Tuesday, 26 May 2020

In Search of More Adventures

Our group playing Swords & Wizardry using Roll20 has decided to press on to new adventures after completing In Search of the Unknown. I want to continue the old school dungeon crawl vibe so I have adapted the Dungeon of the Fire Opal which is itself an adaption of the sample dungeon in the 1st edition Advanced Dungeon & Dragons Dungeon Master's Guide.

In this session we had some overland travel and I tried out my spin on the overland encounters suggestion from the Dungeon Crafter youtube channel. I made up 5 charts of random events each with 20 listings. First I rolled a d6 and checked if it was 1 hostile, 2 negative, 3-4 neutral, 5 positive, and 6 friendly. Then I asked my players to roll a d20 and I checked the result. Only the 1 on 1d6 results in a definite fight. Although some of the negative events could lead to a fight. I did this three times per day. At night I used normal wilderness encounter rules. It had mixed results I think. It added some interesting plot hooks. I found I had to adlib a lot to make the results fit the situation.

Session 5: Dungeon of the Fire-Opal

Rounding up the bandits they encountered the Adventurers set out for Larm which is at least four days hard walk. They have three riding horses that they use to lighten their load. On the first day they meet a well-dressed man named Gareth Stanford who tells them he is a scribe bound for Edgerton from Larm. He could not afford the boat fare so he decided to walk and became hopelessly lost. He begs the party to take him with them. They are wary at first and keep him under watch but eventually accept Gareth into the group. Later in the day Gaeleath spots a black dragon flying overhead.

During the night on the second day a pair of goblins set off the tripwire trap they set around their campsite. Raeish is on watch and he kills one of the goblins with an arrow. The other goblin gets away. The next day they meet a wagon loaded with convicts bound in the opposite direction. The wagon is escorted by four men in the livery of Calwell. Their leader, who introduces himself as Sir Drexel, claims that they are headed from Edgerton to Wolford. Once he hears their tale of capturing the bandits he insists on taking the bandits in hand. He tells them they can collect any reward owing to them in the town of Wolford once the story has been checked. Gareth offers to write up a contract and does so on the spot, but Sir Drexel, the leader waves impatiently and the cart continues on its way. Manny decides to keep the letter Gareth wrote and pays him for it.

On the last day before getting to Larm they overtake a fellow traveler, who runs in terror once he spots them. Early on the fourth day they make it back to Larm. Not much as changed. Manny, Gaeleath, Raeish, and Daen head directly to the Borderland Tavern for a good meal. Marta heads to the smithy to pick up the holy symbol he commissioned and then he heads over to the Temple of Law to speak with the abbot. He picks up some more Holy water as well.

Manny and Raeish fill the Tavern owner, Haldo Bramwise, with tales of their adventures in the Stronghold of Quasqueton. Haldo tells them that copies of the maps of the stronghold location have been making the rounds to every adventurer for miles. He does tell Manny that he has a very interesting map that the group might want to purchase. Manny purchases a map of an adventurer who entered the Monastery of the Fire Opal. The map notes a previously undiscovered secret door. After a few hours the Captain of the Militia arrives and asks for their report on the Orc band he asked them to check into. They tell the tales again, this time to the captain. The captain is impressed and picks up their bar bill.

The next day they make plans to take the riverboat down to Edgerton. The large boat arrived in the morning. For the small fortune of 128 gold coins they pay for passage for themselves and their horses all of the way to Edgerton.

Before leaving Larm, Gaeleath and Raeish go to visit the mayor of the village. Haldo had told them that the mayor is also a mage. The mayor, Claus Oland, agrees to identify some of the items they picked up in the stronghold. The magic wand turns out to be fake. He is startled by the Bag of Devouring and suggests that they should destroy it immediately. Raeish manages to convince the mayor that he fully intends to destroy it.

Marta is convinced by Haldo Bramwise to sell the Firefly lantern to the halfling and it goes on display behind the bar at the Borderland Tavern.

Manny checks in on Dankmar the merchant and exchanges some gold to gems. Dankmar tells her that he has been staying in the warehouse at night to protect his goods. Someone broke in a week ago and smashed a number of wine barrels.

The riverboat trip to Edgerton is uneventful. They do make note of the terrain around the moors where the Monastery is supposed to be located. They have heard the stories of the monastery themselves. It existed here for at least 100 years before being destroyed by an army of marauders 30 years ago. Since then it has the reputation of being a hiding place for bandits, monsters, and murderers.

In Edgerton everyone takes a day to do some shopping with the gold they have acquired. Marta and Daen go to an armorsmith and each gets a set of plate mail. Raeish purchases a dagger made of silver. They also purchase a lot of camping equipment, 2 mules and a pony. Raeish manages to find a buyer for the painting he found of Rogahn and Zelligar. While trying to find a buyer some of the stories of their exploits get out and soon people in the streets of Edgerton are pointing out the now-famous adventurers.

After two days in Edgerton they set out on horseback (and pony) for the Fire Opal Monastery. They hope to discover the location of the legendary Fire Opal. A gem said to be as big as a fist. Or possibly shaped like a fist. The stories are unclear.

After two days in the wilderness they come to the Brownwash creek and cross then head into the moors. The fog rolls in and it began to drizzle rain. It is only midday but it is already dark.  They look for shelter and see a small cottage on the other side of a shallow creek. Raeish wades across while the others wait. As he approaches the cottage a voice calls out to him. After a short exchange, Raeish convinces the fisherman Hamish that they mean him no harm. Hamish is a local fisherman. In fact the only local of any sort if you do not count lizardfolk. Hamish strikes a deal with the adventurers to look after their horses, pony, and mules while they investigate the monastery. He also tells them that recently in the last few weeks a Black dragon has taken up residence in the monastery. Hamish takes the heroes in his fishing boat right up to the edge of the island the monastery is built upon. He tells them he will not wait but they should signal him with a lantern when they want to be picked up. He assures them he will look after their animals. But he also says if they do not return in a week he will sell the animals.

The heroes approach the ruins of the monastery and find a single intact building with a stair descending into the ruins. Descending they come across a room where there are signs of battle both very old (broken weapons) and recent (spider carcasses and burnt webs). To the west they find a room with a pool full of freshwater fed by a quickly running stream. They spot a skeleton at the bottom of the pool but do not investigate. An ooze approaches off one of the walls and they beat a hasty retreat.

There is a discussion to head south immediately. Their purchased map shows a secret door to the south. But they decide to explore to the east. They immediately see lots of foot traffic and the signs of the passage of a large beast. Scratches on the walls and floor. They follow these markings to the east passing up many other chambers. Including a hallway filled with unmoving skeletons that do not appear to be human. Some of the chambers they pass have stone tiles carvings on the walls showing the monks of the monastery engaging in martial pursuits.

Entering a large chamber the signs of a large creature lead them to a door. Manny listens at the door and reports that she can hear loud breathing. Manny attempts to climb over the door but falls to the floor. The sound of regular breathing is interrupted and then starts up again. Manny tries again and is successful. She motions for the others to enter and draw out the dragon. Daen misses this message and kicks open the door to the chamber. They are confronted by a room filled up with a Black Dragon at least 20-30 feet long (depending on who you ask). Raeish speaks in Draconic praising the dragon and expressing their honor at meeting it, but Daen has already loaded his crossbow and fires. The dragon which was slumbering rouses itself and lumbers across the room toward them. Raeish, Gaeleath, and Daen are pressed against the wall by the enormous dragon which proceeds to attack with its claws and teeth. Gaeleath is struck with a claw to the chest and is barely hanging on to life. Raeish moves off to check for treasure - specifically looking for a large opal. Marta moves to Gaeleath’s side and prays, healing the elf to full health again. Daen and Gaeleath both hit repeatedly but their blows bounce off the armored hide of the dragon. Realizing the danger, Gaeleath casts Magic Missile striking the Dragon and scorching its hide. The dragon roars in anger and unleashes its dragon breath on Gaeleath. A stream of acid. Gaeleath is burned to a blackened, steaming pile of flesh and bone and collapses to the ground dead.  Daen roars in anger and the sight of his downed comrade and strikes the dragon with two huge blows. The final blow cutting the dragons head off and the neck.

Fight against the Black Dragon


Outside the room, clinging to the wall in the shadows. Manny notices two lizardfolk approach with their pet giant lizard. Likely, attracted by the dragon's roars. The lizardfolk confer amongst each other and then turn and head to a door to the south.

In the dragon's chamber, Raeish finds a backpack, likely from some unfortunate adventurer that has some gold, silver, and a gem in it. Otherwise the dragon appears to have no treasure. After a careful search the heroes leave the room (not before taking a few trophies). In the large chamber outside the lair they spot two demonic creatures fluttering about on bat wings.  Raeish fires an arrow at the creatures who fly away to the north.

The heroes follow quickly after the two creatures and trap them in a chamber. One creature is hacked to pieces but the second flies up to the ceiling out of reach. Their non-magical missile weapons seemingly doing no damage. The demonic creature (who Marta suspects is an imp) pleads with them in halting common to be allowed to flee. In the conversation they learn that the imps were sent by a more powerful demon (their master) to spy on the comings and goings of another, rival demon. But the imps were not able to find the other demon. They knew it was somewhere in the dungeon but they explored everywhere without finding it. During the conversation the imp moves closer to the door and lower from the ceiling. When it makes a move for the door to leave the chamber, Raeish stabs and impales it to the door with his spear.

And at that point, it was quite late so we paused the events.

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