August 21st, 2016
New Beginnings
Today,
our low level neophyte characters began their journey to the world of
adventure, and they have so far survived the experience, though just
barely. They started in Southvale in the Trade Confederation, likely
because that is where the ancient Southvale Cathedral is, since they
have not one but two clerics in the party. So with two clerics, one
fighter, one magic-user, a spellsword and zero thieves the party
began their adventure.
Our
adventurers are:
Merrick, human fighter
Merrick, human fighter
Arden,
halfling cleric
Mordecai
Ali Van Allen O'Shea, human cleric
Ahri,
elven magic-user, and
Valandil,
elven spellsword
The
rumor box made it reappearance for the first time in a long time
(because, let's face it, adventure came looking for the high level
party so often they didn't have time to chase rumors!). Of the rumors
grabbed on this first night, several alluded to bandits and other
dangers on the trail north to Treefold, including one ludicrous claim
of a dragon flying around. The rumor that they decided to follow
(especially after being reminded of the earlier party's adventure
with bandits, humanoids, and a sky drake) involved going nowhere near
Treefold. Instead, they started by following a vague rumor about how
the treasures of Roghan and Zelligar were waiting to be discovered.
After some research, the party learned that this rumor could be
traced back to the innkeeper of the Red Serpent Inn in Twinlakes
Vale.
A
two day journey on short coin and dwindling rations brought the party
to Twinlakes and a talk with the innkeep led them to the story of the
two adventurers of several generations ago, known for their good
reputations for defeating an invading force of monsters, and for
their somewhat questionable morals, as the rumors said that they had
monstrous servants and soldiers in their employ. Whatever the truth,
they had supposedly built a stronghold in the wilderness to the east
and north of Twinlakes and had vanished into it until another
invading force was said to be gathering in the deeper wilderness.
Roghan and Zelligar left their hidden stronghold and went to face it,
and nothing was ever heard from them again. Though they had always
been reclusive to the extreme, it was said that they had died
battling a horde of monsters.
With
the vague directions toward where the stronghold was rumored to be
(somewhat along the lines of a vague hand wave in a general direction
and a "thataway, somewhere") the party bought some bare
necessities, barely enough for the trek out, and went in search of
the unknown. Their first day's trek was relatively uneventful, though
they were attacked during the last watch of the night by four orcs.
The party was victorious, but the interrupted sleep meant few spell
points were recovered. The party continued on since their limited
food supplies didn't leave them many options. On their second day
out, the sharp-eyed Merrick (who does not roll percentiles like Wil
Wheaton) realized that there had been several places along the trek
where there were long open glades with scrub growth and few trees. He
realized that these had, years ago, likely been roads for taking
building supplies and other things out to the hidden stronghold. A
little later after deciding to follow these old roadways Merrick
noticed that what appeared to be a rock outcropping was actually a
collapsed tower. The party climbed the bluff to examine it and to use
its height as a vantage point to get the lay of the land. Though no
obvious stronghold was seen, Merrick did notice that there was a
relatively bald cliff face a mile or two away that might be worth
investigating, so they carefully climbed down and headed in that
direction.
In
the process of that journey, there was a sudden cry and the party
noticed that one of their number was missing! Mordecai the cleric had
vanished without a trace, but a quick investigation revealed the hole
that he had fallen into. A rope was dropped but before climbing out,
Mordy took a moment to look around and notice that he was in rather a
large space instead of a simple sinkhole. One lit torch later
Mordecai realized that he was in a room with finished stone walls
and, more importantly, a door exiting to both the north and the south
from the room. Merrick tied a granny knot bigger than his head around
the nearest tree and with this supremely secured line in place, they
descended into the subterranean area.
Some
exploration led the party to some danger, such as three giant wolf
spiders and a grell, and to some discoveries, such as a room with
statues that animated to attack (only illusionary), some rooms that
resembled a kind of school, perhaps for wizards, and finally a long
ornately columned hall which ended in locked double doors. Three
inset glass circles about 6" in diameter were on each side in
between the first three sets of pillars nearest to the single door;
all of these were gray and dark. But later in another room the party
found a statue with a hinged jaw that hid a pull ring. After pulling
the ring, the irises of the stone statue's eyes turned blue. Some
unsuccessful tinkering with the statue revealed nothing, until the
spellsword ran back to the ornate hall and discovered that the middle
inset on the left side was now glowing blue.
The
party rested in the former bedroom of Zelligar to regain spellpoints
in the midst of these explorations, and ate the rest of the raw
rutabagas and turnips for their meals. Once restored, they explored
further.
These
explorations revealed a lever in a linen storage closet that lit a
white inset, and another lever behind a secret panel that shocked
poor Mordecai and lit a yellow inset. The party also found and fought
animated suits of armor with pole axes. That battle was very
dangerous for the party, but after they were victorious, they managed
to use the now-inanimate armor to upgrade their defenses. Continuing
on, the party found a room with a large hole, 10' diameter, in the
center of the floor and a matching hole over it in the ceiling. A
test to determine the depth of the pit was noisy, but let them know
it was roughly 20' deep. Unfortunately, the noise seemed to attract
something else, and a serpentine head on a long sinuous neck came up
out of the pit!
And
there, on that cliffhanger, we ended.
And for those who may have noticed, the owners of the Hidden Citadel have the same names as those who built the dungeons in module B1: In Search of the Unknown. This adventure is not based on that one more than the subtle salute to the first Basic module I owned, but I liked giving the old heroes(?) another place of their own.
ReplyDeleteIf this adventure ever gets written up and published, which it might, it will likely undergo some changes so this blog won't be a cheat-sheet for defeating the module. And the names will be changed too, obviously. Zoghan and Relligar instead?