DCCZ: Defenders of the Red Keep

Into Castle Whiterock: Level 4 (Year 2, Month 6, Day 12-14)

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https://theroomfillswithwater.wordpress.com/tag/dd-monster/

The company leaves Castle Whiterock and, traveling the Green Path, magically teleport back to the Red Keep.
Brother John returns to his shrine, but sends Destruction several ravens as a manner to contact him in an emergency.
Dandalv disappears into the Black Spire.
Destruction tends to business at the keep. He orders Aurik to transplant a tree from the forest into the keep as an avenue to the Green Path. He inspects the guard. Zeb has used the horses captured at Whiterock to institute patrols of the road, thus encouraging travel and trade on the Hunter’s Path and the Old Road.
More folks have settled around the fort, including a blacksmith, a tanner, a weaver and a potter. Market days have begun every Saturday, drawing many of the local farmers.
The Red Keep grows rapidly.
That night, Destruction is attacked by assassins sent by the Cult of Bobugbubilz but he defeats them easily by himself. His legend grows among his soldiers.
That day the company sets out to travel back to Silvercliff. Along the way they explore an area of hills off the Old Road and near the pass to the Broken Land. They discover a next of giant, horrific spiders, and they destroy them, thus making the area safe for settlement.
They journey on to Silvercliff and stay at the Inn of the Slumbering Drake. They speak to Lady Chauntessa and play with her little dragon companion.
The next day they travel to Castle Whiterock. Near the site, they are attacked by Cultists of Jubilex. These assassins, covered in foul slime, are quickly defeated. Destruction unwisely tastes the slime and is struck by horrific visions of the Great Slime, its horrific will bent to his destruction. He is nearly struck mad, and Brother Jon has to heal his broken mind.
The company continues to into Whiterock. Traveling down into the depths of the fourth level, they are confronted by a horrific stench that makes Dandalv physically ill. In the first cave, they are attacked by weird octopus spider creatures that spring on them from their perches on the ceiling. The battle ends decisively as Destruction enters a battle rage and slays all the creatures, to the wonder and fear of his comrades.

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Into Castle Whiterock: Level 3 (Year 2, Month 6, Day 12-Cont.)

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Finally Destruction confronts Drugilla in the buried tower of her cloud giant ancestors.
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After dispatching her giant-sized henchman (thanks to the power of the White Roc artifact), the company chases her through the tower, as she flies in the air above them. After a lengthy battle, Drugilla is brought low as Dandalv turns her to stone. Her fall from high above destroys her stone body along with the powerful artifact she carried.
At the top of the tower, the party is confronted by a cloud giant skeleton! The conflict is blody, but ultimately Destruction and his allies bring the undead death machine down. In the ruins of the tower, La La finds a legendary halfling magical item: a bag of unerring stones!
Still looking to clean out the third level of this dungeon, the company explores the various tunnels around the sunken tower. They stumble upon a massive green slime, one that fills an entire section of the dungeon.
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With Destruction’s hammer and Dandalv’s fireballs, the party vanquishes this horror.
The company continues deeper into the tunnels, finding an underground lake. They are approached by a small nixie with a tale of woe; she is trapped in this cave by a great beast. Could the company save her? Destruction and his allies swim through an underground tunnel and confront a monstrous crawfish. After a brief skirmish, Brother John charms the giant beast and sends it on its way. In appreciation, the nixie gives them a magical ring, which Dandalv quickly discerns is a powerful artifact!
And with that, Level three of Castle Whiterock is cleared!

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Into Castle Whiterock: Level 3 (Year 2, Month 6, Day 12)

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http://texahol.deviantart.com/art/zombie-orc-horde-593137008

In exploring the third level of the dungeon under Castle Whiterock, Destruction finds an ancient beastman crypt filled with the undead. In a heated battle in which Kolash is once again brought down, Brother John calls upon the holy might of the Treemoot to turn the zombie horde. Asefah calls upon the power of the Helm of the Hill Giant Chieftain and grows to the size of a giant herself! Unfortunately, she immediately goes into a berserker rage and attacks everyone around her. Again Brother John saves the day, seizing control of her mind with the power of his Lotus Stare.
Next the company finds the living quarters of the beastman’s leader, Drugilla. Along with an exploding treasure chest, they also discover a map, annotated by the beastwoman herself. This leads them directly to the excavated tower and Drugilla. The battle begins. Through the power of the mighty artifact the tribe of the White Roc came to the dungeon to find, Drugilla transforms her four warriors into giants. Will Destruction and his allies survive?

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Into Castle Whiterock: Level 3 (Year 2, Month 6, Day 11-12)

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The company continues to delve deeper into the dungeon, this time seeking out a beastwoman named Drugilla, reputed to be the leader of the White Roc tribe. They discover an ancient temple that has been used as a training room for the beastmen, finding a secret cache of treasure in the altar.
Next they find a barracks filled with a group of beastman and battle ensues! As Destruction and his allies fight, another group of beastmen join the fray. It was a mighty confrontation, one that saw both LaLa and Kolash brought low by their foes only to be revived by the healing magicks of Brother Jon. After dispatching their foes, the company rests for only a second before they are discovered by another patrol of beastmen. Finally, with no enemies in sight and Brother Jon feeling the disapproval of the Treemoot, the party hunkers down in the beastmen barracks for the night. After a remarkably quiet rest, they awake to a new day and a continued search for the beastmen’s mistress.

NOTES
I added a new twist to wandering monsters in Whiterock, including an entry for “Enemy”. If I get this result, then I roll randomly for one of the party’s enemies from a past adventures shows up in the dungeon looking for them. He’s made quite a few, and I thought it might keep his past deeds fresh in his mind. For example, he has the cultists of Bobugbubulz after him, along with the followers of Jubilex, the Nightmen of the Lord of Iron and Shadow . . . just to name a few.

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

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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.
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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.

NOTES
-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.

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

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-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.

Carousing!
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.

NOTES
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.

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

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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.
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http://qualitydoodles.blogspot.com/2011/04/duergar.html

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.

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

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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

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

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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.

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

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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.

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