SCOTT CASPER'S
ULTIMATE GREYHAWK
SOUTH PROVINCE
CAMPAIGN
Continuing
Chapter One: The Phantom Menace
WARNING: This update includes SPOILERS for Skull
Keep, the sample
dungeon from the
1979 Dungeons & Dragons game book.
Cast:
Barada, Neutral
male Flannish human mercenary (1st level fighter)(played as NPC).
Alexander
Petrok, Lawful Neutral male Oerdian human templar of Zilchus (1st
level paladin
variant) (played as NPC).
Perpegilliam
Brown, Neutral male Hairfoot hobniz rogue (1st level Thief).
Hristo Neutral
Good male Wesevud ("Central") noniz ex-town watchman and
rogue (1st level
fighter/1st level thief)(played as NPC).
Vladamir
Kostitov, Lawful Good male Oerdian human prestidigitator for the
Governor's
Guardsmen (1st level Illusionist).
Abraham the
Radiant, Neutral Good male Oeridian human acolyte of Pelor (1st
level Cleric).
Dargog, Neutral
male Blu-Jebline rogue (1st level Thief).
Setting: Skull Keep, South Province
Readying 22, 581
CY
(From the
journal of Vladamir Kostitov)
"1) Stairway down from level 1: This is where we entered dungeon level
2."
The thieves Peri
and Hristo descended the stairs carefully, and came to a four-way
intersection at
the bottom. Behind them, the remaining
11 members of their band
moved as quietly
as they could to follow. The thieves
scouted out each hallway, and
reported where
they went to Capt. Kolos as soon as he reached the lower level. The
path most
attractive to their templar leader was straight ahead, as this way led to a
pair
of double
doors.
"2) Torture Room: There were various instruments of torture in this room but little
else."
A torture rack
was leaning against the wall to the right, and a smoking brazier stood
by a pair of
double doors in the opposite wall.
"3) Goblin Camp: There were 16 goblins in here waiting for us. We defeated them
while suffering
several light injuries. We took three
goblins with us as captives."
After several
attempts to bash in the double doors, they finally gave way. The band
could now see a
huge room dimly lit by torches. Inside,
16 goblins were either ready
for battle, or
picking up their shields and weapons.
The band had time to rush its
first two ranks
of fighters into the room before melee was joined. Although
outnumbered, the
band had superior armor and was able to deal serious damage to
the goblins
while only receiving light or no injuries.
This did not hold true for the
templar, Aaron,
however. He was critically injured, but
was saved when Abraham
called on
Pelor's healing magic. By the time only
three goblins remained, they threw
down their
weapons to surrender. The victors tied
their prisoners up, and prepared
to move on. Meanwhile, Dargog had been looting their
fallen comrades' bodies,
and took all their knives.
"4) Skeleton Room: When we entered this room the scattered bones animated into
six
skeletons. We were able to defeat them
fairly easily."
Even though the
goblin room had three other exits, Kolos wanted to return to the
four-way
intersection and choose another corridor.
He chose a hallway that ran west
and opened into
a chamber where skeletons were slumped on the floor beneath
chains hanging
from the walls. As soon as the room was
entered, most of the
skeletons rose
from the ground as if they were alive.
This supernatural sight caused
most of the
party to flee, leaving Alex, Abe, Peri, and a few others behind to fight
these
creatures. Abe recognized them as
undead abominations, and tried to call upon
his deity to
turn them back. But, as before when the
band had encountered undead
skeletons, Abe's
faith faltered. Luckily, they
discovered that a few blows would
shatter these
things, and the others returned with their courage restored after running
back upstairs.
"5) Rat Room:
This room was swarming with giant rats nearly three feet in length. In
the end we
counted 12. We defeated them easily
also."
On the other
side of the skeleton room was a door, and that door led to a small room
with one door in
each wall. The opposite door was
locked. The south door, however,
led to another
small room filled with refuse, and 13 large rats crawling over it. The rats
were about two
feet in length, and it took quite awhile to dispose of them all even
though Kolos and
Barada could attack them fairly quickly.
They had wanted
to clear the rats out of this room because it had a south-facing door,
and a doorway
facing west. They took the doorway, and
went down a long hallway
that ended at a
door leading to another room.
"6) Mage's Study: This room contained little besides a desk, which presumably
belongs to the
mage we encountered in room 7."
The room had a
pallet and blanket in one corner, and a writing desk on a rug in the
middle of
it. A squeaking sound was coming from
somewhere in the room, and this
turned out to be
a mouse in the desk. There were two
other exits -- a door in the
opposite wall
and another door facing east. They
correctly guessed that this would
lead into the
same area as the other locked door, and Dargog successfully picked the
lock after
Hristo failed.
"7) Mage's Laboratory: This room contained many things:
several tables and books,
a large
orangutan in a cage and 2 humans. One
ordered us to leave and when we
refused they
both attacked. One was a skilled
warrior and the other a powerful mage.
The mage
attempted to use a glowing wand on us but was disrputed by one of our
group. The fight did not last long, and they were
defeated but not before the mage was
able to
magically charm Barada. So, we were
forced to knock him out as well. The
enemy warrior
was killed but we were able to capture the mage."
When they
unlocked the door, the wizard inside pointed a wand at them and told them
they had five
seconds to leave. When Barada rushed
him, the wizard spoke a command
word
("Tospegakin") and backed around his table for cover. Barada lept over the table
and managed to
slice the wizard with his sword, apparently disrupting whatever attack
the wizard had
planned. Others tried to rush into
melee with the wizard, but the warrior
was a dangerous
foe and was able to hold everyone else at bay.
Before Barada could
strike again,
the wizard got off a spell, and commanded Barada to defend him. Kolos
managed to slip
by the warrior while Alex kept the warrior busy, and now Kolos and
Barada battled
each other. Vlad ended the threat of
Barada with a Color Spray spell.
Meanwhile, the
wizard tried to escape through the other locked door, but Abe started
hurling sling
bullets across the room at the wizard, and struck him three times before the
wizard could
unlock the door to escape. The wizard
collapsed. The warrior was
overwhelmed and
slain shortly thereafter.
This room was a
treasure trove for Vlad. He took the
wizard's wand. Searching the room
turned up a
spellbook, and two other books. One,
Marin's Guide to Hepmonaland,
allowed them to
identify the orangutan in the cage. The
other book was a copy of The
Dance of
Nerull. Hristo, still low on equipment
after being a prisoner of the pirates, was
graciously given
the wizard's dagger, which several members of the party assumed was
also magical.
Next everyone
debated what to do with the prisoners -- a perennial task of the band. It
was suggested
that they could go in the cage with the orangutan, but they opted for
keeping the
three goblins and the unconscious wizard tied up on the floor. Barada woke
up, and it
seemed the charm spell had ended when the wizard lost consciousness. He
would continue
with the party, but Aaron, Miltar Bertov, and Dargog would remain
behind to guard
the prisoners.
"8) Wax Statue Room: In this room there was nothing bud a bed and an exquisite wax
statue of a
woman."
Exiting the
wizard's workroom through the now unlocked east exit, the band came back
into the small
room with four doors. Taking the north
one, they found that it led into a
corridor with
three other doors in it. Two of them
were in the middle of the hall across
from each other.
After bashing in
the door on the right, the front line fighters were faced with a woman
holding a
staff. They were reluctant to attack
this woman, but approached her warily in
case she
attacked. She not only failed to
attack, but did not move at all, and when Peri
pushed on her
and she rocked back and forth, it became clear that she was a wax statue.
Peri searched
the room and found some candles in a cabinet.
After that, they left and
moved on.
"9) Steam Room:
In this room there was a device that turned the water from the
underground
river that flows under it into incredible amounts of steam that constantly
flooded the
room."
Hot steam filled
the room across the hall. A whistling
sound emanated from a red hot,
metal box
sitting against the south wall. While
everyone was curious about it, no one
wished to
examine it.
"10) Wizard
Statue Room: The doors to this room
will not open by any physical means
unless the
rotating wizard statue which lies in the middle of the room is facing that
door."
This large room
at the north end of the hallway had nothing in it but a door in each wall
(double doors to
the east) and a statue of a wizard pointing a wand at them in the middle
of the
room. No matter which door they went
to, they found it was stuck so tight that no
amount of
physical strength could open them.
Then, Abe began searching the statue
for secret
compartments, and discovered that the statue rotated on its base. Suddenly,
Peri and Vlad
understood how the room worked. They
turned the statue to face the
double doors,
and found that those doors now opened easily.
"11) Pillar
Room: There are stone pillars in each
corner of this room. There were also
two
statues standing
at either side of the far door when we entered. As we approached them
they sprang to
life and attacked. We defeated them
while suffering some minor wounds."
Along the middle
of each side wall stood what appeared to be men in chainmail with
battleaxes. However, the heroes quickly guessed that
these were more wax statues.
However, they
were also cautious of a trap, and so were not taken too much by surprise
when the wax
statues animated and began swinging their axes at them. The fighters were
taken aback when
their sword thrusts did not bother the statues much, but after
puncturing each
statue a few more times, they collapsed into piles of broken wax.
Double doors on
the far end of the room led back into the abandoned goblin lair. The
band turned
around, and headed back to the statue room.
"12) Spiral
staircase: This circular room contains
only a spiral staircase which goes up,
and out for that
matter, and down to level 3."
The single door
heading west out of the statue room led down a short hallway to another
door. This door opened into the stairwell room
that the band had used before. On the
other side of
the room was a door which they knew led to a hallway which led left and
right. They were apprehensive of going that way, as
they had fled from walking skeletons
the last time
they were here. Still, they went
through the door. There were no
skeletons to
be seen. However, down the hall to the left, there
was torchlight coming from a room.
They went to
explore.
"13) Gnoll
Leader: Here we encountered 2
creatures. A gnoll and another large
feline
humanoid which I
am unfamiliar with. We parlayed with
them briefly, learning that the
feline creature
was the leader of the 20 gnolls which we had seen on the surface last time
we were
here. We got into a brief skirmish with
them, but after suffering several injuries
they quickly
surrendered."
The two,
green-haired monsters laid down their weapons after a few minutes of
combat.
The one with a
dog-like head had been fighting with a two-handed sword, but had not
been faring well
against the party with their smaller, faster weapons. The monster with the
lion-like head
sat down and patiently waited to parlay with its captors. Luckily, Vlad had
once learned
some of the goblin tongue, and the monster was speaking something like it.
Slowly, they
were able to communicate that the dog-headed monsters were gnolls, and
that they had
been summoned here from the south by the pirates, who had made them a
good offer of
guarding the dungeon in exchange for treasure.
If the humans let him go,
the monster
promised to lead the gnolls out of Skull Keep.
They discussed how to handle
the situation,
and agreed to take the two creatures prisoner and add them to the rest of
their
captives.
The route they
had taken had returned them very near to the wizard's study, and so they
went a little
further down the hall, entered the study, and knocked on the locked door to
the workshop to
be let in. In their absence, Dagog and
Miltar had become close friends,
and had
apparently been talking the whole time they were gone. This amazed everyone,
as they had
barely heard a word from the hobgoblin since they had first met him in the
tavern. But everyone was much too tired and
battle-weary to care, and watches were
posted so the
rest of the Band of the Grinning Gargoyle could get some rest.
TO BE CONTINUED