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badkittygames.net • View topic - AD&D 2nd Ed. - The Curse of Braidmont Monastery

AD&D 2nd Ed. - The Curse of Braidmont Monastery

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AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby NoMoshing » Sun Aug 30, 2015 2:05 pm

Every other Saturday some friends and I get together to play Advanced Dungeons and Dragons 2nd edition, for a bit of old-school, grossly unbalanced role-playing fun. These are our stories.

The Party

Ellen, 1st-level Lawful Good Human Paladin
Hailing from the northlands, Ellen is the middle child of a noble family who was sent to the seminary because her parents already had "an heir and a spare". She is quiet, but eager in her duties, and follows a fairly generic Catholic stand-in religion called the Church of the All-Father.

Annabella, 1st-level Neutral Good Half-Elf Bard
From a southern region best described as a "medieval fantasy version of Antebellum South", Annabella left her family's plantation in pursuit of adventure. She is shaping up to be the faceman of the party, but gets shouted down by the party whenever she bursts into song.

Daisy-Mae, 1st level Neutral Good Half-Elf Conjurer
Annabella's twin sister is a scrawny waif of a girl, who is so weak she needs the other party members to help her with her things. She is the older sister, as she frequently reminds Annabella, and was something of a "Daddy's Girl" before leaving home.

Jessica, 1st level Chaotic Good Human Cleric
An ardent follower of the Master of Winds, a genderless god associated with weather, travel, and good fortune. She is surprisingly serious for the cleric of a capricious god associated with travel and whimsy.

Coba, 0-level Dwarf Warrior
Jessica's henchman hired from Braidmont, Coba is an out-of-work silver miner whose duties toward the party include acting as a local guide, carrying supplies, bearing and refilling the lantern, and other things as needed.

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Re: AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby glacier » Sun Aug 30, 2015 3:48 pm

Cursed monastery? Since this sounds fairly European, probably not the kung-fu kind. Maybe there'll be a bell tower that does something spooky when it gets rung. Looking forward to the postgame report.
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Re: AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby NoMoshing » Sun Aug 30, 2015 5:01 pm

Session #1

Preamble and Day 1

Our tale begins in the city of Portsinger, in the region known as the Orage Coast. The Duke Fenrich has sent out word that the Lady Anselyn, his vassal and lord of the mining town of Braidmont, is in need of adventurers of good moral character to help keep the peace after the disappearance of her house guard. The party, who didn't know each other previously (except for Annabella and Daisy-Mae, of course), apply for the job and are brought before Ser Drach, the leader of Duke Fenrich's personal guard for an interview.

Ser Drach begins by addressing Ellen- of course, for a noble paladin, the interview is merely a formality. The interview is fairly simple- questions concern the homeland and religions of the party, whether they've done any actual military service, or have any prior run-ins with the law. Annabella and Daisy-Mae admit that they hold no gods in particular, and Jessica admits she has been before a magistrate before, for interfering with slavers in a society where slavery is legal. Nobody raises any real red flags with Ser Drach (although Jessica gives him pause), so he informs them of the situation.

Lady Anselyn was once a skillful and courageous knight in the service of the Queen, and when goblin tribes began invading the kingdom from the west she immediately sent her local garrison to aid in the war. She kept her house guard of knights, lead by her son and heir, to maintain peace and rule of law in her region. However, about a month ago, the knights all disappeared, and Lady Anselyn was forced to seek outside assistance from the Duke. It will take about two weeks to travel to Braidmont, a week of river sailing and then a week by foot. The party will be paid 8 gold sovereigns a month salary, plus additional danger pay. The party agrees, takes an oath on their honour to serve faithfully, and are put on the next river boat out.

Braidmont is in the foothills of the northern mountains, and walking there is uphill almost the entire way. It is the last days of summer, and at this altitude the cold of autumn is already setting in. Eventually the players find themselves in the farmland surrounding Braidmont, and are closing in on their destination, when they round a corner through a stand of trees and find their very first combat.

A farmer stands on a wagon, armed with a pitchfork, warding off three wolves that have surrounded him. The PCs get surprise, and two things happens almost immediately- Annabella nails one of the wolves with an excellent bowshot and Daisy-Mae manages to successfully use Sleep on the other two wolves. Ellen and Jessica close to finish off the wounded wolf, and the combat is over in two rounds.

The farmer greets them gratefully, introducing himself as Marc Ansembault. He thanks the party profusely, but explains that he doesn't have anything to reward them with right away- but if the party is ever near his homestead, they are welcome to partake of his family's hospitality. Annabella questions Marc about the wolves, and he relates that, among the region's other problems, wolves have been running amok in the countryside. The party bids him goodbye, and continues on towards the town.

The town of Braidmont is a small village nestled in a cleft between two large hills, surrounded by a wooden palisade. The town is roughly divided between the Dwarven and Human communities, and the two races share a single church and market square. However, rather than explore the town, the party simply locates Lady Anselyn's manor and heads straight there.

The manor is mostly deserted- the only people in evidence are a little girl working on embroidery under a tree in the courtyard, and the sounds of someone working in the forge attached to the manor barracks. The girl rises to meet the party, stammers a nervious greeting before running to fetch Lady Anselyn's butler, Florentin. The butler ushers the party inside, and they finally meet Lady Anselyn.

A silver-haired but still hale woman in her 60's, Lady Anselyn is an imposing figure in her own way. She greets the party politely, thanks them for coming to her aid, and clarifies a few things for the party. She doesn't need the party to function as a constabulary- she's formed a scratch militia for exactly that purpose, but does need the party for two specific tasks. First, the local silver mines have been overrun by undead, and many of the townsfolk are out of work because of it. The party is requested to secure the mine as soon as possible. Second, to find the missing knights, and return them safe if possible. Lady Anselyn also clarifies the timeline- the mine was overrun with undead, the knights went in to investigate, and have since gone missing. Lady Anselyn offers the party room and board while they work for her, and tells them to let her know if they need anything.

The first thing that the party does before retiring for the night is seek out the mine forewoman, a dwarf named Gemma. Except for Daisy-Mae, who chooses instead to stay at the manor and get a hot bath, the party heads for the dwarven tavern called the Bearded Stone, and enjoys some dwarven ale while questioning Gemma. It turns out that the miners stumbled upon part of the catacombs belonging to an old monastery further in the mountains above the towns, awakened some kind of undead that attacked the miners with a mace. Four miners didn't get out alive when everyone fled the mine.

So, now that the party knows that they're up against undead, they rest for the evening.

Day 2

The morning is spent preparing for the exploration of the mine. Daisy-Mae acquires writing tools and supplies to map the mines as they go. Jessica tracks down Gemma and gets a recommendation for a local who wouldn't mind guiding the party around the mines, a dwarven woman named Coba that Jessica hires for a week, paid in advance. Now, equipped for their first dungeon dive (in several cases, the players' first dungeon dives as well) they head out, arriving at the mine around noon. The party also start inquiring about the monastery- turns out it has been abandoned for a century, since a group of paladins discovered some kind of dark cult in the area that had corrupted the monks there, executed them all and then warded the entrance of the monastery to prevent entrance.

The mine is full of detritus- forgotten tools and buckets, ash from fire breaks, as well as waste stone and dust. The passages are accommodating for human beings (not all the miners are dwarves) but incredibly narrow and claustrophobic, and the whole area smells of foul mining vapours and death. Ellen is beset with an eerie, sick feeling in the pit of her stomach. With Coba as a guide, however, they quickly identify the shaft that ran into the catacombs and begin their search.

On the way they pass a side chamber with with some kind of large insects flitting about, and decide to avoid it for now. They encounter a group of skeletons, which Jessica holds off with a successful turning while the rest of the party pelts them with rocks. Shortly after defeating the skeletons, they party finds the section of catacombs that the miners had happened across, and meets with their first real threat- a pair of ghouls, gnawing n the corpses of the miners.

That battle ends up being a cinch for the party as well, however. Jessica holds off one of the ghouls with a successful turning, while Daisy-Mae
and Annabella attack from afar with darts and arrows. Ellen engages the remaining ghoul, who is unable to even harm the paladin. The battle takes some time, but the party emerges unscathed.

The catacomb chamber is collapsed at one end, preventing further exploration. It is focused on a stone sarcophagus, which lies open, and is surrounded by empty funerary alcoves. While all the miners have been accounted for, no sign is found of the knights. The last thing the party happens upon is a stone chest at the foot of the sarcophagus, designed to hold scrolls. There are five scrolls in evidence- three thin ones, and two big, fat scroll cases made of ancient leather. Three scrolls are missing from the rack.

With their treasures in tow and the party feeling confident, they decide to try their luck against the insect chamber. After all, what threat could a bug of bugs be to the party?

In the chamber they encounter six stirges- large, monstrous mosquitoes. And these bugs fuck the party up. The paladin only survives because I allowed her to use her lay on hands ability after reaching 0 HP before her initiative- I didn't have the heart to have her murdered by mosquitoes after surviving all the undead. The party only manages to kill stirge, but wounds the rest of them. Being animals, the stirges fuck off- flying up a natural chimney to the outside- while the party searches the chamber, finding the desiccated corpse of a dwarven miner, who is clutching a pouch filled with raw, uncut lavender gemstones. The party questions Coba about, but she emphatically tells them "I know nothing about no gemstones, and certainly nothing about any people who would hurt my family because I told you." Catching, the hint, the party decides to return to Lady Anselyn's manor and discuss their findings.

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Re: AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby NoMoshing » Sun Sep 20, 2015 4:24 am

Session #2- aka ALL THE SIDEQUESTS

Daisy-Mae's player couldn't make this session, so that character takes a big back seat this session.

Day 3

The characters begin the day by pouring over their new loot. One of the thin scrolls turns out to be a Scroll of Protection vs Lycanthropes that anyone can read and use. With Daisy-Mae's levels and available spells per day, she can only identify four spell scrolls per day, and the fat scrolls are actually multi-spell scrolls with six spells inscribed on each. At the party's urging, she reads two spells deep in one on of the fat scrolls and finds it to be a 8th level scroll with at Incendiary Cloud, Otto's Irresistable Dance and four other spells. The other two thin scrolls are a Scroll of Lightning Bolt and a Scroll of Illusionary Script, two 3rd-level spells. Anyway, since the spell scrolls are mostly a big question mark that only two characters can use anyway, nobody knows what the uncut gems they found are and it might attract unpleasant attention for investigating them, the party decides not to divvy up loot just yet.

At breakfast, Ser Anselyn inquires into how the party did at the mine. After receiving a full report, Anselyn asks the party to keep watch over a group of miners who are tasked with gathering bodies and seeing them to a proper burial. The party agrees, as light duty like this lets them lick their wounds and heal. They spend the day keeping an eye on things at the mine, thinking that putting in effort keeping the dwarven miners safe might help them gain the goodwill of the dwarven community enough to investigate their hireling's claims.

While doing this, Annabella overhears from the miners that a local dwarven merchant, Betje Adelbert, had purchased from a human farmer the old mill outside town, only to find that it was haunted, and he can't get any work done at the mill. Smelling an opportunity for profit, Annabella asks one of the miners to introduce her to Betje later that night.

It take mosty of the day, so the sun if low in the sky when the party returns to Braidmont. Meeting with Betje, he barters with the party for awhile, until they agree on a price- 75 gold for the exorcism plus expenses. The miserly merchant hands over the key to the mill, and warns the party that he will want proof of the ghosts' defeat.

Bribing the town gate guard to go investigate, the party approaches the old mill near midnight. They don't dare venture inside, but Ellen uses her detect evil powers and does determine that there is some dark power at work over the building. Annabella attempts to sooth the spirits with song, only to have random tools and bits of debris flung at her from the mill's windows. One of these bits of debris connects, and Annabella is overcome by the spirits' fear effect, running from the mill back to town. The other party members shrug, and decide to return tomorrow, better prepared to face the spirits within the mill.

Day 4

With heart afire and wielding freshly blessed weapons, the party heads for the mill. Busting open the door, they are immediately assaulted by flying garbage. Annabella, armed with blessed sling stones, takes out two of the poltergeists but then hit with the fear effect again. Ellen and Jessica take out the last two poltergeists, and the mill is cleansed. Betje comes out to examine things, is satisfied with the exorcism, and immediately tries to screw the party out of money by counting 75 gold and "forgetting" the expenses. He doesn't make a fuss when reminded, just pays up with a grumble.

With all the time they have left over after finishing their first sidequest in one day, the party decides to take it easy. Annabella starts asking around about whoever is threatening dwarves and dealing with gems. She catches wind of a dwarven mafia, whch used to be fairly benign but has recently been threatening people and shaking down local businesses. While Annabella relates this to the rest of the party over dinner at the local tavern, a dwarf approaches the party, introduces himself as Pauwel, and tells them that Nauch Odisil, a "dwarf community leader", wishes to have a meeting about a "subject of mutual interest". Annabella and Jessica catch the hint, but Ellen is clueless, so Jessica takes it upon herself to explain that the dwarven godfather basically just invited them to tea. Ellen decides that she can't condone the meeting even if it's potentially to affect a greater good, and so declines the invite. Either way, plans are set- the party is meeting with the godfather on the next morning.

Day 5

So Jessica and Annabella show up at Nauch's for morning tea, and the wizened old dwarf greets them very courteously. He has only agreed to meet them because they've been helping out the dwarven community, what with the mine and the haunted mill, and because he heard that they were already prying into Family business. He explains that ever since his grandson Gabin became a part of "The Family", he's been throwing his weight around and being a lot more aggressive, forgetting the old guard's commitment to the community in favour of just making money. He hires the party to break up Gabin's gang and deliver the unruly young man back to the Family, alive, and gives the party the location of the entrance to the smuggler's tunnels that Gabin is using as a base of operations- in an abandoned house on the west side of town.

Meanwhile, Ellen has been spending her time at a local soup kitchen run by the temple, feeding down on their luck miners and keeping an ear to the ground for any rumours that might prove useful. She overhears a trio of human miners discussing Lars, the part-owner of the city's one copyist shop and stationary store. "I heard that him and his sister came up from Portsinger because hes a rapist and is escaping his punishment," says one of them. Ellen immediately piques to this, and interrogates the miners about this guy Lars. As soon as she can politely get away from her volunteer work, Ellen is kicking open the door of the copyist's shop, demanding to see Lars. She accuses him of rape, he responds by demanding she leave the store and at least get a town constable if she's going to throw around baseless accusations. Ellen obliges, and the town constable (a half-trained teenager) takes the opportunity to flex some muscle, manhandling Lars and dragging him to manor, all the while loudly calling him a rapist in front of everyone. Soon enough, a crowd forms, and starts flinging rocks at the accused. It's only when they finally get to the manor and Ser Anselyn gets involved that any sense of order comes on to the scene. When questioning Ellen, Lady Anselyn simply asks, "So what proof do you have that this man is a rapist?"

Now, a little above-game stuff. the person playing Ellen is a fairly outspoken feminist. Not radically so- she's always been willing to agree to disagree, and never brings the topic up out of nowhere- but she's pretty passionate about her beliefs. When the realization of what she was doing occurred to her- publicly shaming a man for being a rapist despite her lack of proof, probably destroying his reputation and business, all based entirely on a rumour she picked up feeding the poor- the look of horror on her face was incredible. I can't even imagine what it's like being caught in that kind of situation, acting exactly like the mockery that critics make of your most dearly held beliefs, but from my perspective it was was pretty funny.

Anyway, after Ellen the Paladin takes a hard lesson from Ser Anselyn on what exactly "due process" is, she finally meets up with the rest of the party. Upon hearing of the plan to kick down the door of the local thieves' guild and actually, you know, fight some evil dudes, she agrees, and the party prepares for their assault on the smuggler's tunnels.

The attack on the tunnels went swimmingly. Using the thieves' own cowardice to convince them to surrender- not to mention a few well-placed shield bashes from Ellen for the most unruly thugs, and Jessica's use of the Command spell on Gabin himself- they manage to take the entire gang alive, and only stumbling into one alarm trap. In one case, the fact that the party got turned around in the tunnels worked in their favour, as they picked the wrong tunnel and then stumbled into the trap, it was too far away for Gabin himself to hear.

After some debate, the party decides to return Gabin and control of the smuggler's tunnels back over to The Family, while the rest of the thugs and the stolen property they found go back to Ser Anselyn's constables. For this task, they receive a Potion of Healing from Nauch, and Ser Anselyn's heartfelt thanks- and a small reminder that their primary purposes now is to find Ser Anselyn's missing knights. Slightly chagrined but bouyed by their victories, the party resolves to begin their search in earnest on the following day.

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Re: AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby moonblack » Wed Oct 07, 2015 2:01 pm

That was a fun read! I hope you'll post the rest when you can.
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Re: AD&D 2nd Ed. - The Curse of Braidmont Monastery

Postby NoMoshing » Wed Oct 07, 2015 2:06 pm


Currently Playing: Darkest Dungeon
Currently Working on: Skating along the edge of panic
Current Waifu: Kaguya Shinomiya, Kaguya-Sama: Love is War
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