Adventures in Botkinburg

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Maliki
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Adventures in Botkinburg

Post by Maliki »

After months of no gaming, tonight I kicked of another campaign, using a modified Blacktooth Ridge as the basis for the campaign. The game kicked off in Botkinburg with five players plus myself.

The characters

Leaf Cassidy: an Elven Thief (Searching for his brother)

Helena: a Human Paladin (From the south, looking for evil to battle)

Rosey Underbottom: a Halfling cleric (In Botkinburg to visit relatives)

Truk: Human Fighter (Just arrived in town with Tinkers caravan)

Rondar Silverdeth: Dwarven Fighter (Also just arrived with the Tinkers caravan.)
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Maliki
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Post by Maliki »

Session 1 (1/19/09) The Mound

The adventure begins with the the PC all at the Bent Hook, where they here tales of missing livestock and shepherds, goblin sightings, and a general feeling of dread in the air. A commotion outside draws everyones eyes to the door as the six Kreiger Brothers enter, carrying a body. The brothers explain that they stumbled across the body (a local herdsman) to the north of town, near a strange unnatural earthen mound. No wounds could be found on the body, but a look of shear terror is frozen on the dead man's face.

Rondar and Truk decide to investigate, and quickly Rosey, Helena and Leaf offer their services as well. Crossing a large stone bridge just east of town, the party follows the seldom used North Road, for a few miles, until they spy the mound. Near the top of the mound the party can see an opening, and the signs of something or someone recently entering/exiting the mound. With Leaf leading the party ascends the mound, upon reaching the opening they find a set of stairs leading down into the darkenss of the mounds center. Going down the stairs the party finds a circular room with a door leading single door leading out. The rooms walls are blackened and hundreds of burnt candles line the walls. The door shows signs of faded magical writings, but Leaf can find no traps.

Searching the room the party finds nothing so through the door they go, finding more stairs going down to a landing where the hallway turns left. Turning the corner the party finds a 50' long hall which at the end, again turns left. At the midpoint of the hall Rondar notices a pressure plate on the floor, Leaf tries but is unable to deactivate the trap, instead he sets it off, releasing three scything blades, fortunately the trap was old and the blades were dulled by age, and the trap did minimal damage to the party.

Rounding the next turn, the party finds itself in a 90' hallway with 3 passages leading off to the right. Taking the first hallway the party finds itself in a 20x30 chamber with one door on the opposite wall. While searching the room, the party finds a small 10x10 room behind a secret door. There they find an unlocked iron strongbox, resting on an old table. Inside the chest they find 500 silver and 20 gold pieces.

Continuing on through the door, the party finds 6 smashed stone sarcophagi, each complete with an animated skeleton. A desperate battle ensues with the party victorious, but Leaf and Rondar and Rosey are all badly wounded. A search of this chamber revealed no exits and no treasure, so they returned to the 90' hall and proceeded down the center hall.

A 40' hall with faded, dark purple curtains with a door at the far end. Checking behind each curtain the party finds nothing until the last, where part of the cieling crashes down on Rondars head, with only the magical healing touch of Helena saving the dwarf from death.

Still undeterred the party opens the door at the end of the hall. This room is a diamond shaped room, 25' to each side, a large stone sarcophagus rests in the center of the room, in each corner of the room stands a stone statue of a different demon, all facing the sarcophagus. With little concern Truk and Helena force open the sarcophagus, releasing a very angry and very hungry ghoul. The ghoul focus is on the Paladin Helena, but the paladins heavy armor and shield protects her well, and the ghoul soon falls to the onslaught of the party. Inside the sarcophagus the party finds a very nice gem and a dagger that glows faintly and causes Leafs hand to tingle when he picks it up.

Here ends the first nights adventure.
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Tadhg
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Post by Tadhg »

That's excellent Maliki. You gave the group the chance to experience all the great things about a typical game. It sounds like it was a great time.

Oh, I really like all the character names!

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Maliki
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Post by Maliki »

Rhuvein wrote:
That's excellent Maliki. You gave the group the chance to experience all the great things about a typical game. It sounds like it was a great time.

Oh, I really like all the character names!

Thanks, the module is a LL module I found and converted.

The names are amusing and still the hardest part for most of my players when creating characters.
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Post by Maliki »

Session 2 (1-26-09) The Mound Pt. 2

Wow long overdue for an update, I'm over a month behind on this and I'm doing it from memory so this will be short and sweet.

The party continues its exploration of the mound, the part return to the long hall and head down the last of the three side passages. Like the first this ends in a wooden door, from beyond the door the party can smell burning torches and they hear a faint chanting. Tossing caution aside they bust into the room and are faced with a robed human who appears to be conducting some type of ritual. His chants/prayers seemed to be directed to a black mask resting on a makeshift alter. Two orcs bodyguards move towards the party as they rush the robed man, but the orcs quickly fall, then the robed man takes a swing with his mace, misses badly and suffers a serious wound from the paladin. He then quickly surrenders, but refuses questions from the party.

The last room in the mound appears to be another burial chamber with six sarcophagi, but unlike the earlier room these are all intact.

With nothing left to explore, the party collects their prisoner and the mysterious mask (which has a strong aura of evil about it) and return to town. The prisoner makes one escape attempt but is once again subdued by the party. He is taken back to Botkinburg and turned over to the sheriff, the mask is turned over to the local temple.

This ended the second session.
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Post by Maliki »

Session 3 (2-2-09) Orcs in the Woods

A lot of role-playing this week, as the party poked around town for things to do. They hear tales of goblins in the woods, a haunted tower atop Blacktooth Ridge to the east. The local healer asks them to be on the lookout for a feather from a giant owl, and the local priest is concerned with a rising sense of evil and dread in the area.

In the end the party hires a local woodsman/hunter named Merk, to guide them through the wilderness in hopes of finding signs of goblins. The first day out, Merk picks up the trail of some humanoids heading deep into the Barren Wood. The party follows and come upon a group of 8 orcs camped in a clearing, along with several sheep (from a recent raid).

Merk, Rosey and Leaf circle around the clearing to provide missile fire while Rondar strolls out into the clearing, axe on his shoulder whistling a tune, Truk hangs back, ready to rush to Rondars aid. Rondar easily dispatches the first orc, but then takes two savage blows himself, followed quickly by a third the next round and he is down and near death. Truk rushes to his aid, while the missile fire does little, other than bringing return fire from the remaining orcs.

The overconfident party soon finds itself in a desperate fight or their lives, finally after the dust has settled, both Leaf and Rondar are down (but thankfully alive), while Rosey and Truk are battered but still standing. Merk remained untouched.

After some discussion the party decides that Merk with continue to scout for signs of the goblins, while Truk and Rosey drag, Leaf and Rondar back to town for some healing.
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Post by Maliki »

Just a note, the player running Helena never made it back after the first night, due to work, so Helena is no longer with the party.
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Post by Maliki »

Session 4 (2-9-09) Boar Hunting

After returning to Botkinburg, and healing the party waits several days for Merk to return, but the huntsman fails to return. The party decides not to strike in search of the goblins without their guide, and lounge about the Bent Hook waiting for either Merks return or another opportunity for adventure to spring forth. Soon afterwards, the Kreiger brothers (local woodcutters) enter the Bent Hook after a stay at the Mills Crossing lumber camp, aways west of Botkinburg. They tell of the camp being terrorized by a savage boar, who avoids traps and hunters with equal ease, and of the 100 gold pieces Bolat, head of the camp is willing to pay for the death of the boar.

A days journey brings the party to the Mills Crossing lumber camp, which consists of less than a dozen shacks, the mill, and a large shed used to store lumber and livestock. The camp sets in the center of a large area, already cleared of trees, and signs show that the clearing is growing steadily. Bolat, a massive lumberjack tells the party that the boar seems unnaturally adept at avoiding traps and hunters, and that while none have yet been killed, several folks have been injured including the young daughter of one of the lumberjacks.

Bolat explains that most of the sightings/attacks have been south of the camp, so in that direction the party sets out. Twice they nearly stumble into pits dug for the boar. At the edge of the clearcut, the party finds several clear trails that lead into the forest. Picking one they head southward until the come upon a large oak standing alone in a field. As they approach a woman appears to step out of the tree itself, with bark-like skin and leafy looking hair she stares at them until they approach. She introduces herself as Elm, a bids them to talk for a moment. As they speak, Truk takes a sudden and great liking to this strange lady of wood.

The party explains their mission, while the dryad tells them that the boar is merely defending its home, she tells the party how the lumberjacks are destroying the woods, to include several of her kind as they cut everything down in their path. After some debate, she agrees to give the party the location of the boar, (which she claims to have nothing to do with) in exchange for the party helping her. Elm offers the party some minor magics and a gem, if they are able to prevent the lumberjacks from destroying her home. Truk vows to keep her safe, even if he has to burn down the entire camp.

With little trouble the party finds the boars lair, and after a short battle slay the beast. They then take the boar and return to Mills crossing.
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Post by Maliki »

Session 5 (2-16-09) Dryads and Lumberjacks

Upon returning to Mills Crossing the PCs were welcomed, and a great feast was planned, with the boar being the main course. Taking Bolat aside the PCs explained their encounter with the dryad, and her claims that the loggers had already cut down the tree-homes of several of her kin. Bolat, braggingly admitted to her claims, saying that He knew how to deal with the tree witches. He then offered to pay them to lead him and his men to her tree, Before she steals the souls of any of my men. The PCs told Bolat that they would consider his offer.

The characters went back and forth on this, they felt for the Dryad, but short of killing the lumberjacks or destroying the mill (which could be rebuilt) they didn't know what to do. They even thought about playing both sides, burning the mill and collecting the dryads reward, then leading the lumberjacks to her tree and taking their money as well. In the end they conspired with the dryad to kidnap Bolat, bring him to the dryads tree and let her charm him.

The party declined Bolats offer and made like they were returning to Botkinsburg, but returned in the dead of night to attempt the kidnapping. All did not go as planned, first Leaf was unable to pick the lock on Bolats cabins door, he was able to gain entrance through a window, but blew his move silently roll (very badly), waking Bolat. Next Leaf tries to hide, and blow that roll as well, coming face to face with a very shocked and angry Bolat, who retrieves a nearby axe. Leaf strikes with his dagger, (that he found in the mound) hoping to paralyze Bolat, again no luck, but the wound was severe enough to cause the lumberjack to surrender.

The party binds and blindfolds Bolat and leads him to the Dryads tree, where she charms him and then persuades him not to cut in this part of the forest. The party then returns Bolat to Mills Crossing, heals his wounds and heads back to Botkinsburg, for real this time.
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DangerDwarf
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Post by DangerDwarf »

Sounds like a pretty great game. Keep it up.

Maliki
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Post by Maliki »

DangerDwarf wrote:
Sounds like a pretty great game. Keep it up.

Thanks, after several false starts, I think I may finally have a campaign that will keep going for a while. Now all I have to do is get the Campaign Journal caught up to the party.
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Post by Maliki »

Session 6 (2-23-09) Journey to Blacktooth Ridge

Upon their return to Botkinburg, the party finds Merk waiting at the Bent Hook. He explains that he scouted about the Barrren Wood/Blacktooth Ridge area and found a shallow ford, crossing the river. The ford showed heavy use by goblins. On the far side tracks led to a narrow gorge, that ended in a door leading deep into the side of the hill. He told the party that he believes the goblins are Red Caps, a savage band normally found far to the south, but now seemingly expanding their territory.

Thinking they had finally found the home of the goblin raiders the party stocked up on supplies and set out first thing in the morning. On the second day out the party came across a band of sprites who hailed them, and spoke at length about the party's intentions and business in the woods. Satisfied of the groups good intentions, the sprites let them pass. Before they left the sprites shared the fey's concern over the increased goblin activity in the area, and whispers that the Witch Queen (a name from the olden days) had returned to the Barren Woods and was gathering all manner of evil creatures to her. This seemed to trouble their guide greatly, but he would speak not speak on the matter, One problem at a time was all he would say.

The rest of the journey passed uneventfully, and early morning on the third day, they arrived at the ford and prepared to assault the lair.

A rather short session, not a lot of action, but some good roleplaying.
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