Showing posts with label Ironguard. Show all posts
Showing posts with label Ironguard. Show all posts

Thursday, December 28, 2023

Ironguard: Winter 2023

Games set in Ironguard are back on the menu this winter break.  I have two-ish weeks without work and WITH friends that are available, so it is back to Ironguard we go.

So warm yourself by the fire and enjoy a mug or three of mulled wine as I relate the tale of the Warriors Three (no, not Volstagg the Voluminous, Fandral the Dashing, and Hogun the Grim), but Carwreck the Dwarf Fighter, Yelrah the Half-Orc Barbarian, and Corvallis of the greater Frilkasses, the Half-Elf Bard, and their quest to throw down another temple of chaos!

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Our noble band of adventurers meet at Ironguard Keep and after rolling on the rumor table for B5: Horror on the Hill, they decided to go hunt some potential Ogre slavers (rumor 3) because killing slavers is always a worthwhile endeavor.  As they equip themselves, they mentally prepare for ghouls (rumor 4) and for a trek to a monastery on the hill (rumor 1) - a likely place to find a Temple of Chaos!

During preparations, they spoke of a variety of topics, to include Yelrah's bitchin' tattoo.  From Carwreck he learned it is the symbol of a Dwarven warrior cult dedicated to Clangeddin Silveraxe.  Being a Half-Orc, it was deemed necessary for Yelrah to relate the tale of how he came by the tattoo.

We also learn that Carwreck is suffering a midlife crisis, having left the army for a life of true adventure.  Corvallis then dubs the company Dwarven Half and Half - the cream of the crop, as it were. 

Fully equipped, the intrepid explorers head into the ruins of Kingsbridge, with plans to cross the Kingsbridge proper and find the monastery and kick Ogre ass.

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Whilst in the ruins, the trio make it a point to say hello to Geppetto, the lone survivor who often talks about his wife and children.  Said wife is never seen, but his 'children' are - wooden puppets between 2 and 3 feet tall that are never seen to move, yet always appear closer when looked for.  He recalls Yelrah from previous encounters.  When Carwreck looked closely at one, it winked at him, sending the brave Dwarf scurrying.  

A variety of unnatural statues were appreciated and examined by the PCs - particularly the numerous rats, birds, and a mounted knight, his horse rearing up on two legs.  Corvallis examined the stone and determined it to be unnatural and suspicions of Geppetto's wife being a medusa were bandied about (out of Geppetto's earshot, of course).  

After gathering information from Geppetto, the intrepid band set off across the fabled Kingsbridge, an ancient Dwarf-made bridge spanning a deepish gorge, through which the river ran through.  Yelrah and Carwreck ran a footrace to the center of the span, and while catching their breath, they watched as first one, then a second, massive hand pulled an equally massive troll up over the side of the bridge, where it stood - its feet touching either side of bridge - and demanded a toll.

Discussion revealed the troll's name was Bannakaffalatta (because I had watched a Dr. Who Christmas special earlier that day) and it charged a toll to pass, to compensate its civic duty of keeping the bridge repaired.  Carwreck's quick investigation into nearby repairs verified the statement - fine Dwarven architecture, repaired by crude, yet functional, Troll stonework.

Corvallis and Yelrah quickly paid, with Bannakaffalatta swallowing the tolls.  Carwreck balked and spit in Bannakaffalatta's massive hand.  Corvallis's quick wit and silver tongue convinced the Troll that Dwarf spit was good for ashy skin, particularly faces.  This resulted in Carwreck spitting in Corvallis's hands and Corvallis rubbing it all over his face.  Bannakaffalatta grudgingly agreed, slapping Carwreck on his back as a gesture to GTFO the bridge.  This slap sent the Dwarf flying and left him sprawled on the ground.  The others took the hint and convinced Carwreck to take it as well, and they found themselves on the eastern side of Kingsbridge.

The plan involved overnighting at a caravanserai known to be several hours from the bridgehead, but upon arrival, it was apparent that it was no longer occupied.  The holes in the roof, the breaches in the low wall around the caravanserai, and the ashes of a bonfire containing scorched human bones being the main evidence.  Still, they cautiously entered the ruined building, and upon exploration, Yelrah encountered a ghoul feasting on hobgoblin.  Slaying the ghoul, the trio then cleared the rest of the ruins and used debris and an Alarm spell to secure the area somewhat.  

To cap things off, a rusting iron box was found in the well in the basement - containing a permanently waterlogged Cloak of Fire Resistance, an Elven dagger that constantly whispers "Stick me in your enemies!", a handful of water-damaged scrolls and a map, and a sack of coin.  

Then the Alarm spell went off and two more ghouls appeared, being swiftly dealt with by Carwreck and Yelrah.  Luckily for the PCs, the rest of the night passed without issue.  In the morning, multiple sets of naked humanoid prints and large wolf prints were noticed on the ground around the area and heading up the trail to the monastery.

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After a cold breakfast, the trio set off, proceeding up the trail, following the tracks in the muddy soil.  Soon, they came to a patch of Berry Bushes - large, ripe, tasty-looking raspberries that were found to be growing well out of season, so they avoided.  Moving ahead, the Warriors Three heard the sound of combat and fanned out to see what or who was fighting.

Caution paid off, and the trio found themselves unnoticed, watching a pitched battle between Ogres and Centaurs.  Joining on the side of the Centaurs, our heroes acquitted themselves well (quite well, actually, even without damage dice cascading too much), quickly vanquishing the Ogres and earning the grudging respect of the Centaurs.

The chief of this band introduced himself as Red Cloud and stated that this was his tribe's land, and that the PCs would be welcome to overnight with them but must leave in the morning.  In addition, he warned the PCs quite clearly about the folly of camping in the dark, alone, under a full moon, in this area.

Taking the hint, our heroes bedded down with the Centaurs, and were awakened in the night by howling and sounds of fighting! (It is important to note that our heroes dined upon roasted Ogre flesh for dinner, much to the disgust of the Centaurs.  This resulted in each player rolling a d10, resulting in Corvallis gaining strength and constitution at the cost of intelligence, wisdom, and charisma, while Yelrah and Carwreck began to transform into Ogres!) 

(DM note - this table was found in The Monster Overhaul, and the reason they eagerly consumed ogre flesh was because of a rumor they heard from Bestial Ecosystems Created by Monstrous Inhabitation - that consuming giant flesh leads to godhood.)

Eagerly joining the fray, the band found themselves battling foul werewolves that healed damage almost immediately!  Still, the lycanthropes were driven off, and one was captured, having its leg broken by a magical weapon (Yelrah's stone blade Stoney).  Interrogation proved fruitful, and the PCs learned that the monks that survived the coming of the Eye of Arik (belonging to Arik of the Hundred Eyes) transformed into werewolves, thirsting for sentient blood and meat.  

Putting the werewolf to the magical sword, our heroes (mostly Corvallis) then managed to insult Red Cloud and his tribe's druid, Eagle Feather, so were banished from the camp - but not without being thanked for their good deed of assisting the tribe.  Fortunately for the PCs, the rest of the night passed uneventfully.

The next morning, the PCs continued towards the monastery, stopping when they came upon a cottage.  Knocking on its door, they met and had tea with the sisters Rosalinda and Rosabella.  As the kettle boiled, the sisters mended the water-stained map that Corvallis carried, and it was revealed to be a decent layout of the monastery.  Over tea, the sisters provided additional information, including the facts that transforming into an ogre can be stopped through doing good deeds and that they would be absolutely delighted to have the head of the Ogre King delivered to them.  

From B5, page 8. Looks like Holloway art.

The sisters sweetened the pot by 'gifting' the PCs with several potions and scrolls, to better ensure their success.  Our heroes readily agreed to getting paid for murder, so they thanked the sisters and off they went.  

Making use of the map and the sisters' advice, the PCs entered the ruins through the cemetery, opting to not explore the mausoleums they passed (sad DM noises were made).  Once inside, the PCs discovered a chasm that periodically spat a geyser, accompanied by gurgling noise and gouts of boiling water.  A clever plan was made involving the timing of the geyser and luring things into or near it.

Moving forward, the suspected lair of the werewolves was found, so the PCs bravely went the other direction, into the buildings proper.  Making use of a potion of invisibility, it was discovered that most of the ogres were asleep, to include the Ogre King.  A plan was hatched involving invisibility, flaming oil, violence, and lots of luck and off the trio went.  

For the most part, everything went according to plan, bringing death and blood to the ogres and only minor injuries to our heroes.  After slaying (and beheading) the Ogre King (I even used Hill Giant stats), the PCs sampled the refreshing fountain in the middle of the ruins.

From B5, page 12

While Corvallis and Carwreck rolled well, Yelrah found himself paralyzed (coupled with levels of exhaustion from raging), and that is where this tale ends.

Smoke is billowing, the sun is setting, the werewolves are howling and prowling about, the Ogre King's head is on a Floating Disk, and the PCs are in a bind.

Will they check their map again for a alternate way out?  If so, will they take it?  Or will they die in the mouths of werewolves?

We should know tomorrow night!

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Thus pauseth the tale of the Warriors Three,

In dire circumstances, though they may be.

My cup it is empty, my thirst it does loom,

Whilst noble heroes brace themselves for their doom.

This week we meet again, their fate to decide,

will this noble venture become suicide?

Or instead shall they snatch victory from sure defeat, 

And at the Baron's table surely earn a seat?


Thursday, June 30, 2022

Ironguard Summer 2022: Session 2

In attendance - Elren the Woodelf Druid 5 and Yelrah the HalfOrc Barbarian 5, backed by a half-dozen meatshields outlined HERE.

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Our game picks up where it left off last time - with the PCs hunting missing hunters.

Tracking the goblins to their lair, our heroes found themselves overlooking a valley full of goblins, as well as 5 humans tied to stakes near a large fire and a larger tent.  Elren summoned a pair of giant vultures to distract the goblins while Yelrah led a daring raid (himself, the Dwarf, and several people-at-arms) into the camp to free the captives.  

Cries of 'Bree-Yark' in all its variations filled the air as the vultures successfully distracted goblins.

As the minions were freeing the prisoners, a goblin stepped out of the central tent, laughed and growled 'another soul to power my ascension!' as its flesh rippled and it grew and grew into a 7-8 foot hairy goblin thing - definitely the source of the unknown scent!

Yelrah was unphased and uttered, 'eat this' then rolled initiative.  Winning by a large amount, Yelrah rolled first with advantage (raging) and connected critically.  Cascading damage dice houserule kicked in and the end state was a very dead goblin-thing (71 damage total between two hits).  With his first blow, Yelrah kneecapped the fiend, and as it fell forward, he pulped its skull.  The fiend collapsed onto the ground and immediately began smoking and bubbling, a sulfur stench filling the air until - within seconds - all that was left was a body-shaped outline of scorched earth.  

As the fiend melted away, the sounds of 'bree-Yark' grew closer as two groups of goblins rounded the large tent - a trio to the south and a trio to the north.  Boltag let fly a crossbow bolt at the south group, missing utterly, while Elren sent his vultures directly into combat - one missing as a Goblin ducked, and the other goblin getting its head crushed in a mighty beak, cutting off its words in mid-Bree.

Galrik the Dwarf charged the north trio and the vultures, while Yelrah walked towards the south trio.  Elren cast Thorn Whip, missing at first, but then catching the rhythm of it, sheared off a goblin's head.

The northern goblins knocked Galrik down and bleeding (maybe that is why he hates Goblins - he loses fights to them?), while the southern Goblns fell steadily to Yelrah's mighty blade.  Cries of 'Bree-Yark' filled the air as both trios were quickly dispatched and the remaining goblins failed their morale roll and bolted into the surrounding forest.

A healing word later had Galrik on his feet, pondering his sliced mail and rethinking his distrust of the elf.  His ponderings were cut short as Yelrah called him over and the two entered the central tent.  Inside was a sleeping area made of several furs, three amphorae filled with wine, and a large chest (two-person lift size and weight).  A quick search of the tent turned up a key to the otherwise simple lock.  Yelrah opened first the lock and then the chest, dodging most - but not all - of the spring-loaded darts that flew out of it.  Plucking the darts (3 damage between the two of them, blah) from himself, Yelrah's eyes focused on the coins glittering in the light - gold and silver all loose and jumbled deep together.  

Plunging his arms into the coins, he felt around for anything that might be hidden, finding a bottle or vial, and then the stem of a goblet.  Leaving both covered in coins, he closed the lid and then he and Galrik carried it to the others while Elren and Boltag stood in overwatch, and the others bound the wounds of the rescued humans.

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Three of the prisoners wore hunting leathers in brown and green, while the other two wore tattered robes of black and purple and yellow.  Yelrah recognized the robes, but wasn't sure exactly from where - despite their similarity to the ones worn by the chaos priests from his last adventure.

Interrogating the rescued prisoners, our heroes learned that their names were (courtesy of Gig Economy - it arrived!): the pair in leathers that are the missing hunters are Tambo the Steady and Corso the Lovely (with a lascivious smile - but no teeth!), while the third in leathers being named Eiron of the Swamp - and he smells like one.  Meanwhile, the two in robes are Toly Springall (who speaks only in cliches - this was fun to roleplay) and Craigie Pollock who smells of onions and garlic, but is quite interested in Yelrah's muscles. 

The robed individuals, Craigie, actually, provided useful information to the team - the shapeshifting goblin was a fiend from the lower planes called a Barghest. He didn't reveal much beyond that except that he and Toly were ambushed while on a pilgrimage.

A barghest.

When asked how Eibon came to be captured, he said goblins ambushed him and his friends, and his friends ran. After the q&a session, the hunters were asked if they knew an alternate route back to the keep, and all three acknowledged that they did.  Tambo and Corso's route was chosen over Eibon's, who just shrugged and went along with the group.  

This left the chest as the next order of business.

Yelrah opened it, with Elren watching over his shoulder.  As coins were sorted out, Elren noticed that some of the silver pieces were actually platinum, and he claimed those (12 pp).  Yelrah claimed the gold coins (100gp), and the two left the remaining coinage (1000sp and 1000cp) to be divided up among the others as the others saw fit.  This left the potion and the goblet.  

Examining the liquid in the bottle revealed it to be viscous and Yelrah said he was looking forward to drinking it in an emergency.  It's label read 'the key to the labyrinth of mazzamaxx.'  As for the goblet, it looked like this:

Maybe Yelrah will drink the potion from this goblet?

Coins in pockets, the freed prisoners commented that they were unarmed, their belongings taken by the goblins.  Heading back into the camp, they quickly picked up dropped goblin weapons - not the best, but better than nothing.  A wandering monster roll reminded all that they had dallied long enough - perhaps far too long.

Note that while the prisoners were gathering weapons, Yelrah handed Elren the wooden ring he had found.  Elren donned it and felt a tingle - as in 'spidey sense is tingling' tingle.

We ended with the group ready to head back to Ironguard Keep.

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All told, it was a fun session, with lots of laughs.  Initiative and cascading dice rolls made the fight with the Barghest not nearly what I was hoping for, but still lots of fun.  All those 6s that Yelrah rolled for damage!

The potion is a bottled memory, though the players don't know that yet.  As for the goblet, that is the Goblet of Apsethus.  Because when you have few players, you need NPCs to travel with them.

I haven't decided on what exactly the ring does, yet, but I do have some ideas.

Monday, June 20, 2022

Ironguard Summer 2022: Notes

The first session ended with a small mystery, both for the players and myself.  Namely, what exactly is the 'other thing' that the Druid-in-wolf-form smelled.

I've decided what it is.  This lets me decide where its going and what its up to.

That said, given that this is the B5 portion of my B2-B5 mashup, readers might guess where it's headed (no, not to the Dungeon of Signs, although I may have adopted some of the suggestions to make these adventures better).

Jim Roslof.  Cover Art B5 Horror on the Hill.  B5 is criminally underrated.


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Here are some details on the meatshields I rolled up using Meatshields (a great resource); each random person has the chance for Equipment, Background, Possessions and Knowledge, and Notable Features.  Sometimes these extras are blank, other times they are incredibly useful.  


Mordox the man-at-arms: Hand Axe, Dagger, Leather & Shield  Town Liar

Bron the man-at-arms: Hand Axe, Dagger, Leather & Shield   Tanner; Small book with pressed flowers

Galrik the Dwarf: Warhammer, Chainmail & Shield  Vendetta: Kill All Goblins! Pouch of jerked beef; Hates wizards

Halla the woman-at-arms: Hand Axe, Dagger, Leather & Shield Failed Tradeswoman

Boltag the man-at-arms: Light Crossbow, Dagger Leather Aspires to Godhood  Chain (10')

Norwyn the Torch-Bearer: Dagger   Escaped convict; Can outrun a bear

Some of the extra information is fun and lends itself to play, both in session and my planning for later sessions.  Give Meatshields a try, but maybe before session, so you can use better names.

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In other news, I found a third player, one of the Ohio gang.  We had a class on Discord use and I should get his PC via email this week.  He's only free on weekends, though.

We meet Wednesday evening, so there should be another session log later this week.



 

Wednesday, June 15, 2022

Ironguard Summer 2022: Session 1

We begin again, with H reprising his role as Yelrah the Half-Orc Barbarian, K coming in (due to lost character sheet) as Elren Dogwood, Wood Elf Druid, and maybe B as a rogue of sorts.  If scheduling allows.  As such, we are recruiting, and hopefully I can get a friend or two from Ohio to join us.

The joys of Discord-gaming.  

Oh, after the last big score, Yelrah is level 5, as is Elren.  That said, if any established PCs die in the game, they'll come back at level 1.  Otherwise, normal houserules apply.

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Elren arrived at Ironguard Keep with the monthly supply caravan.  Yelrah's money was just about gone, so he was keen to find new adventuring companions to help him fill his purse.  After all, in the last 18 months, Albrecht, Svetlo, Klayton, and Kirsten had all departed Ironguard, with Morgan Ironwolf and Ulster joining them.  Ori was still at Ironguard Keep, but mostly kept to the other Dwarves (Nori, Dori, and Snorri) because it is unseemly for Dwarves to drink with Half-Orcs.

So it was that Elren Dogwood and Yelrah the Barbarian and forged a partnership. The ever-helpful halfling proprietor of the Lion's Den, Jacob Marleybone, provided an opportunity to earn some gold and assist the Keep.  Specifically, some hunters had gone missing, and needed to be found.

Yelrah knew the local wilderness was dangerous, so the two of them hired some local toughs (courtesy of Meatshields): a Dwarf named Galrik, and several humans named Mordox, Bron, Halla, Boltag, and Norwyn.  The deal was struck for the princely rate of 2gp per person per day AND a share of treasure recovered. 

Now at eight people, the stalwart adventurers headed east in search of the missing hunters.  To get across the river, though, they needed to pass through the ruins of Kingsbridge.  Once there, they passed several lifelike statues, to include one of a mounted knight charging.  They could hear hammering that grew louder and louder, eventually ending near a former tavern and fountain.  

Sitting by the fountain were a pair of wooden puppet children, the source of the hammering was an older gentleman, hammering giant ratskins up on a wall.  Discussion revealed that this was Gepetto and that he remembered Yelrah.  More importantly, he remembered seeing the hunters, as they had left a gift for Gepetto's wife - a small gem.

Yelrah asked about leaving gifts for the wife, mostly why.  Gepetto shrugged his shoulders and said, 'for luck, I guess.'  Then he whispered, 'what she really likes is tobacco, though, especially Longbottom Leaf.'   Missing the hint, our adventurers moved along, but not before noticing the shades in tavern window moving, as if someone had been watching and suddenly dropped them.

Once past Kingsbridge, they ran afoul of Sprites, who tripped Elren, made Yelrah cuss, and then tied the shoelaces of the hirelings together, resulting in a cussing jumbled pile of people.  To drive them off, Elren summoned up several hawks to harry the sprites; harrier hawks, no doubt.  This strategy worked, and the band continued up the old road.

A northern harrier hawk in flight; another pet I am not allowed to have.

The travelers made good time before stopping to camp at nightfall.  When Klayton left, he took the rug-cabin with him, so the group pitched a proper camp.  Into the ruddy glow of the fire light stepped an old woman with a basket of apples.  Being a kindly old woman, she offered everyone a shiny red apple.  Failing to pass saving throws, everyone in the party ate the best apples they've ever had - juicy, crunchy, sweet, and the texture.  Excellence!  She thanked them for their time and promised to see them again.


She stepped out of the forest of Snow White and into the adventurer's firelight.

The rest of the night was uneventful.  After breakfast, the group continued their travels, eventually coming across a Giant Owl, who grudgingly helped the 'servants of the hag' as he addressed them.  From the Owl (dubbed 'Weird Owl' in the chat), they learned that it had seen the hunters a few days prior, then pointed to the east and flew off, buzzing the party as it left.  At this point, Galrik the Dwarf snapped about 'creepy old people, wooden children, and talking animals.'  Yelrah calmed him by saying, 'oh, you ain't seen nothing yet.  Just wait.'

Dusk was falling when the band arrived at the caravanserai.  I described it like this:

From Dungeon #18, the adventure Chadranthar's Bane

They explored briefly and found it overgrown, but also evidence of irregular use. Inside the main room, they found a half-dozen bedrolls laid out, and food on the table, but no hunters.  Searching for the hunters in the dark was discussed and discarded as the party opted to camp in the shelter.  Dice rolls favored them and they slept soundly through the night.

Come morning, Elren shapeshifted into a dire wolf in front of the hired help.  This freaked the hired help out, particularly Galrik (who HATES wizards, according to Meatshields).  Again, Yelrah talked him down, with some help from Elren the talking dire wolf.  Trouble averted, Elren sniffed out the trail of the hunters, eventually finding a clearing that reeked of death and hunters and goblins and ... something else.

At this point, they split into two groups: Elren with Galrik and Norwyn (who can outrun a bear according to Meatshields), and Yelrah with the rest.  Yelrah questioned the logic of Elren pairing with a Dwarf that wants him dead, and it was decided that it was either a demonstration of trust or that one of the pair would be too dead to care.  

Yelrah's group entered the clearing first, while Elren and friends flanked around.  Within the clearing were four dead hunters and about a dozen dead goblins.  Purses and throats had been professionally cut, even on those with otherwise fatal wounds.  Despite this, an overlooked ring was discovered by Yelrah - a fine ring made of polished wood, with tiny leaves carved into it.  He pocketed it.

Elren and friends entered the clearing and Galrik started crushing dead Goblin skulls with his warhammer.  When Elren tried to calm him, Galrik looked up, obviously crazed.  Elren then lifted a leg and pissed on a dead Goblin, which make Galrik laugh aloud and scarily before going back to skullcrushing.  As the chat pointed out, 'through piss and bone, friendship is grown.'  

Doing some basic math, Yelrah realized two hunters were missing.  Investigation led to the discovery of a path headed northwest, complete with broken branches, heavy footprints, and blood spatter.

We called the session due to bed time.

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Yup.  A hag versus two 5th level PCs and a half-dozen level 1 retainers.  The players knew she was trouble the instant she appeared, and that is okay.  I'm looking forward to her reappearing down the road.  I think her name might be Granny Smith, because apples (and a Green hag).  

I haven't decided what the 'something else' is yet, but have a week to determine it.  

It might be an Eyeblight - something I found on the Wandering Monster table I have written, with this description: ugly as sin. Viewing it sickens mortals like a trog’s stench.  Otherwise, use Fomorian from MM136.

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The game is still online via Discord, but I relocated within my house, so cannot easily get to the wine.  This is good for several reasons, especially as I drink wine by the tumbler-full and tend to keep going until the box or bottle is empty.  So it was a dry game for me, and I am thankful for it.

If nothing else, it makes it so much easier to write up the post-game log.

Monday, May 16, 2022

Ironguard Keep: Session 18 and 19

It turns out that I have only 18 sessions logged, and I have already shared the 18th and final write-up HERE.

That said, I am convinced (and our Discord Channel supports my conviction) that we held one more game after that session.

I don't have a complete write up for you, merely a notes compilation.

It follows.

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THE Group returned to Ironguard Keep, ready to celebrate their hard-won victory over Chaos.  Upon arrival, though, they found the Keep in disarray and fear.

It seems there had been several gruesome murders since the PCs last left, all related to that vampire Albrecht freed back in Session 12.  Theodotus of Byzantium had been busy while the PCs were off casting down a Chaos Temple.

Being heroes (and maybe feeling a bit guilty), THE Group nobly decided to put down the vampire threat.  They may have been egged on by the sentient sword Glory, that they recovered from the sarcophagus of under the Chaos Temple.

Through use of divination and magic sword, they determined there was a cave of sorts at the bottom of the well (Knowledge: Gaming Tropes), and down they went.

It being daytime, the vampire was asleep in its coffin (don't ask how it got down there - loyally charmed minions, no doubt).  So they went at it all Lost Boys style, staking and slaying.

Discord suggests victory. 

Thus ends the chronicles of Ironguard Keep, the first campaign.

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We plan to pick up again for the summer, though not with all the same PCs.

As a reward for following along, here is a link to a great series at the Alexandrian, called the GM Don't List.  A fairly quick read overall - go read it!

Friday, May 13, 2022

Ironguard Keep: Session 17

This fight was easily the largest set piece battle yet in the campaign, and maybe in all my years of running combats.  I don't know if 5e makes it better or worse.

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12/17/20 - PCs in attendance - Yelrah, Klayton, THE, Albrecht

NPCs in attendance - Kirsten, Morgan, pseudodragon, Ori, Ulster

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This session saw more cleanup of the Chaos Temple. 

That night in Klayton's cabin, Klayton read through those captured papers, discovering a proper map, a verbal map in a journal, a protection scroll, and a curse! 

As the curse took hold, Klayton’s skin and muscle became invisible, leaving him an altogether disconcerting being to look upon.  The retainers whispered among themselves, with glances at Klayton, but otherwise did nothing.

Their monstrous champion slain, the Chaos Cultists retreated to marshal the last of their forces.   The PCs obliged them, entering the next day, ready for owlbear.  Their explorations brought them to a small chapel, with four ancient blood-stained vessels upon an altar.  Albrecht moved forward to investigate and could see waves of pulsating evil emanating from them.  Klayton used Mage Hand and a vial of holy water to clean off some of the dried blood, but lo! the vessel washed began to bubble and pop and smoke under the water, dissolving before their eyes! As this happened, the same bell from last episode tolled again. 

Knowing a good thing when he sees it, Klayton washed the other implements away with holy water, tolling the bell repeatedly as the items melted and sizzled away.  The others readied themselves for inevitable combat and a probable last stand - and the Chaos Cultists obliged them.

Four acolytes charged into the room, but were handily dispatched by the party, with THE Group sustaining little damage themselves.  During this skirmish, Klayton’s pseudodragon flew down the hall and spied a large group advancing towards the party, and sped back to warn its master.

The final acolyte fell as a legion of undead (seriously - 20 skeletons and 20 zombies, right out of the B2 room descriptions) led by the high priestess arrived.  

An unending horde of undead, no doubt influenced by the cover of Dragon #69, forever etched in my mind.

Immediately after the DM described the priestess (flaming locks of auburn hair, ivory skin, and eyes of emerald green), an arrow from Kirsten not only hit with a 20, but the damage dice kept exploding, slaying Jolene before she could cast one lousy spell.  As the priestess tumbled to the ground, arrow through her black heart, her legions of zombies and skeletons advanced!

While the DM was chuckling and reaching for his virtual dice, THE Svetlo turned all but 5 of the undead! The turned undead shambled back from whence they came and the party made short work of the 5 that remained. 

Still mostly unscathed, THE Group advanced, leaving Albrecht and Kirsten to loot the bodies (mostly for the priestess’s platemail and a bag of rings (gathered from the crawling claws from last session)).  

Advancing, they found the main chaos temple, with its large iron bell, its undulating paints and overall horrid design.  More importantly, THE Group began to grind the undead down.  Despite laying waste to many skeletons and zombies, the undead kept advancing, and the party began a fighting withdrawal which damn near became a rout. 

This fight took most of the session, to be honest, with little to write about beyond dice rolls and moving about the map.

To the DM’s chagrin, no party members were slain, though many were reduced to single digit hit points and out of spells.  They now cower in the woods as I type this, debating their next move.  

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As might be imagined, pretty much the entire session was combat.  To somewhat speed things along, I broke the undead hosts into groups of five for initiative, but it only helped a bit.  

Next time, I am assigning NPCs to each player to run, since they are allied anyhow.

Thursday, May 12, 2022

Ironguard Keep: Session 16

Like many campaigns, scheduling was impacting our game, and this was the beginning of the end.  As an important refresher, this game was played via Discord, hence the references to memes and such.

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12/10/20 - PCs in attendance - Yelrah, Klayton, THE, Albrecht

NPCs in attendance - Kirsten, Morgan, pseudodragon, Ori, Ulster

 

DM Note: Yes, it has been about three months since last session, and we had left off not so much in mid-battle, but in mid-response to battle.  Also, we now intend to play on Thursday nights.

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THE noble band of adventurers picked up from where they left off, and opted to loot the large chest, rather than escape and heal up.  Determining no traps upon it (by virtue of a 3 on a d20), the bold sorcerer Albrecht opened it (and failing a perception check at the midpoint) and was attacked by a swarm of Crawling Claws! Before falling under the onslaught of 8 of the 16 desiccated hands, he noticed glowing rings around many of the fingers. 


(DM Note - those blade-armed zombies from last session were foreshadowing! I wish I could cite the appropriate inspirational blogpost to give credit for this idea).

Klayton responded with a Burning Hands that lived up to its name, toasting 15 of the 16 crawling claws (as well as dropping THE and Kirsten into death saves, alongside Albrecht - exploding damage hit 5 times from one die).  After desperate measures and surprising dice rolls, the final Crawling Claw was ripped from Yelrah’s throat by ever-helpful NPC Ulster, who crushed it in his mighty grip.

Canny application of party healing brought THE to consciousness, and from him, Albrecht and Kirsten.  THE band then boldly looted the giant chest, ignoring the chainmail-clad cultist corpses.  The chest held numerous sacks, which Klayton fed to the living piggy bank of Albrecht (DM note - at some point this was acquired from Constanzo's shop and not documented in the session logs).  

As coins dropped into the slot, the pig grew into an irascible boar, snorting and being generally hard to deal with, as boars are.  Then Albrecht made an Animal Handling check (18) and calmed the boar enough to get it to follow the others out of the caves. 

The cataloged treasure in the chest was:

      500 gold coins (dumped in fleshpig)

      heavy sack full of hacksilver, dented silver and gold dinnerware, and some jewelry (THE?)

      sack of assorted papers (Klayton took this and texted the DM about contents once they were safe)

      heavy sack of golden nuggets (Yelrah?)

      sack containing a fine fur cloak wrapped around a magic dagger with a tassel on the pommel (Morgan? - Albrecht has dagger)

      sack containing 3 bolts of silk (Kirsten?)

      a large ingot of Mithril - two person carry, Ori and Ulster carried

Leaving behind two large ingots of Mithril (identified by Ori), the glowing rings on the fingers of the crawling claws, and the unlooted bodies of the fallen cultists, the band retreated to lick wounds and store/identify loot in Klayton’s Cottage (the DM needs to find a way to kill this).  

The retreat was contested by the THING from session 15 and some cultists. Albrecht nobly stayed behind to bar passage (ala Gandalf memes), and fired off some dangerous snowballs.  In response, the cultists fell back, but the THING advanced, its tongue whipping out and wrapping around Albrecht.  As the tongue dragged Albrecht closer to its gaping maw, Albrecht fought back with all his might (and his d30 for the evening, rolling a 29) and escaped its saliva-y clutches!  As always, THE group’s response was memes, and they were on point!

Albrecht bought the time the others needed, because they reached daylight and started for the treeline when Albrecht joined them - grossly wet and panting - with the THING hot on his heels, it bellowing all the while. 

Our heroes, bravely leading a charge to the rear.

At this point, THE group made a stand.  They formed a semicircle facing the cave entrance and let loose with everything they had left (which wasn’t much) when the THING made its appearance! Javelins, axes, crossbow bolts, arrows, and spells all flew at it, to little avail. 

The THING’s tongue wrapped around Yelrah and began dragging him towards certain doom… at first, Yelrah used the d30 to escape (barely), but when caught again, used Stone Cleaver to its best effect and reduced the THING’s initiative to last place.  Kirsten ran up to sever the tongue, but it was too rubbery and/or her blades were too dull, for it missed. 

Albrecht mostly saved the day with exploding (another 4 dice exploded - I love this houserule!) Magic Missiles, dealing 34 damage from one salvo.

Falling to the ground, the THING began to bubble and pop and melt away, and a ghostly figure rose out the dissolving remains.  It appeared to be a knight of some sort, who smiled and bowed in thanks to the PCs before disappearing.  As this happened, THE group heard a bell toll from … somewhere.

A location was found to set up the carpet-cottage, and the session ended within.  What are the odds something will find them during the night?

DM NOTE: Klayton is going through the sack o’ papers and found 4 leather scroll tubes and three journals - the rest of the papers are just filler. 

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Exploding or cascading damage dice make every combat exciting, even when PCs die to them, like poor Avalon under the owlbear claws several sessions back.  The d30 rule is also fun as well.   I highly recommend both be added to your games, even if they do make combat swingy.

I need to go find my actual notebook, as I have a distinct memory of making a list of magical rings, and want to add them to the DM notes or use them later if the PCs left them behind.

The bell tolling is either lifted from the DnD adventure Hero's Tale or a Pink Floyd lyric about 'the tolling of the iron bell' from the end of Time.  

Had this been an in-person game, I would use props for the scrolls, but not the journals, as I am not that creative.

Wednesday, May 11, 2022

Ironguard Keep: Session 15

 

8/24/20 - PCs in attendance - Klayton, Yelrah, THE, Albrecht

NPCs in attendance - pseudodragon, Ori, Morgan Ironwolf, Ulster, and Kirsten

The battle continues!

Those 6s the DM rolled up last session resulted in more Zombies approaching from the South, leaving the PCs in a bind - Zombies to east and south, Skeletons to the north, and a solid wall to the west!

The newest group of Zombies were observed to have no hands, but (rusty) sword blades instead.  

Like this, but many of them.  From Ravenous Miniatures.

Being THE Group, they attacked in all directions.  Skeletons and Zombies fell in quick succession, followed by a short exploration of the chambers to the north and east.  The chamber to the east contained only murals of dark, depraved, and disturbing imagery, involving chaos and its victims.  To the north was a throbbing, pulsing throne.  

Of course, the throne was sat upon.  (Also of course, due to wine and time lapse, the DM forgets the who sat upon it and the result.  HELP!)


As THE Group left the cave, they heard an awful howling (those DM 6s, yo) as a terrible beast charged towards them.
  The beast stopped at the edge of the moonlight and began to pull the cave closed (don't ask its Strength score)!  Klayton reacted quickly, firing off an Eldritch Blast that blew a finger clean off the beast.  Yowling in pain, the thing retreated back into the darkness, leaving its finger to dissolve into a noxious mess in the moonlight.  Further investigation led to the discovery that the ooze was acidic enough to dissolve the arrow thrust into it, but was also not of enough volume to be scooped up in empty containers for future use as hand grenades. (a very specific amount of material, indeed!)

This is what charged them; from Goodman Games The Monster Alphabet

THE Group sought refuge for the night in Klayton’s Cabin (boy, does the DM regret this item), and after an eventless night, awoke to an overcast morning.  After breakfast, THE Group again entered the shrine, this time heading south, where they noticed the wide passage sloping down and then sharply turning north. At the turn, they also found a pair of doors.

One door was of stone and had the following chiseled into it:

“Woe be to ye that break the seal, for the wind of day, you’ll never feel.”


Opting for uncursed doors over cursed doors (cowards, the lot of them), THE Group forced the other door and beyond a short passage, discovered a quartet of angry cultists (no doubt because they lost initiative).  

Despite the tight confines of the entry passage, Klayton maneuvered and Eldritch Blasted one cultist (for 10 and 6 so two exploding damage dice) to death, and THE Svetlo landed a potent Guiding Bolt in the face of another (for 6, 6, 6, and 5, so three exploding damage dice).  With two comrades down, the remaining two cultists made their morale check and cast Sanctuary upon themselves and began moving towards a mirror in the back of the chamber with a surface that rippled like silvery water.

Being a terrible spoilsport, yet wise tactician, Yelrah charged forth and smashed the mirror, cutting off escape for the pair of cultists.  The other PCs quickly dispatched them, and we left the party swathed in blood and mirror shards. (Frankly, I am surprised the PCs didn't try to harvest anything from the cultists).

THE Group began searching the bodies, specifically for amulets similar to the shit-covered one that Klayton had found last session. In addition to those amulets, the PCs also discovered the cultists were wearing chainmail under their robes.

The DM read some flavor text about room furnishings, then added a giant frickin’ chest, which the PCs might open next time we meet.  

That said, we aren't meeting until November due to life things.

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Reading over these notes finds me editing out passive voice and changing it over to active.  I am apparently a huge fan of infinitives, as well.  

Also, I am certain the blade-arm zombies (and their follow-up next session) came from a Goblin Punch post, I just don't recall which one.

  

 

Tuesday, May 10, 2022

Ironguard Keep: Session 14

Finally, decent enough notes to show the mechanics behind the PCs!  

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8/10/20 - PCs - Klayton (and his pseudodragon familiar), Yelrah, THE Svetlo, Albrecht

NPCs - Kirsten, Ori, Morgan Ironwolf, Ulster

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Admin Notes:

Familiars are not spirits that conveniently disappear; they stick around until slain, then woe to their master.

Klayton - human warlock3 Fiend(imp) Pact of the Chain

Yelrah - halforc barbarian3 Primal Berserker

THE Svetlo - human cleric3 (Odin) War Domain

Albrecht - Human sorcerer3 White Dragon heritage

Kirsten - halfelf fighter2

Ori - Dwarf fighter from Ironguard Keep

Morgan Ironwolf - human fighter freed from statue by Albrecht

Ulster - human fighter freed from PodPeople caves by party

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We left off with our intrepid heroes spent and wounded in the ruined wizard tower.  We pick up as they decide upon their next plan of action….

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As the party debates opening the Chest of Many Stairs and peering inside, Albrecht - with Kirsten in tow - heads to the rooftop to see what became of the remains of Maria, the hapless Druid companion felled by stirges several weeks prior and left to rot.  (The DM then asked Albrecht to pick a number from 1-6, and the DM rolled said number openly on a d6, to the party’s chagrin.) 

Reaching the rooftop, Albrecht found Maria’s dried husk, and reeled in horror as it stood up and growled, “you left me!” while pointing at him.  The angry undead advanced steadily, growling in a hoarse voice again and again “you left me!” 

Albrecht tried to sweet talk his way out of certain death (perhaps by quoting Power Ballad lyrics, my notes aren’t clear, reading merely, “diplomacy through Power Ballad”), the revenant glared at him, but he saved! 

Alas, poor Kirsten did not and was paralyzed in place at the top of the stairs! Albrecht kept talking, vowing to remain at Kirsten’s side (as he should, Kirsten is his wife’s PC - and she was listening!) until the bitter end, if need be.  Very sweet.

Anyhow, the party groaned and tried to run as the revenant stared them down, yelling, “you left me!” D30s were rolled for saving throws and magic missile damage, with the endstate being Ori paralyzed, the revenant “alive” and kicking, and most of The Group on the run.  After a series of rounds where Avrae, the goddess of fate, rolled poorly for all, Kirsten and Ori shook off the paralysis and fled, and in desperation, Albrecht (down to his last hit point) gulped the purple glowing potion he had found while hunting a Pod Person and hoped for the best. 

At this point, the DM demonstrated a mastery of improvisation that few before have witnessed.  

Power surged through Albrecht, lifting him aloft as his wounds closed and spell levels returned, eyes glowing purple, all highlander quickening style (in fact, that scene was shown in the discord).  Albrecht feels other changes, but has not yet identified what, merely that he feels … different.  (at this point, the DM's mastery ran out).

From the 1986 Highlander movie, you can skip the beheading part - that didn't happen to Albrecht.

Through clever PC stratagem, the revenant was slowed down, but not killed.  This allowed the Group to run back to Ironguard Keep, tails firmly between their legs.  But at least they were alive. 

Albrecht remarked that he was amazed at “how alive she was!” (DM Note - Maria's Revenant now has a new home on random encounter table).

Setting back out the next morning, the Group made a wide berth around the ruined tower, and the wandering monster dice were kind - all that they encountered were a pair of Twk-Men.


The first told them: 

A Vampire Stalks the Night; 

They Bargain with the Scaled One; and 

They Seek the Army of the Damned.


The second told them: 

The Scaled One Refuses; 

The Forest Queen Seeks Her Lost Prince; and 

The Swampfolk Fight Amongst Themselves.


Jokes were made about Klayton's indiscretions with the Dryad several misadventures back, and the group continued onward.

Still, before reaching the cave mouth that hid the Chaos Temple, a steaming mound of fresh dragon shit was discovered, and being bold adventurers ever in search of phat lewt, the Group waded into the shit (all Magic Christian style - be sure to thank Les for making me watch this film 20 years prior) to search for it.  Their persistence paid off, as Klayton found a golden amulet on a chain, an amulet revealing the symbol of Chaos once it was cleaned off.  Claiming it for himself, Klayton pocketed the amulet and the smelly Group continued on.

The Group reached the cave mouth as night was falling.  The dice were kind and nothing found them.  

They discovered numerous footprints coming and going from the cave, and Klayton volunteered to recon it alone.  The rest of the Group gladly let him.  Once out of their sight, Klayton revealed the horns and tail that were a ‘gift’ from his patron, then donned the shit amulet.  All this was done to appear more chaotic, while still keeping the rest of the PCs in the dark.  He ordered his Pseudodragon to stay outside, and he stepped through the cave mouth into the darkness.

The DM read some boxed text describing what Klayton saw and heard.  The sights were interesting, but there were no sounds, not even from his hard boots on flagstones.  No echoes, no footfalls, no nothing.  Seeing that there were no apparent guards, and that the passage led to a t-intersection, Klayton stepped back out into refreshing noise-filled night and reported back to the party, signs of chaos hidden once again.

Yes, this is from B2's Caves of Chaos; the circled area is where Klayton stopped.

After debating the merits of a night attack on enemies that were known to control undead in their home, the Group decided to go for it.

Stepping inside, they were struck by the echoes of their footfalls and how loud they were.  Klayton uttered cryptic comments and the Group turned to the left.  Eventually, they encountered Zombies and battle was joined!

As zombies fell or were turned, Skeletons joined the fray!

Then the DM’s children appeared, and the DM was whisked away to bed.  Before leaving, note that the DM legit rolled some 6's on the wandering monster rolls.  

Fighting next session will be intense!