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The DFW Roleplayers Group Message Board DFW Roleplayers General Discussion › Necromancing the Stone (B/X Campaign)

Necromancing the Stone (B/X Campaign)

A former member
Post #: 218
SESSION 1:

PLAYERS: Rick, Louis, Tho, River.

CHARACTERS:

Leo, 2nd lvl Fighter (Rick)
"Iron" Tarkus, 2nd lvl Dwarf (River)
Senso Dyne, 1st lvl Elf (Louis)
Raiden, 3rd lvl Cleric (Rick)
Zebulon the Mystic, 2nd lvl Magic User (Louis)
Trenn the Black, 3rd lvl Thief (Tho)
Eggo the Hireling Cleric (Rick)


The party was celebrating their successful haul from Quasqueton at the Rusty Scabbard when the Captain of the Guard entered and demanded that the party come with him for unspecified reasons. The party was led into the inner bailey, relieved of their weapons, and after an uncomfortable night in a holding cell, the party learned that they had apparently failed to apply for an adventurer's license and had also failed to pay their 2% tithe to the Castellan. However, all would be forgiven if they would help the Castellan out in a matter of great import.

Without having much choice in the matter, the party agreed, and the next day were briefed on their mission. Humanoid raids had been increasing, which was concerning in and of itself. But what really spooked the authorities was the the bodies were being taken... to who knows where and for what reason. The Keep's men had tracked one of the raiding parties to a cave less than a day's ride away, but having lost two Men-At-Arms into the cave already, the Castellan was reluctant to spare any more of his men when they were clearly needed to guard the keep and the surrounding area. So, the party's mission was stated as this: find out who or what is taking the bodies, report back and if possible, put an end to it.

The next day, the party hired a first level cleric hireling to help them out in their mission, and the following morning they set out with an armed escort and were eventually left a mile away from the cave to continue on foot. The party entered the cave, and eventually came upon a group of goblins. Having the initiative, they cut down 3 of the beasts in a flash but one of the remaining goblins was able to open a secret door and tossing a sack of gold, bribe a vicious OGRE to join the fray.

After much struggle, the party cut down the Ogre and the remaining goblins and gathered up the Ogre's generous stash of gold. They then moved on, finding a common room in which a pitched battle with 16 goblins ensued. After slaying the goblins, and moving the females and children to a locked room, the party moved on to discover the Goblin Chieftain's room, in which said chieftain appeared to be conferring with a mysterious cleric clad in a rusty red robe with a black cowl.

Acting quickly, the party turned a bad situation around by dropping the cleric with an arrow and charming the Chieftain, who ordered his guards to drop their weapons and not to fight, and asked them to leave the room. A search of the cleric and a talk with the Chieftain revealed that the goblins were being paid to deliver bodies to a spot marked on a map. Unfortunately, after they left the room, the guards came upon their slaughtered colleagues in the common room, and combat once again loomed...

A former member
Post #: 219
SESSION 2:

PLAYERS: Rick, Louis.

CHARACTERS:

Leo, 2nd lvl Fighter (Rick)
"Iron" Tarkus, 2nd lvl Dwarf (Rick)
Senso Dyne, 1st lvl Elf (Louis)
Raiden, 3rd lvl Cleric (Rick)
Zebulon the Mystic, 2nd lvl Magic User (Louis)
Trenn the Black, 3rd lvl Thief (Louis)
Eggo the Hireling Cleric (Rick)

After dispatching what remained of the globlins, the party decided to let the charmed Goblin Chieftain lead them to the spot on the map where they were paid to leave the bodies of their victims. After half a day's walk, they came upon a gloomy clearing where they found an abandoned temple of evil but undetermined origin. The doors had been long since pulled from their hinges and so they went inside, finding a stone slab covered in bloodstains and surrounded in bloody rags that were presumably used to wrap dead bodies.

With no other leads, the party decided to go back to the Keep and report in but as they left the temple, they saw six Orcs dragging a litter. The Orcs, looking uncertain, shouted something to them, but since no one spoke Orc, the attack begun. And, thanks to Zebulon the Mystic's 'Sleep' spell, it was over as soon as it had begun.

After the customary coup de grace, the party found a map leading to the temple, from what was presumably the Orc lair. The party decided give the human family that the Orcs were planning to dump in the temple a decent burial, and make camp in the woods to see if anyone arrived to pick up the bodies. Two days later, no one arrived but a group of Hobgoblins to drop off two more bodies. Another Sleep spell handled the Hobgoblins, whose map led back to the same spot as the Goblin lair the party had come from. The two bodies being dragged by the Hobgoblins were Men-At-Arms from the Keep; presumably the two who disappeared into the Goblins' lair. The party kept one Hobgoblin alive and tied up, and sending the Goblin on his way, finally headed back to the Keep to report in.

At the Keep, the Hobgoblin was taken for interrogation and the party was told to complete its mission to find out who was behind the attacks and put an end to them.

Each party earned 900 XP (~60 for the monsters and ~240 gp)

A former member
Post #: 220
SESSION 3:

PLAYERS: Rick, Tho, Catt, Michael.

CHARACTERS:

Leo, 2nd lvl Fighter (Rick)
"Iron" Tarkus, 2nd lvl Dwarf (Michael)
Senso Dyne, 1st lvl Elf (Catt)
Raiden, 3rd lvl Cleric (Rick)
Zebulon the Mystic, 2nd lvl Magic User (Tho)
Trenn the Black, 3rd lvl Thief (Catt)
Eggo the Hireling Cleric (Tho)
Traylor the NPC Cleric (Tho)

Back at the Keep, the party asked around to see if anyone there could help identify the mysterious 'L' imprinted amulet that they recovered from the priest they found with the goblin chieftain. Fortunately, a cleric named Traylor was passing through and the party was able to meet with him to discuss the matter. Although he could not identify the source or purpose of the amulet, he confirmed its evil origins and offered to accompany the party on its quest to put an end to the evil which spawned it.

And so, the party set out back to the goblin / hobgoblin lair to confront the hobgoblins and find more clues so as to find those responsible for stirring up the humanoids and stealing the dead bodies. Entering the lair, moving left this time, the party was surprised by five alert hobgoblin guards, one of whom cruelly slew Eggo (may he R.I.P.) but they were able to recover and put an end to the beasts.

The party then came across a torture room staffed by two huge, ugly hobgoblins. Leo's legs were pulled out from under him by a whip brandished by one of the creatures, and he hit the ground, stunned. But the others ended the beasts' vile existence. The party then rescued a half-dead merchant, his wife, and two of their bodyguards who were hanging on the wall in chains, and escorted them back to the outskirts of the Keep for a promised reward to be collected later. They left an Orc and a wild Gnoll chained where they were.

Back to the dungeon, the party found the hidden front entrance to the hobgoblin cave (from the inside) and then came upon a banquet room in which they surprised a mob of hobgoblins preparing for a banquet (of merchant and wife, presumably); 4 males, 13 females and 9 younglings. Without mercy, the party hurled burning flasks of oil into the group, cast a Sleep spell and then waded fearlessly into the fray, eventually wiping the entire room out. But the party sustained some serious wounds in the process, so they decided to try to camp out for the night.

This was a poor decision on their part, considering that a banquet was expected and sure enough six hobgoblin guards appeared during first watch. One guard took off to warn others and the party and the remaining hobgoblins traded missile fire behind cover. Soon, two of the hobgoblins were down and the other three began a fighting retreat back down the corridor. The party decided to follow them, hoping to backtrack to the front entrance (exit!) of the lair before reinforcements arrived...
A former member
Post #: 229
SESSION 4:

PLAYERS: Rick, Michael, Louis, Rose, Trevor, Paul

CHARACTERS:

Leo, 2nd lvl Fighter (Paul)
"Iron" Tarkus, 2nd lvl Dwarf (Michael)
Senso Dyne, 1st lvl Elf (Louis)
Raiden, 3rd lvl Cleric (Rick)
Zebulon the Mystic, 2nd lvl Magic User (Rose)
Trenn the Black, 3rd lvl Thief (Trevor)
Traylor the NPC Cleric (Rick)

The party made it to the front entrance of the lair but instead went after the hobgoblins who fled. After stopping briefly at an abandoned guard room, the party opened the door to another room and were immediately attacked by two guards, with Iron Tarkus bearing the brunt of their fury and badly wounded. Two more beasts were approaching from the other side of the room.

After some time, three of the creatures were down and one was charmed. After exploring the armory, and finding some nice silver-headed arrows, the party interrogated charmed guard who revealed the location of a secret door in the otherwise exit-less room and indicated that "the boss" was that way. The party decided to send the charmed hobgoblin through the secret door first to challenge the boss and confuse him before attacking. However, once the charmed hobgoblin passed through the door, it closed and no further sounds could be heard. The party then followed his path, and after finding another secret door at the end of a dead end corridor, found the charmed hobgoblin (deceased) and his four slayers in the room beyond. These were soon dispatched, as were two females who came through an adjoining door in the middle of the battle.

Next, the party found the boss' room, containing the huge, ugly beast himself as well as a black-cloaked priest and six fierce man-sized hobgoblin females in his retinue. Stepping forward with a yell, Leo scored a mighty hit on the chieftain and the party seemed to have the upper hand. However, that changed when the evil priest stepped forward and touched Leo, causing him to back-up and then flee in abject horror out of the room into the corridor beyond. If that was not enough of a reversal, Traylor (Traitor?) unexpectedly switched sides and 'caused light wounds' upon an unsuspecting Raiden. The party, realizing their peril, began a fighting retreat... but brave Zebulon the Mystic, who had lingered a few moments longer than the others, was cut down from behind. Senso Dyne, the only one to witness her fate and thinking her lost, decided to join the others in flight rather than risk his skin on what he considered a lost cause.

Once clear of the dungeon, however, the surviving party members had second thoughts and reentered to try to save Zebulon. However, her body was no longer where it had fallen, so the party retreated to head back to the Keep.

As the party left the ill-fated hobgoblin tunnels, they again spied their foes leaving from an entrance 120' distant, and carrying something. Trading missile fire, they considered an assault but a darkness spell from the Traylor and the party's weak condition put an end to all thoughts of rescue. The party, no closer to achieving their goal, limped back to the Keep, dejected...
A former member
Post #: 251
SESSION 5:

PLAYERS: (R>L) Jason, Luke, Dave, Alex, Rick, Louis, Jeff, Daniel, Sid.



CHARACTERS:

Leo, 2nd lvl Fighter (Rick)
Graydon, 2nd lvl Fighter (Dave)
Torian, 2nd lvl Fighter (Alex)
"Iron" Tarkus, 2nd lvl Dwarf (Jeff)
Bruni Hardhead, 2nd lvl Dwarf (Sid)
Senso Dyne, 1st lvl Elf (Louis)
Raiden, 3rd lvl Cleric (Rick)
Belril Loyalar 3rd lvl Cleric (Daniel)
Thywald the Obscure, 2nd lvl Magic User (Luke)
Trenn the Black, 3rd lvl Thief (Jason)

The party, having made it back to the Keep and healed up, was updated by the Castellan's men as to what had transpired since their return. The Hobgoblin prisoner had been tortured to death with no useful information to be had. The traitor Traylor's two acolytes had left the Keep under cover of night shortly after the party accompanied Traylor to the Hobgoblin lair. Some Men-At-Arms had gone back to the location of the Hobgoblin lair and had easily found the the tracks of Traylor and his group which they offered to lead the party back to.

The party set off, determined to repay Traylor for his treachery and put an end to the evil plaguing the area. They began following old but easy-to-follow tracks, which led first back to the evil temple which the parties had earlier discovered. The tracks became even easier to follow once their targets left the temple, since it appeared that their foes had been dragging something (more bodies?) behind them on a litter. So it wasn't long until the party, passing through dense, dark and gnarled woods, came upon a 20' cave entrance in the side of a steep hill.

After entering the cave, which it became apparent was man-made, the party moved tentatively down the main, silent corridor and heard activity behind a closed door. As they prepared to storm the room, they were attacked instead by 8 shambling zombies coming down the corridor. With the help of the clerics in the party, the zombies were easily dispatched. The party then continued their attack on the room and overwhelmed 6 evil acolytes that lay within.



Next they came upon an audience chamber, with a jewel-encrusted throne and a dozen motionless skeletons lining the walls. Not to be deterred, the party took the skeleton's scimitars before Trenn attempted to retrieve the gems. Predictably, the skeletons immediately attacked with bony fingers but the clerics once again came to the rescue and drove the automatons away.

Moving on, the party turned this way and that, eventually coming to a storage room filled with crates, boxes and barrels which they spent some time searching for valuables. As they prepared to retrace their steps, however, a horrible abomination (a gelatinous cube) blocked their way. The cube struck Graydon, paralyzing him, but the rest of the party was able to slice the life from the beast in short order. A 'cure light wounds' spell restored Graydon to mobility and the party went back to the west.

They came upon next an horrific evil chapel with a vaulted ceiling. Four ancient bloodstained, bronze vessels beckoned as valuable booty, but upon picking up the first, Trenn the Black experienced a feeling of great evil and dropped it. A detect evil spell made the items glow an ugly purple and the party instantly felt a feeling of great loathing for them and decided to abandon the vessels (for now).

The party, still looking for Traylor, finally found him in a nearby chamber with four companions; evil clerics clad in plate mail and wielding maces. The battle was quickly joined and the adepts struck first, blinding Iron Tarkus with a Light spell and freezing Graydon yet again with a Scroll of Hold Person... will the party recover and rally to win the day?

Tune in next time...
A former member
Post #: 266
August 2013

SESSION 6:

PLAYERS: Rick, Jeff, Louis, Alex, Shane, Mike.

CHARACTERS:

Leo, 2nd lvl Fighter (Rick)
Graydon, 2nd lvl Fighter (Louis)
Torian, 2nd lvl Fighter (Alex)
"Iron" Tarkus, 2nd lvl Dwarf (Jeff)
Bruni Hardhead, 2nd lvl Dwarf (Mike)
Senso Dyne, 1st lvl Elf (Louis)
Raiden, 3rd lvl Cleric (Rick)
Belril Loyalar 3rd lvl Cleric (Shane)
Thywald the Obscure, 2nd lvl Magic User (Jeff)
Trenn the Black, 3rd lvl Thief (Alex)

The party turned the tide on the 4 adepts, slaying them after a pitched battle but Traylor managed to run past the party and head north down the corridor.

The party moved into the next room, a huge temple-like area with an arched ceiling 30' or more in height, benches, pews and a giant iron bell and a dais of black stone. Upon the dais were 4 bone chairs above which an ivory throne loomed, set with gold and adorned with gems. Magically, eight great candelabras lit, casting a disgusting red radiance.

Before long, 20 zombies and 20 skeletons began to file into the room from each of the far corners. Thinking quickly, after two unsuccessful attempts at turning by the clerics, the party attacked them at their respective doors to keep from being surrounded and was able eventually to slay them all but at great cost to their own health.
A former member
Post #: 268
September 2013

SESSION 7:

PLAYERS: Jen, Jeff, Alex.

CHARACTERS:

Torian, 2nd lvl Fighter (Alex)
Prunda Leatherskin, 2nd lvl Fighter (Jen)
"Iron" Tarkus, 2nd lvl Dwarf (Jeff)
Pontifaca, 2nd lvl Cleric (Jen)
Thywald the Obscure, 2nd lvl Magic User (Jeff)
Henchman #1
Henchman #2

While the party recovered from its wounds and searched the area, Traylor returned with three well-armored zombies and with his master, another evil cleric who announced himself as "Degorgon" and told the party that they would pay for their blasphemous acts with their lives.

Degorgons' prediction seemed accurate as the zombies quickly killed both henchman and Pontifaca was held by an evil spell. Prunda held Degorgon at a standstill, managing to dodge two of his attempts to impart deadly energies onto her with his hands. Frustrated, Degorgon commanded his staff to become a snake and wrap itself around Prunda, taking her out of the fight.

With Tarkus set upon by zombies and Traylor, Thywald, his spells long since exhausted, was forced to face off against a zombie in melee... and he paid with his life for the effort. However, Iron Tarkus fought off the other zombies, and when Prunda managed to free herself from the stake staff, Degorgon and Traylor retreated back where they had come. Soon, Pontifica's paralysis wore off, and the four survivors went after the evil clerics to try to end their lives once and for all.

Following the only path available, the party entered Degorgon's quarters to find him gone and Traylor covering his retreat. Although weakend from earler battles, Traylor still proved to be a tough adversary, but eventually a crack in his defenses was found and the party has its revenge on the traitor.

Soon, the mystery to Degorgon's disappearance was solved when the party found a secret door in the wardrobe; and upon opening the door, gold and gems spilled forth (presumably to slow down pursuit). In their weakened state, the party decided that Degorgon was long gone and rather than follow him through the secret door they gathered up the treasure they had found and carried Thywald's body back to the Keep.

The Castellan's Elven advisor, Aneurin, was pleased with the party's success in ending Degorgon's necromancing threat to the area... for now. He offered them access to the Keep's armory to replenish their supplies. Unfortunately, however, restoring Thywald back to life was a feat beyond Keep's local cleric, so after selling their treasure and Thywald's belongings they arranged for his burial and began to plan their next move.
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