The Keep on Yeoldelands – Session 19

Busy busy busy. Another quick summary which I don’t feel quite does the final conquering of Redwood Castle justice, but better to get something out in writing than forget it and leave a gap in the tale.

Click here for the other sessions.

Expedition 21b

04 Nov 2021

  • Alfredward (Dwarf 2)
  • Amos (Cleric 3)
  • Lutheric (Elf 1)
  • Peach (Fighter 1)
  • Rarder Brete (Fighter 4) and Boots (Dwarf 1)

Having joined forces with the paltry few remaining mercenaries ‘storming’ Redwood Castle, the party debated the best course of action for clearing out the rest of the keep. In the end they had the Chaotic-speaking Dalgarn to bellow out that, with the sorceror leader now dead, the characters would leave alone any current occupants who chose to vacate the area.

Several feline-headed humanoids darted out of a nearby room and disappeared, but not all of the creatures were so compliant. They were unable to penetrate the adventurers’ increasingly formidable armour, though, and the last resistance under the leadership of a large, arcane-looking specimen was either slaughtered or subdued.

Those which hadn’t been killed were allowed to leave in peace, the party hopeful that they would return to the Caves of Chaos and either spread wild stories of these indomitable adventurers and / or keep their leaders in the caves minded to accept the idea of an alliance with the party, or at least be more inclined towards surrendering to merciful conquerors.

The characters combed through the rest of the keep to ensure that victory was indeed theirs, and sieved through the sorceror’s and felines’ belongings which, while a little light on the monetary front, proved most bountiful with regards to magic items. The sorceror had been playing around with a lot of alchemical ingredients in his room, and left behind a decent number of assorted potions.

The triumphant heroes returned to Redwood to announce to the baron that they had reclaimed his ancestral castle. There were still a few unaddressed issues with the lower levels – namely a cursed skeleton, two orb guardians and an elven statue – but they could be sealed off and dealt with later. Delighted, the noble presented them with a magical spear and shield to add to their already-decent haul.

The party’s stash of magic items, after losing everything when they were captured several expeditions ago, is looking much healthier post-siege.

GM Notes

  • And at last the party takes over the castle. I’d taken the dungeon from Secret of Bone Hill and adapted into a single-spread adventuring location (with admittedly small writing), and it’s lasted us over half the sessions to date. It’s done the job of ‘training up’ some characters beyond first level.

    The players have been discussing the next step, whether it be tackling the Caves of Chaos, reclaiming their lost equipment in the Tower of Constructors or taking their first steps into domain play by taking the bandit-infested watchtower promised to them by the baron. There’s been interest expressed in some other classic modules (some of which I’ve already sprinkled around Yeoldelands) too. It will be interesting to see where things go from here.

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