Kids, C&C, and an old favorite

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jfall
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Kids, C&C, and an old favorite

Post by jfall »

************ SPOILER ALERT***************




Prelude:

I'm a newbie to the boards. I've lurked for quite some time, and I might have posted here and there... but it's doubtful that anyone would remember my quick witticisms. ;-) Nonetheless, I felt this overwhelming urge to post regarding a small Castles and Crusades game that I've started with my two daughters.

Ally, my eldest is 9 and is a fantasy junkie. She's read everything from Terry Brooks to the grand old man, J.R.R.. She's also no novice to role playing either, with experience in a Dungeons and Dragons (3.5) game that a friend ran a while back.

Now Kaila, my youngest, is 7 and while not a voracious reader, she's a huge fan of fantasy as well...not to mention a recipient of daddy's bedtime stories after a rousting game of Dungeons and Dragons with his pals.

When I mentioned that I was going to try to start a game of Castles and Crusades the girls were ecstatic. So, why not? We promptly sat down on a cloudy Saturday afternoon and rolled up some characters. Ally immediately gravitated to an elven ranger while Kaila thought that an elven wizard would be grand. Done deal...

And here's their story.

Setting:

On a far northern border of your standard medieval kingdom sits a keep. It has been there for generations, guarding an important trade route and ensuring that the relatively peaceful agrarian lands to the south are not troubled by the roving bands of marauding monsters.

Characters:

Aliana is a young elven lass, a mere 116 years of age. Her mother has recently lost her husband to goblin raiders and remarried the Keep blacksmith, a human. Raised in the traditions of arcane magic, Aliana has just had her naming day, and is now officially a young woman, ready to face the world on her own.

Eleanor, also elven, is best friends with Aliana and spends time with her at every opportunity. This doesn't come often enough though, as she and her parents are rarely in the keep due to their chosen professions of caravan guides. Eleanor has taken after her parents, and on her naming day she has chosen to follow the paths of the famous northern rangers.

Story:

The morning breaks with the typical crystalline light of a brisk fall day in the far northern latitudes of the Kingdom. Aliana and Eleanor leap out of bed and quickly wash up. This is the first day of their new found freedom and one wouldn't want to make a late start. Upon hearing voices down in the smithy office, the two grab a slice of dark bread and an apple and head down the stairs.

Eleanor's parents are sitting and chatting in elven with Aliana's mother while the ringing of her father's hammer in the smithy proper echoes through the walls.

An older human sits in the corner of the office... he's thin and sun browned, with gnarled hands that twist about an old weather worn hat in his lap. His cauliflower blue eyes light up though as he spies the two girls. Aliana's mother and Eleanor's parents look up as the girls enter and they say in common, "Ah, here they are...let's begin shall we?"

The old man sits up and clears his throat as the room focuses on him. "Well... the name's Gump. They calls me Farmer Gump. I'm pleased to meet you two. I hears you've got potential. I'm here to test that I suppose." With a nod from Aliana's mother he continues...

"Thing is, I need some help. Now we farm folks watches after ourselves but this is the kind of thing that I aint got the time nor the skills for. Ya see, we've had some cows go missing. This is a horrible thing. Them's cows is worth a pretty piece at market and that money's what keeps my family in food over the coming winter. I've got me three boys busy in the crops and my two girls are helpin the mrs. canning and such."

"We took the dogs out sniffing after them but once we got to a certain part of the forest the dogs refused to go any further. Now I aint never seen that kind of thing in my dogs. They're bred to take an order...an if'n they refuse they know they'll get the boot ya see..." Aliana winces at this but keeps a straight face.

"I gets this creepy feelin meself. It's the Dark Woods. Our farm is right up against there. My father used to tell stories of when he was a young lad and the things that'd come a creepin outta there at night.. but we aint seen nuthin like that. Anyways... I'd pay if you could either find my cows or stop what's been stealin them."

"I can't afford much... but it'd be a nice little bit to pad out your purses seein as your just startin out. What say ye?"

The girls both look to the adults in the room but get no response. They then look to one another and nod. "We'd be happy to look into your problem."

Farmer Gimp nods and turns to leave as the door swings open and through steps Aliana's father, stinking of hot metal and coal. "Hoy, did we do business then girls?" he asks as he looks to the two young elven women.

"Yes father," replies Aliana, "We're going to look into Farmer Gimps missing cows."

"Excellent." And with that the blacksmith returns to his work.

As the farmer exits through the now vacant doorway he says, "I'll see ya soon then? We live about an hour down the road..walking distance. You'll see our sign..." With that he nods, places his worn cap upon his head and makes his way outside.

Excitedly the girls start to chatter about the gear that they'll need and Eleanor's parents add that they might want to hire some help...if they can afford it. They agree, but only after they take stock of the situation.

An hour later sees the two on the road. Backpack slung, bow across a shoulder and hoods thrown back as the warm fall sun beats down upon their fair heads, the two trek to the north east.

Midway on their journey they come upon a caravan moving in the opposite direction. They move off the road to allow passage and make small talk with the passing caravan guards. Seems there's trouble up north..on the the merchant's men have fallen to a goblin arrow.

The scowling, jowly merchant announces from the top of a wagon that trouble costs too much and this road is becoming expensive. As he passes one of the guardsmen tells the girls to be ware the nighttime hours on the road as goblins have seemed to become quite the pests as of late. The two elves agree and thank the man for his warning. He smiles and moves on.

Thirty minutes later and the girls are turning onto the Gump property. The pass through land tall with corn and wheat, and spy the farmer and his sons out bringing in the harvest. The elder farmer Gump spies the girls and waves. He comes ambling over with a long scythe across his shoulders, sweat streaming down into his blue eyes. He greets them and tells them that he and his daughter Clarabelle will take them to where the dogs broke off and refused to go further.

A ten to fifteen minute walk with Clarabelle, Gump and the two enormous blood hounds finds the small group on a hillock just inside the border of the Dark Woods. The trees are thinned here from generations of farmers cutting them down for fuel, fences and building materials. This in turn has produced a perfect area, full of tall grass, for the cows to graze, and traditionally, this is what has been done for years.

Eleanor and Aliana scan the immediate area...nothing seems untoward but off in the distance, not too far away in the thickening trees, Eleanor spots an unnatural darkness. As if a giant cowl has been pulled across the tree tops blocking the sun. She nudges her friend Aliana and points, "What do you think that might be?"

Aliana focuses and sees movement in the trees and as she watches a yearling deer moves into the glade under the shadows...nibbling at the last of the fall grass. Seemingly unaware of its surroundings...

Of a sudden the ground seems to open up and eight hairy legs extend forth in a rush and the deer disappears. Aliana gasps, and farmer Gump says "What'cha see?" Eleanor points and says you've got spider problems. The old man shades his eyes and looks in the direction indicated and yet sees nothing. "I suppose them tales of elven sight is true then eh? I can't see a danged thing cept trees."

Aliana nods, "Yes, our race can see great distances. And you've got spider problems." Eleanor has strung her bow and nocked an arrow with full intention of moving further into the trees. The old farmer sees this, peers at the sky and says, "You've got all of about 2 hours before dark. I wouldn't be caught out here after dark. You're more'n welcome to stay the night with us if you like."

The two accept, shakily check that they're prepared...and set forth into the Dark Woods...

Here ends Chapter One.
Last edited by jfall on Wed Apr 02, 2008 3:59 pm, edited 1 time in total.
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by Maliki »

Nice, quality time with the kids and the start of what sounds like a grand adventure.
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Post by Maliki »

:oops: Double post.
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Post by jfall »

Maliki wrote:Nice, quality time with the kids and the start of what sounds like a grand adventure.
Yeah Maliki... it really is quality time. My 7 year old is still struggling a bit w/ reading and it's fun to watch her get excited about actually reading something. And the girls just have so much fun together. They play imagination games all day long together in the first place. This is just a tad more formalized.... and they love hearing me tell stories. Not that I'm anything spectacular at that..but any chance at getting an extra story in is always a good thing. ;)

Funny thing though... we're rolling up characters and I'm trying to explain the concept of primes to my daughter, who's played 3.5 before, and she comments "Dad..this is soooo much harder than Dungeons and Dragons." I actually had to laugh. In response I told her that once she gets the concept of primes and how they fit into the game she's got 80% of the rules. W/ DnD, I had filtered a ton of that.... She was pretty receptive to that line of reasoning and we went on to have a grand old time.

Stay tuned...we're going to try and get a round in tonight.
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by jfall »

Session two was only about an hour long... but was good fun.

Aliana and Eleanor decide that it's getting too dark to venture further into the woods...and that they've seen enough to know what they're dealing with. They head back to the clearing and Clarabelle. The dogs greet them as they emerge from the woods, just in time to help the young girl herd the cows towards the corral.

They clean up on their way into the house and are greeted at the door by Farmer Gump's cheerful wife. She bustles about and welcomes the elven women into the home with an exuberant energy. The youngest Gump boy stares..he's never seen elves.

After a supper of hearty brown stew, freshly baked oat bread and fresh vegetables, the farmer takes out his fiddle and sits in the corner quietly playing while his wife tells stories of the famous pirate lord Jack Sparrow. (yeah... that's right!)

Bed comes late that evening and after trading tales the next morning is earlier than normal for the two. Breakfast of oat meal is waiting with cheese and fruit... And as the sun rises Farmer Gump asks the two what their plans are. They tell him that they've decided to head back to the keep to hire help. He agrees that this would be a prudent idea and walks them to the main road and says he'll see them soon.

After an uneventful journey, Aliana and Eleanor are welcomed back to the Keep by the sergeant at arms. He hears that they're going after spiders and he warns them of the venom, claiming that his brother was bitten once and he was paralyzed for nearly a whole day. This frightens the girls a bit and they scamper off to the Inn to find some hired help.

This is where my youngest says she's going to detour in order to pay her mom and dad a visit and tell them what's been happening. You've got to remember...she's 7, and a night away from your parents is quite a BIG deal. ;-)

They both meet at the Inn and enter, finding a very large, smelly 1/2 orc devouring what appears to be nearly a side of lamb, a couple of soldiers being regaled by a balding man in a simple brown tunic (a priest) and a woman sitting with a lute leaning against the table.

The 1/2 orc, one warrior named Grog, is approached first. Seems that strength of arm is what they seek. While crude and rather dim, he's smart enough to know how to haggle and the girls go to town bargaining and gaining his services for a measly 1 silver talon / 3 days and 1/4 of the share of treasure. (A 1/4 takes some explaining for poor old Grog... that was interesting indeed. "It's a 1/2 of a 1/2" "Huh?")

Telling Grog to meet them a few hours before sunset (why I don't know) right here in the Inn, they then approach the woman. Her name is Trice (Treece, as in Patrice) and she's much more shrewd when the girls ask her if she's for hire. She makes a tidy sum of 3 bits (coppers) / night of singing and gets room and board thrown in as well. But when she finds out that there's likely a reward then she agrees to a 1/4 of the haul as well.

This is where we ended it... My eldest has played DnD 3.5 and she seems to just love the more narrative style of Castles and Crusades. The youngest is still catching on but it amazes me what natural role players children are. We forget...that's what they do. I led them by the nose a tad tonight, I didn't really want them to get tangled up w/ the spiders w/out help so I reminded them that their parents suggested that they go and hire some help.

I'm also thinking about placing a friendly dryad semi-close to the spider lair...she'll be thankful for having the players clear the area of the menaces and maybe willing to give up one or two of her hard won potions. It'll depend upon how the kids do w/ the encounter. Next up, arachnids, webs, and mayhem. ;-)
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by Black Vulmea »

jfall wrote:Next up, arachnids, webs, and mayhem. ;-)
I can hardly wait!
On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that's far enough...it's a good idea. If you can picture a Larry Elmore version...it's far too mundane and boring, excise immediately." - Kellri, K&K Alehouse

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Post by Lemmag »

Very cool! Your style and imagination is very refreshing. Your daughters are very smart people. My son, who as you might remember is only five, has a hard time loosing. Shoots and ladders can be hard to play at times. :roll: Once he gets over the issue of loosing though, in 5 years it might be possible to run something similar.

Cheers
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Post by jfall »

Lemmag wrote:Very cool! Your style and imagination is very refreshing. Your daughters are very smart people. My son, who as you might remember is only five, has a hard time loosing. Shoots and ladders can be hard to play at times. :roll: Once he gets over the issue of loosing though, in 5 years it might be possible to run something similar.

Cheers
Hi Lemmag,

Thank you for the kind comments. Cheers!

My eldest was exactly the same in terms of losing games. She would refuse to play anything that had a winner and a loser for the longest time. She eventually got over it...but she's still very very cautious.

My youngest though is quite the opposite, she plays anything at any time just to be "in the game". It's the human interaction part she enjoys so much.

What a perfect vehicle for both girls though eh?
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by jfall »

Session three was not much longer than session two, but as the previous, it was quite a lot of fun.

Dramatis Personae:
Eleanor: Female elven Ranger lvl 1
Aliana: Female elven Wizard lvl 1
Reece: NPC female human bard
Grog: NPC male 1/2-orc fighter

The day at the Keep passes rather uneventfully for Aliana and Eleanor. They visit Aliana's parents and get some lunch then decide that heading back to the tavern in order to just listen to the local gossip would be a great idea.

Upon returning to the tavern they find that the soldiers have left but the balding man in brown robes remains, reading a book. Besides the tavern keeper the only others in the room are three farmers gathered around a table, speaking in low tones amongst themselves.

The two elves approach the farmers and ask if any of them know a farmer Gump. A younger man (maybe in his 20's?) immediately answers with an affirmative. He introduces himself as Tom Meander, and says that farmer Gump is his neighbor. Tom's farm is just up the road.

Eleanor asks if any of them have heard of "boguns" (local word for goblins) stealing cattle. The farmers go quiet and two of them turn to Tom. He slowly nods, saying that he's had cattle stolen, his barn nearly burnt to the ground AND his family threatened by the nasty creatures. In fact, that's the reason he's here today, and not out gathering his crop. He's hoping to have an audience with the lord of the Keep in order to possibly have this year's taxes waved. And maybe get some help in driving the goblins away for good.

Tom suddenly gets a curious look on his face and asks what two elves are doing in the Tavern at mid-day... They tell him that they're in the employ of farmer Gump and are going to help him clear his land of the spider infestation. Farmer Tom looks quite excited at this news and asks if they'd like more work after that... helping him get rid of the goblin problem.

Both of the young women have seen the posting at the inner bailly, and know that the Lord Beorn (Keep Castellan) is offering 150 gp for the head of the goblin leader. Young Tom Meander claims that he can lead the women directly to the Caves of Chaos by the safest route. The Caves, it is thought, are were the goblins are currently entrenched.

The girls agree to meet Tom 3 days hence at his farm north and east of farmer Gump's place. They will then track down the goblins that have accosted Tom and his family and put the whole thing to rest, once and for all. Upon agreeing the girls take their leave and head out to wander around the Keep.

Just outside of the tavern stands a public fountain from which most residents in the outer bailey draw their water, it is here that the girls stop to refresh their water skins and chat. A throat clearing behind them draws their attention. It's the balding man from the tavern, standing, book under arm with a smile upon his weatherbeaten face.

He introduces himself as Father Kerin, the Keep's priest. Apologizing for eves dropping, he says that he would like to offer his church's services. Aliana's father is a regular, and Father Kerin has recognized her the blacksmith's daughter and feels that he might be able to help in their efforts. While he can't leave his duties here, he can certainly help the two out when they return.

They thank the father for his kindness and he smiles then leaves.

Both girls go traipsing about, chatting and just looking around. Dinner time rolls around and they head to Aliana's for supper. After which they return to the Tavern at the appointed hour. (With this proclamation, my youngest then says that she runs upstairs and brushes her hair. Apparently this is quite important.) ;-)

Grog and Treece are awaiting the elves at different tables, but the two come together to hear the plan. They will leave at first light. Be at the gate at dawn and be ready for an extended journey of up to 7 days they say... The two agree and will be there as expected.

Morning comes and the Treece is already at the gate w/ her saddled horse when Aliana and Eleanor arrive. The exchange pleasantries and wait another 15 minutes for Grog, who stumbles up to the gate, reeking of ale and fumbling with his armor straps. The three women look at one another with arched eye brows. Eleanor mumbles..oh great, a drunk. Grog overhears and says, not drunk...now.

They walk out into the bright morning sunshine just as the gates are raised for the day. The guards wish them well and wave goodbye as they head down the road. A pair of road guards are met midway through the trip and chit chat is bantered back and forth but no real news is exchanged.

Farmer Gump spots the four turn up his road just as his dogs go running off, barking the whole way, to greet the new comers. He says hello and that they look like they're more than a match for spiders...no matter how large. The women smile and Grog nods knowingly.

Gump though relays that another cow has gone missing. It was stolen from the pen last night. With this, the elves move to the corral and Eleanor checks the tracks...now a bit confused by the traffic, but she determines that indeed 5 to 7 individuals of smaller stature broke into the coral and led a cow off into the woods.

With this farmer Gump hrmphs and says that it couldn't be spiders, and he knows what he'd said earlier, but if there's a chance at getting his best milk cow back he'd surely like it if the party could possibly do that before slaying the spiders.

The group agrees and head off with Eleanor tracking in the lead. About 3/4 of the way through the day they lose the tacks and this forces them to make a choice. Either go back to farmer Gump's which will certainly require them to trek through the woods in the dark, or find a place to camp before nightfall. Either way, they'll be in the woods at dark. And this scares the elves.

They decide to head back along the game trail. (This is where I allowed my eldest, who's playing Eleanor, the Ranger, to make a track check.) The goblins had backtracked and obscured their trail when they left the main path. She made it by quite a lot (rolled a '17') and therefore picked up the trail again...

Deciding that they had maybe an hour before dark they started hustling as much as was possible and this of course led them into an ambush. The quiet Elven Ranger, who was out a ways tracking actually surprised the goblins as much as they surprised her...

So initiative was rolled and Grog won. He had his bow strung and fired an arrow straight into the bush from which the goblin had leapt up with a short bow in hand, screaming in goblin something about intruders. Grog's arrow flies true and strikes the goblin through the midsection. He disappears behind the bush with a "thud".

Aliana goes next and decides that she'll cast a dancing lights in the gloom of the twilight woods... and yell in goblin "Look, what's that?!?"

Another goblin pokes his head up from behind another bush and looks back over his shoulder towards the "torches" and exclaims "Who's that!?".

Sadly, this is where we had to end our evening as mother was waiting patiently and bed beckoned. ;-) Overall, it was a wonderful time. I told the girls about the tragic and sad death of the genre's inventor, Gary Gygax. I said that the game was in honor of his contributions. Even though they didn't really understand, they both knew that what I was talking about was sad, and yet should be experienced with joy. Just as its creator had intended...
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by Maliki »

jfall wrote
After a supper of hearty brown stew, freshly baked oat bread and fresh vegetables, the farmer takes out his fiddle and sits in the corner quietly playing while his wife tells stories of the famous pirate lord Jack Sparrow. (yeah... that's right!)
:lol: Nice touch.
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Post by jfall »

Session 4

Aliana: Female Elven Mage Lvl 1
Eleanor: Female Elven Ranger Lvl 1
Grog: NPC 1/2 orc fighter (what else? ;-) ) Lvl 1
Treece: NPC female human bard Lvl 1

The confused goblin fires an arrow off into the woods towards the dancing lights, in the hopes of scaring these newcomers off. Eleanor, seeing her opening drills the goblin in the chest with her bow, thus ending the fight.

It is now fully night and Aliana helps Treece light a torch in order for the human to see. The party moves off the path and decides that they shall camp here for the evening. Grog asks if it's OK to start a fire and Eleanor agrees that a small fire might be nice...especially since Treece can't see anyway in the heavy darkness of the forest night.

Evening passes uneventfully and Aliana wakes with first light to memorize her spells while the rest of the group breaks fast and then camp, wiping away all traces to the best of their ability.

They move on towards the north and after about 30 minutes or so come to a large cleft in the land. The forest grows quiet and stunted here. The sounds of animals disappear and a pall falls across the group. A stench of death wafts on the breeze and strange white sticks...Bones... can be seen scattered on the ground.

Dark cave mouths open at odd intervals around the defile like mouths of hungry animals. This place is scary... But Eleanor overcomes her fear realizing that in order to find Farmer Gump's cow, they need to continue on.

She stealthily sneaks up to the first cave mouth on the left (which just so happens to be the goblin's lair) and peers inside, seeing nothing she motions for the rest of the group to move up as quietly as possible and join her. Grog is less than "stealthy" as he advances, but this still does not seem to attract any attention.

Treece quickly lights a torch and Eleanor leads the way. A four way intersection opens nearly immediately upon entering the noisome goblin lair and the group chooses the right hand passage. Grog tells them their torch is ruining his vision but that he realizes that he's not nearly quiet enough to lead the group. While he's not a smart man, he's no dummy.

Soon the rough goblinoid language meets their ears and Eleanor holds up her hand calling for the group to halt...and she silently slides forward towards the noise. The voices of two arguing goblins can clearly be heard the the movement indicates there are more. But how many?

She quietly moves back to the group and tells them what she's heard. It's time to gird for battle. Bows are nocked, swords drawn and spells prepared... it's time to get rough.

They rush into the room and fire at anything that moves. Two stunned goblins sitting at a table look on with eyes as big as saucers..one with a rat tale hanging out of his crooked little mouth. A total of six of the yellow skinned little menaces abide in this room and two go down immediately to the arrows of Grog and Eleanor.

Treece leaps forward to skewer another on her rapier but it falls / rolls to the side, avoiding her lunge. Aliana, seeing two of the needle-toothed foul creatures now near one another, calls up a burning hands and flames them. Shrieking, the two don't die, but rather hop around yelping and slapping at their now smoking clothing.

(Now initiative is rolled... the previous action was brought to you by "surprise")

Regaining their senses, or what little they had in the first place, the two goblins standing sentry by the passageway across the room hurl their javelins at the intruders... to little effect. After rolling away from Treece's "pointy" only to find himself face to face with a horrid evil elven enchantress (he's been told about these you know...), one of the two smoking goblins picks up his rusted and pitted short sword from the table and with a crude flourish and a goblin battle yell, he sets to skewering that elf wench. To no avail...she's quicker than she looks apparently.

The other living goblin does the same and swings his sword at Treece with a shriek. Slicing into her arm and yelling with surprise his eyes widen at his success!

But this goblin offensive is VERY short lived as Aliana steps back as Treece steps in and casts a sleep spell... All four goblins are sawing logs faster than you can snap your fingers. The bodies are all searched after the snoozers are dispatched and some warn and dirty silver talons are discovered. The weapons and armor though are of little use...being of goblin manufacture.

Treece's wound is bound but nothing more can be done...

Next chapter: "BIG goblins? Uh oh..."
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by jfall »

Session 5

Aliana: Female Elven Mage Lvl 1
Eleanor: Female Elven Ranger Lvl 1
Grog: NPC 1/2 orc fighter (what else? Wink ) Lvl 1
Treece: NPC female human bard Lvl 1

*First off I'd like to apologize for that last posting. It was sloppy and rushed. Poor showing indeed.

A couple of handy terms...
Money:
Gilder (1gp)
Talon (1 sp)
Bit (1 cp)
Most transactions of the daily sort are conducted utilizing Bits. While the place sees its fair share of merchant traffic, the Keep is not a locale swimming in wealth....yet. ;-)

And now, on to our story.

Grog holds a torch while Treece wraps her injured arm. Meanwhile Eleanor slowly and quietly ascends the stairs to the north while Aliana stands guard at the foot...peering up after her friend with no small amount of trepidation.

Approaching the door, Eleanor hears the squeal of what sound like pigs beyond the thick wood. Pressing her ear to the door further reveals some scuffing noises as something (or things) move hurriedly about the space beyond. A crash and some muffled voices reveal that there's more here than meets the ear.

A keyhole avails a small amount of observation and Eleanor spies the back of a large armored figure...a tattered crimson cloak swung over one shoulder. Patience pays off and the figure moves... revealing a larger rougher goblin looking creature. Mottled green and yellow skin, with coarse black hairs protruding over all creates a rough tableau of a face with two deep-set dark eyes setting low beneath a jutting forehead. Dark braided hair is swept over one shoulder as the beast speaks to someone unseen.

Eleanor slips back down the stairs as quietly as possible and informs the others of what she has observed. A plan is quickly constructed (mostly by my 7 yr old) where they will lure the beastly occupants out into an ambush by speaking as goblins. They will claim in loud voices that they've found some type of treasure and gain their attention by throwing some of the javelins against the door.

Each of the party takes their predetermined positions in the goblin's room. Grog and Treece knock over the table to use as cover while Aliana uses the emptied water cask by climbing inside and barely propping the lid open in order to cast spells from hiding. Eleanor takes position behind the barrel of javelins in the corner...after drawing the attention of the inhabitants upstairs.

"Klunk! Thunk"... the javelins strike the door as planned and Eleanor yells out as shrilly and coarsely as possible in goblin "Run! Quickly...hide the gold. We don't want THEM finding it!"

Ker-klunk announces that a bolt has been thrown and Eleanor scurries for the cover of her barrel. Hob-nailed boots and heavy torsos create a ruckus as more than two of the creatures come down the stairs... Around the corner appears at first the tip of a broad sword followed by a muscled ham-sized mottled fist. "Where you? Where gold?" precedes the armored beast and his two friends as they step around the corner...grinning.

Aliana takes the moment of hesitation and casts a sleep spell from within the empty cask. This is the signal that the others were waiting for as they spring up and fire arrows and throw javelins. Howling in surprise, the three horrid monsters never had a chance.

Pierced by two arrows the leader goes down as the sleep spell takes hold. One of the others lies down for a peaceful slumber as well...but the other seems un-fazed (she only rolled enough on 2d4 to affect just the two) and he howls in goblinoid "Elves! Invaders! You be nasty Elves!"

Reaching down he grabs hold of the expired leader and powerfully lifts his limp body by the braids and retreats up the stairs... the body clunk clunking along behind him.

Breathing a sigh of relief, the group takes stock of the situation and decides that they should press their advantage. Eleanor again moves quietly up the stairs and peers through the keyhole, only to see that some type of large piece of wood has been thrown across the door, blocking both her view as well as entrance to the room. She runs back down and tells the group.

Grog nods knowingly...smiles, and reaches down and grabs one of the large war axes dropped by the armored giant-goblins. (These of course are hobgoblins, but the girls have absolutely no experience with these creatures and can only assume that since they speak goblinoid that they're somehow related.) He looks to the women and says "follow" as he ascends the stairs, axe at the ready.

Spitting on his hands, Grog then raises the massive weapon and brings it crashing down upon the door, just above where the handle is located. The rest of the group watches apprehensively from further down the stairs.

After a few moments of mighty effort the door splinters in one spot...enough to allow an arm egress. Grog smiles over his shoulder in triumph just as the first arrow whizzes through the opening from the other side. It catches Grog smack in the belly with an evil "Thunk". The air is driven from his chest with the force of the blow and he doubles over.

Aliana screams and rushes up the stairs after Eleanor to help clear Grog from the field of fire. Another arrow streaks through the newly formed hole in the door only to glance off the wall above Eleanor's head. She ducks and curses through the opening..."You'll wish you'd died for hurting our friend." (my daughters don't take kindly to people hurting those they like apparently. ;-) )

Grog tries to stand back up in order to make it down the stairs just as another arrow yet again shoots forth. This one catches him high on the shoulder, piercing nearly straight through. It spins him with the force and he falls with a clang of metal armor and a groan.

Treece has meanwhile rushed into the golin-room, grabbed the rough table and run up the stairs with it as a shield. Eleanor and Aliana follow closely and grab the prostrate form of their friend Grog. Once they've cleared the bottom of the stairs they shout for Treece to follow.

They make a quick retreat from the Caves of Chaos with their injured comrade in tow. Eleanor checks on Grog and knows that any more movement will likely kill the stout warrior. Treece confirms this and says that w/out treatment he'll die.

(This REALLY upset the girls. I'm not into this game to shatter dreams so I allowed Eleanor to do an herb check in order to find something to stabilize him.)

Eleanor remembers that there's an herb called King's Cross that's renowned for it's blood clotting properties. She describes it for the others and they spread out in a desperate search. Aliana finds it first and she shouts (I made a wandering monster roll w/ that btw, came up nil.) and quickly returns w/ a fistful of the herb.

Crushing it and mixing it with some water, Eleanor applies it around the two shafts just in time. The flow of blood slows...and eventually stops. Grog's breathing is still very shallow but it evens out a bit and convinces the others that he can travel.

They strap him across 'Ja', Eleanor's horse and hurriedly make their way in the darkness of the night down the forest trail towards the Keep.

Checking on Grog constantly the journey takes longer than it should but they eventually reach their destination just as the sun is rising. Hailed by the watch they identify themselves and gain admittance through the night doors. The sergeant of the guard surveys the damage with a trained, battle hardened glance and tells them to make straight away to the chapel and Father Kerin. A younger guard offers to run ahead and awake the priest.

A bleary-eyed father awaits them at the open doors just as the sun comes up. He looks over the pale 1/2-orc and shakes his head.."He's lost a lot of blood...I don't know. I just don't know." (this more for suspense really...) But nonetheless, he guides them all to a back room and directs them to different jobs. Aliana he tells to run and get fresh water, bandages and a bunch of labeled herbs off of his shelf in his room. Eleanor he has describe who it was attacked him... He mumbles "Hobgoblins" when she describes the assailants.

After some tense moments and much casting and chanting, the father announces that the warrior will pull through. He drops the barbed arrow heads into Eleanor's hand and says "Only the cruelest creature will use such a weapon. The monsters must not be allowed to thrive." All three women swear at one time that they shall avenge their comrade.

Grog will be laid up for at least a week as his wounds heal. This allows the friends some down time to restock and figure out their next steps...

Next: A short respite from the Caves of Chaos. OR, A hunting we shall go.
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Mike D.
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Post by Mike D. »

These are great, and I love your writing style here. I hope to get my 5 yo son to play soon.
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Post by Maliki »

Another fine entry, :bigthumbsup:
Making slackers look like overachievers since 2004

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Post by jfall »

Sessions 6

Hoy all... I've been slacking. Apologies. This next entry might be a bit "lacking" in detail due to the inadequacies of my memory. ;-) So let's get down to business shall we?

Aliana: Female Elven Mage Lvl 1
Eleanor: Female Elven Ranger Lvl 1
Grog: NPC 1/2 orc fighter Lvl 1
Treece: NPC female human bard Lvl 1

Downtime with the elven friends doesn't sit well and after a good night's rest they hunt down a reluctant Treece at the Traveler's Inn and gather a few supplies in order to go and visit Farmer Gump. On the way out Eleanor decides that a pony might be a good idea and she stops by the stables looking for a good deal. She finds it in a stocky 14 hand trail pony named Ja.

So once negotiations are concluded it's off down the road they go. The journey is a bit miserable though due to the cloud cover and the drizzling rain that seems to just seep from the leaden skies. By the time they reach the Gump farm everything is wet. The horses are miserable and the travelers themselves aren't too keen on a hike through the woods.

But, after a brief hello to Farmer Gump and his family, it's into the woods they go nevertheless. Darkness is an issue for Treece under cover of the woods and as they get closer to the lair of the trapdoor spiders the murk deepens with the webs that run overhead. The steady drip drip of water falling from the webs accompanies the soft foot falls of the adventurers.

Eleanor watches the ground carefully in an attempt to pinpoint the lairs themselves. Her keen elvish vision soon picks up camouflaged webbing that spans out as trip-lines from the holes. She slows and holds a hand up in order to halt the others. She and Aliana pick their way around the trip wires while Treece covers them with her javelins.

It is then that the smaller spiders descend quietly to attack. Landing on backs and shoulders, the group erupts in shrieks and flailing limbs in an attempt to rid themselves of the poisonous pests. The soccer ball sized arachnids scurry about trying to pierce armor and inject poison.

And in some cases they succeed, but the women have high enough constitutions to withstand the fairly weak toxin. (well rolled saves throughout) Minor damage is sustained while 6 of the smaller carapaces now lie at their feet.

"Phlump!" The vibrations have attracted one of the trapdoor spiders, as it rushes from it's hidden lair, 8 inch fangs extended. It's huge hairy black bulk is unbelievably fast, and it quickly closes the distance on a back-pedaling Eleanor. Piercing her armor with a lunge of it's scimitar-like fangs it injects her with a strong paralytic. But her elvish physiology fights the stuff off.... (yeah, she rolled a '20' and nearly screamed.)

Aliana quickly figures out the distance and casts a sleep spell on the beast, causing it to collapse to the ground in a deep slumber. The women quickly dispatch the horror and turn just in time to face the other LARGER spider who's somehow creeped forth undetected!

This monstrosity acts with more intelligence than any spider is naturally endowed. (I'm using an intelligent variant...progeny of an ancient intelligent race of arachnids... there's more to this. You'll see...) Aliana again casts a sleep spell attempting to put the creature into deep slumber, but the spider resists (she rolled a total of 2 on 2d4...oops, bad dice, BAD!) and advances cautiously, forelegs waving menacingly in the air.

Treece scores first with a solid strike of her javelin. This is followed by Eleanor, who sinks an arrow nearly to its quills in the hairy carapace. Hissing erupts from the spider and each swears that there are sibilant words buried within the sounds.

Aliana then leaps forward bravely in an attempt to get close enough to catch the monster in a burning hands spell. It works and the spider rears up in obvious fear as the flames scorch and curl the hairs of it's thorax. This might just have been a feint by the spider though as it speeds forward on just it's rear legs and falls upon the unarmored elf, Aliana.

But the young elf is just too quick as she drops and rolls to the side, the black poison hisses on the leaves where Aliana just stood. More arrows and a solid strike from Treece with her rapier ends the fight. The monster shudders to the ground, legs folding up under it.

With the death of this last monster spider though, the smaller spiders in the tree-borne webs suddenly go crazy, rushing back and forth with obvious distress. Treece looks on and suggests that they take their leave while it's still possible. The other two agree and they all quickly retreat back to Farmer Gump's farm.

It's nearly dark so they decide to "hole" up here for the evening and are again treated to a warm welcome and meal. During the dark of the night the rain stops and with this comes the vicious barking of the two large farm dogs. The noise rouses Farmer Gump as he rushes towards the front door, cinching a worn sword belt around his waist. Mrs. Gump effortlessly strings a large hunting bow and gets the children to close the shutters.

As the front door is swung open, the sounds of goblin's screeching laughter and the smell of smoke drift by on the wet breeze. The farmyard is seemingly swarming with goblins and the center of attention seems to be the barn which is now blazing away warmly. A small knot of the menaces dance and caper in the flickering light.

Next... "Fish in a barrel"
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by blue slaad »

jfall, this is just the beginning. I started my oldest, then five years old, on 3.0e, and now I have all three interested and gaming on a semi-regular basis (school frequently interrupts). Who knows, someday one of your girls may say "I want to run you through a dungeon, dad!"

Playing DND got my second boy into reading, when nothing else did.

Keep having fun!
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Post by jfall »

Session 7 (or there abouts...)

Aliana: Female Elven Mage Lvl 1
Eleanor: Female Elven Ranger Lvl 1
Grog: NPC 1/2 orc fighter Lvl 1
Treece: NPC female human bard Lvl 1

Again, apologies must be extended due to the lack in upkeep on my part.

Nevertheless, on with the show.

The two dogs, bred to guard the stead, leapt from the porch, low growls emanating from their throats. As they streak across the intervening distance, the goblins in front of the burning barn take notice, nock arrows to bows and draw a bead on the hurtling dogs.

6 arrows speed forth in the night. 3 strike home. One of the large mutts goes down, skidding in the dirt while the other tumbles with a shaft in its shoulder. A yelp and a whine announce the injury. (The girls were very upset at this... and rightfully so. I wanted to paint an ugly picture of these little terrors and couldn't think of a better way in which to do it.)

Treece and Eleanor answer the fusillade with one of their own and two goblins go down in the exchange. Farmer Gump runs to the injured dog as more goblins descend on the downed animal, hooked blades glinting in the firelight. Gump's eldest son also runs to join his father as Mrs. Gump and Eleanor cover them from the porch with their bows.

Treece yanks her slim rapier free and sprints with Aliana into the yard in order to protect the struggling farmer and his son. Ferocious hand to hand combat breaks out as blades clash in the capering light.

In the end, 8 goblin bodies lie in the dirt as the remaining 4 or 5 scamper out into the black forest, yelping and squealing goblin curses over their shoulders.

The only casualties are the farmer's eldest son (an arrow in the shoulder), and the dogs. (one dead, one injured) A burning barn vulcanizes the survivors into action and they hurriedly draw water from the nearby well and set up a bucket brigade in order to stem the flames and save the house. After several hours of hard labor the fire is finally contained and the group dejectedly stand looking at the blackened ruin of the barn. (looting the bodies produces a few silver and gold coins as well as some kind of a tarnished and obviously old pewter flask.)

No livestock had been lost in the fire thankfully, due to the youngest son's quick wits and brave actions. And yet, the timing of losing the building couldn't have been worse. After a brief rest the adventurers swear to take the fight to the goblins and take their leave.

On the way back to the keep, the subject of the pewter flask comes up and Treece (a bard) says that she's never seen its like and that it looks quite ancient. The trip itself is quick and nothing untoward occurs, but once back the group decides that they need to figure out what the flask contains and where it might have come from. For quite obviously, it is not of goblin manufacture.

The first stop is Father Kerin at the chapel to check on the status of their friend Grog. He is well, sitting up in bed and eating like a horse. Father Kerin exclaims that it must be the orcish constitution that allows for the accelerated rate of healing. Grog grins and nods in agreement while stuffing his mouth with a leg of some roasted bird. Acting on impulse, Aliana shows the good father the flask and while the father agrees that it is indeed old, he doesn't recognize the manufacture nor its liquid contents at all. But he does suggest that they go and speak to the guild master, for his knowledge of such things might encompass older items such as this.

A farewell and a promise from Grog to stay abed for at least another day and the girls are on their way to visit the Guild House. They are met at the door by two dusty and obviously well off gentlemen who escort them inside past the guards. (These are traveling guildsmen interested in the status of the road...they are reporting back to the city with their findings but stopping of first to slake their thirst and check in on the remote chapter house.)

Run by the corpulent and obviously quite foreign Balabar Smenk (yes yes... I know, but I just loved that name.) the Guild House is a study in efficiency. They are met soon after walking in by one of the lower guild members and told that guild master Smenk is available at the moment and can meet with them if they wait but a moment. They move over near the fire to warm their hands.

A rumbled greeting startles them from their reverie and they turn to lay eyes upon Balabar.... in all his glory. He greets them affably enough but barges right to the heart of the matter. Understanding that they have something to show him, he asks to view the item. He nods as he turns it in his hands, un-stoppers it and says that he does not know the contents but that the workmanship on the vial itself appears to be old dwarven.

Is this perhaps for sale? He asks next. The two elves say that no, it is not for sale and Balabar smiles wanly and states that they are perhaps lucky in their choice of timing, for a young sage has just stopped through with a passing caravan and is staying the week with his employer here at the guild house. If they care to come back the next day, Balabar says that he'll be happy to set up a small meeting. Oh, and by the way, the tax for bringing in goods to the keep is expected upon entrance. He levies the tax and collects a couple silver. (I told them that he estimated the worth and they were skeptical but not in a position to argue.)

The next day they meet Thomas, the young sage from the big city. He is on a fact finding mission regarding a treatise he has written and submitted to the Sage's guild in the city. Convinced that there was a strong dwarven presence in the area that was driven away, he's come looking for proof. Once he was told of the flask, he was overjoyed and more than willing to give as much information as he could. (this is a tie in with the Cave of the Unknown on the B2 maps)

Seems that the flask is indeed from the area and is an artifact left over from a branch of a royal family that started a mining endeavor north and east of the Keep as far as Thomas can tell. Pewter and silver were the main products and were mined in abundance for a good couple of decades. But all records are then completely void... the dwarves just vanished. (I'm tying this in with the advent of the temple of chaos in the Caves of Chaos and specifically with area 51 on the map.)

Thomas identifies the potion as some type of invisibility draught (He's a 3rdl level wizard...). For the service he asks for a favor in return. Rolling out an old map of the area (the course of the river was a bit different and the Keep is obviously missing) he points to a marking on the map and some writing in Dwarven. This, he says, is where the mines were located. With this, Aliana and Eleanor glance at each other and say that indeed they've been in this area and that they just battled and overcome some horrid spiders in just that spot.

The young mage is excited and says that what he's looking for is probably a cave mouth or two... maybe mine shafts. They might be caved in with age or they might be just depressions in the ground but some sign would certainly still exist. Eleanor says that indeed there are holes in the ground out there...and that the spiders had taken up residence in them and used them as homes. Now that they are vanquished the holes can further be explored and it is this that Thomas excitedly says will constitute their service to him.

Mapping and a few artifacts would be the absolutely incontrovertible evidence that he's looking for. The elves agree and say that they would be happy to return to the site and check the "holes" for some clue of Dwarvish inhabitance.

Next: "Return to the Spidey Holes"
Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

Lewis Carroll
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Post by Silveredged »

can't wait to hear more!

I'm hoping I can get at least one of my sons to game (provided he does his chores first!)

...my sons are 5 and 10... it's going to be hard to get them both to play at the same time, but even harder to play separate! They got ruined with video games, methinks... lack of attention span and too much "instant gratification"...

So you say your sessions last about an hour? You pack quite a lot into that! Bravo!
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Re: Kids, C&C, and an old favorite

Post by Black Vulmea »

I'm continuing to enjoy this very much.

My daughter (who turns four this weekend) and I were playing outside the other day - she pointed to the trees in the yard and said, "Daddy, don't go into the dark forest! It's full of CREEPY BEARS!"

She's going to be so ready for gaming . . .
On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that's far enough...it's a good idea. If you can picture a Larry Elmore version...it's far too mundane and boring, excise immediately." - Kellri, K&K Alehouse

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