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Post by Scott on Oct 16, 2004 11:17:24 GMT -5
PLAY-TEST OF CASTLE ZAGYG TM, YGGSBURGH TM, PART ONE MODULE Castles & Crusades TM Rules Base
The Group Members and their Characters:
Brad Burklow as: Barak, a human Cleric 6th from a LC family Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family John Seibel as: Brondur, a dwarf, Fighter 5th from a MC family Tony Merlock as: Arilarin, a human Cleric 3rd from an UC family
In Search of a Town…
Present: Brad Burklow as: Barak, a human Cleric 6th from a LC family Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family John Seibel as: Brondur, a dwarf, Fighter 5th from a MC family
In the early spring three disparate demi-humans riding northwestwards along Purple Tower Road encountered a priest of Odin. As the dwarf, Brondur, and the halfling in the trio, Lotho Leathertoes, were followers of that deity, they welcomed him to join their party, for the elf, Sylvin, who honored Amadan Mor, often referred to fondly as “The Mors” by the many demi-humans who claim him as their patron, had no objection. All of them were seeking a free town called Yggsburgh where strangers were said to be accepted and there abounded opportunity for adventure, fame, and fortune. So the four rode onwards together meeting only some merchants and pilgrims as they went.
Near evening of their first day of travel thus the party of adventurers came to a village. The place was typical of such peasant communities, a place with about 40 buildings with a population of around 250 to 300 persons. The main part of the village consisted of two opposite rows, each of 16 stone cottages for the villains, each row separated into a half at its mid-point, so that eight families working a section of the manor are adjacent. Behind each row house were a shed and a garden. Further back were four commonly used barns for large livestock and feed, as well as various wooden houses, sheds, and coups for farm equipment and smaller animals. There were seven separate and larger cottages at the far end, those being where the reeve, cowherd, hayward, shepherd, swineherd, and woodward were housed. As there was a fortified manor house in sight at about a quarter-mile distance, the adventurers were not surprised that the village had no place of worship, that undoubtedly being in the great house. In the forepart of the place were two buildings of somewhat larger size. They sought a tavern, but there was none in the little community, only a blacksmith and general merchant there to serve the villeins that belonged to the local lord, Sir Wade Fulgent.
At this juncture they encountered a friendly peasant called Alfie who allowed that they could sleep in a shed that night, even eat a supper of turnips boiled with fatback when it was ready. Barak inquired of there host as to the state of health and welfare in the village. Alfie mentioned that Old George was quite ill, but otherwise all here were well and happy—all save Red William who was determined to buy his freedom, become a crofter and then a freeholder. Barak went directly to call upon Old George, found him abed and unable to get up, suffering from consumption. Seeing his weakened state, the cleric thought a wound curing spell might help, and it did return the old man from death’s door. Barak assured him that on the morrow he would with Odin’s help rid Old George of his illness.
Departing from the cottage in which the sick man lived, their guide led them to the dwelling of Red William. That villein explained why he wished to be free. His main desire was to raise what crops, keep such animals, as he thought best. More importantly to him was his future family, children freeborn, not bound as serfs to a village owned by an overlord. When Barak inquired as to what sum he must raise to buy his freedom, Red William said it was only one thousand florins—a modest sum for freedom, for Sir Wade was a kind and generous lord—but an amount nearly impossible for a peasant to save up. As was discovered, Red William had amassed only fifty florins. He was positive about it, though, pointing out that he was yet a young man, and should be only of middle age when he had enough money saved to pay for freeman status, have enough extra to rent a cottage and land to farm, but seeds and stock…
Alfie called upon Red William to supply the promised supper for the party, and this the villein did cheerfully, adding generous portions of barley bread to their meal. Lotho, the halfling, was moved to pay for this largess, giving the peasant a gold florin equal to 500 of the copper coins likewise named. Red William was nearly overcome with gratitude, and thanked his guests effusively. They the travelers went off to the shed to bed down for the night.
In the morning, Barak prayed for the capacity to cure consumption, received that power, and went immediately to see Old George. Laying on his hands, the cleric used his capacity to remove the sickness from the elderly peasant. In short order Old George was up and about, able to take a hoe and work in the vegetable garden, vowing that on the morrow he would be plowing. All the members of the adventuring party were much gladdened at this. Leaving the grateful villagers, the quartet of adventurers rode their mounts the short distance to the fortified manor house in which the knightly overlord of the village dwelled.
They were asked their business by a man-at-arms stationed on a balcony above the entry. Upon identifying themselves and stating their business, the four were granted a brief audience. They were ushered into Sir Wade’s study there the knight was working on the business of his manors and estates. After introductions, the lord asked what brought them to him. Pious Barak—“Pious” being the honorific given to all ordinary priests and priestesses—quickly explained he had come after ministering to the knight’s villeins in the nearby village, and that he now wished to pay for the freedom of Red William, one of Sir Wade’s serfs. This was most agreeable to the landlord, as he had more villeins than land for them to work, so he accepted the foreign coins from the cleric, demanding that their total be adjusted upwards, as he would have to exchange them for Yggsburgh florins. Only locally minted coins are legal tender hereabouts, he explained, so that foreign coins had at most 90% of their metal value, a gold coin of exotic sort being exchanged for 90% of its metal value. Barak somewhat grudgingly paid over two gold ounces worth nine hundred Yggsburgh florins, then eleven silver ounces, those coins coming to ninety-nine florins value when exchanged. At last he handed over a copper florin of Yggsburgh minting, and the deal was done. Sir Wade thanked them, then dismissed the lot, as he was busy seeing to his agricultural accounts. The knight directed the Pious Barak to his chapel where he could converse with the knight’s chaplain, also a priest of Odin, albeit of slightly less rank that the stranger.
As Barak left, Sir Wade queried the three demi-humans as to their interest in becoming men-at-arms in his service, there being need for such force to counter occasional raids from humanoids and bandits coming from the east and south. Of course the three declined with thanks, and departed the knight’s presence, awaiting the return of their companion in the great hall. As they had assisted his villeins, Sir Wade gave the four strangers leave to stay in his residence for the night, depart the next morning. It was suppertime when their companion returned from his theological discussions with the knight’s chaplain. They sat at the low table as the knight, his wife and their officers dined at the high table. Nonetheless, the four enjoyed a hearty meal of broth, thick slices of beef, a pie of vegetables and boiled eggs, wheat bread, and beer. Soon thereafter all in the household retires, and the adventurers settled down to sleep there in the hall with the varlets and the inside guard dogs.
This period of rest concluded the session.
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Post by Scott on Oct 16, 2004 11:19:39 GMT -5
Into Yggsburgh and Out…
25 March 2004
Present: Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family John Seibel as: Brondur, a dwarf, Fighter 5th from a MC family Tony Merlock as: Arilarin, a human Cleric 3rd from an UC family
Awakening at dawn with the bustle of the servants, the four adventurers quickly asked for and were served a porridge of boiled oats with which to break their fast, adding to that leftovers from the supper they found so as to make the morning meal more substantial. As they were eating another stranger who had been an overnight guest in the knight’s great hall came and seated himself at their table. He introduced himself in friendly manner, saying he was named Arilarin, a priest of Otshirvani. When asked, the cleric explained he was from far to the east, and that his deity was a great one, not unlike Odin in many respects, a god of light, the sky, and wind who fights against evil. As Odin’s symbol is two ravens, that of Otshirvani is a great bird, the Roc. When it was discovered that he too was bent on seeking his fortune in the Free Town of Yggsburgh, the other adventurers invited Arilarin to join their party. He accepted their kind offer readily, so the five departed Sir Wade Fulgent’s moat house at the first hour of the forenoon, again riding northwest along the Purple Tower Road.
Barak and Lotho the halfling were deep in thought, but the others conversed cheerfully as they went along. Brondur espied ahead a gnome trudging along in their direction, and inquired of him if they would come to Yggsburgh if they followed the road. “Depends on which road you follow,” the gnome muttered, looking up at the mounted dwarf. “It splits three ways just a few miles ahead. If you follow it right you’re on the River High Road…mebbe going to Garham, mebbe not. If you take it left, then you’re on the Dunfalcon Pike a’going towards that city. Howmsoever, seein’ as you are meaning to get to Yggsburgh you’ll like as not go straight on across Townbridge that’s there before you so’s as to span the River Nemo, and pass through the Bridgegate plum into the very place you are looking for.” With that he spat into the dust to emphasize his disgust at such ignorance as the questioner displayed, turned away, and trudged on.
It was only a few minutes later when the party crested a low ridge, saw before them the broad and shining River Nemo running from east to west, the roads following its course, and the mighty stone bridge arching over the waterway. On the north side of the bridge they saw the strong walls and towers of the place they sought, the Free Town of Yggsburgh. There was no question that this span was the main approach to the walled community. The roads lading to it were filled with wagons, carts, and folk afoot, all heading for the gateway leading to the southeastern side of the town. They noted that the bridge was something of an architectural marvel, as was the great canal that they observed on its eastern side, it serving as a transportation artery and moat
As informants had told them was the case, it was plain that Yggsburgh was as an active trading center. The vehicles heading into the community and those leaving it contained more than agricultural produce. They saw metal ore, the glittering of salt crystals in big wagons, manufactured goods, lumber, sacks of flour, and crates and barrels of who knew what, and many watercraft were plying the river and the moat, boats and barges lined the sides of the latter course,
Stopping to assess the town, they could discern that it was built on a stone bluff that inclined upwards to the west so that far end of Yggsburgh was raised as if for the viewer’s inspection. The town walls were built atop the solid rock of the bluff, the sides of the natural formation shelved at the waters’ edges, then splayed to an upwards distance of about 10 feet, thereafter rising precipitously in near perpendicular face to the top. The town walls were set back some half-dozen paces from the edge of the bluff, but the many towers and bastions between them along its length were very near the rim, likely with no more than a narrow path around their verge.
As they rode nearer to the fortifications, it could be seen that there were war engines, scorpions and catapults, on the gatehouse and tower roofs. Was that a massive citadel at the west end of the town? The thick walls that hedged the place had a big tower at about every 500 feet distance along the wall, between the curtain bowing outwards to form a bastion at the mid-point. They all thought one thing certain: If Yggsburgh had a strong military garrison, this town could be defended against a massive attacking force.
As they rode onto the wide bridge they could see the pirtal leading into the town ahead, the Bridgegate. Above the entry they saw the armorial bearings of the Free Town of Yggsburgh cut into the stone and painted in full color. The escutcheon was of gold with a blue chevron separating two blue pikes (or luce, fish) above and a blue mailed fist at the base. Above the escutcheon there was a crest of a city gate in gray stone crowned by a coronet of gold with five acorn-topped points. To either side of the shield, supporting it, they saw giant lynxes standing on their hind legs with paws touching the shield. The motto below the escutcheon read “None can deny us independence.”
The gate before them was set in a rectangular gatehouse building of 40 feet width, 25 feet depth, and 35 feet height between and connecting to flanking towers of 45 feet height and 40 foot diameter. It had a ground and upper floor. On the front of the gatehouse at 20-foot height there was a set-back of five feet, and on the ledge thus provided were a parapet and merlons that allowed defenders from the towers to issue onto it and assail foes threatening the gate. Above it at 35 feet height is a like crenellated roof battlement. The gate opening before them was protected by a drawbridge, and after it could be lowered a portcullis. The now-open twin gates of the portal were of seven-foot width and 14-foot height, made of iron-bound oak eight inches thick, locked shut when closed by bolts in the stone as well as a cross-bolt and heavy oak bar.
As the five riders approached the gate they saw a small crowd of people awaiting the exit of a wagon from the gatehouse passage. As it exited and came towards them along the bridge, they noted two men in tabards with the town armorial bearings upon them that were collecting tolls from persons exiting and entering. In addition they saw a half-dozen town guardsmen armed with halberds on the way near the entrance. These soldiers were occasionally stopping a person, asking some questions, then waved the individual to pass on into the town, although they detained one and called for their serjeant, who appeared and then called for an officer. Watching all this from atop the gatehouse they saw two more guards with crossbows, and a like pair of watchmen on each flanking tower, so by their count there were at least 14 soldiers are on active duty at the gate. They each paid a florin for themselves, another for their mount, and were waved on into the gateway.
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Post by Scott on Oct 16, 2004 11:20:06 GMT -5
As they rode along the 20-foot passage through the gatehouse they observed that there were loopholes for archery, while above it are ceiling openings, murder holes, for missile discharge, dropping of rocks, and pouring out of boiling or flaming liquid. The inner end of the passage could also be blocked by a second portcullis. When they emerged from the relative darkness of the entry, they saw beyond the gatehouse and its pair of flanking towers was a 100-foot wide and 90-foot deep paved area, a little plaza with avenues of 40-foot width leading off to left right and from the mid-point of the plaza ahead. In this marketplace there were a dozen vendors’ stalls and as many carts set up for business, with another dozen peddlers carrying trays of their merchandise about. Added to these sellers were a like number of beggars, a handful of harlots soliciting for business, while several performers sought free-will payment from those who watched their acts—musical performances on instruments, singing, juggling, sword-swallowing, fire-breathing, tumbling and acrobatics, story-telling, slight of hand legerdemain, and even a trio of performing dogs and a dancing bear.
They hurried straight ahead through this small plaza, and in but a block’s distance came into an even larger market square, this one being 500 feet per side, even more crowded with the same sort of folk as had been in the place they crossed. After giving over a few coppers to beggars, they saw a halfling, asked if there was a tavern in Yggsburgh that served dwarven ale. “There is good-dwarf, north of here. It is named the Dwarf Brewmeister Tavern, and it is located on the north side of Trade Avenue in the middle of the block between Fisher Street and Market Avenue,” he responded as he waved a hand towards the direction of the establishment.
Off the five rode, and as they progressed they noted first how the people around were clad. The better class of townspeople wore feather-bedecked square-crowned brimmed hats atop fancy wigs and garments that would remind one of our world’s France during the late Renaissance. Ladies of fashion were dressed in similar elegant fashion. There was much display of lace and jewelry for both sexes. Of course the common folk lacked wigs, wore their hair long to ape such head-covering, or carelessly wore hair cut in bowl-shape or braided. Aristocratic males wore baldric with small sword or carried a fancy-headed walking stall about four feet in length. Dagger or knife was a usual belt decoration for all males, but apparently females went unarmed, this indicative of good policing. Along their route they say the town government buildings, noted the uniforms of the law enforcement men were indigo (navy blue) surcoats and yellow stockings, officers having a badge of rank on their outer garment. This contrasted to the military uniforms where enlisted men wear tabards quartered yellow and blue, blue stockings, non-commissioned officers wear a tabard of yellow with a blue chevron, and officers wear a surcoat of golden hue with a blue chevron, two blue luce above it and a mailed fist of blue color below, these charges being those of the town. Later as progress took them away from the crowded places they remarked, as do most visitors, on the fact that all of the buildings they saw in the town were constructed of stone block, bricks, or a combination of the two. Later on their way several blocks north and east they saw that at the eastern end of Yggsburgh, its newer section, the structures were mostly of brick, generally plain or even ugly, but not prone to fire even in that crowded, lower-class part of town.
There was no trouble locating the tavern because its big sign depicted a smiling dwarf wearing a leather apron holding up a foaming tankard of ale. Inside they saw a noon-time crowd of mixed demi-humans of all sorts and not a few humans. After greeting the dwarf who the party discovered was the owner, they found an empty table, sat, and were soon dining and drinking ale. A lone dwarf in armor seated nearby sought to pick a fight with them, but this they avoided by responding in friendly fashion, so that the troublesome fellow soon grew bored and stumped off, promising a pretty half-elf serving wench that he would be back that night, Asking the woman who was serving their table, they got little information until Sylvin slipped her a gold florin. She then became very talkative. The ill-tempered dwarf looking for trouble was one Hoglar, a member of the Thieves’ Guild, although she didn’t know why they would want a dwarf swordsman and engineer hanging around for so many years… Brondur immediately mentioned under his breath that there were likely hidden tunnels used by the thieves. The party also learned that Yggsburgh allowed the Thieves’ Guild to operate, it said to be a control mechanism on rampant crime, but that assassination was not legal. When asked about lodging costs, the woman told them the prices, but pointed out that there was no stabling facility available at the tavern. When asked where most visitors to Yggsburgh stayed, she directed them to the suburb called The Outs that lies to the east across the Yggsburgh Canal.
Leaving by the Moatgate, where they unknowingly slipped the attention of the toll collector who was busy chatting up a pretty farm girl, they proceeded east along East Road for a third of a mile past various businesses and dwellings until they came to a large walled compound, a double gate inviting entry, as did its sign, a jolly innkeeper opening a door for a burgher waiting outside. They observed that the place was a rectangular compound that was some 450 feet long east-west and 300 feet deep north-south, the wall set back from East Road and Nemo Street 20 feet. The separate buildings comprising the inn complex form part of the walls of the place, all are connected by a 12-foot high fieldstone wall set with curved iron spikes at the top to discourage intruders.
Riding through the wide entry, the five adventurers were met by a pair of barking mastiffs, tails wagging to indicate greeting not threat. Hearing that commotion a man appeared from the stable building ahead on the right side of the cobbles courtyard. Identifying himself as Wilfred, the groom, the man determined they planned to stay, called fro Grins the stableboy to see to their mounts, and then fetched the husky porter, Byron, to carry their saddle bags.
Following a portico walkway leading past an outer kitchen and bakery (from which tantalizing aromas wafted) flanked by greenery on the left, they were soon in the lobby of the Outs Inn where the owner, Goodman Walter Gunderson, welcomed them. A quick glance around 20’ wide, 50’ long reception hall noted its slate floor, wainscoted walls, above that paneling many oil paintings of notable persons, portraits of aristocrats in mayoral finery between others who could be none other than forefathers of Goodman Gunderson. An L-shaped bar near the entrance was evidently for late-night tipplers, while a large reception desk and many comfortable arm chairs completed the room’s furnishings.
As the proprietor told them what accommodations were available, the session concluded.
Copyright 2004 Gary Gygax, and YrggsburghTM, Trigee Enterprises, Castles & Crusades TM Troll Lord Games 2004.
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Post by Scott on Oct 16, 2004 11:21:05 GMT -5
The ever so famous - nearly as much so as the Inn of the Welcome Wench comes the.....
Drum roll....
The Outs Inn
Meet
The Innkeeper Goodman Walter Gunderson: A solid citizen or 56 years, jolly when things are in order, and a good parent. Walter is tall, heavy, and clean shaven, with only a fringe of reddish hair remaining, so that his girth and bright blue eyes are the first thing noted.
His wife, the Goodwife Helga Gunderson: A tall and plump woman of age 50 with gray hair who shows signs of the good looks she had as a girl.
and the bevy of children who help run the establishment.
Located on the the southeast corner of East Road and Nemo Street.
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Post by Scott on Oct 16, 2004 11:22:30 GMT -5
Brad Burklow as: Barak, a human Cleric 6th from a LC family
Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family
Alex Gygax as: Balderon Anixido, a human Mage 4th from a MMC family
Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family
As the core group were making arrangements for their lodging at the Outs Inn they were greeted by a stranger in gray traveling cloak with a walking staff sporting a most rococo decoration at its top, a ball of swirled blue and green material that looked suspiciously like glass but might have been highly polished lapis and serpentine. Getting past that, his introduction as, “Balderon Anixido, a mage from a distant land seeking adventure in Yggsburgh,” sufficed, and the newcomer was welcomed into the ranks. As both Brondur, the dwarf fighter, and Arilarin the human cleric were not feeling well, the party decided upon securing a small villa, settled in immediately.
Barak inquired about a chapel and was gratified to learn the inn had one, it being in the large villa near the one the adventurers had rented. Barak went there immediately to play his respects and pray. Balderon Anixido decided to rest for a time and stayed with the two incapacitated party members. Lotho and Sylvan went to the inn’s main building, visited the bar. A group of four raffish humans drinking there were quite ruse to the pair despite the halfling’s attempts to be friendly, buy them a round. After several insults, the quartet of seeming bravos urged the demi-humans to go elsewhere, which they did. Only then did Lotho notice that his silver dagger had been lost from its sheath.
Because of the circumstances, Lotho and Sylvin were sure that one of the four, a fellow called “Lucky Jack” by his companions, had purloined the blade from the halfling. At twilight the four members of the group who were feeling fit went to the inn to see if they could gain clues regarding possible adventures. Barak learned that there was a mercenaries’ organization in the town, but little else was discovered. Stopping in the gaming room, the gregarious Lotho went boldly to a strange man in odd robes who was staring fixedly at a tableaux of cards on the table before him. When the halfling spoke the lank fellow seemed friendly enough, showed Lotho a char which he was to watch closely. Barak, being a most benign cleric, interrupted the act of hypnosis, and the distinctly odd man stalked off.
Going from there to the lounge adjacent to the bar room, had drinks there, observed that the trouble-makers were still around, but the inn was host to a half-dozen coach and more than twice that number of riverboat travelers. They also noted four prosperous laborers of some sort, and a lone man busily observing the people in the place, scribbling often in a large book before him. Nothing of interest came from brief questions posed to the land and water travelers.
After eating supper, the four returned to the lounge having convinced Balderon Anixido to magically charm “Lucky Jack” and discover thus if he had indeed stolen Lotho’s silver dagger. The mage succeeded, convinced “Lucky Jack” he was an old friend, and soon learned that not only was that one the culprit, but that he was a member of the Thieves’ Guild. When Barak overheard this he confronted “Lucky Jack,” whose friends immediately denied all, threatened violence in return for such insult. As Balderon Anixido kept “Lucky Jack” out of the quarrel, convinced him to give him the dagger so he could defend himself in case of a brawl, the Cleric of Odin cast a hold person spell that immobilized two of the three. The third, one Gorbat, drew his longsword and struck Barak, a second blow spoiling the cleric’s attempt to use another hold person on his attacker. In the confusion, Lotho attempted to strike the trouble-maker from behind…and missed!
As the two bartenders picked up weapons and shouted for the dispute to be taken outside, the hands of fate (the clock) placed the matter on hold until next week.
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Post by Scott on Oct 16, 2004 11:23:37 GMT -5
Wild Rambling
6 May 2004 Present: Brad Burklow as: Barak, a human Cleric 6th from a LC family Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family Alex Gygax as: Balderon Anixido, a human Mage 4th from a MMC family Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family John Seibel as: Brondur, a dwarf, Fighter 5th from a MC family
The bar room brawl calmed considerably as the two bartenders picked up weapons and shouted for the dispute to be taken outside. Shortly after that the owner of The Outs Inn, Goodman Walter Gunderson appeared and demanded to know what the trouble was. No brawling allowed in his fine establishment! As the team explained, and were countered by the bravo, Pradik, Stable Master Jason Barger with the two mastiff guard dogs showed up and vouched for the latter and his “fine fellows, regular customers too.” Things looked a bit grim for the adventurous heroes, but the Venerable Ragly, known as “The Devout,” entered the room at this point. As he and Pious Barak were not only of the same faith, but had spent considerable time discussing religious matters, he weighed in on the dies of the strangers. Innkeeper Gunderson a was satisfied that it was all a misunderstanding, and given assurances by all that there would be no further trouble, left the bar room, seeing his cousin Jason the Stable Master and the eight men he knew—four more had joined the group—escort them from the premises as they were not staying at the establishment.
Lotho the halfling followed unseen at a distance, overheard the bravos muttering about getting revenge, Jason the Stable Master agreeing. When he reported this to his comrades, they decided to give the eight rowdies from the bar room a wide berth for the time being. The team retired, paid their bill, and ride from the inn, taking the East Road to where the Menhir Hills Road joined it, then headed north on that highway. In due course they arrived at the Urtford ferry. After a noon meal of boiled fish and bread, they crossed sans their mounts. They had heard from the ferryman of the Greypools Mire some five miles distant from the crossing, thought to find some humanoid raiders or fell monsters to fight in the place. The ferryman was not the only one suspicious of their reasoning powers, but for a low fee agreed to keep their mounts for six days.
As the party neared the swamp, the sun was westerning, so the adventurers hailed a farmer in his cart, a local that had crossed on the ferry raft when they did. A bargain was struck easily, and after a plain supper in the farm’s kitchen, the five companions retired to the barn’s loft where they slept well in the hay. Awakened by cock crow and lowing cattle ready to be milked, they were off at first light, soon saw and entered the marsh.
Keeping near the edge, the party waded eastwards through the water and mud, nothing worse than insects being encountered, until their progress was stopped by a river, the False Urt. After finding the marsh deep near it’s bank, they turned westwards, managed to avoid the pools and true mires surrounding them, and eventually straggled back to the Menhir Hills Road. As it was getting late they made for high ground, saw that there was a forest not more than two miles south of there, and went into the woodlands to encamp. Of course they lighted a large campfire to both dry out and attract wandering monsters. Shortly after full dark they got their wish.
Unbeknownst to them, a party of 60 wood elves came to see who dared flaunt their presence in the Deerwood that was their special preserve. As the party contained an elf, and the others were amusing in their tales of fruitless searching for adventure (of heroic sort), the elven band hosted the interlopers to a supper of marshfowl, suggested that perhaps the well-known College of Yggsburgh or the town’s extensive library were likely places for gaining information regarding what they sought.
Next morning the five comrades trudged back to the ferry, got their steeds, rode south to Yggsburgh, entered at the Moatgate, and hired a guide. That worthy oldster took them directly to the college area, pointed out the various buildings that were part of the school, began to take his leave. As night was falling, the team followed his suggestion, headed off to the Green Dragon Inn not many blocks distant, to stable their steeds and have a place to stay. Their guide is leading them to the inn as we leave the account until next session.
For general play and some hard lessons learned, each character gained 100 XPs.
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Post by Scott on Oct 16, 2004 11:27:07 GMT -5
Back in Town
20 May 2004
Present:
Brad Burklow as: Barak, a human Cleric 6th from a LC family
Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family
Robert Chase as: Tiegus Chromatis, a human Druid 5th from a LC family
Thomas Gowen as: Motar “Wingfoot,” a human Thief 5th from a LC family
Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family
The main college being closed for the night, the team decided to accept their guide’s suggestion, put up at the Green Dragon Inn. As Barak, Lotho, and Sylvin neared their destination in the northeast part of town they were set upon by a half-dozen club-wielding footpads. Things were not going particularly well for the adventurers in the hot melee with the robbers until two mounted strangers rode into the fray, striking the footpads heavily, evening the battle. In a few more rounds two of the attackers were slain, one entangled in webs cast by Sylvin, and three help fast by Barak’s magic. The four survivors were looted, stripped to their underlinens, tied fast, and left in the street with their dead companions. Under the circumstances the two newcomers were made most welcome by the three stalwarts, asked to join the party in seeking adventure. That being the very thing Tiegus Chromatis and Motar “Wingfoot” were seeking in Yggsburgh, the two readily agreed.
A few florins richer but suffering from minor wounds, the five entered the gateway of the Green Dragon Inn’s courtyard, gave their mounts over to the stablemaster and his lads, entered the big inn. There they were greeted in succession by Robert “Rogue” Robins, the Proprietor, Bodo “Zaps” Muntz, the manager, Frederick “Rick” Braun, the chief barkeep, and Norbert “Slick” Slidell, the inn’s greeter. Only Lotho noted the last named individual was somewhat acquisitive, thus saving his silver dagger. After securing a large private room for themselves, the two thieves, Lotho and Motar, looked into the gaming room, had a drink and quite unsuccessfully sought some information regarding the town’s Thieves’ Guild, then lost a few florins playing dice in the gamine room. Thereafter they supped, as did the others in the party.
Next morning, much refreshed and generally near full health, the five wanderers set off to visit the College of Yggsburgh. There they were generally rebuffed as rude strangers, but finally a student directed them to the administration building. The party noted the following: All college buildings have these arms, the bearings being carved into the stone above their main entrances and painted in full color. The arms are: an escutcheon quartered, two quarters showing the arms of Yggsburgh (gold with a blue chevron separating two blue pikes (or luce, fish) above and a blue mailed fist at the base) and two quarters of different sort, the upper left being gold with a torch burning red, the lower right being 12 pales of black and white. Above the escutcheon is a crest of a city gate in gray stone crowned by a scholar’s cap of gold. To either side of the escutcheon, supporting it, are owls regardant (full-face towards the viewer). The motto below the escutcheon reads: Knowledge can not be denied. Barak was much offended by the superior attitude of the faculty, finding the college motto ironic. When a clerk in the college office informed then that tuition was 5,000 florins for humans, 4,000 for demi-humans (the president of the school is seeking more diversity), then left disgruntled.
Determined still to learn more, the five adventurers headed for the Market Plaza, the three original members of the team recalling government buildings near there. Lotho led the party with unerring recall directly to the sector where Yggsburgh’s official buildings stood, and ignoring the work house they visited in turn Administration, bypassed the City Gaol, paid admission of five florins and entered the Museum for a cursory review of what it displayed. In the Museum they learned the following about the history of the town:
History of Yggsburgh:
The walled town of Yggsburgh is about 300 years old, but up until around 100 years ago it was no more than a large trading village with low walls and a lot of river traffic stopping at it to gain its salt and agricultural produce. When gold and valuable garnet and quartz gems were discovered in what is now known as the Glittering Knobs a century ago, there was an immediate dispute amongst three nobles whose lands were adjacent to the area—Huon, Baron Redfort, Delkart, Count Easmoor, and Edmund, Marquis Talsworth. As there was no strong monarch ruling them the dispute between the nobles soon broke into open warfare.
When Marquis Talsworth managed to capture the area, he set his architect and engineers to work immediately. Soon Yggsburgh was aswarm with masons, other craftsmen, and laborers intent on building walls and towers around the now burgeoning village. With the aid of various mages, the whole construction, including a considerable canal between the Urt and Nemo Rivers to serve as both a transport artery and vast moat for the new town was accomplished in a mere five years. Costs were financed by the salt mine in the Serpent Ridge and with ore and gems being mined from the Glittering Knobs.
Neither of Talworth’s rivals was satisfied with the outcome, so Baron Redfort and Count Easmoor made common cause. Thus allied, their forces met and defeated those of the Marquis in what is known locally as the Battle of the Westfields. However, their victory did not bring the desired result. A local petty noble, Lewis Garmonde, Lord Yggs, to whom the village and salt mine had belonged, with a handful of knights, cut down the foreign garrison, closed the gates and defied the would-be conquerors. Because the local populace were heartily fed up with heavy-handed rule and ruinous taxes, those in the community as well as those from the lands around flocked to the town in arms and swore vassalage to Lord Yggs, promising to defend it, him and his lands. Even so there were scarcely enough warriors to man all the walls and towers properly. The massed forces of Baron Redfort and Count Easmoor laid siege to Yggsburgh, began building barges and rafts.
Things looked grim for Lord Yggs as the investing army managed to get across the canal and the Urt River, establish bridgeheads near the town walls, and attack both the Moatgate and the Rivergate by siege engine and magical spell. Although no spell-casters of note were within the walls, the attackers were driven back my great dweomers. Some unknown wizard had come to Yggsburgh, used his power to counter the assailants’ magic, and used his own spells to rain destruction on the enemy. Having suffered great losses thus, the two nobles abandoned the field.
So it came to pass that the town was ruled by Lord Yggs for some 20 years, and under his guiding hand it grew and became wealthy from trade and manufacture as well as exploitation of nearby mineral resources. As it prospered, he caused a great temple to be built in thanks for the deliverance and the flourishing condition of town and lands around. When Lord Yggs died childless his officers and knights were astonished at the contents of his will. Lewis Garmonde, Lord Yggs, commanded that his estates be kept as their own by those holding the lands and that the town become a free one, the nobles owing vassalage to the community at large and its lord mayor. His will decreed that a council of eight great men of the community serve to make laws and elect for a period of 10 years one other like man who was not a council member to serve as lord mayor and administer the town. At least six council members had to agree to the one to be chosen as lord mayor. The lord mayor was to see to the maintenance and security of Yggsburgh, enforce the council’s laws, levy taxes approved by the council, and police it.
The eight members of the council had been named by the dying lord as the chief priest of the grand temple to serve as president, the masters of the two largest town guilds, its wealthiest banker as its treasurer, the most able mage in the town, the president of Yggsburgh College as its secretary, and two knights who dwelled in the town and held the largest estates adjacent to town-held land.
Of course the citizens of the town and its surrounding lands were overjoyed at this bequest. Not all of the officers and knights of the deceased lord were so pleased, though. There was much muttering and clandestine meetings amongst the two dozen or so highly influential persons in Yggsburgh, but all came to naught in regards to declaration of Lord Lewis Garmonde’s Last Will & Testament as invalid. The most powerful figures decided that being a permanent council member was better than risking a many-sided fight for rulership of the town, for surely those who elected its lord mayor held the real reins of power. So the will of the last Lord Yggs was carried out, and Yggsburgh and its adjacent lands are free, ruled by an elected Lord Mayor, this condition existing for over 90 years.
At last the party came to their main goal, the Library building. At this point time ran out, so research amidst the scrolls and tomes of this place needs pend the next game session. After receiving their awards of experience points for combat, spell use, and general participation in team activity, our five heroes went into limbo.
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Post by Scott on Oct 16, 2004 11:29:41 GMT -5
Seeking High Adventure
3 June 2004
Present:
Brad Burklow as: Barak, a human Cleric 6th from a LC family
Jeff Burklow as: Lotho Leathertoes (of the Bostwyk Leathertoes), a halfling Thief 4th/Fighter 4th from an UC family
Thomas Gowen as: Motar “Wingfoot,” a human Thief 5th from a LC family
Alex Gygax as: Balderon Anixido, a human Mage 4th from a MMC family
Bill Johnson as: Sylvin, an elf Fighter 4th/Mage 4th from an UC family
John Seibel as: Brondur, a dwarf, Fighter 5th from a MC family
As soon as the Yggsburgh Library opened its doors, our heroes were there to enter and seek information. A clerk directed them to the sections they asked for—maps of the locale and information regarding the mines in the hills known as the Glittering Knobs.
A good deal of time was spent perusing the map of Yggsburgh and environs, and the team became quite vocal as they went over the drawing, noting places where they had already been, looking for other areas of interest. Their noisy enthusiasm brought the Chief Archivist, Master Martin Cattin, a Gentleman. When he introduced himself and asked for decorum and quiet, the team was delighted to comply, speak further with this man albeit in hushed tones. After a few florins had changed hands, the Chief Archivist answered the question of where he would seek adventure by responding that the party had found the perfect place, this very library, as its many books, manuscripts, and scrolls were filled with marvelous information! Eventually, however, further inquiries led to a discussion of a place known as the Cursed Mine. The archivist also suggested that the hamlet of Garham was a likely place to find adventure, it being on the “fringe of civilization,” and often plagued by raiders of human and humanoid sort. The stalwarts thanked him and left hurriedly, as time was precious.
Returning to the Green Dragon, Motar “Wingfoot” found the riverman he had plied with drinks the night before. In short order he had arranged for the party to ride east in his ore barge. Paying 100 florins for the loading and unloading of their mounts, the team was soon headed upriver to the place there the Cold Springs Run joined the Nemo. As the barge docked there, the adventurers mounted their steeds and continued eastwards along the left bank of the river, heading for the place where the Glittering Knobs were not covered by the trees of the Goldwood, the location of the Cursed Mine. After a ride of some 10 or 12 miles, the party came to that location near sundown.
Although they lacked a ranger, Sylvin the elf and Motar “Wingfoot” discovered signs of the beaching of boats on the riverbank and a disguised track leading south into the hills—sure evidence of an active mine. After following the path for about a mile they discovered the entrance to a mine shaft hidden behind a growth of thick shrubs. They entered, Lotho Leathertoes taking the point about 30 feet in advance of the other five explorers. At about 60 feet into the tunnel a volley of six quarrels greeted the adventurers, the halfling in the lead being struck twice. This surprise attack was compounded by the disappearance of six shadowy figures as they dashed out of sight around a bend in the passage. The party readied their weapons and counter-attacked when six of the dwarf-like assailants re-appeared and loosed more bolts from their light crossbows. One of these attackers was struck by an arrow, wavered, collapsed, and seemed to vanish into the stone of the floor. Eventually all six of these strange figures met the same fate as the adventurers rushed up to come to grips with them.
Hearing running footsteps from the turn in the tunnel, the party pursued, and when the magic-user Balderon Anixido uncovered his holy symbol of Odin upon which continual light had been cast the figure of a gray-complected dwarf in chain mail was seen hastening around yet another bend in the mine shaft. This caused the party to hasten after him, and son they were in a larger excavation, a square chamber of 30 feet per side.
As they entered this place their quarry exited the chamber by a shaft opening to the west. Two of the team continued their pursuit, ignoring a strange creature that arose to assail them. This thing looked like a lumpy, thin, and gangly gnome with wings. This creature belched forth a stream of hot mud that failed to strike any target, but did deliver two taloned blows to the priest Barak who was leading the pursuit. As Barak and Balderon Anixido hastened after the fleeing dwarf, the other four explorers took on the strange creature, an earth mephit.
In the chase the dwarf had run into a dead end tunnel, and as he was about to throw something up into the air, Balderon Anixido cast a web spell. Dwarf and some 19 bats were thus caught fast. Similarly, in the chamber Sylvin cast a web spell that enmeshed the flying mephit and two more of its kin that suddenly appeared beside it. The sticky strands also snared two of the team, but their fellows cut them free, so that all four were able to stab their winged foes. Even though the mephitis regenerated, managed to break free of the webs in three rounds, the assault by the four team members was sufficient to kill all three of the mephitis in short order, suffering only light wounds in the process.
The trapped dwarf was questioned by Brondur, but he was most uncooperative. Thinking to tie him and keep him as a prisoner, the party cut him free. In the process, two much enraged cave bats were loosed, one attacking the successfully. The confusion resulting from the attacking bats enabled the gray-skinned dwarf to attempt escape, but he was cut down before he had managed more than three steps. Lotho searched the body, concealed a 10-ounce gold bar he discovered thus…likely considering it recompense for his bearing most of the party’s expenses over the last two days.
Taking the dwarf’s short sword with them, the six bold adventurers returned to the chamber. There they paused…<br>
(End of session.)
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Post by Faraer on Oct 16, 2004 13:20:15 GMT -5
And there, I believe, the playtest posts ended, just as we were about to see more of the Cursed Mine. Though Gary has described recently on gygax-games three sessions in the Greyhawk Castle dungeons themselves (as you, ahem, just posted). The archive of that list also includes reports of Living the Lejend (again ending just as they got to the dungeon!) and Hall of Many Panes.
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