DCCZ: Defenders of the Red Keep

Into Castle Whiterock: Level 3 (Year 2, Month 6, Day 11)


Destruction and Company launched their assault on the third level of the great ruin that is Castle Whiterock.
They quickly discovered more beastmen up to no good and, with the aid of Dandalv’s knew fire magic, began slaughtering their way through the dungeons. After one battle, Brother John questioned the corpse of a beastman, learning some valuable information about Drugila and her quest for some “artifact”.
The group encountered a group of extra-dimensional apemen mercenaries, tough as nails and ready to battle.
After some tense negotiations, Dandalv paid off the apemen and the mercs left, seeking to return to their own dimension. In this way, the party learned that extra-dimensional travel does not seem to work in the Whiterock ruins.
Next the group encountered two beastmen dragging a stunned lizard creature through the corridors. After dispatching its captors, they questioned the lizard man, learning that it had been captured in the level below, which was the home of its people. The lizard men are ruled by something known as Mighty Benthoc.

-I’m going to have to come up with a way to counter the BM’s tendency to fireball everything in sight before asking questions.

Into Castle Whiterock: Level 2 (Year 2, Month 6, Day 8-11)


-completed level 2 after defeating and mentally enthralling Kaernga the Beastman Warlord in a mighty, bloody battle.
-found stairs down to level three
-heard about the White Roc tribe and their leader Drugila (Kaernga’s sister!)
-avoided the natural caves of Level 2 after hearing tales of a ghost!
-returned to Silvercliff and had a huge party that lasted for three days! And destruction spent all his money! And all of the party’s loot from the dungeon delve. It was glorious!
-met with Lady Chauntessa, proprietor of the Sleeping Drake Inn, who rewarded their work with free lodgings at the inn. She also asked the party to keep a lookout for any books in the ruins, and she offers to pay handsomely for them.

Destruction: A True Warrior’s Life. As “Heroic Carousing” (Carousing like Conan! Wine, women, song, and all worldly pleasures are yours, won with coin looted from Skull Mountain. You may trade gold for XPs on a 100 gp to 1 XP basis (maximum 50 XP may be gained this way per month), plus the following. Your brawling, drinking, carousing, and fighting has taught you a bit more about the world and yourself, and made you an even more formidable warrior than before! Gain a +1 to all melee damage rolls.
Brother John: During the party, Brother John won many converts to the worship of the Treemoot. The Treemoot was pleased, and blessed Brother John’s weapon Root!
[In the Service of the Gods. Your time proselytizing and serving with your order in the Bazaar of the Gods/Street of the Gods has strengthened your faith. Gain 5 XP. You may also donate up to 5,000 gp to your order, gaining +1 XP per 100 gp of treasure donated (50 XP max), and 10 XP for each magical item donated. Additionally, your god has deemed you worthy of serving as his/her/its holy avenger, bestowing a measure of divine favor upon your weapon: +2 to hit and damage, Demon Binding, outerplanar creatures hit must make DC 20 Will save or be bound in exact location for 1d4 turns.]
Dandalv: Disgusted by the partying, Dandalv holes up in the Sleeping Drake and pours over his magical tomes and communicates with extra-dimensional entities.
A Magical Breakthrough! Through your arcane researches and experiments, you have made a significant magical breakthrough!: Gain 1 additional spell slot of any level you can currently cast, and pick 1 spell of your choice to immediately learn.
Asefeh: During the party, Asefeh drunkenly insulted a mysterious stranger, who she finds out is a deadly assassin!
[This object of your public insulsts is now a deadly enemy, who will actively try to make your life difficult and, if appropriate, even slay you! Gain 15 XP. The insulted person may be amendable to some form of recompense, however…]
LaLa: Rogue’s Reward. Ah, profit! Through a series of burglaries, cut purses, and various swindles, you have scratched together a bit of gold. Gain 1d10x10 gp, and gain 10 XP.

Holy smokes, but the BM rolled well on his carousing checks first time out of the gate. He rolled a 28+ on a d30 for all three mains! These tables are super fun and serve for great fodder for in game developments and storytelling.
Lotus Stare is stupid powerful for a 2nd level spell, or feels that way to me. The BM nerfed all three of the main big bads of Level 2 with that thing.

Into Castle Whiterock: Level 2 (Year 2, Month 6, Day 8)


The adventurers faced a beastman champion bearing a whip and a greatsword but they made quick work of the foe.Beast_Man.jpg

Destruction and company then found a secret area in the dungeon. Inside this complex, La La scouted ahead and sees a dark clad, gray-skinned dwarf writing in a journal.

When the company returned to the room in force, this being had disappeared. They traveled further into the complex and discovered an ogre operating some sort of lift. When they moved to attack, the dark clad dwarf appeared as if by magic. The battle had barely begun when Brother Jon ensnared the minds of these two mighty foes, rendering them his zombie-like slaves.
The company avoided the elevator and returned to the mining caverns with their new minions. They attacked the beastmen overseers and a mighty conflict ensued, during which both Destruction and Kolash were brought low and then revived by the healing power of Brother Jon. Finally, as the tide had clearly turned, two beastmen fled deeper into the caverns.
Destruction freed the last of the slaves and sent them to the surface camp.

Into Castle Whiterock: Level 2 (Year 2, Month 6, Day 7-8)


Poor healing and disapproval forces the company to leave the dungeon with the freed slaves in tow. They set up camp in the “monk’s” tents. During the night, something sneaks into their camp and steals Brother John’s bag of jewels.
In the morning Destruction and company leave the villagers behind and return to the dungeon, only to find a beastmen ambush waiting for them. Destruction notices that Mourngrummel reacts strangely to their foes, which he thinks means that these beastmen have giant blood. After dealing with the ambush, the adventurers find a wizard’s lab and make short work of its occupant, freeing the gnome Findle Glimmer in the process. He asks them to look for his sister while they explore the rest of the dungeon, and then he heads topside.
Next, the company finds a beastman and his trolldogs, which leads to a nasty fight. Brother John curses their foes in the name of the Treemoot, and Dandalf burns the trolldogs down.

Image: https://forum.rpg.net/showthread.php?724064-Mutant-Monster-Art-Gallery

Into Castle Whiterock: Level 2 (Year 2, Month 6, Day 7)


Destruction and company delve deeper into the catacombs beneath the ruins of Castle Whiterock, finding an abandoned torture chamber, some secret hallways and store room. Finally, they discover a vast underground chamber where more of the albino beastmen were overseeing human slaves mining gold. After a short but bloody battle, the adventurers slew eight more of the slavers.

Into Castle Whiterock: Level 1 and 2 (Year 2, Month 6, Day 3-7


As more and more commonfolk settle around the Red Keep, the company hears many rumors. Some tell stories of the ghostly Night Boats, black longships that float upon sorcerous fog, manned by tall, gaunt warriors with ghostly weapons. Others tell stories of missing neighbors and family members. A few have even escaped attacks by black clad warriors bearing a chain tattoo who seek to capture and enslave. Finally, a story circulated about a group of monks excavating an old ruin near Silvercliff called Castle Whiterock. Destruction and his allies set out to make contact with the monks in the ruins. Kid Tiger, the company’s young protege, asks to come along.
After several days travel, the adventurers arrive at Silvercliff and receive a hero’s welcome. The city council holds a feast in their honor, and Destruction and company are pleased to hear of the silver pouring into the Red Keep’s coffers.
The next morning, the party travels to the ruins of the ancient Castle Whiterock, which sits next to a lake in an extinct volcano. They approach the keep and are met by monks, who take them to some tents erected in the ruins to await their master, Ikvenvar. But it was all a trap, and they are set upon by villainous slavers. Worse, Kid Tiger himself reveals himself to be a member of this terrible group and attacks his former allies. Destruction lays the young man low, Dandalf’s magicks turn Ikenvar to stone, and several of the warrior monks are killed.
The company explores the ruins, flushing out another monk, this one a short, fat man who flees at an incredible speed. Ultimately, the adventurers uncover stairs that descend to a complex beneath the castle. There they confront and defeat a group of armed albino beast men and their minotaur ally. Later they find a number of enslaved humanoids, whom they free.

Building a Kingdom: Attack on Asefeh (Year 2, Month 5, Day 28 to Month 6, Day 1-2)


Destruction and company journey back to Red Keep using Brother Jon’s newfound ability to travel through the Green. Entering a tree near Silvercliff, the group emerges from a tree outside of Red Keep. Brother Jon and Kolash travel on to the priest’s shrine while the others return to the fort.
That night, the keep is attacked by a dark spirit . . . a wraith! It makes its way through the fort and into Asefeh’s room. Destruction, La La and Dandalf narrowly prevent the undead thing from kidnapping their friend. Calling upon the power of the Demon’s Head, the artifact that exists below Red Keep, Dandalf destroys the wraith with hellfire, only to find himself corrupted in the bargain. He now has the pointed ears of a hellspawn!

Building a Kingdom: Facing the Tiger Spirit (Year 2, Month 4, Day 10-Month 5, Day 25-27)

In attempt to pacify the country between Red Keep and Silvercliff, Destruction and company discover a terrifying tiger spirit that is plaguing the countryside. Confronting the creature in it’s human form, the barbarian lord slays it with a mighty blow of his hammer.

Building a Kingdom: Battling the Hill Giant Chieftain (Year 2, Month 4, Day 10-Month 5, Day 24-)


The company enters the Great Hall of the Hill Giant Chieftain Hugglbugg. They defeat his two bodyguards and his dire wolf pets. The chief himself, rising from a drug induced stupor, does battle with Destruction and his allies but is ultimately brought low by the hammer Mourngrumml.

Building a Kingdom: The Hill Giant Fortress (Year 2, Month 4, Day 10-Month 5, Day 24-)


envoy from Silvertown asks for help with hill giants in exchange for joining Destruction’s domain

Brother Caleb, priest of the Lords of Light arrives, demanding they destroy the Demon’s Head and Dandalf be purified by fire.
accepted the Silvertown envoy’s offer, travelled NW to the mountain mining town, spent the night in the inn

from there tracked the hill giants back to their fort.
waited for a hunting party to come out, tracked them and killed them
used invisibility magic from Dandalf to sneak into the fort, attacked and killed the guards in the gate house
entered the mead hall and rendered unconscious the hill giants there.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.