We have decided to play through the new D&D starter set at the club, a return for the classic RPG after a two decade absence, and possibly the new adventures as they are released too. I'll put the outline of the ongoing adventure up here after each session, mainly as a reminder for myself and the players but also because anyone interested can read it too. This is what happened in our second session.
The players (several obsessive types are still struggling to name their character):
Human Cleric played by T.
Mr Rockseeker the Dwarven Fighter and his best friend the Elven Wizard, both played by I.
Human Barbarian played by MB.
Human Fighter (Archer) played by D.
Reed Alderleaf the Halfling Rogue played by MT.
Human Fighter (ex-pirate) played by P.
Wood Elf Warlock played by J.
What happened next...
Having cleared out the Cragmaw's hideout (more by luck than design) the party camp overnight at the Phandalin turning on the Triboar Trail. J and P arrive, drawn by the firelight, having been on the road from Neverwinter to Phandalin. They heard about the opportunities down south from gossip in the refugee camp and want a piece of the action for themselves.
While the introductions are made a problem arises with the badly guarded prisoners. Yeemik the goblin boss struggles free from his bonds and escapes, but not before finishing off the hated Klarg with a coup de grace (the other goblin prisoner had to 'go' to, can't have witnesses).
Having healed Sildar Hallwinter of the injuries sustained during his imprisonment by the goblins the party listen to his tale. Mr Rockseeker is greatly upset that his cousin, Gundren, has been moved off to Cragmaw Castle in the Neverwinter Wood. The party are all for rushing off blind into the woods at first light but Sildar convinces them to escort the caravan and himself back to Phandalin where he can furnish them with a proper map. Reluctantly they agree and on arrival practically snatch their caravan guard pay out of Barthen's hands before jogging off towards King Grol's lair with Sildar's map.
A bit of mixed quality map-reading later and the party find the castle in the evening. Naturally talk is of an immediate assault. Thankfully D's archer is restrained from rashly shooting at a goblin that briefly peeps out of an arrow slit. After this scare the party wisely decides to reconnoitre the castle exterior and settle upon taking a crack at the south door.
Reed gets them all in without a hitch but the party then stumbles into eight goblins preparing a meal. P's ex-pirate wisely calls for the 'big fat one' to be killed first and the rest duly surrender. The barbarian continues with his penchant for slitting prisoners throats however and the party will find that it now has a reputation among the evil denizens of the Savage Frontier which will make it highly improbable that enemies will surrender in future.
From the mess hall the party take a methodical, clockwise route through the castle. They do well apart from D's archer who casually trips a cave-in trap which almost kills him and alerts a number of enemy to their presence. P's ex-pirate is very brave and willing but possibly over-reaches himself (ie. reaches 0 hit points three times).
I's wizard finds the despoiled altar to Oghma his visions showed him and reconsecrates it after a short battle with the attendant priest to the satisfaction of all.
A tense battle with an especially large Grick serves as a suitable climax and the party have only two rooms left to explore, the north-east tower (which a dying goblin reliably informed them is where Gundren is being kept) and the south-east tower...
Thanks for stopping by!