Mesa Old School Gaming

The Role Playing Session
Gold is my Charisma

The adventure starts in Taylor’s Ferry the party attempting to track down the Corrom, the man mentioned in the dead Skarn’s letter. They have also ran into an old acquaintance, a half elf druid. (Note: I can’t remember Daniels druids name)

The party travels to the Laughing Crone, a rickety dockside tavern, with a dirt floor, a bucket of watery ale, and a rough crowd of barge workers. Once inside they soon identifies Corrom. Nettles seems dead set on being the center of attention, and a elven sorcerous who flirts and dances on table becomes just that. And Pog in an attempt to convert some true believers starts buying rounds.

With Nettles providing a distraction Harleck approaches the Corrom says the code word and suggests they meet outside. Corrom seems worried and grabs two burly men to go with him. Once outside Gondolin, Hadron, and Falca follow as Roger and Pog stay to keep an eye on Nettles. Just down the river under a tree far from prying eyes Harleck attempts to get info out of Corrom. This is when the party realizes they had sent a dwarf with a 6 charisma to be their “Faceman”, sure they have a paladin with an 18…..

Corrom insists he is just a messenger, has no idea what the key does and just needs the 50 GP promised for its transport to Arden for his family. Harleck soon convinces Corrom to give him the details of what he was supposed to do with the key in exchange for 200 GP, Harleck, reluctantly gives them over.

Armed with the knowledge they need to find the Dancing Darkness in Arden to exchange the key for 50 GP and maybe determine what it does they travel onward. Several unefentful and rain filled days later the reach Arden.

The party is carrying Thaeten artifacts, and they know these are illegal to poses or trade without a permit, decide to separate and go in two groups. One without artifacts and with the paladin. The other with artifacts and without the lawful good characters. The shady group elect The high charisma Druid as their spokesman, but unfamiliar with city ways he draws some suspicion to the party but they are eventually let in. The other group gets in no problem and Falca as a noble is even allowed to ride his horse in the city.

The part spends the rest of the session exploring the city, and tracking down info on the Dancing Darkness. Roger also finds time to sell the Thaeten artifacts he pocket from the temple unseen by the party to the Veiled Mages. Falca arranges a meeting with a noted mage, Voorim the Half Elf, a man who is reported to know much about Thaeten Artifacts. Voorim agrees to meet the party but can’t meet for two days.

The session ends with the party planning to get a good nights sleep and then meeting the buyer of the strange falcon key the next session.

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Profit over Piety
This Ole Key Might be Important

The adventure starts with the party bracing themselves as a new danger charges out of the darkness orcs!

The dwarf has recovered and him and the elf here the sounds of battle and join the party just in time as 20 orcs with shaved crimsion painted heads rush the party. With the help of the dwarf and the elf’s bow, along with party members who are slowly becoming unparalyzed the party quickly defeats the orcs.

Investigating the hallway from where they came they find the orcs had barricaded themselves in and judging by the stink and cannibalized corpses had been there for some time traped by the ghouls. The party also find the eaten remains of a human priest, and in his discarded possessions a letter. (See wiki Skar’s Letter).

At the other end of the hall they find one of the storage areas has a shimmering magical wall that they cannot pass through with a humanoid shape behind it. Roger covertly uses the ancient holy symbol he looted from the bed chambers when the party wasn’t looking and this dispels the magical wall.

It reveals the humanoid form they saw was a human priest, but when the wall dispels he begins to age rapidly ding before their eyes. On his corpse they discover a key made of strange silvery metal with the symbol of a falcon cut out of the handle. The room is also full of grain sacks, unaffected by the passage of time.
The party tries the grain in the cupped hands of the carved doorway and this works and the door opens.

The doors open reveling a bare stone temple, but as soon as the party sets foot in the temple it transforms. The walls and columns become vibrant with color; depicting flowing wheat fields, cloud filled skies on the ceiling, vines encasing the columns. The party is more attracted to the altar, as it appears to be studded with large gems. With the rest of the part too cowardly to approach Claude and Nettles move into the room to investigate the altar.

Claude soon begins to pry gems from the alter and at that point the doors boom shut. Within second a young boy parts the wheat on the wall and steps out of the wall accompanied by two goats. The boy chides the party for desecrating the temple of his mother, especially the clerics and paladins. Then the two goats swiftly transform into 8 foot tall man-goat beast with curved swords and attack the party. Nettles and Claude are quickly brought down, Roger climbs a pillar to hide, and it is up to the rest of the party to take out the weird goat men. They succeeded thanks to some lucky rolls and Gondolin using color spray to temporarily blind one.

After the goat men die and fade away, the temple follow suits and returns to dull grey, the gems in the alter nothing but clear glass.

The session end with the party double checking the complex for any missed treasure and the returning to town.

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Deeper into the Harvest Temple
Whats with the halflings?

They Part goes to the surface to rest a regain spells and the next morning the Drunk trapper comes by too check on them and has two new companions in tow, an elven necromancer called Nettles and a human cleric Claude. The Dwarf has fallen ill after the poison snake bite he thought he had saved versus made him sick overnight he is left on the surface and watched over by the elf. (Note: This was back when we tried to justify party absences and addtions)

The adventure starts with the party investigating the mysterious well. After a few test they determine the well is magical and its water soon heals them of all of their damage. They continue further into the complex and find some abandoned quarters that look like they once held monks, inside these quarters they find some treasure and an old priest scroll. They then return to the carved doors and fool with them for some time trying various items in the cupped hands, but nothing will seem to budge the doors.

They then go back to the first room and travel down a different corridor. Here they discover several large storage rooms. They also encounter several gaunt undead creatures. Unfortunately for them the dwarven fighter with the undead killing sword has returned to the surface. A battle ensues and is hard fought as the evil creatures turn out to be ghouls and paralyze most of the party in their initial attack. Again both roger and Pog are paralyzed in the same square and fall on to one another in the second Halfling love pile in a row.

The fighting goes bad and only Falca and Nettles are left standing. Falca stands his ground surrounded by ghouls who cannot penetrate his armor. His luck appears to run out when he fails a saving throw, but his god gives him a chance to reroll the saving throw, but if he fail he will die. He succeeds and manages to defeat the remaining ghouls with the help of Nettles bow.
The session ends with the two catching their breath and trying to revive their companions, but they suddenly hears a commotion and a battle cry rise up from the darkness of the corridor and many booted feet coming towards them.

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2e Dungeon Crawl (The Pilot Episode)
If an Orc Digs a Hole in the Woods Does Anyone Care

Like all good adventures this one starts in a tavern. Falca, Hadron, Roger, Pog, Gondolin, and Harlech are in The Ferryman’s Rest (Note: I could not remember the actual name and it is not in my notes) in the village of Taylors Ferry. This is a small village on the banks of the Nollan River that serves as a stopover for those traveling between Arden and the Eastern Kingdoms. The party is heading west to seek adventure and wealth in the frontier city of Arden.

The Party has settled in for another night of removing the dust from the road with some local beverages, but can’t help over hearing a local trapper deep in his cups claiming to have seen orcs digging in the hill across the river not more than a few hours ride from town. Intrigued by why orcs would be digging so close to civilization the party haggles with the trapper and he agrees to take them to the place, but wants 25 GP in payment.

The next morning the hung over Trapper takes the party across the ferry and up through the hills eventually leading them to some dilapidated and overgrown Thaeten ruins. The party sees a fresh dug hole in the earth and promptly investigates, but only after working a deal with the trapper to take their horses back to down and come back the next day.

After climbing down about 20 feet they find themselves in a large underground room with three exits.

Choosing a tunnel they soon find a large room with some old gears and ruined machinery, as well as a large bronze cherub face set into the far wall. Next to the face is a lever. The party at first chooses to ignore the lever, but curiosity gets the better of Rodger and he pulls it. This opens the cherub’s mouth and lets in a rush of water. Caught up in that water is half dozen angry snakes! The party quickly dispatches them with and only Harlech is bitten, but makes his save or die roll.

The party continues on exploring finding more abandon machinery, a toilet and sewer system that they don’t enter, and eventually a large carved bronze door. The door depicts Jahnnaina accepting an offering from some worshipers her left hand is cupped and comes out from the wall. The party determines the door is probably trapped and heads further into the caverns.

The party finds another room with a large table, but disturbs a flock of striges, they soon dispatches them but are weakened slightly by the blood suckers.

The party then enters a strange room with a well in its center and the stone walls carved in the shape of satyrs. The party investigates the well and the carved stone satyrs animate and attack. This scatters the party as they flee down different corridors. A great battle ensues and the party soon realizes only magical weapons will hurt the creatures. Hadron uses a potion of gaseous form to escape, Falca falls back and seeks the aid of the Halfling, but then both Pog and Roger are brought down by the beasts. The party has a good laugh because Pog and Roger both get knocked below zero HP in the same square so effectively fall on each other. Many accusations fly about what the Halflings are up to laying on each other. Gondolin comes to the parties rescue using his magic arrows to slay the beast as well as a few well placed spell.

The adventure ends with the party victorious and lucky Gondolin getting some pats on the back.

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