The previous adventure:
http://www.goodman-games.com/forums/vie ... php?t=1333
Here is the current party:
Nightwing is playing Greyson. He is a 3rd level human ranger.
JediWife is playing Alura. She is a 2nd level fighter (archer).
Ragnar1965 is playing Madriel. She is a 2nd level witch (cleric/magic-user) class we pulled from one of the Crusader Magazines.
The Set Up:
With the Black Pearl in the hands of the party’s patron, Jonas the gnome gem-merchant, they leave PortTown and return inland to the village of Dundraville. Gurt the Hobgoblin who really has no one else to turn to meets the party again on the road back. With a bit of whining they allow him to tag along as a cook and general laborer.
Upon arriving in Dundraville, Nightwing pledges to find a large red cloak for Gurt to wear for two reasons, to conceal the fact he is a hobgoblin, and to be able to call him Gurt Red Shirt. NightWing has definite ideas on how to remove the new follower it seems.
They returned to Dundraville to since it was on the way to the druidic farm commune Fairweather. The druid they met at the Druid’s Circle near the small village named Sheryn-ella had invited the party to visit upon completion of the quest to defeat the ogre who had been threatening Dundraville. The townsfolk told the party Fairweather is about three days travel north beyond Lake Dundrae. So off they go.
Three days later the PCs encounter an injured man on horseback. He explains about the crazy ogre ahead who attacked his wagon train and as far as he knows killed everyone but himself. The party asked for more details so I embellished. It seems the Dundraville ogre wasn’t the only ogre working the extortion racket. This ogre, know as Logbrag, has been running a “shake down” for several years quite well. He would charge travelers on this stretch of road coin or livestock to pass by unmolested. The merchants and regulars at first were outraged by this but paid grudgingly until they realized ol’ Logbrag insured no bandits or other riff-raff ventured nearby. The druids in nearby Fairweather came to an understanding with the ogre as well. He could go there for healing and they would not pay a toll to travel on the road.
The merchant told the party how Logbrag would sit on a pile of rocks near his cave by the road and wait for travelers. However, this time it was different. Ol’ Logbrag came racing out of his cave waving his club screaming like the devil was right behind him. The ogre looked plagued as well. He had open sores oozing puss all over his body. It was frightening to behold. The merchant’s two guards attempted to intercept the ogre and were beaten into bloody pulps. The ogre brained one of his two wagon hitched horses. While the merchant quickly unhitched the second horse his servant leapt from the wagon and raced back down the road towards the druidic farms. The ogre continued to rain blows upon the horse as the merchant fled. As he looked back, Logbrag had the dead horse on the ground and was still striking it with his large club and screaming.
The merchant tells them the road ahead is certainly not safe to travel and they would be fools to continue. “Come back with me to Dundraville where we can get a group together to fight crazy Logbrag.”
Not a chance. The party says they will look into it since slaying ogres is becoming their specialty.
And thus, Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho begins!
More to come.