the helpless creature, blade flaming and he gutted it.  If not for the miraculous wand, some of them would have died for sure.

After the battle, they retreated to Ogden’s secret base.  They had to restore strength drained by the Roper. After many hours they returned to the scene.  Not a moment later, Rothaga was attacked by some invisible creature.  Nilbog cast detect magic revealing its thousand teeth.  The wizards took the thing down with magic missiles moments later.  They then turned their attention back to the secret door.  

Nilbog detected an evil presence pacing back and forth about 80 feet to the north and twenty feet down.  Chopper opened the secret door.  They found a narrow hallway of descending stairs beyond.  They proceeded carefully until discovering an undead spectre chanting in front of a statue of the evil god Set.  There was also a smaller 2 foot pillar in front of the statue.  The pillar was made of the same black rock similar to what they found inlaid all throughout Blueheart’s tomb.  The spectre chanted: “Set, Set, Merchant of Death, let us all feel your soul chilling breath!”  Interrupted, it turned to them and let out a frightening scream and attacked Chopper.  Chopper resisted the fear and the party took it out. They then destroyed the statue but could not deface the 2 foot pillar of Necrostone.

They continued past the Roper lair.  They detected fresh air coming from the southern passage and found it led to an open chimney to the surface some 120’ up.  Weak light filtered down to the floor littered with debris and bones.  They searched for an hour, considered climbing up but instead turned their attention to the southern passage.

That other passage led to deeper caverns.  Now more and more phosphorescent fungi populated the walls.  The light is not enough for humans to see per se, but enough to get a sense of the extent of caverns and movements and the like.  The elves see perfectly up to 90’ when this glowing light source is present.

Continuing downward to the sound of an underground river, they found another massive cavern.  A 20 wide deep river ran through the cavern with no bridge or means of crossing to be seen. Water flows north to south.  The party had enough time to see the extent of the cavern, probe the water depth, and for Chopper to stumble upon some sort of fleshy gibbering crawly thing.  This is about when they realized the structure across the river was the grand entrance to the lair of the Red Masked Orcs.  

The arrows did not begin all at once, but when they began only more and more came.  The orcs had murder holes at almost every possible location in the cave wall across the river.  The party braced themselves for battle, knocking away this or that arrow.  Four cave trolls emerged from the entrance of the orc lair.  The trolls didn’t stop at the edge of the river; they kept coming.  This is about when Fardalf actually tried blocking an arrow with his neck!  A moment later Nilbog’s reassuring hands pulled it out of his neck in one smooth motion.  

So here is the situation, there are possibly twenty orcs shooting arrows, four massive pissed-off regenerating cave trolls already across the river, and a gibbering mound of flesh thing just coming around the corner behind them.  This is when Morgan cast an all-time epic sleep spell.  All the orcs dropped.  The trolls dropped.  The gibbering thing dropped.  The humans dropped.  Morgan set the wake condition to be Morgan saying one’s name.  They quickly awoke the humans in the party and then rather than celebrate, Morgan worried, he knew the range and scope of his spell was massive and likely included all persons in the keep.  Nilbog senses Macrobius knows the keep sleeps.  

What the party does from here we will find out in session #12.





4/5/14

Session #10 - Castellan Ogden's Secret Base - Year 4433, Day 98-100

After a few days’ rest, they ventured past the hallway of pillars below the keep.  More gargoyles awaited their doom including a rather large gargoyle prime beyond the pillars.  The party moved on.  

The cavernous hallway branched to the southwest and north.  They found the northern passage blocked by a massive set of iron doors with a triple-ascending lock mechanism.  Spider webs clogged the passage the other way.  They put themselves on guard while Chopper began picking the lock. After his fifth or so failure, three panic-stricken orcs burst from the webbed stalagmites.  There were four giant scarlet funnel spiders in pursuit from behind them.  Without much trouble, they put down the red skull masked orcs somewhat mercifully and dispatched the spiders quickly as well.

Back to the locks, Chopper picked them less than an hour later.  The hallways beyond appeared lifeless and abandoned.  Probably for years. With the immediate area seemingly secure, the party re-locked the doors and investigated the next immediate threat: the spiders.  

The webbed passage continued farther than any of them could see.  In front of them, they saw a steel bridge ripped and melted in some areas but still intact about 20 feet above.  Spider webs draped the whole thing.  There were passageways on both sides of the bridge – each was web-filled.  An epic battle followed. Ten more giant funnel spiders destroyed along with a gigantic mother spider.  Spider goo dripped from everywhere.  Not a single spider bite amongst them thanks to well-used sleep spells.

The gigantic spider came from the southern way, so that is where they investigated next.  The next room bathed in a dull blue light emanating from the pillars that surround the map scribed on the floor.
There is a matching light at locations on the floor next to each pillar seemingly matching sets.  The map rendering is accurate though rough.  It is 50 x 15 feet in an oval.

The center dot is the Keep they can plainly see.  The wizards read the dwarven scripted labels for the others:

• The southwest dot reads “Harhassan’s Tower”.  It is glowing. 
• The southeast dot reads “Falon Castle”.  It is glowing.
• The northeast dot says “Sulzannarg Lighthouse”.  It is glowing.
• The northwest reads “Gnomeport Dock” but is not glowing.
• The last is in the middle of the maps and reads: “The Keep”.  It glows as well.

One of the party members touches the pillar representing the keep. Indeed, they find the device teleports one to the open rooftop above the Castellan’s chamber.  Back to the group they made their way out of the teleportation chamber and back to the triple-locked doors.

Beyond the doors, they found the secret underground base for the original Keep’s creator: Castellan Ogden.  The base was ghostly quiet. Many discoveries and quiet rooms waited: an armory and training area, bedrooms, a privy, a meeting room, treasure room, and, oh yeah, an evil temple with an active gate to the abyss and a trapped Xolotl demon that slaughtered Ogden and two others in his party.  However, we get ahead of ourselves.  

Before the party moved on the evil temple to confront the demon, two important events occurred: The party discovered the bones Ogden’s Curate: Theseus.  There found a poisoned dagger in his back.  Then the spirit of Theseus spoke to Nilbog.  He explained what this place was and how a band of dwarves help build it and the keep.  He told of their wizard Shang Macrobius’ treachery.  The gate built and demon summon while Ogden’s party fault against an invasion of giants from the southern hills.  Ogden and band never had a chance in melee with the demon. Nilbog saw that the bones were properly laid to rest in the keep boneyard.  He feels Theseus will speak to him again.

The second important event is they told the entire story to the current Castellan.  There was no hesitation; he offered his personal services in battle. Along with four of his sergeants, they all took to the deep to engage this demon.  They burst through the sealed door alerting who knows who and entered Shang’s secret place.  They saw the thing, a ten-foot humanoid monstrosity with emerald skin. It was a muscular nightmare with claws of jade, his neck ended in a glistening orifice ringed with razor-sharp teeth and four pale blue tentacles. Droplets of lavender-scented saliva clung to his neck and dripped down his chest. The demon diseased all the humans right off; they all began bleeding from every orifice.  If not for epic the wizard’s epic magic missiles and a thunderous holy bolt summoned by Nilbog, the battle could have been much worse for them. The only one who had a chance to be hit was the Castellan who tripped and fell face first 20 feet away in front of it.

After slaying the thing, Nilbog had to lay hands on all the bleeding humans.  Blood was everywhere.  He did not make it to the sergeants in time.  All four perished.  After the battle, they searched the odd cavern and wondered how Ogden could not have known.  The found powerful magic items belonging to the former Keep leaders.  The current Castellan offered the underground base and any treasure found in it for the party’s allegiance.  The keep now needs protection from below and fears what might be waiting.

The names of the originators of the keep are:

Castellan Ogden - Paladin
Curate Theseus - Cleric of Mitra
Shang Macrobius – The Corrupted Wizard
Captain Jeddak - Ogden’s right-hand
Dugar the Delver – Security…



3/15/14