Friday, January 23, 2026

Gygax & Greyhawk Session # 67 - River Adventures

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)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Flocktime 6 (morning) to Flocktime 9 (early morning) 


... Baqua's shout roused the party (and much of the crew). The halfling pointed them downriver, where below the phosphorescent glow of Phostwood itself, there hung in the air over the river a pair of beings that themselves were glowing. Angelic in look, the two drifted slowly towards the barge, ignoring all attempts to communicate. While all attention is focused on the performers to the front, Skeef hears a faint noise behind. Investigating, he notes sign that someone or something had been in Swirir's cabin. The dwarf investigates, and report the pay chest has been looted; all his gold and silver is gone. By this time, the two figures off the bow have disappeared. It all appeared to be a rather elaborate break & enter. But by whom?

The next day passes without incident and they emerge from the Phostwood once more in the open. When night falls, Skeef turns into a mouse to sneak into the cabin to further investigate their mysterious co-passenger. He finds an attractive young women of Flann appearance, apparently in a coma or similar. The cabin itself was non-descipt, but mouse-Skeef did note some bottles that could be potions or poisons. 

Next day "The Hammer" must run the Iron Gates, a narrowing where the river passes between high cliffs. Swirir assures them there is nothing to worry about; just a little more current to deal with for a few miles. But then the barge slams into a new rockfall lurking just below the water. They begin to ship water from the shattered bottom; the crew rushes to staunch the flow, and Solcha enlarges some of the damaged wood to make very temporary repairs. They make it through the Gates, and Swirir beaches the barge on the Isle of the Armiger, a small rocky island just past the Gates. There the crew starts to repair the vessel. Swirir tells the party it will be a few days to make repairs; they are welcome to flag down another passing barge to continue their if they like. But the party chooses to stay, and head off to explore the islet. 

The Isle is long and narrow, with a low ridge running down the center. A small promontory on the western side holds the tumbled remains of an old tower; to the south-east is a tangled swamp. They head for the tower, finding a barely standing lower floor overground with brush and weeds. The shattered bas-relief of an ancient knight guards the entrance. Skeef speaks to a local bird, which reports that a strange creature has recently flown(?) to the tower and has scared away ]everything else.  Proceeding cautiously, the party enters to tower. Inside is more rubble, with the faintest remains of a second floor at the rear. As they approach this, a strange creature suddenly floats overhead. It appeared to be a huge brain with tentacles dangling below it. It immediately drifts down to land atop Baqua. It wraps two tentacles about the halfling, and then proceeds to lash and bite her into paralytic unconsciousness. The party destroys the foul creature, bringing Baqua back from the brink, and return to the barge just as night begins to fall. 

Chanee convinces the distracted Swirir to let him minister the gravely injured Baqa in the captains' tent, which also allows to paladin a closer look at the sleeping beauty. It is confirmed there is no evil or magic at play; the woman is likely under the influence of some poison or drug. So he grabs samples from the bottles Skeef had seen for further analysis/investigation. 

Just as the party and crew have settled in for the night, the air is rent with a scream. Solcha catches a glimpse of something dragging away one of the crew (Levik) before it disappears beyond range of vision, The party girds it's loins and heads out into the darkness in pursuit, making a beeline for the swamp ... 


GAINS
15sp, 12gp

KILLS/VICTORIES
1 Grell

LOSSES
Baqua (Temporarily) 

Saturday, January 17, 2026

Gygax & Greyhawk Session # 66 - Fleeing From Fiendish Foes

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)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Flocktime 1 (morning) to Flocktime 6 (midnight) 


As the end of training time approached for Chanee, Baqua and Solcha, preparations for departure from Redspan ramp into full gear. In addition to laying in supplies and arraigning passage, the party also makes plans so they can get out of town without being noticed by any of their 'suiters'. In particular Polistea, whom they fear the most. However, it turns out to be the cultists of Nerull who make the first move. On a day of heavy rain and mist, the party is ambushed while heading back to their inn. There is but a short flurry of spell casting and attempted assassination (plus an aerial pursuit by a giant eagle-d Skeef), with the party victorious over their black and rust clad foes. They recognize their attackers as the four who'd approached them at the inn with an offer to buy the Opal. Pulling the bodies into an alley, they loot them and then redouble efforts to get out of town. 

The party make it's escape a few days later. Wrapping the Opal in a thick sheet a lead and spells in an attempt to dampen its 'signal', they fly off the inn roof under cover of a mystical fog raised by  the druid. They head out over the Artonsamay River to meet their chosen transportation (the barge "The Hammer", skipped by the dwarf Swirir Orfang), having also booked passage on several other vessels to confuse their pursuers. 

The party is a bit surprised to find they carry, safely ensconced in the skippers cabin, another passenger. The dwarf informs them he is carrying a young women, suffering from a debilitating and untreatable ailment that leaves her in a deep coma, to her family in Tortage on the Nyr Dyv. He waves off all offers of help from the cleric and paladin, saying only she has been seen by the mightiest clerics in Redspan to no available. Their suspicions raised, the party uses a careful application of spells to learn the as yet unseen woman is not charmed, neither she or the dwarf are evil, but that the story he's told them is not quite true. The woman is in fact to be sold to a certain vicious Lord Fhaylin Jark in Tortage, to be his 'plaything'. This of course sets into motion plans to rescue the helpless woman somewhere between here and the Nyr Dyv. 

Near sunset on the second day, they observe a troubling sight on bluff above the right bank of the river.  A band of the fanatical apostates of Photlus of the Theocracy of Dimre stand prepared to execute a group of men. This offends Solcha, and she takes advantage of the low cloud and low light to surreptitiously drop a lighting bolt in the midst of the heretics, killing many and scattering the rest. 

The next day, the barge paseses into the Phostwood. The daylight passes without event. But near midnight, Baqua on watch raises a hue and cry ...  
 

GAINS
4sp, 159gp, 4pp
2x jeweled sword belts [900gp each] 
Onyx Unholy Symbol of Nerull [800gp]
Gauntlets of Swimming and Climbing 
Philter of Persuasiveness
Clerical Scroll - 2/Spiritual Hammer 

KILLS/VICTORIES
Gyarnax Jorth & Forwaith (Clerics of Nerull)
Juth & Syv (Assassins) 
8 Warriors of the Faith 

LOSSES
none

Saturday, January 10, 2026

The Grim Halls (TM) - Session Summaries 21 - 27


SESSION #21

October 15, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 4)

Thunk II (Thief 5)

Chonko (Fighter 3)

Ranthor (Cleric 1)

Ranthor II (Cleric 1)

Cat (Cleric 1)

Zotten (Mystic 1)

Chunk (Cleric 1)


Encounters:     Boarmen (twice)

                        Tiger, Oil and Fire Beetles (lots!)

                        Cockatrice 

                        


Treasure:         None

                               

XP:                  None

 

Notable Moments:  The asthmatic cleric quartet

                                Chonko and the cockatrice; Cat and the alphabet soup 

                                TPK when Zotten stirs up a nest of giant beetles 

                                Chonko saved by his 'return my body to the temple for a reward" tatoo. 

                                Grumli saved by the divine intervention of Buffatuko,


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SESSION #22

October 22, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 4)

Ranthor III (Thief 1)

Gorta (Cleric 1)

Ghille, Pellcox, Worfirth, Morg (NPC Hirelings)

Gump (Linkboy) 



Encounters:     Carrion Crawler

                        Mini-Fire Elemental

                        2 Pit Vipers

                        Gargoyle

                        6 Beetlemen

                        

Treasure:         810sp, 80gp

                        silver bracelet (70gp)

                        Bag of Holding, MU Spell Scroll 

                               

XP:                  655

 

Notable Moments:  Exploding carrion crawler

                                Dead body deadliness

                                Reluctant statue rebuild, and a boon from the gods 


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SESSION #23

November 12, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 4)

Ranthor III (Thief 1)

Gorta (Cleric 1)

Ghille, Pellcox (NPC Hirelings)

Gump (Linkboy) 



Encounters:     Carapace Golem 

                        2 Beetlemen

                        

Treasure:         1200 sp, 500gp

                        Jewelry (700gp)

                        Gems (10gp, 500gp)

                        Treasure Map


XP:                  3070

 

Notable Moments:  Frank, the lost hireling everyone knows

                                Hireling picket line

                                Beetleman / priest standoff

                                Meat for the spiders

                                Treasure Map excitement


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SESSION #24

December 3, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 4)

Ranthor III (Thief 2)

Gorta (Cleric 1)


Encounters:     Crystal Statue

                        6 Fascist Kobolds 

                        Caecilia

                        2 Mantis Men

                        6 Zombies 

                        

Treasure:         Sword +1

                        Sword +1, +2 vs Spell Users

                        600sp

                        Gems (5 x 10gp, 7 x 50gp, 8 x 100gp, 1 x 1000gp)


XP:                  3165

 

Notable Moments:  Ranthor fails his climbing roll

                                Dwarf on a rope

                                Negotiating with Nazi kobolds

                                   The secret door slog 


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SESSION #25

December 10, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 4)

Ranthor III (Thief 3)

Gorta (Cleric 2)


Encounters:     2x Fire Beetles

                        Rhagodessa

                        10x Lizard Men

                        Lizard Man Shaman

                        

Treasure:         Necklace (3000gp)

                        


XP:                  3580

 

Notable Moments:  Lizard Man battle, capture and escape

                                Grumli curse of boils and sores (-4 to hit) 

                             

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SESSION #26

December 17, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 5)

Ranthor III (Thief 3)

Gorta (Cleric 3)

Carmack (MU 1) [NPC]

Dolmore, Beyghild (NPC Hirelings) 


Encounters:     7x Oil Beetles

                        14 x Beetlemen

                        5x Beetlepriests

                        

Treasure:         12 x 10gp gems

                        


XP:                  535

 

Notable Moments:  Failed attempt to sneak into the beetle temple

                                Assault on the gate

                                Burning gate and temple doors

                                Final battle in the temple foyer

                                Carmack and the paralyzation staff. 

                                

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SESSION #27

December 30, 2025


DRAMATIS PERSONAE:

Grumli (Dwarf 5)

Ranthor III (Thief 3)

Gorta (Cleric 3)

Carmack (MU 1) [NPC]

Norcox, Beyghild, Moria (NPC Hirelings) 


Encounters:     Tiger Beetle & High Priest

                        Shadow Claok

                        5x Lizard Men

                        6x Crab Spiders

                        NPC Party

                        Tiger Beetle & Beetlepriest

                        3 Beetlemen


Treasure:         The Beetleblade (Two Handed Sword +2) 

                         7 jeweled chains (7 x 700gp)

                        40gems (100gp each) 

                        


XP:                  9763

                

 

Notable Moments:  High priest escape

                                Using the Beetleblade to bluff past encounters

                                Carmacks death on the raft

                                Ranthor and Grumli trade HP in the eggs

                                Carmack brought back to life in the eggs ... at the cost of Narcox's life!

                                Gorta dies to crab spiders

                                Talking to "Shiney" NPCs

                                 The end of the staff of paralyzation 


Gygax & Greyhawk Session # 65 - Redspan

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)
[Baqua Irontoes (Halfling Fighter 4 / Thief 5)]

Date/Time
Planting 19 (mid-day) - Flocktime 1 (morning) 


After several days of unevental travel, the party arrives in Redspan. After settling in at a decent but not too fancy inn, they fan out across the cosmopolitan city on various business and errands. Chanee and Baqua focus on training, Skeef heads for the docks to look for transport south, Solcha searches for some new spells, and Goro heads for the temple of Heironeous to seek information on the 'evil' magic items they'd looted from the barrow. He he greeted somewhat cooly by the High Priest, and chooses to leave only the mace and wand; they let Chanee present the strange Midnight Opal to the temple of St Cuthbert.  

It takes a few days, but they learn the mace is a foul weapon intended for evil purposes, and leave it for the temple to destroy. The wand animates dead; being short of ready cash they decide to sell it rather than destroy it. How much harm can a few zombies do anyway? The Midnight Opal, however is a whole other matter. The priests of St Cuthbert inform Chanee that it is an artifact of great evil power, originating in the depts of the Abyss, crafted by the hand of Orcus, Lord of Undead. It's most chilling power is the ability to raise an army of the dead from those fallen in battle, potentially thousands at a time. The party wishes to do nothing but get rid of it, but neither temple will take ownership. Instead, the party is informed they must deal with it themselves. The priests of St Cuthbert do tell them how to destroy it; take it to the mysterious Ghost Tower and there place it with it's twin, the Soul Gem. The two artifacts, being of opposite and opposing matter, will destroy themselves once in contact. The problem is the Ghost Tower appears only when the two moons of Greyhawk, Celene and Luna, are new. A phenomena that occurs but once a year at best; next time is Goodmonth 11, about three and a half months from now. At least the Ghost Tower is on their way west, located on a islet in the Nyr Dyv. 

In the meantime, they party also discovers the Midnight Opal's aura of evil attracts unwanted attention. They are approached by three parties seeking the Opal:
  • The magic user Polistera, whom they'd recently  released  from his magically induced imprisonment in the halls of the Frost Gant king. Of course they also robbed and tried to kill him, and Polistra has not forgotten. But is willing to let bygones be bygones if the party turns the Opal over to him.
  • Representatives of the foul god Nerull, Lord of the Dead, Darkness and Underworld, lead by the priest Gyarnax Jorth.  They offer to pay the party any price they ask in return for the Opal
  • A knight of Nyrond, Sir Evorzim of Haout. He offers to take the Opal from the party and quest to destroy it in Ghost Tower. This sounds tempting, but ever suspicious they prty uses magical means to learn the good knight is in fact very evil. And likes to stay in the shadows for some reason. 
All three interactions are surprisingly polite and non-violent. But the party suspects this will not last. And so, resigned to the responsibly of destroying the Opal, they start to plan how best to give the slip to all three interested parties and get out of town ... 

GAINS
none

KILLS/VICTORIES
none

LOSSES
none