Tuesday, November 24, 2020

Encounter with an Ogre - Morning of Day 2 Luck Berry

 After resting up again a few days, the party was ready to head back to the Caves of Chaos. The party travelled to the caves and then discussed the situation with the hobgoblins Bob and Rob. Bob and Rob indicated that there were two low level caves at the base of the canyon that attached to the hobgoblin lair. Inquiries were made about the riches of the hobgoblins, but Bob and Rob only indicated a cache of weapons that they were aware of. However, they indicated that the 2nd cave in, somewhat obscured by shrubbery, led to an ogre that had gotten rich off both the goblins and hobgoblins. 

The party determined to go into this cave. After negotiating the shrubbery, a torch was thrown in and then Chester quickly used his scroll of hold person to hold the charging ogre. The spell succeeded and then Gweryn stepped forward and slew the mighty ogre with one cruel blow. 

The party searched the area and found a bunch of bags, as well as some other treasures buried under some old bones. Chester was delighted to find that one of them was another scroll with hold person on it (the one used of course turning to dust). Also, a strange bottle of clear blue liquid and six arrows were found there. The sacks held a wealth of coins and some foodstuffs. 

The group determined to take all the treasure back immediately, as this would be the first expedition where no one was knocked out. After going back and giving a donation to Riley, he detected magic on the items and found that the liquid and the arrows were magical. The potion was sampled and identified as a potion of invisibility, and the arrows were tested and revealed to be +1. The rest of the coinage was divided out and the foodstuffs were sold. 

Sunday, November 8, 2020

Session 7: Orlane Day 23 of Readying Part 2

We decided it would be best to visit the temple after dark, then found the carpenter's place and went to talk with him. When asked about the smithy, he told us the smithy has always been a hothead. Lhoss and Chiki asked if he could make them each a staff and he agreed, saying he would have them finished by the end of the day. He was a bit more friendly after being asked to do some work.
From there, Chiki, Lhoss, and Gnorcia went to question the smithy under the guise of asking directions to the tailor and the storekeeper, but he wouldn’t talk with them and angrily told them to leave. We all left quickly and went back to the mayor’s house to ask directions from him instead. He told us the tailor’s home was to the east near the river by the bridge, and the storekeeper’s place to the southwest. While we were there the mayor took notice of Chiki’s pig and asked if he would be willing to sell it. He made an offer of two gold and—after consulting with the pig—Chiki agreed to the sale.

We continued on to see the tailor, looking for leather for Chiki (whose shoulder is becoming injured from the hawk landing on it) and to get Lhoss’s robe “mended” where she tore it as an excuse for the visit. When we arrived, Chiki walked in without knocking and the tailor, an old man, seemed very frightened by the sudden visitors and would only allow one person at a time inside. He told Chiki to see the storekeeper about some leather, and Lhoss left her robe to be mended by the next morning. As we were leaving, Calbach snuck around back and peeked in to see the tailor was eating lunch alone and still visibly shaking.

We then went to the store. Chiki, Lhoss, and Ronan went inside and purchased a few items. The proprietor asked a lot of questions and wanted to know everyone’s names and where they were coming from, going to, and staying in town. They evaded his questions as much as possible and Chiki and Lhoss excused themselves to go back outside. Ronan remained and tried to ask some questions of his own but three brawny young men appeared from the back and told him to move along. They followed him outside to the group and one even came out with a crossbow! We quickly headed back toward the inns, looking for a meal.

As we passed the Golden Grain Inn, it became apparent that someone inside was aware of us and watching. This was disturbing and we quickly went on to the Slumbering Serpent for a meal of delicious meat pies and fruit. Lhoss spoke with Belba, the proprietress, about the delicious food and Belba said that while the food is all locally grown, the harvests are down. She verified what others had told us, that people have vanished from the farms as well as the entire family who operated the Foaming Mug Inn. Lhoss explained who we have spoken with in town and asked if she had any other information, but she had none. We agreed to stay the night there again, but are planning to make a trip under cover of night to both investigate at the temple and retrieve something as a trophy from the Trogodytes we defeated at the Foaming Mug Inn.

Saturday, November 7, 2020

Session 6: Morning of Day 23 of Readying Part One

Our adventurers Calbach, Lhoss, Kyro, Hilja, Myrtle, Chalkboy, Gnorcia, and Cheeky all filled up with breakfast at the Slumbering Serpent, then headed out to meet with Ramne. These notes are taken from Gnorcia's journal.When we arrived at Ramne's home in the woods, Lhoss fed fruit to his pet weasel Whiskers and seemed to have made a new friend. Among Chiki’s entourage of animals (a cow, goat, pig, songbird, and small hawk) his small hawk was hungry and flew off. We told Ramne of our adventures from the night before and he explained that they were likely foul Troglodytes that we met last night, coming up from the swampy Rushmoor marshes to the south. He suggested we investigate more at the temple with Priestess Misha, as well as do some covert action to learn more at the Golden Grain Inn. He told us not to trust the blacksmith, but that we should meet the mayor, Zacharias Orman, who he does not believe is part of the problem, and to potentially inquire with the tailor and other villagers.

As we left the grove, Chiki’s small hawk returned with a mouse and we set off to visit an imposing house near the lake, which we guessed was the mayor’s house. Zacharias Orman himself opened the door to our knock, invited us inside, and offered us food and drink. He said that it was true there appear to be dark forces in the town, but it is difficult to ascertain what is going on. He also surprised us with his suspicion that Ramne is potentially the person behind it all, because he's a hermit and keeps to himself in his house in the woods. The mayor said that people have been disappearing and then coming back and behaving strangely, as though a shadow has come over their faces. He no longer trusts the two clerics at the temple, and is suspicious of the blacksmith, storekeeper, and carpenter.

While we were talking and eating, suddenly an old man jumped out with a sword and yelled at us! The mayor seemed very embarrassed and told the man to go back to his post. He glared fiercely at each of us but returned to hiding behind the curtains. So odd! The mayor finished by telling us that he does like the other folk in the town, though some have become distant and short so it is hard to know.

As we left, it was late morning and we stopped at the house next to the mayor’s house. A male elf answered the door, surprised and happy to see us, especially Lhoss. His name was Dorian and he introduced us to another elf there, Llywillan. He said they were there working for the mayor and investigating the suspicious things going on in Orlane. He confirmed that the Foaming Mug Inn was captured by cultists who appear to be gaining control of the minds of some of the people in the village. They are observing both the Golden Grain Inn and the temple, and said that both the smithy and the people at the temple have been turned, and that the smithy is now very angry and foul, and even the constable has possibly been turned.

Dorian and Llywillan wouldn't say much more and asked us to bring them proof that we had met with and overcome the Troglodytes. Why didn’t we think of that at the time? Those Troglodytes did smell pretty bad, though. Nobody would have wanted a smelly trophy in their bag. But we went to look for a way to get back into the inn to retrieve a trophy of some kind, and to possibly talk with the smithy or others along the way to the temple.

Session 5: Late night day 22 / early Morning of day 23

Our intrepid explorers ended their first night in Orlane at the Slumbering Serpent Inn, where they were greeted by the innkeeper, Belba. She seemed a good sort and fed the hungry adventurers a delicious meal of roast chicken. They booked comfortable rooms, with a secret plan: to spirit away in the dead of night to investigate the abandoned Foaming Mug Inn. And so the band departed after the town had gone to sleep with a party consisting of Calbach, Lhoss, Hilja, Myrtle, Chalkboy, Gnorcia, and Chiki. They made a stealthy yet speedy trek to the Foaming Mug where they were able to gain entrance through a window in the back to try and avoid detection. Once inside, candles were lit to discover that the large common room was in disarray. Tables and chairs had been overturned and broken; it appeared there had been a large dustup with nobody who cared to clean up the mess. Upon inspection, there appeared to be drag marks leading to a cellar door in the floor. Steeling themselves, the explorers forged on to see what was in store for them below ground. A foul odor permitted the air. There were casks of good wine and also large crates of rotten food, which did not seem to be the source of the stench. Two doors were seen. The adventurers resolved to explore them both. Behind the first door: nothing. Behind the second door: three hideous serpent men, poised to attack! A noxious plume harmed a few, but undaunted, Calbach attacked one of the serpent men. After a brief scuffle with the lizard men, Lhoss cast a sleeping spell on the enemies and the three monsters were quickly dealt with by slitting their throats. The room was searched and a pouch of gems and money was discovered. Chiki approached Myrtle, Hilja, and Chalkboy and made them an offer: each adventurer participated of their own will and would partake equally in the spoils. After recovering the wine, all retreated back to the Slumbering Serpent for rest and the money was divided equally, with the gems and remainder set aside for future use until the value of the stones could be determined.

Session 4: Ending of Day 22 of Readying

Chiki, Gnorcia, Lhoss, Kyro, and the henchmen Chalkboi, Hilja, and Myrtle all congregated in the Golden Grain Inn. The inn keeper, Bertram, tried repeatedly to get the group to stay at the inn, giving the prices of rooms, and even offering a discount, but the party became suspicious, especially with the sinister scar faced man staring them down while Bertram continued to run a full press. The party, except for Kyro, decided to leave the inn and go to the Temple. Bertram followed them out of the inn, and down the road. This made everyone nervous, and Lhoss decided to cast a sleep spell on the innkeeper, which succeeded.

The party made its way down the southern road, and observed a few of the buildings with some suspicion. They came up on the stream that flowed into a small lake. They crossed and found a black smithy with another building to the east that was boarded up. Some inspection found a sign that indicated that the building was called The Foaming Mug Inn at one point. The party went around the building, but noticed that they were being observed by the smith and apprentices. They were able to pry one board off and look into the dim room, but weren't able to see much.

They gave up that inquiry and followed the road around to the north and approached the Temple of the goddess Merikka. They found the grounds unkempt, and the gardener was quite rude. They entered the temple into a large columned room, and talked with the priestess Misha, who indicated that only the clergy and support were allowed past that room. After a few questions (which followed the pattern of nothing going on in Orlane), they went back to the Golden Grain Inn.

They talked to Kyro and found that the suspicious man had observed him for a time, and then went up (presumably) to his room. They quickly left and went north across another bridge. They noticed an area with many large elms and growth, and an inn on the right. They went down the forested path and noticed a weasel that seemed to be observing them, and then it scampered off. They continued down the path and encountered an elderly man who identified himself as Ramne, and that he had been waiting for them, indicating that his pet Whiskers (the weasel), who was perching on his shoulder, had told him. He strongly discouraged them from staying at the Golden Grain Inn and said that the Slumbering Serpent is much better. He was cautious and asked the party to investigate the interior of The Foaming Mug in the evening.

The party then went to the Slumbering Inn, but on the way, Whiskers came back and looked hungrily at Cluck-Cluck the chicken (one of Chiki's pets). Unfortunately, Chiki wasn't paying attention, and Whiskers whisked off with the hapless Cluck-Cluck. The group generally supported Whiskers over Chiki.

The group were greeted warmly by Belba, the co-owner of The Slumbering Serpent.

Session 3: Journey to Orlane Days 22 and 23 of Readying

The players gathered together at the Bragg's Post Inn in Hochoch and had a discussion with an elven fighter named Myrtle Dixon. This included Chiki "The Turtle", Calbach, Gnorcia, Lhoss, Kyro, Ronan, and Chalkboi. After a brief discussion, Myrtle agreed to travel with the group to Orlane to investigate the strange reports that the group has received.

A discussion was made about plans, and then the group went to sleep, got up the next morning, and several met with Hilja Levandi, a professed Druid, at the grove of Obad-dai. The high priestess of the grove confirmed her membership, and a large black bear, apparently a friend of Hilja, briefly appeared to the group. Hilja appears to have made a special connection with Ronan.

The group then all met back at Bragg's Post and began travel to Orlane. The trip took four days, and nothing unusual happened. The group observed the Dim Forest to the north, and the river and swamps to the south, and arrived in Orlane, which appeared to be a small village composed of farmers, at least that was the observation initially.

The group observed that there was caution in the air, as young children were quickly brought inside when they were seen, and a teenage girl quickly went into her house. Her father came out when hailed, and answered questions briefly in a quiet but firm manner, pointing out the general locations of two inns in town.

Following the directions of the (farmer?) from the home, they proceeded to a large wooden inn, called the Golden Grain Inn. The proprietor, Bertram Beswill, greeted them jovially, but when asked about problems in Orlane, flatly denied them, saying that they are a quiet farming village, worshiping Merikka, goddess of the harvest, and referencing the stone temple that was observed somewhat to the east of the village.

That was the conclusion of the adventure, with all participating in an afternoon meal. I will allow general posts in front of the group here in the inn for a game time period of three hours. You can also use that time to do individual questing and such on your own forum pages. We will begin game play again about 5:00 PM.

For reference, in game time, it is the 22nd day of Readying (which is the first month of spring). Each month has 28 days. Coldevn will be the next month, followed by the Growfest festival, which is celebrated up to 7 days in some locations.

Session 2: Hochoch Information


Here is some more information about the town and area that you are in. Hochoch is a city of about 8,000 inhabitants and the people are generally lawful neutral or neutral in their outlook (with a strong tendency towards good). There are temples or shrines to these various deities in town, the base alignments that worship them, with a description of their spheres:
St. Cuthbert - LG(N) wisdom, dedication, zeal
Boccob - N magic, arcane, knowledge
Pelor - NG sun, strength, light, healing
Wee Jas - LN magic, death
Bralm - N(L) insects, industrious
Fharlanghn - N(G) horizons, distance, travel
Geshtai - N lakes, rivers, wells
Obad-hai - N nature wildlands, freedom, hunting
Zuoken - N physical & mental mastery
Pholtus - LG(N) light, resolution, law
Velnius - N(G) sky, weather
Merikka - CG agriculture

It is encouraged that you determine if you are a follower of one of these religions. The priests and druids at these locations will be great sources of information as well, and have resources (such as healing and other products).

The ruler of Hochoch is a Knight of the Watch, which is a strict order (more so in the north-western borders) - this Knighthood is supported by the countries fo Bissel, Gran March, Geoff, and especially Keoland, the primary Lord over the whole region.

The government is formed with this knight, and three others - a local merchant, priest/druid, and mage.

There is one court of justice in the city, an open market square, 4 smithies, and 3 inns

Session 1: Adventures in Greyhawk - Day 22 of Readying


These posts will be for another group that is adventuring in the area of Gran March.

You are currently located in a town named Hochoch in the Gran March. The capital of Gran March is a town named Hookhill, of reasonable size. Gran March is ruled by the leader of an order of knights named Commandant Petros. Petros maintains a standing army of knights and auxiliaries to defend the land.

Some of you may have labored recently in the development of a caravan track between Hochoch and Hookhill (through the before impassable Dim Forest) - if you want to add this to your character profile, come up with a story and detail it below. This will accrue no immediate benefits, but will assist in developing your story and make things more interesting.

You are encouraged to detail your story for the rest of us to understand - you can keep some or all private at your own discretion. You can also provide information directly to me when I create your private thread.

Hochoch has sufficient equipment and stores to provide for your needs now, but availability and prices may change if you don't take advantage of this now. You are all currently housed in one of three inns:

The Green Dragon
The Hogs Head
Bragg's post

You have paid up for a weeks stay and basic fodder as you are preparing for your upcoming adventures.

Some other things that you are aware of: The Dim Forest is located in the western area of Gran march. Hochoch lies at the southern end of the forest, and Hookhill lies to the north east, near a mountain range called the Lortmil Mountains. There is a swamp area called the Rushmoors south and east of Hochoch, and a river named the Javan River flows to the east in a NE-SW direction past Hochoch. A realm named the Grand Duchy of Geoff is to the west, and another realm called Bissel is north of Hookhill.

Moonbean 28 - Luck-Berry 2


Upon resting for a few more days at the keep, the group prepared to go back out to the caves. Gwyrn followed up on an order that he had placed for a suit of armor - still several days before it will be completed.

The group made the travel back to the caves, and this time chose to go to the cave on the right of the canyon, at the base of the hill, surrounded by foliage and scraggly trees. The group proceeded in, having the hobgoblins, orc, and gnoll lead the way. The hobgoblins turned left at the fork in the cave, but Oin and Ruff fell into a pit trap at the fork. The loud clanging of the pit shutting alerted a host of kobolds on the left and a horde of giant rats on the right.

A fierce battle ensued, with some clever tactics from the party. Missile fire was used to some effect, and Oin and Ruff were freed from the pit. Gwyrn was doubly unlucky, however. First, he attempted to toss a flask of oil, but he fumbled it, and it broke behind him. He then tossed another flask that burst in the group of rats, but then fumbled the torch that he was going to throw, immolating himself in the spilled oil. He screamed in pain and passed out - fortunately, he was bandaged in his unconscious state. Another torch throw was successful, and the remaining rats burned in the conflagration.

The party was somewhat demoralized, having had party members knocked out every time they visited the caves. The regrouped as usual at the keep and rested up for further adventure.

Moonbeam - days 26 - 28


The group needed a few days to recover, particularly Chester. After resting and enjoying the facilities of the keep, the group went back to the caves. Bob and Rob were questioned, and they suggested that the party attack a couple of torturer's, as they had some prisoners that may be of some value.

Using the directions of their hobgoblin pals, they made their way into the caves further then they had before, proceeding both south and east. The groups battle plans were better implemented this time, and the two brutish torturers were dealt with rapidly, but not without a few more of the party were knocked unconscious.

They turned their attention on the prisoners. There was a nearly unconscious man, his wife, and two body guards who were overjoyed at being rescued. There was also a fierce gnoll, that made threatening noises, and an orc, who asked to be released, to exact revenge on the hobgoblins.

The party trusted the humans, but not the orc and they were afraid of the gnoll. The man turned out to be a merchant named Greg, with his wife Meg. They promised rewards upon being returned to the keep. Tug and Doug, their former guards, pledged loyalty to the group for a year as a reward for being rescued. After some consultation, the group decided to charm the orc and gnoll. This proved successful, and the orc was relased. He calls himself Oin. The gnoll's personality changed with the charm, and became friendly, although difficult to understand and speaking in a crazed, broken tongue, even for a gnoll. He calls himself Ruff.

Using their greatly expanded roster, they looted the bodies, giving out weapons and armor to their new allies. They then returned to the somewhat jaded response at the keep, and again were healed.

Days 23 - 26 of Moonbeam

The group managed to make it back to the keep with the two unconscious characters. They were cautiously greeted at the gate, and after telling the tale of the traitorous Born, they were directed to the local curate Riley. Riley was very happy to hear the news of the defeat of Born and his followers, as he had suspected them for some time. As a favor for their service, he gave a reduced rate at identifying their magical items discovered. Chester received a mace +1, Bran received a suite of platemail +1, and Dwerom received a shield +1. The rest of the group divided some money and other items that were obtained.

Chester and Gwyrn required additional rest, even though Riley fully healed them. The group stayed in style at the inn for a few days, and then embarked again on the 26th day back to the caves. The trip was uneventful (about an hour trip). The returned to the same cave area and discovered that the door had been boarded up again. They used some spikes to force the door open, in a bit quieter method, but they still made some noise, and they also tripped a dart trap, taking some flesh wounds.

Again, the hobgoblins were alerted to their presence, and another battle occurred. They had forgotten to retain the previously charmed hobgoblins, but they were able to charm two more, which turned the focus of the battle. Unfortunately, Chester took another unlucky hit (despite his fine armor) and was knocked out again. The group returned with their hobgoblin fellows, who's names are Bob and Rob. There was some suspicion by the guards, but after they assured that Bob and Rob were under their control, they were allowed to enter and reported back to Riley, for additional healing.

Arrival at the Keep on the Borderlands


On the 23rd day of Moonbeam, a month in the early fall, a group of adventurers arrived at the keep on the borderlands, which guards civilized lands to the south from the chaos to the north and east. They had heard rumors that there are some caves of chaos, located a short distance from the keep.

The group includes these adventurers: Chester a cleric, Dwerom a Dwarf, Gwyrn "the goldfish" another dwarf, and Pumpkin an Elf.
They were able to establish a rapport somewhat with the innkeeper, and they went knocking on doors, and met a visiting priest named Born, with some followers named Dorn, Orn, and Glorn. They were also able to have a fighter named Bran and a Magic-User named Fein join them. They then were led to the caves by Born - they didn't pursue why he knew the way, but they did start to distrust him a little, as he insisted on being in the rear, and openly expressed displeasure with others joining the group (Bran and Fein).


They arrived at the chasm and after observing a bit, they chose a cave about 25 feet up on the cliff on the left of the canyon. After trying to bash down the door (ignoring the ominous warning), they examined the door a bit more and discovered that there was a bar that allowed interest. However, because they had attempted to bash in, they had alerted some hobgoblin guards, who were approaching in a menacing manner.


They quickly escalated the situation, and Fein and Pumpkin cast charm person successfully, which greatly aided in the battle. However, Born chose this moment to betray the group, but failed with a cause light wounds touch - this quickly alerted the group to his nefarious schemes (or their chant of "for chaos" did).


Chester was quickly knocked out with a crossbow bolt, but his fellows were able to quickly bandage him up. The group was able to stabilize with a few timely hits. Born and his men would not surrender, but they attempted an orderly retreat. However, they were at a disadvantage going down the hill. Also, the group was able to surround the heavily armored Born, which proved decisive. However, one of the dwarves (Gwyrn) was knocked out as well.


After cataloging their wealth, the group headed back to the keep.

Session 200: Rest and Rekindling in Orlane

Vilma's Whispers from the Foaming Mug: Day 10's Dawning Deeds Ah, dear readers, gather 'round! Old Vilma has stirred from her sl...