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Session 10 of an ongoing Roll20 AD&D 1e Campaign

BeezulbubbaJan 28, 2018, 5:51:42 PM
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Session #10 Recap (January 27th, 2018)

An ongoing recap and commentary of an ongoing AD&D 1e Campaign on #Roll20

#OSR #DnD #RPG

The adventuring party began within the Walls of Castellan Keep this session. It wrapped up with a discussion previously on where to go and picked up from that spot and the decision was to head into the rumored Caverns of Chaos but provisions and able bodies were needed for the adventures. Meanwhile a portent of a flaming star falling to Oerth on the horizon boded well for good fortune and with this Vuldain appeared to followed the falling star to other adventures and some commotion was noted amongst the populace that there were unnatural things afoot.

(The Cleric Vuldain did not show again so just took it as complete non interest & removed him from the campaign. Added another player's teenage son who was interested in playing while another player was missing session due to family obligations. That's how it rolls online most of the time.)

​ Eager for adventure the party plans their foray in Falco's Tavern where the Jovial Priest treats the party to a small feast while passerbys inquire to their adventures. Such a load of treasure has not been seen coming into the Keep in many years and has perked the interest in the adventuring company. Ash Greenbrier the Wizard and Nyloch Half=Elfin Ranger are joined by a Cleric of Pelor introduced to their party by the Scribe of Castellan Keep, this works out well as Vuldain has left the party for other worlds of adventure. While in the tavern the party is approached by the Jovial Priest who is a local figure in the tavern giving sermons and lambasting evil in all its forms, Ash suggests they listen to him and perhaps gain him as an extra member of their adventuring party. Information is gathered from the Man-at Arms and Corporal of the Guard that maps to the rumored Caves of Chaos were stolen from the Castellan's private library months ago and if replacement maps to the old caves were offered a 10 SP reward to but copy them. The party fuffled through the contents of the mysterious coffer (Session #1) they had retrieved for their missing master revealed not one but two maps that showed the approximate location of the Caverns of Chaos. This surprises the Jovial Priest and his Acolytes who offer aid in venturing to the Caves as soon as possible and not to worry about the Scribe's want to replace old lost maps. The party decides to collect the reward and earn more favor within the Keep while the Ranger Nyloch distributes wealth to the serfs along the road to the Keep.

(There is allot of Roleplaying in the Tavern with the Jovial Priest and members of the guard & watch. Information provided to the party earlier is remembered and it ties into minor quests within the Keep.Long in the tooth players may remember the Jovial Priest from Keep on the Borderlands)

​ The following day the group sets out along the Merchant's Road northeast, along the way the Ranger Nyloch detects they are being watched and tries to track their observer but for naught. They continue along the road until they come upon the area rumored to lead to the dangers of the caverns where old foundation of buildings and a small cemetery lay off of the road. Inspection of the cemetery show disturbed graves. Noting that their supply wagon could not make it through the forest along the hidden trail the Jovial Priest offers up an acolyte to watch the wagon and horses but voices in the party add another acolyte to watch the wagon and horses. The party enters the forest.

(The party had an encounter and I determined it to be a Bugbear scout from the tribe in the Caverns. The location of the old graves near the road were learned from guardsmen in Falco's Tavern. The feeling of being watched or stalked unnerves the Ranger a bit and that is intentional, he is unable to learn the type of creature following them from tracking so they press on. This worked well into the deceitful Jovial Priest's plans and the party is separated from their fastest means of escape)

As the party progresses into the Felgrim it becomes noticeable to their Ranger that there is much more traffic along the stream than is normal and various tracks are discovered, of note are boots and sandals along the right hand side of the stream heading towards the ravine and smaller goblin sized tracks on the left hand side. A large group of goblin children accompanied by females makes regular travel to the stream to fish and gather in the forest. An old paved path leads away from the ravine barely noticeable on forested horizon and they elect to check out the less traveled path. The Jovial Priest objects wishing to continue forward and vanquish the evil in the caverns. A quarter of the day wasted getting here and another quarter done away with as they travel up the old unused path to a clearing with an old cemetery with ominous headstones and ruined buildings. How was this not on their maps obtained by their former liege? The Jovial Priest appears not as Jovial to this waste of time and they opt to go inspect the old dilapidated building resembling an Inn. They investigate the old ruined Inn and discover it has been used lately as a temporary camp of some sort not far from the Merchant's road. After discussion and investigation the sound of wagon and horse can be heard coming to the old Inn and they peer out busted windows only to see the acolytes with whom they left their wagon and horses with chatting and leading them towards their exact location. Curious since the acolytes have not spoken a word and are under a vow of silence according to the Jovial Priest. The Ranger is not the only party member not surprised as he sees in the broken window the Jovial Priest donning a green mask as does the other acolyte behind them.

A shout of alarm from inside the Inn to the others outside and a battle is joined between former allies and now brutal opponents. A brief exchange between Mark anthoney and his acolyte opponent ends in the cultists death while acolytes rushing in are greeted with a web cast by the wizard Ash while a duel ensues between the Ranger and the Jovial Priest who threatens them with Doom and a literal spell of Doom to reduce their combat effectiveness. A Hold Person spell immobilizes the Priest of Pelor while an acolyte who escaped the web barely deals a terrible blow sending him into oblivion only to be cut down by magical missiles from the wizard. The Jovial Priest is soon to follow while under constant attack from the Ranger while receiving deadly magic missile attacks from the wizard. After the battle the Priest of Pelor recovers but seems distant and a bit duller after taking a mace to the skull while held.

(The Evil Cultists had planned to lure the party to the caverns and attack them while engaged with humanoids or other dangers. This old Inn had experienced a disaster some years before hand and none knew it was so close to the Caves of Chaos; so long silent, but it is avoided and rarely spoken of at all. The cultists were responsible for the massacre. The mechanic of instant killing a helpless opponent came up witht he webbing of the acolytes and Ash dispatched one instead of pressingthe attack which results in the other acolyte the opportunity to do the same thing to the Held Cleric. Usually any attack on a defenseless opponent is instant death but we opted for a d2 loss of Int, the Cleric is "Gumped Up" [Int & & Wis 15] so it becomes a RP opportunity )

​ The return to the Keep with bodies in the wagon was noted by a Goblin Ambush wanting "Your coins and tasty horse flesh". A quick skirmish and the 9 goblins are put to sword and route. Some had shiny shells in pouches which were taken as well. Showing up tot he Keep with a wagon full of dead residents usually ends badly but the explanation convinces the Scribe. Unholy symbols carried under the robes of the cultists aid in the convincing however.

​ The Party pays the Gate Tax on their captured items and spend the day in the Keep until summoned by the Scribe to assist in the search of the residence of the Jovial Priest. A shrine to a 'fiend' is discovered as well as notes incriminating the Jovial Priest in assassination and theft from the Keep. It is revealed in papers he is the spy who had been observing movements of the merchants and relaying them to bandits in the caves and is acting upon orders from the Temple. The Scribe extends an invitation tot he Inner bailey for the following evening.

(Unknown to the party that the assisted search of the residence was to determine if they should go to the gallows and archers were on the battlements near the residence. Their good name cleared they are allowed to visit the Inner Bailey to be rewarded by the Castellan and the Guild-master of the merchant guild within the Keep.)

​This dinner bestowed praise upon the group of adventurers and a task levied if they were interested. Destroy all things in the Caverns of Chaos and protect the merchant road. The Castellan seemed pleased with the accomplishments of the party and wished to have them ally in the region as Wardens of Quasqueton. The merchants seem to hold much sway with the Castellan and it was with their advisement that the party is lauded with much praise. There was allot of RP in this exchange and the party ventured off again towards the old decrepit Inn the following day with 6 men at arms and a wagon master supplied by the Merchant Guild.

It is suggested that the Party name their adventuring band it is actually required by law so as to keep track of adventurers. Several suggestions are given ranging from Knights of Quasqueton, Wardens of Quasqueton, Lords of Quasqueton & it appears the name of Quasqueton is tied to the party as long as they are in the area. The mystery of the strange goblets in the Loan Bank adds to the mystery of it all as well.

(Mainly RP about information supplied by the merchants but the information supplied by the Elfish ambassador warranted the most importance. The long tainted history of the caverns and how evil always returned there. The Devil masks were connected with the Cult of Acerakk and Devils seem to be involved and not demonic forces of Chaos.

THE LOOTS:

Electrum Green Devil Mask  (100 GP), Gold Chain (100 GP) x4, 131 SP, 23 EP, Holy Symbol x 4, Green Flaming Unholy Symbol x4, Scroll: Silence 15' Radius, Blood Stone (500GP), Green Wooden Devil Mask (1GP) x3, 5 pouches of Shiny Shells

(Most of the trade goods got liquidated and the vendor at the loan bank took specific interest in the Electrum coins taken from the Red Cap goblins)

Nyloch/Ghost 1532 XP, Ash/Jaime 1600 XP, Mark Anthony/Jack 1466 XP

Critters Killed: 3rd level Cleric and 3 1st level Clerics of the Cult of hte Green Flame/Cult of Acerak, 9 Goblins