The players created the following first-level characters---two each, since I wanted them to have backups in case PCs are turned to stone, killed, or otherwise out-of-action for awhile:
- Brad - one new PC: Verdure, a female half-elf druid; 2nd PC TBD
- Brian - one new PC: Varis, a half-elf mercenary for hire (assassin), who is being played in preference to Melisor, a human magic-user (who delved my Castle Greyhawk at TsunamiCon)
- Henry - one PC: Vilador, male human magic-user, who also delved Castle Greyhawk at TsunamiCon; 2nd PC TBD after I figure out if we're doing children in the game or not (I'm leaning toward yes)
- Jeff - one new PC: Hagrid, male dwarf fighter/thief; 2nd PC is Oberon Canorbe, human cleric of St. Cuthbert; Hagrid and Verdure split the costs for Fang, a wardog
- Jon - two new PCs: Danger Ranger II, male human ranger; 2nd PC is Slim Bandicoot, human thief
- Vince - one new PC: Lugh, male human ranger; 2nd PC is Seriat, human cleric of Obah-Hai
Several other players participated in the TsunamiCon events, but weren't able to attend on Sunday's kickoff, so I'm still waiting to see where the mix of regular and semi-players settles out.
After creating PCs, the players opted to explore through the ruined monastery dungeons from the AD&D Dungeon Masters Guide, which I've set on the southern verge of the western side of the Gnarley Forest:
Darlene's Greyhawk map from the 1980 Greyhawk Folio |
The PCs began in Ellorn, a small mining thorp north of Narwell, on 26 Fireseek 576 Common Year (CY). (I'm using Clay Luther's Greyhawk calendar, if you're curious). They heard rumor of the old monastery of Wee Jas, with its fabled fire opal never discovered during the siege that laid the site low in ages past. More-recently, the lands around the monastery were caught up in some of the elemental chaos from the Cathedral of Elemental Evil on the western side of the Gnarley---some of the land around the monastery subsided, and a fen now surrounds much of the tor that the monastery ruins sit atop.
With the help of a local guide, A'zor'an (a Balklunish hunter/trapper/furrier), the PCs found the ruins. While advancing across the fen on the raised causeway, Hagrid the dwarf slipped and fell into a pool sufficiently deep to submerge him completely as an edge of the track crumbled; this also attracted the attention of a fast-moving fen spider, that rushed the PCs in an attempt to find its next meal. They were not surprised, but were somewhat divided between those above on the causeway, and Danger Ranger and the guide below attempting to help pull the dwarf from the mire. The characters were able to wound the spider and drive it off without it causing any significant harm to them, although they were a bit surprised at its ability to skim quickly across the water's surface, as well as when it dove underwater and swim away out of sight.
After driving off the spider, the party began to explore, finding a pair of intact structures in the center of the pile: a well-building, partially open to the elements (in its construction, not due to it being ruined), with a large stone well-cover intact atop the well-shaft. Lowering Hagrid the dwarf into the shaft via ropes revealed that it a strongly-flowing stream about 40-50' below, rushing with cold water and no significant space for breathable air to allow PCs follow its course. The players returned the cap to the well, and marked it carefully with chalk to show whether anyone else moved it in the future.
The other building contained a stairwell down into the dungeons below. Lhou the ranger determined that tracks showed some booted traffic going in and out of the second building, and Verdure the druidess employed speak with animals to learn from a mouse on site that other "giants" would move into/out of the ruins with some regularity.
Dusk fell, and while preparing to camp, the PCs saw a large group of figures moving across the fen, along its edge and parallel to the ruins. Hiding themselves, they were able to observe a large body of humans (more than 50), from which a smaller group of 10-20 split off and crossed the causeway. They marched right up to the ruins, and met with a group that emerged from the stairwell building; the leaders of the two groups conferred for several minutes while 8 of the motley crew (seemingly bandits) went below and did not return. The characters were not able to overhear much of the conversation, and chose not to engage either group, given the larger force just across the causeway.
And that is where play concluded for the day. The next session should be next week!
Allan.
An excellent recap to a fine start!
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