Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Mythmere Games recently published Book of Options for Swords & Wizardry. The book, as you might have guessed from its name, includes a number of optional rules for extending your Swords & Wizardry game. Among other things it includes 12 new classes (barbarian, bard, chivalric knight, demon hunter, dwarven priest, elf blade, illusionist, necromancer, troubadour, warlock, wrath-chanter, and feycaster) and two new ancestries (gnomes and stygians).

With new Character Creation Challenge looming from around the corner (it's 2025 already?! where did 2024 go?!), one of the ideas I had is to create first level player characters for each class and ancestry combination, like I did earlier this year.

First step towards that is to map all the class and ancestry combinations in Book of Options:

Class / Ancestry Human Dwarf Elf Half-elf Halfling Gnome Stygian
Barbarian
Bard * *
Chivalric Knight
Demon Hunter
Dwarven Priest
Elf Blade
Illusionist
Necromancer
Troubadour
Warlock
Wrath-Chanter
Fighter
Thief
Fighter/Thief
Fighter/Illusionist
Illusionist/Thief
Feycaster
Assassin
Cleric
Magic-User

Asterisk on Gnome and Stygian Bard: under class description bard is described as allowed to any ancestry, but neither of the new ancestries lists Bard as allowed class. Matt Finch confirmed to me that allowing bard class to either of those new ancestries should be considered as optional rule. Gnome would have the same level limitation as dwarf, elf, and halfling, while stygian would have no level limitation, like human and half-elf.

First thing I notice is that there is a whopping 42 combinations (44 if we include optional bard extension)! That is more than twice as much from Swords & Wizardry Complete Revised, which has 19 combinations (20 if we include optional fighter-cleric dwarf):

Class / Ancestry Human Dwarf Elf Half-elf Halfling
Assassin
Cleric
Druid
Fighter
Magic-User
Monk
Paladin
Ranger
Thief
Fighter-Cleric *
Fighter-Thief
Fighter-Magic-User
Fighter-Magic-User-Thief
Fighter-Magic-User-Cleric

Given that it took me several months to create 400 player characters (and their equipment packs), I think I'll have to chunk characters for Book of Options. I'll start with humans and work my way from there.

Since I already made all the tables, why not bring them together?

Below is a combined table of all class and ancestry combinations from Swords & Wizardry Complete Revised and Swords & Wizardry Book of Options:

Class / Ancestry Human Dwarf Elf Half-elf Halfling Gnome Stygian
Assassin
Barbarian
Bard * *
Chivalric Knight
Cleric
Demon Hunter
Druid
Dwarven Priest
Elf Blade
Feycaster
Fighter
Illusionist
Magic-User
Monk
Necromancer
Paladin
Ranger
Thief
Troubadour
Warlock
Wrath-Chanter
Fighter-Cleric *
Fighter-Illusionist
Fighter-Magic-User
Fighter-Magic-User-Cleric
Fighter-Magic-User-Thief
Fighter-Thief
Illusionist-Thief

As you can see, that is a massive 64—sixty-four—legal class and ancestry combinations. Throw that on a new player and see that cope with analysis paralysis. That's why it is so important that the Judge selects options most relevant to their game. But that is topic for another post.

#Resource #SW #OSR

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details sessions 64, 65, and 66.

Adventurers attempt to consecrate a desecrated temple.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 589:

#Zine

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Adventurers

Character Class Description
Ajar of the Plan Dwarf level 2 Unbelievably strong and dexterous dwarf.
Balarus Fighter level 1 An ex-woodsman, quite a crackshot with his bow.
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Zhoron Trisrie Elf level 2 Always frowning and morose; sporting thick handlebar moustache down to his chest and a black top knot.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 2 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.

Thistleburn 15th–19th

A week of feasting, partying, and negotiating in Ketche!

Upon the return of our merry band of adventurers, Beklomda Mor, Altanian chieftain ruling the village, threw a feast in their honour. It was a humble gesture of gratitude for slaying the troll that had slain some of Ketche's inhabitants.

The feast was fish-heavy, with local fruits and vegetables from the Eyestone jungle. Games of strength and dexterity were held: pulling rope individually and in teams, fishing with throwing daggers, naked wrestling in knee-deep water, and jumping over boats.

“As long as you stay here” Beklomda roared in front of her warriors “you shall have food to eat and soil to sleep on!” Lithe, muscular, and ferocious, Beklomda had all the characteristics of typical Altanian women. Her long black hair was tied into a single braid with dagger at the end. Few could stand a sustained gaze into her brown-green eyes. After all, she earned her post by slaying all other pretenders.

Ketche Livery and Transport, a run down house with attached barn that has been abandoned, was another gift. It is no fancy townhouse like the one they own in Hara, but it has a roof and straw.

Following the feast each adventurer found something to do... With vary levels of success.

Beorg the Gravedigger volunteered to tend to the village plot, chatting with the local gravedigger, giving him professional tips while inquiring about any rumors of interest. That's how he learned about old graveyard sitting atop small hill three hundred yards into the jungle. It was in fact several centuries old, hailing to the days of Great Empire of Kelnore. Altanians don't bury their dead—they let them feed the soil, or they burn them, or they eat them.

Tarkus the Promising attempted to preach about wisdom of Bachontoi the God of Red Wisdom. He was met with ridicule. “Are we not red enough? Perhaps you should worship us!”

Ignaeus spent time with Aaron, a half-elf fletcher. He ended up buying a quiver of arrows, after inspecting each personally.

Balarus loitered by the mill and Church of the Ever-Shining Sun, hoping to run into the local druid whom visits Ketche from time to time. He ran into Ernsorn Blue on the fourth day. Supposed druid was a youthful man with little possessions but loincloth, a haversack, and an iron necklace with inset egg-sized dark green gem. Failing to make a good first impression, Balarus was rewarded with ominous advice “Jungle knows how to take care of your ilk.”

Ajar offered a helping hand to Jeffar, the priestess tending to the Temple of the Ever-Shining Sun. She welcomed his help as long as he didn't bore her with his adventuring stories. Although she gave Ajar the cold shoulder treatment most of the time, she did mention that “old mausoleum” at graveyard ought to be checked as well.

Zhoron made use of the temple as well. First he asked Jeffar to bless him. After she said no he decide to stay in the temple anyway. He prostrated himself in prayer for eight hours straight and then attempted to communicate with the spirits within Oathkeeper, a massive slab of sharpened steel no one dared to wield ever since young Harker died.

Elf took up a lotus position, sweat pouring from his topknot after many hours of bowing, entering a state of deep focus. In the candle light he drew the blade named Oathkeeper, his eyes swimming along its steel in fascination. He stilled his mind and asked the spirits within a single question.

“Whom must I slay?”

Sun poured through all stone orifices, blinding Zhoron. Surrounded by total whiteout he sat alone. Before him silhouettes of three warriors clad in full suite armour stand. They threw no shadows.

A cacophony of voices boomed:

“We see you!”

The middle figure transformed, a giant warhorse appearing beneath it. It charged Zhoron, roaring “Know Evil when you see it!”

It did not trample him; in fact it felt as if it entered his body.

The left figure flied up in the air and transformed into a ferocious dragon of pure light. It dove into elf, whilst a deep voice echoed “Protect others from Evil!”

The right figure stood in silence as huge bird threw shadow over everything. The paladin turned to Zhoron and whispered “Consume no Evil.”

As darkness engulfed him, Zhoron found himself sitting in the temple as he was. The sword emitted a low hum as he grasped it. Further, it felt almost weightless, surprising for such a large two handed sword.

Zhoron cleaned the sword in silence. Then he said, loudly “I shall known Evil when I see it. I shall ensure Evil harms no-one so long as I can aid them. I shall never commit or consume Evil.”

He sheaths Oathkeeper. Then he approached Jeffar and told her of his vision and asked to be baptised and renamed as a warrior of Law.

Jeffar promptly kicked him out of her temple.

“Booo!” Zhoron muttered to himself, too full of religious zeal to feel bad about it. “Too bad I am an elf, I should have been a paladin!” he thought to himself.

Ambros spent time contemplating his remaining geas. He was to help Jeffar, and Jeffar asked him to kill Greylock, a vicious gnoll terrorising inhabitants of the Eyestone jungle. But he knew not where the beast laired, nor how to secure resources needed to find it in a jungle he knew nothing about. Hence he approached Beklomda Mor, asking for help.

Ketche's chieftain felt generous and offered Nem, her best tracker. In return, once he helped Ambros find what he was looking for, the cleric would remain in Ketche for three months, providing divine services. And if Nem dies, then Ambros would take his place in Ketche.

“Clearly, Ambros is no longer wanted by the gods in this path!” he lamented in exasperation.

Failing to negotiate a better deal, Ambros politely refused the deal and continued contemplating further action.

But Ambros was not the only one contemplating and scheming. No, no. There was Gomm, too, weaving his own web of ambitions. Following the feast, he requested audience with Beklomda Mor, which he was immediately granted.

“My lady, I bring a gift. Finest tigers eye from the belly of the highest Atlanian mountain. Seven men died to procure it from an idol of a jade dragon that breathed lava. Or so I'm told. It was their finest treasure. And I took it from them. And now, it makes its way into its new home.” Gomm said with a pleasant, silky voice, as he swept his cloak, fell down on one knee, and produced the gem.

Then he continued, charming as ever “You see I am a cunning thief and expert burgler. My name be spake as far afield as Antil. Now I wish you to name a thing to be stolen. Something you desire. And I shall name my price.”

“You talk fast and your words are as sweet as honey, Gomm! Do you dare steal the cloak of terrible witch Ah'sas?!” Beklomda replied. As she asked, the warriors around her giggled. They stopped after she booted one straight in the head.

“The cloak is as good as yours. It shall adorn your shoulders in no time at all. Now, let us discuss my my fee, should I succeed.” Gomm took a long draw on his pipe and blown out a cloud of fragrant smoke. He smiled with finality. “After you claim the prize, I shall claim my own. You shall become my bride, and all those who follow you shall thenceforth, also follow me.”

Audible gasps could be heard.

Beklomda smirked.

Her elongated muscles flexed as she lunged off the ground towards the thief.

She moved on all four, like a panther.

In a blink of an eye she cut through the cloud of smoke and was now face to face with Gomm.

She gazed into his eyes without blinking.

Gomm felt like he was at the open sea, floating.

“You amuse me burglar. You will bring me Ah'sas cloak and wand. Then we will throw you a feast and give you to the prettiest girl in our little village.”

As she broke eye contact, Gomm felt like he was pulled into the water, drowning.

That sensation continued until one of his fellow adventurers shook him to answer.

But Gomm couldn't think clearly anymore.

He will do what Beklomda wants.

That's all he can think about.

He will do it.

Thistleburn 20th, Spiritday

“I am delighted that you've changed your mind, Ambros! Nem shall be at your service—just say when you are ready to leave!”

Ambros conceded to Beklomda. He decided to put the greater good ahead of himself. After all, once his geas is done what is to keep him in Ketche? Some band of barbaric Altanians? Now that is a preposterous thought.

In a sudden turn of events, Gomm persuaded everyone to focus on Ah'sas the Witch, instead. Surely she would know where this gnoll was!

It didn't take adventurers long to learn that Anit, another witch who was actually the sister of the first witch, lives just a mile north.

Four or so hours later the party had found a small cottage surrounded by exotic herbs and plants. It was a simple lean-to, almost indistinguishable from surrounding foliage. Tarkus, Ambros, and Ignaeus were the chosen three to approach the woman working in the garden. Other brave souls hid between the trees and prepared their bows.

After a surprisingly pleasant exchange, the trio had learned that it has been a while since Anit had seen Ah'sas. The latter had left Ketche several years ago and hasn't been seen since.

“My sister got a bit odd and started keeping some questionable company. But she is not a bad person! She is just a bit lonely... Could you please take this to her?”

Unable to resist Tarkus's charm, Anit divulged that they had a favourite spot in the jungle—a secluded area where the river emerges from and flows through the jungle. She also asked the cleric to take a basket of herbs and colourful potions to her sister.

“And do no harm to her! Promise!”

“We won't do anyone harm who doesn't do harm to us.”

“Well, she might harm you because look at you! She might confuse you for danger!”

“Wise people know that we won't hurt them. And your sister sounds wise!” Tarkus pounded. Equipped with this new information, the party headed north, deeper into the jungle.

Harvestime 6th, Airday

“Look! Up, between the trees!”

Gomm's voice could be barely heard from starvation sounds coming from adventurers' bellies. It's been six days of trudging through green hell. Having brought enough rations to eat for one day, the adventurers thought they could forage with great ease.

On the first day Beorg was surprised by spitting cobra. He had snake for dinner while others split rations. On the second day they failed to find any food whatsoever. Many went hungry. On the third day they failed at foraging once again. On the fourth day two stumbled upon three great bushes of nuts, sufficient to feed everyone. They found the river on the same day. On fifth day only one adventurer found food, but at least it was enough to feed half of the party. By now everybody wast starving, but no one was dying. Yet.

Following the great jungle river upstream led them to a copse of absolutely massive trees. This hardwood jungle was dense in general, but what stood before them was almost a wall of trees.

River burst out from the bottom of the largest tree. Some forty feet in the air, a platform with nice wooden cottage, was suspended between three trees. Smoke was coming out of chimney.

“Listen, here is the plan. We wait for the night to fall. You will cast Silence on me, and you will cast Bless on me. Then I will cover my lantern, climb the tree, sneak into the cottage, steal the cloak and wand, and we are out of here!”

Everybody marvelled at Gomm's plan. No one objected.

Come night, and Gomm put his plan in motion. First he snuck up to the tree east from the hut. Then he slowly scaled them, lantern hanging from his belt. He made sure to climb on the side opposite the hut, and always tried to remain within shadows of surrounding trees. That was not so difficult given it was night and jungle had thick canopy, letting little moonlight inside.

Once he was above the hut, he took a good look. The suspended platform was quite large, measuring some seventy by fifty feet. Cottage itself took a little but under half of that surface. East wall was baked clay, warm to the touch. Chimney was on that side, and smoke was still slowly rolling out of it. Rest of the hut were wooden planks; thick and warm to the touch.

Landing like a cat on the east side of the platform, our thief snuck up to the clay wall. Then he prowled north, took out his little mirror and checked around the corner. Tall opening at the end of sight suggested doors. Moving south and repeating suggested south wall had two windows.

At this moment Gomm caught sound—loud, deep snoring sound. Wondering how clerical silence exactly works, he snuck up to the first window. By now he had completely covered his lantern so he worked purely with minimal moonlight and his tactile senses.

The window opening was covered with hanging blankets on the inside. The sill was full of flowerpots, making it impossible to climb on without first clearing them or making noise. Gomm careful pulled the curtain to the side, revealing a back of hulking figure going up and down.

Next, Gomm grabbed the upper frame of the window, pulled himself up, then extended both legs sideways, jamming himself in place. Then he freed his hands, and pulled the curtain wide open. Sweat running down his face, he observed the insides.

Dying embers in the fireplace illuminated bear-skin carpet, a cauldron, part of straw mattress and hulk sleeping on it, and a proper, framed bed with decorated blankets on the north side. The bed was empty.

Gomm jumped over the sleeping beauty, and landed softly. Keen as always, he sensed immediate danger.

Glancing to his left, a monstrous ogre charged him, hands spread wide open. Master thief pulled a small pouch from his belt, jumped towards the charging beastman, and waved his left hand, opening the palm just before the monster's face.

Ogre took a deep inhale of powder that Gomm sprayed him with. He began heaving, then he grabbed his neck, panicking. Then he fell to his knees, and then to his face; dead; chocked.

Alas, Gomm did not have time to celebrate, nor to complete his mission. As ogre died before him, so did Gomm feel all his muscles tense unnaturally. Next thing he knew, he couldn't move at all. He could still feel everything, but he couldn't move a muscle if his life depended on it!

He watched as hooded figure ran up to dead ogre, threw itself on it, and wept. Then it jumped up, hood falling off her head, revealing gorgeous facial features. Long locks of auburn hair framed her perfect face; her emerald green eyes captivating as most precious jewels; her locked jaw signalling utter contempt and rage.

The woman walked up to Gomm and slapped him. Three times. Then she woke up to the sleeping beauty, slapped her awake, and commanded her to squeeze Gomm. Thief could not scream, for he could not move. But he could suffer in silence, and so he did.

Realising what is at play, woman sat at her bed and waited.

By the time Silence and magical paralysis had worn off, Gomm had been properly hog-tied. He couldn't move his arms, not even an inch! Standing upright, he faced the woman's gaze. As soon as he felt he can move his lips and tongue, he spoke in monotonous voice:

“I must steal cloak and wand from Ah'sas the Terrible Witch. I must do that for Beklomda Mor.”

The woman gasped, and covered her mouth with both hands. She stood up, revealing she had nothing but hooded blue cloak on her, poorly concealing her luscious figure. Then she walked up to Gomm and caressed his face, speaking softly:

“Oh, you poor soul. Another victim of that greedy bitch! Men, it is always men! You were not charmed, nor were you cursed. It is all in your head. Altanian women easily get into mens' head. Snap out of it!”

Her soft voice slowly progressed towards more aggressive tone, culminating with a slap. Gomm, unchanged, repeated his lines.

“I see that you are a foreigner. Did you not know Altanian women have psionic gifts? Oh, you poor soul. And now my Gronk is dead. But do not worry, Ah'sas the Magnanimous will heal you. With a little bit of Cronk's help, of course.”

She motioned to Cronk to grab Gomm's head. Then the monster squeezed the thief's jaw wide open as Ah'sas poured vile tasting liquid down his throat. Gomm almost vomited, but his mouth were welded shut by ogre's strong grip.

“Thinking clearly now? Thinking with the right head?”

“I must steal cloak and wand from Ah'sas the Terrible Witch. I must do that for Beklomda Mor.”

“Give him another hug.”

“AAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaa!”

This time Gomm's suffering was audible. All his friends could hear it.

Thinking quickly on his feet, Gomm continued pretending and speaking in monotonous voice. He explained that he was here with a band of adventurers, but they didn't know what he is up to. He lied to them so he could find Ah'sas and steal her cloak and wand.

“Friends! Invite them over!”

Cronk took Gomm out, and hanged him over the platform. Ah'sas pulled the curtains and looked through the window. Gomm politely invited his friends up—there are a set of wide ladders just on the north side—stating he is being nicely cared after this nice witch.

Hungry and slightly bemused, adventurers came up to the hut, one by one. Ah'sas was completely delighted. She ordered Cronk to hang Gomm upside-down from the platform while she put fire to the stew. Then Cronk the Oger set up a nice round table outside, with candelabra. He put on a tattered silk apron and acted as a clumsy server until Ah'sas ordered him to do something else.

Adventurers gorged themselves on fresh fruits and vegetables, nuts, and warm stew. Everyone but Gomm, of course. He could hear the conversation above. Ah'sas was absolutely enthralled to have such fine visitors. Strong! Wise! Educated! After all, it is so difficult to find such good company in a jungle infested by Altanian barbarian, cannibal elves, and dim-witted monsters like ogres and trolls.

“Oh, Tarkus” the witch moaned “it's been so long since I had a conversation with someone so wise. Tell me more!” Indeed, Ah'sas took a special liking to the cleric of Red Wisdom. He tried to keep the conversation professional, but romantic candle-lit atmosphere did not work in his favour.

Feast and pleasant conversation flowed well until sunrise. In those hours the adventurers had learned that Ah'sas knows a lot about the jungle and surrounding region, is very pleasant and lonely, and that she is probably very, very powerful. After all, she lives alone at the heart of Eyestone jungle.

The question is, will they be willing to pay the price of knowledge?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Another year, another chance to buy great OSR publications at discounted prices. Just like last year, I decide to do a single megapost by category (adventures, supplements, and bestiaries). I also limited myself to only ten bullets per category (but I cheated a bit).

Either way, below are books I'm happy to recommend, because I found them useful for my game. Some of them aren't often suggested, so I hope you find some inspiring gems as well!

Adventures

  • Gatehouse on Cormac’s Crag. A village, seven-level dungeon with good verticality, and player handouts, all in 39 pages. Appropriate for levels 1-3.
  • The Sanctuary Ruin & Ironwood Gorge by Ludibrium Games. Great mini campaign, good pacing and escalation of threat, interesting dungeon to explore, multiple factions, and easy to plug into existing setting and/or build on. Ruin is levels 1-3, Gorge 3-5.
  • The Pod-Caverns of the Sinister Shroom. Very fun dungeon with 52 keyed areas over three levels. Includes novel enemies, environmental hazards, and plenty of interactivity.
  • The Palace of Unquiet Repose. An interesting underground necropolis for exploration. One of those places where you just want to get the treasure and get out ASAP.
  • The Black Monastery. A mansion full of monsters. Slightly nonsencial at times, criminally lacks treasure, but I still find charming in that “this has seen a lot of play” way.
  • Mike's Dungeons, Mike's Dungeons: The Deep Levels and Mike's World: The Forsaken Wilderness Beyond. Less than $10 for material that will last you a lifetime whenever your players decide to go somewhere you haven't prepared for. As a bonus, aforementioned supercharge B1 and B2.
  • Griffin Mountain. Amazing old-school sandbox module by Kraft, Jaquays, and Stafford. Although it is for Classic RuneQuest it is easy to adapt to D&D and OSR systems.
  • Palace of the Vampire Queen, The Dwarven Glory and The Misty Isles. Witness for yourself how the earliest adventures looked like. Will you be able to make them work?
  • The Lost City of Barakus (local and regional maps). Includes a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a large five-level dungeon with interesting factions and cool big-bad.
  • Cyclopean Deeps (volume one and two). Underground hex-crawl for high-level parties. Includes underground settlements as well. Perfect for plugging into lowest levels of large dungeons or under a sprawling city.

Supplements

Bestiaries

#BlackFriday2024 #Sale #OSR

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Adventurers

Character Class Description
Ajar of the Plan Dwarf level 2 Unbelievably strong and dexterous dwarf.
Balarus Fighter level 1 An ex-woodsman, quite a crackshot with his bow.
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Zhoron Trisrie Elf level 2 Always frowning and morose; sporting thick handlebar moustache down to his chest and a black top knot.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Hector Fighter level 3 Balding warrior in the dwarf corpse retrieval business.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 2 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Centuria Elf level 1 An academic elf fond of teasing those of lower status.

Thistleburn 8th, Earthday

“The farm is straight ahead!”

“Quiet... Can you hear the running footsteps?”

“Yes!”

“If someone is running it is either a monster fleeing, meaning we should intercept, or an ally retreating, meaning we should intercept.”

Tarkus the Promising wisely summarised. Himself, Beorg, Hector, Darius, and Centuria were heading toward the farming compound their friends set out to explore two days.

“We had a plan...” Gomm mussed to himself as everything fell apart.

The carefully prepared ambush was for naught. Everyone had missed the whistling orc, and the bastard just ran out. Night benefited him more than the adventurers.

Making an educated guess where the pig-faced mongrel might be headed, Gomm made a run eastwards, scaled the ten foot palisade, and jumped out of the compound. Then he gave chase after the orc.

No one followed him.

One hunter.

One hunted.

The thief moved swiftly, torch in one hand, sword in other.

Insect filled jungle was as alive during night as it had been during the day.

Although he could rarely spot humanoid silhouette, Gomm could almost always hear the joyful whistle.

He followed and tracked and pursued relentlessly, caring little for dangers hiding in dark canopy above him.

Success, at last! He had caught up with orc in the time his third torch burned out.

By now Gomm's eyes have somewhat accustomed to the night. He could see the silhouette walking through small clearing, causing bone-crushing sounds. Then it barked something into the dark opening ahead.

He took off the bow from his back.

He aimed.

He released an arrow.

The arrow hit the cave wall right next to the orc.

A massive dark figure stepped out of the cave.

It roared and charged into the jungle.

Behind it followed several humanoid figures.

Hunter became the hunted.

Gomm scaled the tallest tree he could find. Then he found the thickets branch to lie on. He prostrated himself, belly down, and held his breath as long as he could.

Minutes felt like hours.

Summoning the courage to move after what felt an eternity, Gomm descended the tree.

No monsters befell him.

Through luck and skill he managed to find his way back to the farmer compound.

“It's Gomm!”

Adventurers were happy to see the thief return. It's been more than four hours since he had left and they were beginning to get worried.

While he was away they spent time surveying the whole compound, fixing the gates, inspecting the buildings for anything useful, and in general getting ready to defend themselves.

The sun had risen, but everyone was tired from full day and night of draining activities. Hence they decided to spend rest of the day sleeping. Everyone would get two watches of rest, while they'd spend one watch on guard duty.

Come night, they decided to remain at the compound, fortify their position, and prepare even more traps in case troll shows up here.

They prepared one bonfire by the compound entrance and one by the farmhouse. Both were unlit, but doused with oil so they catch fire faster. They also loaded two carts with hay and branches, and doused them with military oil for extra crispy burn.

Demihumans took the elevated positions: Centuria on the tower, Ajar on the southeast barn roof, and Ignaeus on the south barn roof.

Humans mostly rallied around the gates. Some, like Ambros, prepared clay vials with military oil so they can throw them in rapid succession.

Zhoron took post by the gates so he can inform his human allies in case he sees something move in darkness. He had keen infravision, even for an elf.

Torches were extinguished.

With everyone at their position, the waiting game was on.

Thistleburn 9th, Fireday

Hours in darkness went by.

PAAAAAAAAAAAAAAAAAAAARP!

Suddenly a bronze trumpet blared from the west.

PAAAAAAAAAAAAAAAAAAAARP!

Another blaring trumpet, this time from the west.

Silence.

Silence.

Silence.

An orc appeared to the south, confidently walking towards the farm.

“Come closer, friend!” Zhoron called out in Orcish as he cast Charm Person.

Illustration by IdleDoodler.

Indeed, the orc obliged.

“Oh, you are at the wrong place at the wrong time! Now we will have to kill you all! I don't want to lie to you, it will most likely be a very painful death!” orc replied to Zhoron's inquiries.

“Maybe you can help us! How many of you are there?”

“Well it is just me, Kruggak, and my bros, Kruggak and Kruggak.”

With a little bit more prodding and encouragement from Zhoron, the party had learned that this orcish trio had always dreamt of having a pig farm. Instead they ended up serving horrible troll G'r'sh.

“If you help us kill the troll you can have a farm of your own! All your dreams will come true! And you can even beat the troll with his own arm, just like he did to you!”

“Wow, you are so smart! This is a great plan! But I have some really bad news. G'r'sh is already at the farm.”

Silence.

“Uh, huh, where?”

“He is hiding in the cellar of that big house over there. He will come out when I signal him to.”

“Why don't you go tell him he can come out, lead him through the main doors, and then we all attack him?”

“He is not dumb! He is expecting me to bring some of you dead with me!”

“We will gut a pig and smear blood over your hands. You just tell him we are all dead outside!”

“Wow, you elves really are smart! This plan will surely work!”

Now everyone but Centuria moved to position facing east side of the farmhouse. Although the house had several doorways, the east face had main doors. They also moved both carts with flammable material to the sides.

Hector and Balarus hid behind north cart, Ambros, Bakaru, and Zhoron behind south cart. Centuria remained on the tower. Gomm scaled the farmhouse and waiting on the roof. Others were at some distance away from the house. Everyone was still moving in the dark, relying on moonlight and demihumans to guide them.

Kruggak cheerfully ran into the house.

His lifeless, eviscerated corpse flew out of the window just mere moments later.

A large, nightmarish creature jumped out of the same window with great east. Nearly nine feet tall, with green-black leathery skin covered with warts and blisters, long arms with razor-sharp talons, crooked, floppy nose, and a maw full of shark-like teeth.

The monster walked over to the closest cart, northern one, and took in a deep whiff. Roaring, it chucked the cart over, and attacked bald but bold Hector with fury. Warrior managed to evade the bit, and deflect one of the claw. Alas, troll managed to nick him with the follow up claw attack.

Illustration by IdleDoodler.

Gomm took out rope and made a slipknot. His idea was to sneak from above and lower rope around the monster's neck so he could pull it into one of the fires. But none were lit yet.

Balarus fled bravely, looking for an opportunity to shoot his bow instead of swinging his sword. Hector stood his ground, trading blows with the monster. Ambros ran around, guided by the God of Red Wisdom, and joined the fray. Zhoron lit the south cart on fire, and then pushed it together with Balarus and Ambros. Alas, they missed the troll by few feet. One of the wheels must have been a bit loose.

Attracted by divine presence, the monster turned to Tarkus. It missed with first swing, but follow up landed to the cleric's side, nearly shattering his ribs. Tarkus quickly learned that black mass moved with great speed. He might've even questioned the wisdom of his choice to join the melee as large maw closed around his shoulder, sending such horrible pain through his body that he immediately collapsed to the ground.

Second cart attack was as impotent as first one. Seeing one of them going down sent the adventurers in righteous rage. They surrounded the troll and hit it with all they have. Hector delivered a series of brutal blows, hacking the monster to pieces.

Illustration by kickmaniac.

Following a very brief discussion, Ambros ran to heal Tarkus, while others collected troll pieces and chucked them into the burning cart.

There was little of value on troll corpse, but the dead orc had few silver coins and a key around his mangled neck.

“Let's investigate the cellar, just to make sure nothing else comes out at us.”

Ambros volunteered.

An hour or so later he confirmed there is a dug tunnel leading into the jungle.

“This key must unlock their treasure chest! Let's go straight to their lair, the sun is up!”

“But what if there is a horde of orcs waiting for us there?”

“This troll must've been G'r'sh, their boss. Surely he was the big bad?!”

In the end the party had decided to play it safe. They retreated to the shore, intending to summon the fishermen they paid a week or so ago, to pick them up and ferry them to Ketche.

No one showed up.

“Hmmm...”

With little else to do, they decided to camp in the wild.

Thistleburn 10th, Spiritday

Summer in Altanis is hot.

But summer in Altanian jungle?

Hot and humid beyond belief.

Adventurers backtracked to the farm. From there Gomm led them to the troll cave. It was a simple large cave, some fifty by fifty foot.

It was empty sans few rotting corpses, flayed humans, and a large chest broken open. The chest was, of course, completely empty.

Gomm checked if the key fits.

It fit perfectly.

Ajar spotted a rubble of stones; a cave in. Clearing it took few hours and revealed a tunnel some three feet in diameter. It slopped downwards, and was longer than few hundred feet.

“Let's camp here and then go back to the shore tomorrow.”

Thistleburn 14th, Fireday

“Ketche! Finally!”

Fishermen hadn't showed up where the party had expected them to. So they had to travel some ten miles through thick jungle instead. They were wise enough to avoid all monsters and encounters, and managed to reach the hamlet in a little under a week.

Smelly and tired, but alive. Ambros reported their great success to Jaffar. Then he took on another assignment from her: get the region rid of notorious gnoll headhunter Graylock.

The party also found their fishermen—dead drunk at the Goat's Beard Inn.

“What are the accepted punishments around here?” Centuria inquired.

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Adventurers

Character Class Description
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Zhoron Trisrie Elf level 2 Always frowning and morose; sporting thick handlebar moustache down to his chest and a black top knot.
Ajar of the Plan Dwarf level 2 Unbelievably strong and dexterous dwarf.
Balarus Fighter level 1 An ex-woodsman, quite a crackshot with his bow.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 2 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.

Thistleburn 1st, Airday

It has been several weeks since Ambros had returned to Hara. Others tried to turn Hagar's demise into a spectacle for the masses. Cleric of Aniu had no such interests and he protected his friend's legacy as much as he could.

The dwarf was set off on a funeral barge fitting his heroic status. The pyre was magnificent and it burnt strong, well into the night. Several acolytes of Poseidon accompanied Ambros through Hara, paying their respects to the passing dwarf as well. Their temple was of course well endowed with gifts, arranged by Ambros as well.

Hara was still in turmoil, now even bigger than before. The rumour has it Tagoler refused to be Imrael's candidate for the new castellan, while Namelin failed to propose anyone new, given their prime candidate, Hagar, had just died. Thirteen merchant families could not agree on any future course of action, so Red Queen ordained they must present three prospects by end of summer or she will pick a new castellan herself.

Little did that matter to Ambros though. A heavy burden was upon him. When Hagar died on one of his dungeon expeditions, Ambros managed to negotiate his resurrection at the Temple of Poseidon. Hight Priestess Mavis demanded a high price. Hagar, as well as all adventurers with him at the time, had to accept three geases.

First, to set a wrongfully imprisoned king free, they accomplished. Second, to erect an impressive statue of Poseidon looking at the sea, was in progress. And third, to travel to Ketche and help Mavis's sister with anything she demands, has not even been started. Ambros was now the sole living survivor of all those adventurers.

Geases were now his to bear alone.

Gomm, a firebrand and rising star the the local thieves' guild, has already been planning his next expedition when he heard of the cleric's woes.

“Ketche, you say?”

Thistleburn 5th, Spiritday

“See? Didn't I promise I'd bring ya here!”

Drunk fishermen they employed at Ahyf had indeed brought the party to Ketche. Even just yesterday such feat seemed unlikely! At Hara Gomm couldn't learn much useful information beyond Ketche being secluded hamlet in the Eyestones Jungle, overlooking the Vigil Sound bay. Rumours of pirates did not make it any more attractive.

Fishermen of Ahyf were more informative, but not more encouraging. They confirmed the stories of pirates, in addition to recent spotting of Skandik longships around the Cape of No-Return. Apparently no one had come from Ketche to Ahyf for several months. But adventurers managed to recruit a drunk fisherman and his two friends to ferry them over.

Price?

Astonishing twenty eight gold pieces.

The sails were lowered and now they were slowly coasting towards the sequestered hamlet. In the center of this small settlement stood a forty-foot tall, bronze-roofed bell tower. That was the Church of the Ever-Shining Sun, undoubtedly a place where Mavis's sister must be.

Given that the day was almost done, the party opted to go to the Goat's Beard Inn first. There they delighted the proprietor, dwarf Rumbough, for booking the whole place for the week. Rumbough promised to throw a feast for the dinner: a dockside dinning with freshly steamed crayfish and jungle ale.

Finally, Ambros and the crew opted to hit the church, seeking its priestess. There they found Jeffar, a short, stocky woman with a great mane of curly gray hair. Her demeanor was cold and derisive. Her contempt of adventurers and mercenaries was palpable. With a little bit of Gomm's silver tongue, Ambros managed to persuade her that they are here to help indeed, on a divine geas from Poseidon.

Finding a win-win-win situation for herself, Jeffar asked the party to dispose of troll that had recently butchered a family of farmers just south of Ketche. If the troll dies, she is happy. If the adventurers die, she is happy. And of both side die while killing each other, she is happy too.

Thistleburn 7th, Waterday

The party decided to sail along the coast southwards and then disembarked into the jungle and went forth. After two days of trawling through the thick, Balarus spotted a trail leading to the farming compound.

The compound was some hundred by seventy yards, surrounded by tall wooden fence acting as palisades. In it was one large wooden building, obviously meant to house at least three families, two barns with pens, and one thirty foot tall wooden tower.

Spending few hours to investigate the farm confirmed that some violence took place here. The gates to the compound were broken open. All windows on the farmhouse had been broken, as well as the furniture inside. Dried blood splatters were in nearly all the rooms. Interestingly enough, both pens still had animals: pigs. They were blissfully rolling in mud.

Following a lively discussion, the party had decided to prepare an ambush and wait for the troll to return. They theorised that he must be coming back for the pigs.

Ignaeus and Zhoron manned the tower. As elves they would not need torchlight to see if someone enters the compound or not. Rest of the party hid in the farmhouse, ready to pour out and beat on anyone who walks into the trap. But primarily to set the troll on fire.

Thistleburn 8th, Earthday

“Do you hear that?”

Elven duo could hear joyful whistling sounds incoming. Laying low, they focused on the gates. Humanoid figure, taller than an elf but shorter than a human, strolled through confidently. It hummed a happy tune and went straight for the closest pig pen.

“Stop! Who goes there!”

The figure jumped, startled. It turned around, axe in hand. Then it barked “Show yourself!” in orcish.

“What are you doing here!”

“I came to check in on the piggies. Where are you?! Show yourself!”

The elves unleashed arrows.

They missed.

Ajar shot his crossbow.

He missed.

Humans lit a torch and ran out of the farmhouse.

The orc farted and ran away.

“Damn! We had a plan...” Gomm lamented.

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details sessions 61, 62, and 63. Adventurers go shopping!

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 588:

#Zine

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Adventurers

Character Class Description
Almaric the Legendary Elf level 1 Very smart and quite good looking; adventuring just for the money.
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Bairstowbury the Chaotic Halfling level 2 Remarkably muscular for a halfling.
Hartwig Thief level 1 Hailing from Ghinor Highlands, now seeking treasure in the Barbarian Altanis.
Centuria Elf level 1 An academic elf fond of teasing those of lower status.
Abdashtarth of the Field Cleric level 1 A farmer clad in armour, follower of Zodraz, petty god of seeds and toil.
Ajar of the Plan Dwarf level 1 Unbelievably strong and dexterous dwarf.

Sunstrong 15th, Spiritday

“This must be it...”

Mere days ago Gomm had accepted a mission from Leleia the Swift, headmistress of Hara's thieves' guild. The client asked for a daring thief to retrieve a pineapple sized golden egg from a temple-fortress secluded in the mountains just west of the town.

Reward?

Stunning ten thousand gold pieces.

Conditions?

Egg must be entirely intact and unopened.

The client promised they have means of knowing if the egg had been despoiled.

Gomm assembled a hit team consisting of himself as the leader; Hartwig, newest member of the thieves' guild; Almaric the Legendary, as the brains with brawn, but most importantly, Floating Disc in his repertoire; and Bairstowbury as compact muscle that can fit into tight holes. Centuria, Abdashtarth, and Ajar were recruited to act as the rearguard and step in if anything goes wrong.

Now they found the stone temple hidden between the hill tops. It was a simple stone structure with a long stone ramp leading up to the top where an opening yawned into darkness.

The party circled the temple for an hour, hoping to spot any danger before it spots them. After all, they've been informed the place is thoroughly trapped and protected by a clan of abominable birdmen.

Although they have not spotted anything dangerous, they did observe a curious set of boulders leaning against back side of the temple. Lo and behold, behind them was another opening leading into a dark corridor.

An hour of investigating the rocks led them to believe they were indeed just rocks that are entirely untrapped. Gomm scaled one, and then helped others climb on top and descend.

Illustration by IdleDoodler.

“Watch out!”

A shin-height tripwire was just ten feet ahead of the party. It was trivial to jump over. Lighting a lantern produced much needed light to see further. A t-shaped junction was just ahead, splitting to the right.

Suddenly running footsteps could be heard coming from around the corner! Bairstowbury and Almaric pulled their weapons and counter charged. Gomm and Hartwig were just behind, at safer distance.

Elf and halfling found themselves facing four entirely naked sinewy humanoids with crow heads. They had feathers for hair, protecting the duos innocence. All four were armed with spears. No side was surprised.

First exchange of blows went well for the party, and they hacked one of the birdmen down. Second exchange went well for the naked birdmen, as they skewered Bairstowbury and Almaric to death.

“Time to run!” Gomm shouted at Hartwig as he uncorked web nuts. The thieves ran out, with Gomm throwing the vial at the junction. A ball of web filled the whole passage, blocking the birdmen with their corpses.

Then the duo retreated to the nearby camp.

“Centuria, Abdashtarth, we need you to fill in two spots...”

“Let's take the front entrance this time!”

Indeed, the new quartet ascended the stone ramp to the opening atop the temple. Ahead was a sharp descent, also without stairs. Gomm anchored a rope with several iron spikes, and threw it down the slope. Then Hartwig descended and explored on. Signalling he is safe, cleric went next. As he let go off the rope and stepped forth to follow the new thief, he promptly fell through the ground on his head. Alive but bruised, he was given the hand by Hartwig and easily climbed out of the pit. Gomm and Centuria were careful to jump over the descent landing.

Adventures were now exploring a wide chamber with three doors. Each were eight feet wide, with an iron ring on the right side and an inscription on the front. First read “Dexterity,” second “Strength,” and last “Intelligence.” Flexing his physique, Abdashtarth suggested they go for the second doors. He gripped the iron ring and pulled with all his might. The doors were indeed a challenge, but he was a man of strength and resolve, a true farm-boy.

He was soon rewarded by a rabid hound leaping out of the chamber, frothing at its mouth. Centuria sliced into the charging canine. The beast jumped at Abdashtarth and bit into his neck with its mighty jaw. Farm-boy wrapped his mighty hands around the beasts neck and snapped it. Then he collapsed to the ground, and died of asphyxiation. His windpipe was in the hound's mouth.

Illustration by IdleDoodler.

Ajar of the Plan rolled down the ramp and jumped over the pit trap.

“I had a feeling you might need me!”

Indeed, at the other end of the “Strength” chamber were another doors, identical to the ones they came through. They too were heavy to open. Ajar flexed his muscles and opened them with ease. No hounds to be seen.

Instead a junction. Path forward was into a large chamber, right to doors, and left into a corridor that turned right. To their left was a door that said “Dexterity” to their right two smaller doors with no inscription, and to their far right another large doors, also without any inscription.

Forging on, the party entered a most curious chamber. A raised stone platform, ten feet wide and ten feet long, was in the center. Four statues surrounded the platform, facing its corners. Each statue was made of living stone, but without any visible joints. They resembled oddly proportioned, blocky humans.

Adventures made a wise decision to give the platform and statues a wide berth. Thus they limited their interaction to visual inspection only. Ultimately, they did not touch them and followed the norther path leading them to yet another junction.

Left path joined up with the left path of previous junction. Right path led to a dead end with wooden bench and deranged stone relief of an obese raven with baby's head sitting on a shinning egg being fed crying humans by a flock of birdmen. Forward path led to a door.

Illustration by IdleDoodler.

Unable to hear anything beyond, the party opened them and ventured forth. They were overcome with smell of dampness and rot. Gomm could spot two golden orbs levitating some ten feet off the ground in the north-western corner of the room. The party split into duos to search this sixty by thirty feet chamber.

Centuria and Ajar had the good fortune of running into a massive ball of black feathers. Atop the avian body was an oversized human-like baby head. Snot hung from its nose, and yellow teeth adorned its mouth. The abomination rocked in its nest and attempted to bite the elf. Luckily, Centuria was quicker.

Gomm struck the monster with an arrow, making it cry. Then others hacked it to death, with Hartwig delivering the killing blow. He plunged the sword straight into the soft belly, and then jerked it sideways. Obese monstrosity collapsed back into its nest.

“Is there a golden egg in the nest?”

“No.”

Illustration by IdleDoodler.

But there was another opening, leading into a circular chamber with a well. Using roped to measure depth, there was around seventy feet before the water level. Opting to lead by example, Gomm descended with the lantern.

He soon discovered that the well exits into a large water filled chamber. Some thirty feet to the east was another slope, leading up into yet another chamber. Water slowly streamed into the chamber Gomm was currently in. Descending yet another ten feet, master thief swung himself and then jumped onto the slope. Truly an acrobatic feat! Hartwig soon joined him, accomplishing no less fascinating feat.

The duo entered a rectangular chamber. A circular opening dominated the center of north wall. Water slowly streamed out of it and down the corridor they came through. A marvellous golden egg rested on a red cushion with gilded embroidery, sitting on a stone plinth at the south end of the chamber. Two large stone boxes flanked it, each on a stone plinth of its own.

Gomm prepared his backpack for the precious cargo, while Hartwig prepared a supplement for the egg to be placed on the cushion. The duo quickly replaced the egg with cloth surrogate and then fled the chamber. They could hear sounds of rushing water as they ascended the rope through the well.

“Run! Run!”

Ajar and Centuria followed the duo, albeit a bit slower given they were both in metal armour. The temple shook as it filled with water.

An army of naked birdmen rushed out of the rightmost doors by the first junction, aiming to cut off the adventurers' retreat. Centuria's quick thinking saved the day. She cast Ventriloquism, imitating the fat, baby-headed raven's call. The trick worked, and all the birdmen ran north, to the chamber where only a corpse awaited them.

Four survivors ran out, and then went straight back to Hara.

“Should we open the egg and see what is inside?”

“Absolutely not.”

And so they collected their ten thousand gold pieces.

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Adventurers

Character Class Description
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Thorm the Dwarf Dwarf level 1 Ashen hair, beard, and eyes. Left his own clan due to financial trouble.
Riker Magic-User level 3 A magic-user seeking glory or death.
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Dalkanarion Fighter level 2 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Almaric the Legendary Elf level 1 Very smart and quite good looking; adventuring just for the money.

Sunstrong 6th, Airday

Hagar's flesh rapidly necroticised. Nightmarish creature's venom was potent indeed. Without much to do about it, the party had decided to peek around the only unexplored corner of this accursed labyrinth.

Doors!

Forming battle ranks, the adventurers pushed forth bravely. A simple but well furnished room with several bookcases, comfortable sofa and a bed. More importantly, it was not empty.

A dark-skinned lithe man stood by the bookcase, thumbing through some of the books. He was guarded by a large, muscular man sporting well oiled muscles covered with little more than a cape, helmet, and few select pieces of armour.

After a bit of back and forth it was established that the man was Master Thief Gomm, and Dalkanarion was his bodyguard. The duo decided to assist the party in the further exploration of the dungeon.

Adventurers spent rest of the day trudging through unexplored rooms finding nothing of value. Exhausted, they retreated above and camped by the dungeon entrance. Akasi was distraught with Hagar's death, worried what will his father do to him when he finds out the bad news.

Either way, the party slept well, and Akasi's mercenaries did a solid job during night.

Sunstrong 7th, Waterday

“Let's go deeper!” Tarkus proposed, and finally everyone agreed to it.

The party traversed the first floor without any resistance. Following the stairs down led them to a rectangular chamber, fifty feet deep and thirty feet wide. There were two doors on the east side, one door on the north side, and two on the west side.

Adventurers fanned out and listened at each of them.

“Pssst! Over here!”

Loud snoring could be heard coming from the second doors on the west wall. Gomm tried to identify the source, but failed due to all the noise from his allies.

Strongest fighters took the lead, and everyone stormed the chamber.

Large, brutish figure stumbled up from a straw mattress. Groggy and weaponless, it was quickly hacked to death by the adventurers. Dalkanarion delivered the killing blow—a straight piercing move through the belly. The party then ransacked the monster's chest and chambers.

The room had a door on each side. Interestingly, all doors but the one they came through led into the same corridor. Exploring slowly, the party opted to head north.

After few turns they came to a straight corridor ending with doors. Moreover, there were two doors to the left, and one door to the right.

Sneaking, Gomm could hear sounds from the first doors to the left, as well as doors up north. Securing all the doors sans the first ones, the party formed a marching order and charged into the room.

Four hairy, tiger-faced monsters stood in the corner, seemingly arguing over something. Adventurers caught them by surprise, and encircled them in seconds. Thorm killed one of the monsters with a strong blow with a warhammer to the side of the head. Ambros was the next to draw blood with a majestic over head sweep, smashing into the monster's temple.

Dalkanarion took serious beating but stood his ground, allowing others to attack monsters safely. Almaric drove his spear straight through one monsters ear to the other. The final beastman was slain by Gomm. What an ignominious death it was! Gomm first chopped off the beast's arm. Then he sliced its face. Lastly he gouged out its eyes. The beast writhed as it bled to death.

Clerics administered healing spells, and Gomm handed out several vials of healing liquid. Restored, the party took their attention to the northernmost doors. Once again they formed battle ranks and stormed through the doors.

This time beastmen were not surprised.

Large oak table dominated the center of the room. Massive ogre sat at the north side. Two hyena headed beasts sat on the west side, and two tiger-faced beastmen on the east side.

Dalkanarion rushed forth and grabbed the table with hist mighty thews. Gomm yelled for him to wait as he uncorked a bottle with strange substance in it. He chucked it at the ogre.

The vial smashed straight on the beast's chest. A giant ball of thick, stringy web exploded forth, enveloping ogre, one gnoll, and one bugbear.

With most of the adversaries trapped, the adventurers had little trouble overcoming the remainder of beastmen. The skirmish was brief and brutal. The party had suffered no losses!

“Chop off ogre's head so we have something to show in Hara.”

And so they did.

Collecting coins in the room, the party decided to leave the dungeon and head back to Hara with all the accumulated treasure and Hagar's corpse.

Akasi was a nervous wreck, completely consumed with worry.

The party had debated what to do about Hagar all the way to Hara, without reaching consensus.

How will they explain this one?

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