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.
This is a Dungeons & Dragons blog, covering several different play sessions. Currently the blog is hosting a Adventures Dark and Deep rule set (originally using 1st Edition Advanced Dungeons & Dragons) with our group. In the past we have also played Basic Fantasy and Moldvay Basic Dungeons & Dragons, with some rule modifications.
Saturday, November 7, 2020
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.
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.
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