Grimmsgate Chronicle

[Decided this was a better place to stick the Chronicle]

We are currently playing Grimmsgate as our lead in to The Lost City of Barakus.

We are using Swords & Wizardry Complete 3rd Printing & Player's Companion as our books.

We have also expanded the race selection for flavor options. No race is better than the Complete books races, if anything they are under par to them and at the most on par with what the Complete book has to offer. We also rolled for stats,gold,hp.

Players=5 DM=1

Name: Nakun Gender: Male Race: Lizardfolk Class: Monk

Name: Críofán Gender: Male Race: Assimar Class: Bard

Name: Lonna Gender: Female Race: Human Class: Ranger

Name: Aranthil Gender: Male Race: Human Class: Magic-User

Name: Tali Gender: Female Race: Dwarf Class: Cleric

Session 1

We find our party walking down the road, the ever loyal Francis at their back. Aranthil has inherited a property. Banter passes back and forth, each wondering what the place might look like... But none quite imagined Grimmsgate. Rundown, destitute, and nearly empty of both buildings and people. Nevertheless they have arrived, and after speaking with the guard decide to head further in and see what the place is like. Speaking to the innkeeper, they're directed to the Church of Law and the Cleric within. Thankfully, the Cleric has some knowledge of the town and its history, as well as keys to the various empty buildings. One of which belongs to their Wizard.

The house itself is an interesting space, in clear need of repair; at the very least it is a (mostly) solid roof over their heads. Knowing they need to secure funding, they sought to both introduce themselves to the rest of the town and seek out work. The smithy and the drunken Dwarf, the Emporium and the perverted gnome, the old lady with strange taste, the grumpy old man. The farmer. They find little of use, but the gnome wants antiquities and they secure night work at the inn as entertainers, potato peelers, and serving wench.

Thankfully things get a bit more intriguing as they hear rumors of both Harkins' Ford, and an abandoned Temple. Realizing they need customers both for their own business and to work at the inn, they head off to the Ford to check things out and find out why no one has come from that direction. The human skulls are not a comforting sign. Admittedly, they're a sore sight better than the Ogre that comes charging out from the brush. With some fast spellwork from Aranthil, the Ogre falls to their blades and their arrows. Not one to waste the meat if it can be helped, Nakun quickly sets to cutting the beast up.

Returning to town tired and triumphant, the party putters around the house for a bit as they wait for it to get late enough to head to their night jobs. The night passes with little of note, the Bard singing a lovely ballad of their fierce battle, the young children presenting carved figured of the party... Only for the potato-images to be smashed by a 'dragon' potato. Evidently, rumors of a dragon abound, but no one has seen it in some time. Something to avoid, for sure. Only two customers arrive, and the inn closes early.

Heading back home after sharing a meal of Ogre stew with the innkeeper and his wife, the party wonders. What next? Their second day in town has certainly been a mix of ups and downs.

Session 2

Of course, nothing can ever be easy. The next day the party sets out once again, exploring further afield. They run across the Elder Temple, and spend a fair bit of time deciding on a course of action as they explore the various entrances. With one having various skulls and bones lining it, another with the symbol for Chaos, and a third with a sigil designed to keep something in... Prospects seem grim. Finally making a decision, the party heads inside. 

Thankfully, they run into little of note except a number of molemen; all of which seem to be quite flammable. It doesn't take long for the group to advance and clear out the enemy, deciding to head back to town after making some headway; they wouldn't want to be late for their night job. Nevertheless they're well aware there is much more to explore. Carting several molemen bodies and a table back to Grimmsgate, the guard seems resigned to their antics and merely waves them through. 

Running various errands, the party tries to figure out how to construct a cellar under the house, create a smoker in the backyard, and meanwhile Tali goes on a date. They also managed to acquire milk from Steven, and vegetables from the old man; at double the price, naturally. Inquiries as to the price of the nearby house lead them to find out it's 600 gold, practical highway robbery for the hellhole they find themselves in. 

Drunken and Tali make plans for another date, Steven is coming over tomorrow, and Melly and her husband are coming over for dinner. Although they've made little inroads as far as the Temple, they're certainly making several connections around town. It makes one wonder what's next on the agenda, a dinner party? 

Session 3

The fun continues as indeed, a dinner party practically materializes out of thin air as Steven and Drunken show up. They learn little of note, but do make inroads at advancing their friendships with the townsfolk. Steven in particular seems wary of their dinner conversation, and warns the party to stay away from the Temple. After, the party heads off to their night job at the inn, contemplating all they've learned.

Naturally, they don't listen to the warning. The next morning they set out, exploring down more of the temple to see what can be found. Unfortunately, they find very little in the way of treasure. The most interesting to happen is they find a horde of giant rats, which they end up smoking out and having a makeshift barbecue. The rats thoroughly cooked, sadly the boxes within the room housing the rats ended up just as charred. Although considering the lack of any large gems or important objects, it's doubtful anything useful was lost in the fire.

Continuing forward, they find their way out of the temple, with one side of the route officially cleared out. Backtracking--after leaving several rats with Francis--they head down the direction they haven't explored. Running across a hole trap, the party discusses how to get across before they manage to find a button on the ceiling that brings the floor up. Sealing it with some wax to keep it pressed, they continue exploring, further and further into the Temple.

They can only hope they find more of interest than more rats, and hopefully, some actual treasure. 

Session 4

After a wonderful sermon from the priest to start the day--leaving them much to contemplate--the party heads back into the unknown as they explore more of the Elder Temple. It is to be a day fraught with perils, as they discover dried blood leading through a doorway. Inch by inch they recover the Temple, fighting molemen along the way as well as a host of ancient relics.

Unfortunately in their overconfidence at the ease with which they felled the molemen, one of their own almost dies; Nakkun takes several darts to the chest, falling unconscious and almost bleeding out on the trip back to the city. Thankfully, the Priest was able to heal him; at great cost to himself, draining the older man.

Deciding they've had enough adventure the day, the party putters around town. Selling various trinkets, talking to the towns people... They take another day of rest for the Wizard to Detect Magic over the various trinkets they have hoarded, but find little. Also of note, it is with great sadness that they quit their jobs at the inn. On the plus side, it does free up their time for other pursuits. After Tali barfs all over Drunken, our intrepid adventurers head for Mirquinoc to hire some cannon fodder. Better a hireling step into a trap than one of their own, after all. The travel to the city is tedious but quiet, the group arriving without fanfare.

Finding several volunteers interested in dungeon delving, they hire on the cheapest of the lot and set back to Grimmsgate. Questions remain. How useful will they actually be? Is it worth the cost? Will they be able to eat molemen without vomiting? The party doesn't exactly stick to a normal diet. Nevertheless, with renewed hope they set their eyes once more on the Temple.

Session 5

After a wonderful sermon from the priest to start the day--leaving them much to contemplate--the party heads back into the unknown as they explore more of the Elder Temple. It is to be a day fraught with perils, as they discover dried blood leading through a doorway. Inch by inch they recover the Temple, fighting molemen along the way as well as a host of ancient relics.

Unfortunately in their overconfidence at the ease with which they felled the molemen, one of their own almost dies; Nakkun takes several darts to the chest, falling unconscious and almost bleeding out on the trip back to the city. Thankfully, the Priest was able to heal him; at great cost to himself, draining the older man.

Deciding they've had enough adventure the day, the party putters around town. Selling various trinkets, talking to the towns people... They take another day of rest for the Wizard to Detect Magic over the various trinkets they have hoarded, but find little. Also of note, it is with great sadness that they quit their jobs at the inn. On the plus side, it does free up their time for other pursuits. After Tali barfs all over Drunken, our intrepid adventurers head for Mirquinoc to hire some cannon fodder. Better a hireling step into a trap than one of their own, after all. The travel to the city is tedious but quiet, the group arriving without fanfare.

Finding several volunteers interested in dungeon delving, they hire on the cheapest of the lot and set back to Grimmsgate. Questions remain. How useful will they actually be? Is it worth the cost? Will they be able to eat molemen without vomiting? The party doesn't exactly stick to a normal diet. Nevertheless, with renewed hope they set their eyes once more on the Temple.

Session 6

Awoken in the night by a strange noise, the party finds bandits attempting to make off with Lonna. The fight is quick and violent, but most of the bandits remain alive. Interrogation follows, but they learn little. Evidently the group belongs to a Rooster guild, and they kidnap people for ransom. Bizarrely, they seem ill inclined to do research or find out whether their targets actually have the gold to pay for such a thing. Lonna was merely a convenient target; one the bandits sorely regretted trying when they were hanged by the town guard. 

Meanwhile, the other information they learn is not good. Milly's husband Yorben has been taken, apparently a second group plans to ransom him back. Resting briefly, the party sets off, for what choice do they have but to attempt to rescue him? With Criofan still resting from the previous ordeal, the party briefly recruits the guard of Grimmsgate. The trip is long, but they make decent time; thankfully they manage to arrive unseen, and are able to scout the camp out. 

Then, they see it. Gleaming in the light like mithril, the stars themselves could not equal its brilliance. A great cauldron of iron rests in the middle of the camp, larger by far than any the party has yet seen. Almost as tall as Nakun and certainly wider, all that beheld its beauty were spellbound. This was the true treasure. Somehow it makes it all worth it, all the pain, all the suffering. Even Criofan's death. Getting it back to Grimmsgate would undoubtedly be a trial, but far and away worth more than the time spent. 

The party also finds Yorben and a dwarf, after dealing with the bandits. But attention soon returns to the cauldron, and discussion of how to get it back. With the dwarf's useful contribution, he is offered a place in their party. The more the merrier after all. Realizing it is too dark to travel at this point, the party decides to camp. Unfortunately the night would not be a silent one, for our intrepid adventurers are beset by molemen and rats, all aiming to get their grubby paws on the cauldron. But they would not be defeated! Enemy after enemy is felled, and the dark soon turns to light. But the coming of the morn is a sad one, for with it leaves Lonna. They cannot begrudge her, almost being kidnapped is enough to shake anyone up.

And so it goes, the party taking their time and working their way back to Grimmsgate. The way is slowed considerably by the cauldron, but not a one of them would think of leaving something of its majesty behind. As they finally arrive, the cauldron is given a place of honor in front of their home. Meanwhile, Criofan has healed from his wounds, and everyone is itching to get back to the temple.

Exploration continues, finding strange images of birds as well as a painting. Stranger, they come across a couple of humans chained to a wall. Apparently they had been fed strange concoctions, but they seem to have had little effect. Nevertheless the party pushes on--after rescuing them, of course, and leaving them with Francis--and finds odds and ends of interest. Giant dog statues, groups of undead, strange chests and sun orbs, killer centipedes... Realizing how long they've been in the temple, they head home, taking the two captured humans with them. Sadly, not to eat. But to watch over, and feed. Who knows what the strange things they were fed did to them? And yet, the night passes peacefully as they arrive back at town.

Worried, they try to decide what to do with the two strangers. Perhaps the upcoming sermon will give them ideas and restore their faith. Or perhaps, one need simply think of the cauldron.