Saturday, April 11, 2026

Gygax & Greyhawk Session # 74 - The Upper Tower

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 7) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
Chanee (Human Paladin 5)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time

Wealsun 9 (early morning) to Wealsun 12 (morning) 


The party returns to the The Unicorn & Tankard and settles in to rest, recover spells and heal up. Having taken quite a battering , the healing part took a few days. They also are accosted by the three wizards who hired them, who interrogate the party about the state of the job, including their individual "side quests". The scoundrel Tullintot takes to opportunity to charm Goro into making sure the party turns over the spellbooks when found.  

On the third day, the party returns to Asflags tower to rescue their petrified companion. They climb the wall, enter the towers servant entrance, and move swiftly through the entrance hall with the brass snake chandeliers, and back to the landing on the second floor. Where thankfully Chanee still stands, Goro and Skeef open up with a barrage of dispel magic. But alas none are successful on the paladin. So the party retraces steps, heads to another inn (to avoid the attention of their wizardly employers) to rest up and memorize more spells. And once more return; and this time is successful in bringing the paladin back to flesh and dispelling the petrification trap on the door as well. And the charm person on Goro. 

Beyond the door is Asflags circular library, stuffed with long curved lines of shelves loaded with books, scrolls, and tablets. The party proceeds carefully using find traps and detect magic to wend their way safely towards the centre, where lies two large tombs that appear to be spell books. Both are trapped, so Solcha carefully slips them into sack to investigate latter. Goro likewise wipes clear a shelf of volumes on the lower plane; for research purposes of course. 

Having looted the library, they head up the stairs to the next floor. This passage is interrupted when Solcha notes a strange green worm crawling up Goro's leg. She flicks it free with her sword, and the critter wiggles away like greased lighting. Vermeology complete, they reach the top of the stairs and enter the wizards laboratory. At the center, above a pentagram of silvery powder,  swirls a vaporous mass of dark ashen grey. Out of which stick a a pair of legs. Asflag, or part of him, presumably. Chanee helpfully informs the party that this thing is Evil. The party concurs. Solcha checks the pentagram, and a quick glance suggests it is intact. Feeling confident they can leave this thing in their rear, they party proceeds to the trap door in the ceiling which leads into Asflags bedchamber. They see right away the carpet of flying, crystal ball, and a chest. Which they pop open to find a fortune of gems, gold and platinum. But looting is interrupted when an octet of gargoyles burst through the (curiously unseen from outside) windows and attack. The battle turns in their favor by a tried combination of spells from Solcha, blades from Goro, Chanee and Baqua, and a stink cloud from Skeef (who transforms into a giant skunk). 

GAINS
carpet of flying [6x9]
crystal ball

400pp

1100gp 

Black Opal (1000 gp) Black Pearl (500 gp) Black Star Sapphire (1000 gp) 2 Bloodstone (50 gp) Bright

Green Emerald (5000 gp) Carnelian (50 gp) Citrine (50 gp) Deep Blue Spinel (500 gp) Emerald (1000

gp) Eye Agate (10 gp) Freshwater Pearl (10 gp) Golden Yellow Topaz (500 gp) 2 x Iolite (50 gp) 2

Jade (100 gp) Jasper (50 gp) Jet (100 gp) Lapis Lazuli (10 gp) 3 x Moonstone (50 gp) Obsidian (10 gp)

 2 x Star Rose Quartz (50 gp) Zircon (50 gp). [10490gp total gems] 


KILLS/VICTORIES
4 gargoyles 

LOSSES
None 

   

Friday, April 3, 2026

Gygax & Greyhawk Session # 73 - Stone Paladin

 DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 7) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
Chanee (Human Paladin 5)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Wealsun 8 (night) to Wealsun 9 (early morning)


Moving on, the party finishes their exploration of the basement with a tromp through the wine caller. There they encounter wine, webs and an ettercap which is soon destroyed. When additional detailed searching fails to find further areas to explore, the party moves up to the main level. There they find Asflags ballroom, a massive room with space for  hundreds of guests. Surrounding this central area are a series of utility spaces such as storage, powder rooms, and a cloak room. In the cloak room, Goro fiddles about with the cloak pegs and finds one is actually a button. He presses it, and with a mechanical whir and grinding of stone, half the room floor starts to descend. Everyone hops on and it lowers them 50' to the end of a long tunnel. This is followed to  the end, where a narrow circular staircase twists upwards. At the top is a trapdoor, which initial efforts cannot open; it feels like there is something on top of it. A second try and it flies open, leading the party into the centre of the rock garden which they noted on their earlier stroll amongst the flower beds. They are somewhat startled when the largest rock starts moving and tries to roll over Solcha. The elf dodges, and she and the rest of the party decide the return to the tunnel, hearing what they assume is the moving boulder roll over on trapdoor of it once closed. 

There being no obvious way to get the elevator to rise again, they treck back up to stairs to the ballroom. Poking about the stage at one one of the ballroom, they find a violin on the conductors podium. Goro takes it up and starts to play; and finds he cannot stop. And begins to play faster and faster and faster. As the rest of the party desperately tries to break it or wrest it from the clerics hands, Chanee breaks into a dance along with the music. In the end, the paladin collapses from exhaustion, and Skeef uses warp wood to destroy the violin and break the spell. 

Done with ballrooms. the party moves through the double doors at the north east end of the room. These lead into a long entry hall hung with tapestries depicting pastoral scenes. At one end of the room a brass-railed stairway curves up. As the party moves into the room, the hear a faint sound of metal on metal, and suddenly a rain of brass snakes drop from the ceiling. These prove hard to hit, so the party retreats up the stairs. The snakes do not follow, and they find themselves in front of another set of double doors. Chanee reaches out to open them, and as soon as his left hand touches the brass handle, the paladin is transformed into stone! 

The party now faces a dilemma; how to get their now quarter-ton comrade past the snakes and out of the tower. But they can think of no way to do so and still avoid getting bitten to death buy the brass snakes. In the end, they decide to leave the paladin behind, and return when fully healed and re-spelled to recover him. 

GAINS
none

KILLS/VICTORIES
1 Ettercap
1 Fire Snake 
3 Brass Snakes  

LOSSES
Channe the Stone Paladin 



Friday, March 27, 2026

Gygax & Greyhawk Session # 72 - The Beast(s) are Beaten

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 7) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
Chanee (Human Paladin 5)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Wealsun 8 (evening) to Wealsun 8 (night)



... the buzzing man-thing advances on the druid and rewards Skeef with a massive number of bee stings. The party, a couple dozen feet away, turn to assist their comrade and the shambling insect collection is soon dispersed. Checking out the wooden boxes that first attracted the druids attention, they are found to be ordinary bee hives. Leaving these behind, they continue down the pebbled path, only to be accosted by the nearest scarecrow. But finally they make their goal, passing through the flower gardens and up to the tower itself. They circle around to the back servants entrance, where a smear of blood leads up to the door and through a hinged flap at the bottom. 

Entering, the party follows the trail of blood downstairs and through a wrecked kitchen. The blood leads through a partly smashed door, which proves difficult to open due to the half-eaten dead donkey behind it. They enter this next room cautiously, Skeef and Baqua gliding through shadows as the rest of the party turns the corner to get a better look inside. They find a charnel house of mostly devoured bodies, and from a nest of table linen in the far corner leap two sleek cat-like beasts with tentacles growing out of their shoulders. They are slain in a relatively short combat, and the party moves on. 

They next encounter a strange mummy-like creatures to which both weapons and Skeef (transformed into a giant beaver) get stuck. Further rifling of the erstwhile-servants quarters gave them some loose change, and they ultimately end up back in the kitchen and in the adjacent cold room. Apart from various dried and packaged foods, the only thing of note in the room is a covered well from which traces of a ghostly blue light emerge. Uncovering the well releases a swarm of odd flying creatures, looking like a bundle of bristly grey hair with two bulbous glowing eyes and a long tail. These are vicious, and attach to their victim with a bite and then sting with an electrical jolt with the tail. And they keep emerging from the well. Goro swiftly throws the lid back on the well, and the party retreats from the room before getting overwhelmed. 

GAINS
300gp
Silver Holy Symbol of Trithereon [25gp]
86cp

KILLS/VICTORIES
1 Scarecrow
2 Displacer Beasts 
1 Adherer
6 Volts  

LOSSES
none
 

Friday, March 13, 2026

Gygax & Greyhawk Session # 71 - Asflag's Tower

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 7) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Wealsun 2 (morning) to Wealsun 8 (evening) 


The party pokes about for some rumors of adventure, while Skeef heads off to fence the brilliant Helm of Morandril Hath he'd been lunging about since winter. Two items of interest, both linked to wizards, are learned. One rumor speaks of the mage Meldime, who awaits some unknown but mysterious cargo to arrive by ship. But said ship seems to have been lost in fog off the port at Brampton, and he is looking for help to find it.  The second speaks of strange creatures and monstrous killings in the night around the wizardly towers in the Seers District. The party opts for rumor #2, as Solcha wanted to make  contact with locals  mages and learn some new spells anyway. 

And so they find themselves at the College of Wizardry and Thaumaturgistry, meeting with the vertically challenged gnome illusionist Endoc and the frumpy wizardous Mirim.They explain one of their guild, Asflag,  appears to have disappeared from his tower; likely carried off during some summoning ritual he was known to perform. Of no real concern to the College, except now the strange creatures the wizard used to guard and staff his tower have begun to escape and terrorize the district. Which puts the unspoken agreement (to police their own) the College has with her Nobel Brilliance the Countess Belissica in peril.  So on behalf of the College the two (joined now at the last minute by the dandy mage Tullintot), offer the party 2000gp (half up front) plus whatever the can recover from Asflags tower, as payment for dealing the the monstrous menaces inside the lost wizards' abode. The two also offer rewards for recovery of two items Asflag had borrowed and never returned to them; a crystal ball of Endoc's and a carpet of flying of Mirim's. The party mumbles a non-committal answer to this last request, and negotiate 2000gp in value of spell training for Solcha before closing the deal. 

The party scouts the lost wizards' home, finding it to be a smallish tower inside a large walled estate. Noting a smear of blood near the south east corner of the wall, they surmise the electrical security system of which they were warned has failed there, allowing monsters out. And so perhaps it will let them in; and indeed they clamber over the wall and safely get inside. They find themselves in a pleasant refuge, facing an extensive water garden, with formal and vegetable garden leading towards the tower itself towards the other end of the enclosure.  Beginning their exploration, they follow a path past a series of grotesque statues, which spring to life as gargoyles and attack. They slay three, while the other three flee to the top of the tower. Dusting off, the party's next stop is a series of utility buildings along the west wall. They mostly ignore the zombie gardeners and animated garden tools found therein, and head along the path to the tower instead.  Skeef detours off into the trees to investigate some square wooden boxes; and discovers a swarm of bees forming a man shaped monster that buzzes towards the curious druid ... 

GAINS
none

KILLS/VICTORIES
3 gargoyles 

LOSSES
none

Saturday, February 28, 2026

Gygax & Greyhawk Session # 70 - Rescue Successful!

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 6) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 

Date/Time
Flocktime 20 (morning) to Wealsun 2 (morning)


First part of the plan is to get the still convulsing Baqua and her paladin guardian out of Tortage. The pair are booked late in the afternoon aboard a slow barge to Radigast City. With them on the way to safety, the remaining trio bides time until after midnight, then  proceed to the mansion of Lord Fhaylin Jark. Using a combination of invisible sleath, climbing and silence, they break into the lady's bedchamber, unseen and unheard. A trio of female guards stand watch, but web and silence keep them out of the way. They find the young woman chained to the bed, and quickly free the terrified captive. She is taken away by Skeef in the form of a giant eagle, while Goro and Solcha follow with fly spells. Leaving an obscuring spell behind then, they fly out over the Nyr Dyr and intercept the barge with Chanee and Baqua. Careful application of gold buys the captain and crews cooperation and silence, and a day later the party finds itself safe for the moment in the capital of the County of Urnst. 

Along the way, the young woman regains her composure and tells her tale. Her name is Janna, daughter of a Tenha chieftain. Lord Fhaylin Jark had been a guest at their manor and taken a liking to her. When rebuffed, he arranged to have her kidnapped and brought to him in Tortage.  Obviously quite traumatized, she wishes only to return home. Goro makes contact with the local temple of Heironeous, and through their good offices makes arrangements to place the woman under the protection of Her Noble Brilliancy, the Countess Belissica of Urnst.

Their knight errant duty fulfilled, the party settles into  a decent inn (The Unicorn & Tankard) so Skeef can make some local contacts for training. And to decide what to do next. There is still the Orb to be dealt with, but it is still two months until the moons are new and the Ghost Tower appears. So the party opts to settle into Radigast City for awhile and look for means to make some coin and take it a little easy as summer approaches. 

GAINS
none

KILLS/VICTORIES
none
LOSSES
none

Saturday, February 21, 2026

Gygax & Greyhawk Session # 69 - Into the Pirate Den

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 6) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 

Date/Time
Flocktime 17 (early  morning) to Flocktime 20 (morning)



... there came a shout of 'fire!' from one of the crew. There, atop the mast, floats a glowing ball of light. Aftera few moments trying to figure out what to do, Swirir bellows at one of the crew to climb up there and make sure it wasn't actually burning down the mast. Goror intervened and used Baqua's gloves to scurry up there, while Skeef transforms into a giant eagle and Solcha prepares her spells. The thing is not fire, but a ball of glowing light. It drifts away from the mast, then circles Skeef in the sky, before plunging to the deck and  crisping a crewman in a crackle of lightning. The party then turns on it, but neither Skeef nor Goro seem able to strike it. In the end, a fistfull of magic missiles from  Solcha snuffs it out forever. 

The remaining two days to Tortage are uneventful. Swirir though started to suggest he could tranship the party to another vessel, as the do-gooders might not feel welcome in the den of scum of pirates that was the capital of the Principality of Redhand. They also got the distinct impression that the dwarf was afraid they might be trouble for his business. The party opted to stay aboard of course, being intent on rescuing the lady in the cabin, but placated the captain my insisting they'd be getting off as soon as the barge docked. 

Arriving in Tortage, the party disembarked, sending Chanee and Baqua off to the somewhat clean "Mermaids Arms" inn so the halfling could finish her recovery. The other, now invisible, three followed a party of Lord Fhaylin's men who arrive at the docks to pick up the woman. Two figures stand out; a brawny, pirate-y half orc with a pirate band and a female half elf with her own better equip female guards. They carry the still comatose woman up and out of the dock district to a more upscale area close to Prince Zeech's castle. There they enter a respectable house through a guarded gate. 

Skeef turns into a sparrow to scout the windows, and was able to get an idea of the interior. He did note the kidnapped lady is now settled in a well appointed bedchamber, guarded by two of the female guards and tended by a handful of servants. He also observed two other ways into the house; a balcony leading into the Lady's bedchamber and a small hatch at the attic level. Also of note was a conservatory where a captive elf was observed, forced to play for Lord Fahlin and companions; and elsewhere in the house a dark shrine to some god, perhaps the dreaded Hextor who is strong in Tortage. 

The trio settles in to observe all the comings and going throughout the day and evening, and begins to formulate their rescue plans.  

GAINS
none

KILLS/VICTORIES
1 Will-o-Wisp

LOSSES
none

Wednesday, February 18, 2026

Gygax & Greyhawk Session # 68 - Of Hags and Hustlers

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 6) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
Chanee (Human Paladin 5)

Date/Time
Flocktime 9 (early morning) to Flocktime 17 (daybreak)


Skeef changes form into a bloodhound to track the scent, which to no one's surprise leads them to the overgrown swamp at the far end of the island. The party cautiously enters the morass of water, mud and twisted stunted trees, looking for clues of the kidnapper or the missing Levik. They find no clues of the missing sailor, but are jumped by a pair of ettercaps lurking amidst the branches above. Alas, one strikes down Solcha with it's poison bite. Desperate to save their companion, the party quickly retreats back to the beached barge to allow the cleric and druid to rest and pray for the slow poison and neutralize poison spells they need to bring the elf back. 

That done, the party heads back to the far end of the island later the next day, followed by grumbling of the crew about abandoning poor Levik because the elf is more important ...  Delving deeper into the swamp the party hears a subtle splash of water ahead, which leads them to a muddy tunnel half filled with water. Goro and Solcha crawl in first, it leading into a muddy chamber some 30' across and 20' high. The roof is a maze of mud and tree roots, and faint light filter through. A room or cave lies off to one side at ceiling height, accessible by a tattered rope. While Goro climbs up, Solcha goes to get the rest of the party.  In the darkness of the cave, Goro finds scattered debris and bone, and a frightened young woman. She tries to talk to the cleric and approach him, but the cleric drops a silence spell, suspecting a sinister spellcaster. And the woman suddenly turns into a green hag, lunging to attack the half-orc. Down below, the other three are confronted with a wraith-like figure that enters from the tunnel.  

The battle moves down to the main water filled chamber, and after the party is successful in slaying the hag. The other figure never attacks or seems to interact directly with the party, and it just disappears after awhile. The party climbs up to the high camber again, finding loot and the half eaten remains of poor Levik.

The rest of their sojourn on the Isle of the Armiger is uneventful, and a couple of days later repairs are complete and the barge resumes its journey down river. The next day they pass Stoink, the City of Thieves, and two small sailing boats pull out of the pool to intercept. Swirir says they are probably 'customs collectors' coming to shake down the barge for bribes. The party decide they will not be shaking down this barge, but Swirir cautions them to not make it too obvious and/or bloody. Otherwise the dwarf will pay dearly next time he has to pass the city. So the party makes use of a series of hold person spells to immobilize the crews and let the boats drift away on the current. 

The next five days pass without incident, either on or off barge. They pass a wrecked barge with what appears to be 'salvagers' aboard, but they opt to ignore them and continue on. However just before dawn on the 6th day ...

GAINS
40pp
511gp
gems (500gp, 10gp, 500gp, 100gp, 1000gp)
Potion of ESP
Amulet of Proof Against Detection and Location 

KILLS/VICTORIES
2 Ettercap
1 Greenhag

LOSSES
Solcha (Temporarily)