Attronarch's Athenaeum

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

Last week I spent four days (October 8–11) playing old-school Dungeons & Dragons at Cauldron, “an OSR Euro Con.” Once again, organisers did an absolutely stellar job.

I know they call it a con, but that label does not fully do them justice. This is more like a really large club of hundred people, who have gathered to play in a rather intimate atmosphere. The food is home cooked, labour is volunteer-based, we all tend to the venue, we sleep together, and we game together.

In this post I share a bit more about my experience. See this post for reports on games I either played or hosted; and this post for how I prepared.

Arrival

Don't change a winning strategy. Or something like that. I took a night bus to Frankfurt, slept most of the way, arrived in the morning, had a walk, and then boarded a train to Marburg. Shuttle picked me up there and took me to Hofraithe Rosenthal.

I arrived too early to check in to the room, so I went for a walk around the village, returned to have some cake, and contemplated about games to follow. By the time check-in was open, roughly two thirds of participants had arrived. As last year, the first thing I did was make my bed, so I can crash into it after midnight.

Thursday

Since Thursday was also the arrival day, there were only two games, with the first being so called “Temple of Doom Sidekick” block. Regular blocks are four hours, night blocks are, in theory, unlimited, and this one was just three hours.

The first game I played was hosted by EOTB. The table was packed with talented players, pregenerated characters were distributed, and we went to work. EOTB ran a tight game, with quick answers and no-nonsense approach. I loved it. The map was exciting, with verticality, secret doors and passageways, and just enough things to interact with and get into trouble. I expected no less, since he did mention he would use a map from the Twisting Stair zine. As we ran out of time, I asked other players to take their characters outside of the current chamber so I can just grab the treasure, screw traps. Maybe I wasn't clear enough, but most stayed inside. We got the treasure, I triggered all the traps, three characters had died. Great success.

Lunch was lovely. I did my best to avoid snacks and sodas, since I had a game to run. It was great to see so many friends and acquaintances, as well as to meet people whom I had been chatting with over the years via discord and forums.

I hosted my game in the night slot. I like those the most since they are open ended. I was assigned the same room as last time, Linde, but this time they limited it to two games instead of four. Same chunky tables as last time, same immovable pillars. I rearranged the tables to form a large square, with me taking the side by the wall. This left three sides for eleven people to sit relatively comfortably, and up to eight more in the second row.

The module I ran was Halls of Viridian Mist, a megadungeon level I had written for the Jennell Jaquays Memorial Game Jam, published in the Return to Perinthos. Ten players joined, and it was an adrenaline rush from the beginning to the end. I am continuously amazed with how players adapt and adjust to the unfolding situation. In this case within few turns everything goes tits up, and rest of the session is a mad dash for survival. One character is lost to the ghouls, one sacrifices himself so others can flee, and one retires after the adventure, having lost both of their hands.

I don't remember how long it took us, but I think we were done by midnight. I took a walk around the dining hall where Chainmail battles were raging. My good friend Dreadlord was playing, playing to win! Joking aside, it was fascinating to watch, witness Settembrini ruling, and see Sarisa in action.

Friday

Nothing like a good morning game hosted by yours truly! I ran Abattoir of The Impotent Idolater, a location from our Conquering the Barbarian Altanis campaign, now also published in the Beneath the Black Pyramid con zine. We ran the game in the dining room, which was this year used as a game room as well. Last year I had to use it for one of my sessions that attracted 17 people.

That also meant we had to wait until breakfast was over, and that we had to finish a bit before the time, so the room can be prepared for lunch. That was no problem. Eleven players joined, got the main, hook and begun planning. This site depends on the time of day. Once they told me they approach at day, I rolled to determine where are the key monsters. Horrible abomination was determined to be hunting outside, to return in three hours (18 turns).

Players decided not to enter the cave, but fall back, make camp, and observe. I handed them the battle map and asked them to position the horses, their characters, so on and so forth. I gave them a timer of ten minutes—when time runs out is is what it is.

I cannot stress how important the timers are to maintain the pace. Most relevant ideas will surface within first few minutes, everything after that is just spinning the wheels. The timer's main purpose is to allow space for those good ideas to bubble up, and for everyone, or most of the players, to articulate and internalise them.

Of course, the monster returns by trampling the camp, killing men-at-arms, two player characters, and causing mess in general. Players adjust their goal to seeking revenge instead of looking for what they were paid to find.

When I design sites, especially natural ones like caverns and similar, I love playing with elevations and light. They go deep into the cave, constantly down (they have dwarves so I give them lengths, angles, everything). But they never attempt to look beyond their own light. Another thing I often play with are rooms that are mostly empty, and depend on a wandering monster. In this case, the harpies were one of the factions, which are mostly not present because they wander around. But, if they are, then they have a special place or tactic.

Either way, the players pursued the monster, slain it, and then were charmed by the harpies. Well, technically, not charmed yet, but beckoned to come to them, so they can claw and charm them. Just four character make their save, but I leave it up to the beckoned players to control how they attempt to approach their most desired targets.

I have said it before, and I will say it again—player skill at Cauldron is very, very high. The amount of intelligent malicious compliance was just insane. For example, Tamás had their hobbit attempt to gift their sentient sword to the harpy. This is perfectly aligned with the in-game logic—the harpies desire wealth, treasure, and adoration—and adventurer gives his most treasured belonging. But the player knows that grabing sentient swords causes damage to creatures of different alignment. His character is lawful. The harpy is not.

The players work their way out of it, recover the object they were hired to find, and then nearly lose it as another pack of harpies sings to them. Now another player with a sentient sword pulls off a stunning manoeuvre by asking his sword to teleport it right next to the harpy. Teleporation is an insanely dangerous spell, but here, within sight, it was all but guaranteed to work.

We finished on time for lunch, with most of the characters alive.

After having some hearty food, I played in an awesome game hosted by Gabor Lux. He ran three consecutive sessions of the Palace of the Eternal Autocrat, with each group exploring a portion of the complex. We were the second group, with one character from the first group joining us. He brought a map with him. It was useless.

Photo by Gabor Lux.

To clarify, not because of him, but because we decided to step through the above ground teleporter so we get into real action. I already mentioned the player skill. What I want to add is that players at Cauldron are quite proactive as well. They establish their own goals, they pursue them aggressively, and they are not afraid to take risks.

This game was no different in that regards. Gabor's adventuring locations are always a blast to play, and he is such a fun fellow himself. This was an enjoyable romp with an unexpected ending. Ignatius Umlaut, editor of the Fight On! zine, decided to gate us all into none other than Attronarch's Barbarian Altanis! A dozen adventures, loaded with treasure, and a burning desire to live.

Next up was suckling pig and sauerkraut for dinner, followed by a high level adventure by Ignatius himself. This was a continuation of an adventure that he ran for the Hungarians years ago. Apparently, one of the player characters had betrayed them, stolen some artefact, and then teleported away. Now he was rumoured to be a lich.

There was eleven of us, and Ignatius ran a very entertaining game. Night dragons, dark trolls, dinosaurs, it had it fucking all. I recognised the area from the legendary Darkness Beneath megadungeon, but luckily I did not remember the specifics. I was thoroughly impressed with how Ignatius managed all the moving parts, especially since we were in essence doing an underworld wilderness adventure.

During the day a word reached me that Jan, one of the players in our ongoing Wilderlands campaign, is actively lobbying people to stage an assault on the Wizard-King Racoba. He also approached me to check if that is OK, worried for what I had prepared for the session. As usual, I told him, and everyone whom had asked, to decide as they wish. I shall be ready.

Saturday

This was the day. At night slot I would run the Conquering the Barbarian Altanis session in the night slot. Last year I had seventeen people, over the span of six or seven hours. But this year everyone was talking about it. I was unsure how many people would join. Either way, I was committed to run for whatever number of people does show up.

But first I had some games to play in! Keith Sloan ran an awesome game. He had this relaxed style which lulls you in, and then he blasts the whole party with fire trap, slaps you with eight ghouls, and throws you down the pit.

What I especially appreciated it how he crafted the adventuring location. He told us it is a gnoll temple. We are playing AD&D 1e. Gnolls are described as lazy, as using slaves, as worshipping a deity which is also worshipped by ghouls, so on and so forth. By paying attention to cues, based on the knowledge of not just the rules but also the implied setting, we were able to make informed guesses on what to do next. More often than not, our assumptions had proven to be correct. That felt immensely rewarding! Keith gifted us an elegant dice for winning at D&D.

Next game I joined was by Ignatius Umlaut again. In retrospect, I realise I had mostly prioritised Americans—EOTB, Ignatius, and Keith—since they might not attend every year. Ignatius ran another high-level game, and I brought my character from the previous night. We fought and defeated Satan's minions, and won D&D for the second time that day. No really, it was a crazy adventure, go read the report.

Dinner and auction followed. I skipped the latter, opting to go for a walk, drink some tea, and mentally prepare for what is to follow.

Photo by James Knight.

Since our big game was in the dining hall, we had to wait for the for the organisers to complete all the transactions. I already had a whole set-up on my mind, given experience last year, and an experiment I suggested to Ignatius earlier in the day. Players jumped in and helped me arrange everything.

We had 13 tables in total, which was still not enough to have everyone sit by the table. So we had a second row of sitting too. I think we took around 3/5 of the dining hall. Twenty three people sat down to play. Some people later told me they gave up because the game filled up really fast during the sign up. I would have welcomed them!

Photo by James Knight.

Despite size of the set-up, one side was just for me. Not to power trip, but because that way I keep everyone within eyesight, and everyone can see and hear me best. I went around table handing out pregenerated characters, taking down names, and admin detail I need to ran a game at a furious pace.

Once we had that I divided the players into four teams, and asked them to nominate the caller. Table layout works its magic, and we had four teams of nearly identical sizes (6-5-6-6). Two teams gave me a name, while two teams gave me a colour. I guess I need to work on my pronunciation.

With teams and callers in place we were ready to begin! I presented the in-game information, where most of the adventurers currently are (Ironburg), and what intelligence about adventuring sites they have (Castle Yukanthur, Midnight Goddess Hills, Spire of the Divine Grape, The Black Monastery, Tomb of Ochandra the Earthshaker). Then it was up to the teams to discuss which of the options (or alternative) they would like to pursue.

To clarify, I ran this as a usual session of our open-ended sandbox campaign. There would be no teleporting back and forth. Anything is on the table, as long as the majority commits to it. All the options I offered were from the game, and I did my best to present them neutrally. Regular players that joined were free to share information as they see fit.

First round ends up with a draw between the tomb and monastery. Second round ends up with a draw again, but different teams. Some call for a roll. As I throw the dice, one time changes their vote to the monastery.

In less than thirty minutes, twenty three people agreed on where to go, what to do, and with which characters.

From Judging perspective, the Black Monastery was by far the worst out of the available options. Super-complex map with mapper that loves angles, eighty pages of two column 8 pt. font of dense paragraphs, with bad editing and crucial information hidden in all the wrong places (e.g. a four paragraph description of a bedroom, with third to last sentence being that here is an 10HD shadow waiting to ambush those entering; thanks).

I prepared the map on a separate page; this is a challenge for players not me. Keys I printed two pages on a single landscape page, to have four columns at glance. In general, I knew I had time to look them up whenever players ask for discussion time.

I am repeating myself with the player skill, but they did all the right things initially: scout the environment, use magic to fly over and take a look inside the monastery. They hesitated a bit to enter it proper, but once they were in, we started rolling.

Photo by Alex.

It was mostly cautious exploration, with me tormenting the team mappers with my descriptions, sizes, angles, points of reference and similar. A single fire elemental scared off the whole company, and they fled into a tight secret space, triggered a trap, and wiped out half of the characters.

Luckily, I had prepared seventy characters for the con, but now I was running dangerously low. That meant that clerics and hobbits began entering the game en masse. Exploration continued with brisk pace, with me giving specific timings, switching between asking callers and asking everyone what their characters are doing.

This switching is an important attention-resetting technique, because it was already midnight, and a third day of intense gaming. Mind wants to play, but body wants to sleep. So to keep it playing we need to give it something to do.

One thing I noticed was that the attendance was different compared to the last year. Then we had people coming and going as they became too tired, or they lost a character. This time 2/3 of the players had played until the very end!

The pace, and complexity, exploded once Titan of the Black Monastery came to life. It began wrecking the monastery and players. Two things I wish to point out here. OD&D (lbbs) worked brilliantly once more. Since its charts top at 10+ HD, this 20 HD titan still had 25% chance of missing heavily armoured characters. Second, Toby, the youngest player at the table, played with absolute balls of steel, leading the charge on the titan.

“What do you do?” I ask him.

“Charge the titan!” he answers without any hesitation whatsoever.

His character proceeds then to actually deliver the killing blow as well, which causes a spontaneous applause around the table. This raw, genuine, kind energy is absolutely awesome, and part of the Cauldron magic.

Judging-wise, from then on, I basically had to track four different parties. Since characters were all over the place, callers could not help. But players congregated physically, and we were able to rapidly resolve the combat rounds, even when close to two hundred zombies joined the fray.

Photo by Alex.

In this type of game players set their own goals. After their first wipeout, they found the safest place they could, organised around it, worked on questions for the commune spell, asked about the closest treasure hoard, and then just went for it. Once they had it, they went out.

We finished around 02:30 in the morning. Alas, I forgot to take a picture of those who stood until the very end. What I can say, without a trace of doubt, is that every single player contributed, and that every character mattered.

And, of course, I greatly appreciate them opening a portal to the Black Monastery, right next to Ironburg, at the border of the kingdom.

Special call outs go to Toby for his courage; Mike and Jan for enduring and surviving their second Wilderlands big group marathon; to Prince for controlling four (!) characters that others have given him after retreating to bed; and to Dreadlord for opening a portal to the Black Monastery, right next to Ironburg, at the border of the kingdom.

After the game I was too excited to go to sleep, but had to force myself to get to bed around 04:00. I still had one more game to run.

Sunday

Morning was all about awards and celebrations—the best Judge, best players, best tournament team, so on and so forth. It is a great way to wrap up by expressing gratitude to each other.

Since it was the last day, I wanted to run something a bit more light-hearted. Back to Linde, two-table square, eleven players, and Darkness Beneath megadungeon! I gave players the map, last remaining characters (only human clerics, hobbit fighting-men, and elf magic-users), and we went to town with it. They played so well, and we had fun messing with gods and fire balls. Frankly, they were more likely to kill themselves than anything else in the caves.

I don't know how many litres of tea I had drunk, but my throat was still functional enough to speak and say farewells to everyone.

A brief look at the pregenerated characters. 59 (~85%) out of 70 were taken, and 37 (~60%) survived. Not bad. Fighting-men and magic-users were exhausted first, followed by dwarves, elves, and hobbits. Clerics were almost exclusively taken as a second character after the first one die, and in the Sunday game because they were the last human option.

Summation

There is nothing else like Cauldron. If you are want to experience old-school Dungeons & Dragons, with people who love and play the game, then this is the con to visit. Everyone is supportive, open, and inclusive. Awesome people, awesome games.

Next Cauldron will be from October 14th to 17th 2027.

See you there?

Cauldron 2026 posts

All posts for the Cauldron 2026 convention:

#Convention #Cauldron #OSR #FightOn

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Few days ago I returned from the Cauldron, “an OSR Euro Con,” a four day celebration of old-school Dungeons & Dragons.

Below are the reports from all the games I played in and run:

These reports are strictly focused on what happened in each game. Some are written from the perspective of characters I played so should be treated with scepticism. I share my reflection on the con here, and my preparations here.

Thursday games

Thursday Block I Temple of Doom Sidekick: EOTB's Convention Dungeon

Game EOTB's Convention Dungeon
System AD&D 1e
Judge EOTB
Player Characters 9

In the first game of the con I ran a well oiled, barely dressed Kalinikos of Athena, a double axe wielding swashbuckler armoured with nothing but bracers of defense and cloak of protection. Adventuring party numbered nine in total, with three straight fighters, one ranger, one assassin, one cleric, one magic-user, one fighter-thief, and one fighter-magic-user. Humans dominated and we had but a single dwarf and an elf.

We begun our adventure with a descent down a long shaft leading into a third level of a sprawling complex. Several statues of warrior women greeted us. Those with nimble fingers explored them, finding little of interest. It did not take us long to find action, or rather for action to find us.

Upon penetrating the sanctity shadows befell us; as did the newly animated statues. They had proven to be most impotent in our presence, and Kalinikos crushed three of them. Our cleric made the shadows flee, weeping and wailing. They left a sticky, dark residue on the doors they fled through. One of us caressed it, and was promptly drained of their strength.

Moving on we encountered a despoiled and beheaded corpse suspended in the air. If it was suposed to be a warning sign or deterrent to discourage us from moving on, then it failed miserably for we touched it, read the plaque hanging around its neck stump, poked it, and ultimately, moved on.

This led us to an irregular chamber. Our superior senses and wicked wonder meant that we managed to ambush the ambushers whom had tried to jump us from beyond the secret doors. We had slain these pathetic mongrel-men in seconds.

Their chamber was completely bereft of anything. This arouse suspicion, for surely they couldn't have just been here all the time. We failed to find secret doors, but speculated there must be something here, perhaps a ceiling trapdoor.

We returned to the main chamber, found a penetrated skull that wanted to scream. Turned out it was head of the beheaded cleric. Moving about we discovered another ceiling trapdoor, went up, surprised more mongrel-men and exterminated them with haste. We kept one alive, but its limited communication ability meant it was of limited use to us. We learned they serve the shadow masters, there is an altar nearby, and yes, there is some treasure.

At this moment we were confident we have ascended into a separate complex, perhaps a small cult area. Thus, we roamed the chambers, removing all threats. One of the rooms had bedrolls and blankets; the floor trapdoor led into the secret chamber we had previously explored.

An octagonal room with a summoning circle and charred walls was just the place we sought. A long corridor, with alcoves every ten feet, joined it. At the end stood a grotesque altar, with statue so foul we knew there must be something there.

Given their infravision, the dwarf and elf could see bars of heat cutting horizontally across the pathway. Our hobbit drank the potion of climbing, crawled up and above the heat bars, and then dropped down. He learned that the statue is trapped, that there is a secret compartment, and that something black is leaking from its eyes. As statue rose to its unlife, he spidered back to us, and we left the chamber to regroup and prepare for this demon.

I chugged the potion of speed, while one of kind souls cast protection from evil. Then we opened the doors, hacked the demon to pieces, and drove its summoned shadows away. Seeing that the treasure was now unprotected, and that I was still lightning fast I called out to others:

“Leave the chamber! I will grab the treasure at once!”

Alas, others merely repositioned themselves within the area, instead of leaving the octagonal chamber and long corridor. I sprinted to the end of the corridor, breaking all three beams. The first one triggered a loud alarm. The second made me weak like a newborn calf. Third one did nothing.

I quickly poured acid on the trap rune, smearing it. Then I pulled the compartment open. Inside were a robe dotted with countless stars, and six magnificent, silvery tubes. As I turned to inform the colleagues of this great find, fireball exploded from within the summoning circle, kill three adventurers, and wounding the rest.

“Why didn't you step outside!” I cried out, whilst recovering treasure. We picked our dead, valuables, and left for the surface. Great success.

Thursday Block II: Halls of Viridian Mist

Game Halls of Viridian Mist
System OD&D
Judge Attronarch
Player Characters 11

A party of eleven adventurers tumbled down a gigantic pit trap. They tumbled and rolled, until the landed into a foul pit full of refuse. Green chocking mist burned their eyes and obscured their vision.

In order, they were: Carmea of Tiberon, a human vicar; Cig Akgahnte, a human hero; Dacyniel, an elf hero theurgist; Ira Thorncreek, a hobbit hero; Jaki Wittyleg, a dwarf hero; Lefno Gaithh, a human theurgist; Menar Chigun, a human theurgist; Nacyn, an elf hero theurgist; Trasir Wisestorm, a dwarf hero; Ulla Valmasniz, a dwarf hero; and Zarah the Wicked, a human theurgist.

Rancid mist made everyone gag, and thus with some quick thinking everyone fashioned face covers of cloth. Their eyes were teary; torches and lanterns penetrated barely fifteen feet ahead. Quick-witted Nacyn suggested a marching order where everyone holds onto a rope. That way, even if they cannot see each other, at least then can hold onto the same object.

Milling about, they were confident that the pit was roughly rectangular, natural cavern, some forty by forty feet. Refuse poured downwards, in the south-east direction. A heart-rending, finger-curling, blood-freezing scream cut through the fog. Cig, Ira, Zarah, Trasir, Ulla, and Lefno felt courage and talent leave them in equal measure.

As if that wasn't enough, three ghouls jumped them from above, landing amongst them. Desperate melee ensued, with adventurers screaming in equal measure as the living dead. Zarah succumbed to horrible ghoulish paralysis, right after slaying one. Trasir and Nacyn each disposed of one ghoul as well.

Motivated to move quickly, the party asked Nacyn to take the lead—she was at the front of the rope. Thus, she slid down the foul refuse, then turned left. She could barely see the tunnels ahead, so she chose the one closest to her left. This one led them up, towards the screaming.

In the commotion, paralysed Zarah was left behind in the refuse pit. Unable to move, unable the see; but able to feel, able to think, and able to weep. She felt every claw, every bite, every second the ghouls had feasted on her flesh.

Nacyn followed the right cave wall, but led the adventurers into a dead end! More ghouls ravaged the back rank, but were quickly driven back. Dacyniel, elf who was at the end of the rope now found himself at the front.

“Right, right, follow the right wall!”

Indeed, they tapped the right cave wall, reached another split, and then took the right turn, climbing up. This led them to a portcullis. An attempt to discuss was cut short by intermittent screaming and fleshy footsteps echoing through the cave. Jaki Wittyleg drank the potion of giant strength. Then he held up the grates while others came through.

Stair leading up to their immediate left were enough to make them abandon the “right-hand” strategy. The dwarf tore straight through the doors, then placed them back as the elf cast hold portal on them.

They were now in a proper, hewn chamber. Flagstones were covered with gold pieces strewn all about. Viridian mist was ever present, making exploration rather difficult. By all accounts, the chamber was forty feet long and thirty feet wide. Three wells were lined along the east wall.

These wells perplexed the adventurers to no end. The water was fresh and potable. Whatever they dropped into it vanished at the same depth, at all three wells. They tied a small sack of coins and lowered it. It vanished. They pulled it back up. It was still the same sack, soaked and filled with their coins. Finally, Jaki and Menar dared take a dive. Both were surprised to emerge on the other side, their heads pointing up. They went down and were back up. And then down and back up again!

The whole party agree this is the way forward, so they all took a dive in the same well, emerging into the chamber on the other side. This one was much larger, and of angular geometry that cannot be described. It spanned nearly 6 000 square feet, most of it cloaked with the fog. It too had three wells—one in the south, one in the south-west, and one in the north-west. Doors were to the east, north-east, and north. The last ones were chosen.

Jaki the Doorbasher did his duty once more. Before them was a hundred foot long corridor, of slope noticeable only to the dwarves. The dead end had been seen through as merely a mockery for the inexperienced. Elves quickly found not one, but two secret doors. One leading further north, and one leading east.

Doorbasher took care of the sliding doors. They led to chamber unmolested by the mist. This twenty by twenty room was quite spartan, but comfortable, with a framed bed, and a large desk with attached drawers. Rummaging through the latter revealed 1 000 gold pieces, and a scroll with magic missile, wall of iron, control weather, and lower water. Lefno claimed the scroll.

Jaki proceeded to completely break the secret sliding doors leading north. The corridor split left and forward. Jaki went for the left doors, pulled on them, and a scythe severed both of his hands. The dwarf cried out in pain as others dragged him backwards. They cauterised his stumps, and used cure light wounds to stop the profuse bleeding. Cig and Ira made fun of him.

Six ravenous ghouls charged the adventurers from behind. This time the party was ready, and thus dispatched them within minutes. Doorbasher, tears streaming down his rosy cheeks, was unwilling to abandon hope. Thus, he soldiered on.

Adventurers moved further north, entering an octagonal chamber dominated with a blood stained stone platform attached to chains leading into the ceiling. A massive iron ring was drilled into each corner. A spoked wheel was in the centre of west wall. It feel out when adventurers tried to interact with it. While the dwarves investigated it, Dacyniel levitated upwards and Ira climbed one of the chains. Up and up they went, until they decided to descend sans they fall and die.

“This is the way out, for sure!”

Alas, dwarves had sad news to report—gears that the wheel was connected to were damaged. They could fix them if they had the right tools and materials...

The party continued exploring the corridors. They found another doors, Jaki kicked them and jumped back in time before another scythe took his leg. Dead end.

Portcullis blocked the advance into the cave system. They made a circle—the corridors looped around the octagonal chamber. As they discussed what to do, three minotaurs had charged them. A brutal skirmish broke out, with adventurers squeezed from both the front and the rear.

But they did not give in, and they did not give up. They fought back, tooth and claw. Nacyn leaped upwards, and decapitated one of the horned beasts. Trasir bust the kneecaps of another, while others chopped it to pieces. Cig gutted the last one as Jaki punted it up in the air. Then he Chopped its horns off, and offered them to Jaki as “new and improved hands.”

Adventurers had a choice to make, namely which way now? West-most corridor they said. What a great choice, for the elves had soon detected a secret chamber with an assortment of gears. Dwarves picked up several they thought would fit best.

Whilst dwarves worked on repairing the platform, others watched guard. But this was a horrible spot, with four different ways to approach it. They could hear the ghouls moving around, obscured by the mist.

Nearly two hours later, the dwarves reported they fixed the problem. Exhausted and bloodied, everyone rushed to the platform. Alas, a new problem had appeared. Who will operate the wheel?

“I have levitate. I can get you up, and then fly after you!”

Lefno volunteered. He cast the wall of iron to block off the northern approach, sealing them off. Then they cast invisibility on him. The wheel was heavy to operate, but the theurgist managed it. The platform slowly rose upwards, with a loud clang.

Lefno turned the wheel. And turned the wheel. And turned the wheel. He turned as he heard the wall of iron retract, having now completely smashed through the portcullis. He turned it as he heard the grunts, the retches, and the howls of the dead come closers and closer. He turned as he heard the footsteps all around him. He turned until his friends were safe; he turned until he felt them right behind him; he turned until he could turn no more.

Lefno. Illustrated by Darnok.

Friday games

Friday Block I: Abattoir of The Impotent Idolater

Game Abattoir of The Impotent Idolater
System OD&D
Judge Attronarch
Player Characters 13

Eleven adventurers had been hired by the loyalists of the Broken Empire to recover the famed regalia of Legio IX. In order, they are: Aegiliel, an elf hero theurgist; Astrid Hunnisdottir, a dwarf hero; Cig Akgahnte, a human hero; Fenna Redbulk, a dwarf hero; Gromonicus, a human hero; Ira Thorncreek, a hobbit hero; Karelia Tolfind, a dwarf hero; Larana Lightstep, a human hero; Mezeth the Uncanny, a human theurgist; Uta Almonger, a human hero; and Vida Pilter, a human vicar.

The party followed the trail into deep in the woods, leading to a cave mouth ninety feet wide and sixty feet tall. Beyond it a large cave stretched further north and south. Broken branches, trampled bushes and leaves, and large, elephantine tracks suggest high traffic.

Adventuring party decided to back off and establish camp several hundred yards away from the cave. They ordered their men-at-arms to find suitable branches to sharpen for the palisades. At the same time they tended to their animals, staking them in the centre of the camp. At the third hour, horrible screams pierced the air. The voices are well known, for they are of their own men.

Battle positions are taken, facing north-west. The ground shakes, the trees scream as they are shattered under the bulk of oncoming monstrosity. It comes at the adventurers, flailing, cackling, and charging. Large, elephant-like body covered with warts, boils, and scabs. Seven deformed horse heads atop long tubular necks, adorned with yellowed square teeth, greasy, lanky long hair, and eyes of pure madness.

Gromonicus the Brave acknowledges no such horrors, as attested by him counter-charging the abomination. He was promptly trampled, but lived. The horror continued its mad charge, reaching Aegiliel. The elf dodges and parried three of the seven heads. Alas, other four bit into him—one into the left shoulder, one onto the collarbone from the right, one bit into the right leg, and one the left foot. The heads pulled all in different directions, ripping the elf apart and showering the survivors with gore and guts.

One of the theurgists cast phantasmal force and created a swarm of mice. The abomination cared not. Mezet cast sleep, and slept Uta, Vida, Gromonicus, Cig, and himself. Others closed in, bravely fighting the monster. Slashing it made them recoil with disgust, as pus and blood oozed from the horror. Gromonicus, now asleep, was put to permanent sleep when it accidentally stomped on his head.

Warhorses were calm as ever, for this was just another day for them. One of the light horses was spooked, but calmed by his master. In the brutal skirmish the abomination lost two of its heads, and fled into the cave. Aynora the Jovial, a human vicar, and Parnasselis, a human vicar, had just arrived, chasing the beast on their warhorses. Alas, the horses refused to enter the cave,

Adventurers slapped the sleeping awake, left the dead to sleep, and rushed towards the cave. They cared little for the standard of Scrituin The Pacifier of Seven Tribes. This was now about vengeance.

They entered the cave, following the trail of blood and suppuration. Into the large cave, and down the one hundred and twenty feet long tunnel; into a humongous cave broken by large columns, making it a labyrinthine experience. The trail continue straight east, but adventurers followed the south cave wall instead, slowing down to a crawl. They are heroes; experienced in the art of war, and thus, they seek tactical advantage.

A horde of giant rats do not surprise them—scrawny, hairy, bottom-feeders fight each other to lick and slurps the trail left behind by the abomination. Laran, thinking on her feet, mixes belladonna with fresh rations, and then chucks them at the critters. They gorge in darkness, as the adventurers continue their pursuit.

The trail leads them down another long tunnel slopping downwards. Astrid, Fenna, and Karelia were well aware of how deep they went, now fifty feet underground.

Weird gargling and choking sounds echoed through the cave. Stumps of broken stalagmites, and crushed bones littered the floor. Heavy stench of cat-piss and avian faeces dominated the air. Moving forth, the abomination came into light. It was sitting down, on all four legs, its dead heads submerged into the fresh-water pond surrounded by decorative stones all around. Remaining heads wept foul tears.

Adventurers cared not for its tears. They charged the monster, and hacked it to pieces. The battle was savage, but no lossess were suffered amongst the brave.

And then song, an angelic choir broke out. Everyone but Cig, Mezet, Karelia, and Fenna were enchanted by it. Wishing to see what wondrous being sings so beautifully, adventurers rose their torches and lanterns.

South cave wall was in fact a twenty foot tall ledge. Three harpies perched there, singing. Mezet cast sleep, putting two of them, and himself down. Parnasselis cast light so he could see them better, having now devoted himself entirely. This revealed that the cave extends further up, with even more harpies hiding in the natural alcoves.

Astrid led a construction effort, making stairways to heaven from iron spikes. Others joined. Cig pretended to be charmed. Fenna was having none of it, and was shooting her crossbow at the single awake harpy that was still here.

Parnasselis now cast speak with animals, and addressed the harpies, wondering how he could serve them best.

“Kill the ugly one! Kill them! Give us the crown! Save us, save us, our knight on the white horse!” cried two harpies hiding at the top. The awake one screeched back at them, but was shot by Fenna.

From now on, it was total madness. Astrid climbed up, grabbed the closest sleeping harpy, and began caressing her beak. Ira stripped naked, took his shield, and then paddled across the pond, climbed up the cave wall, then back down to fetch treasure for the beautiful sleeping angel.

Vida and Aynora bothered the catatonic giant hairy man whom they found in the harpy nest. He was nearly seven feet tall, broad shouldered and wide legged. Dark hairs covered him, sans the shoulders which were covered with moss. His chest was wide open, clawed and gnawed.

“Wake up! Wake up to meet our lord and saviour, the harpies!” Aynora shook the man. Vida healed him, twice, for he was still breathing, despite massive wounds. Ira returns to the sleeping harpy with his magical sword and tries to give it to her. Thus, he wakes her up. Cig executes the harpy caressed by Astrid; the dwarf scalps the harpy and puts it on her head.

“Now I am as pretty as her...” she mutters.

Parnasselis strikes the harpy next to Ira, and commands his staff to coil around her. Ira tries to set her free by attacking the giant snake. Large cave man snaps out of coma, begins grunting and moaning, and immediately grabs Vida with an iron grip. Aynora tries to help and nearly kills Vida in the process.

Cig beheads the constrained harpy. Astrid continues her transformation by severing the harpy's beak and tying it on. In the meantime, two smaller harpies from the above have descended and engaged the only awake one. The bigger harpy had immediately slain one of the smaller one, but then got entangled with the other. Fenna missed most of her shots, as did Karelia. Parnasselis cried out to be noticed. He ran off the edge, and performed front flip backwards, landing into the pond. No attention was given.

Vida smashes the caveman back into the coma, while those uncharmed finally bring the final harpy down. Now back to their senses, the adventurers spend good time searching the nest, rowing through avian refuse, and remains of their victims. An hour or so later, and all they find are three gems, a scroll with read languages, and a map to magical treasure. Three large harpies were adorned with jewellery—bracelets, tiaras, necklaces, rings—worth nearly twenty thousand gold pieces. Most of that was now on Astrid.

They descended and advanced further north, having remembered their original mission. Adventurers soon reached a junction splitting four ways. Vile stench of rot, pus, and body odour emanated forth from the cave to their left. Thousands of coins were strewn all over the cave floor, covered with greasy, thin, strings of dark hair and shredded scabs. Cig braved the horrible conditions and moved in. He soon spotted an intact standard—gold eagle with spread out wings atop twenty foot long redwood pole—in the west-most alcove. He recovered it.

Mezet took the standard, and cast invisibility on himself. It was large and heavy, so he had to use both hands to carry it. Having decided they have enough treasure, as well as the item they came for, the party begun their retreat.

A horde of giant rats were feasting on the abomination's corpse. Some of them looked groggy and ill. Adventurers helped by throwing some rations with belladonna, as before. Then they backtracked west, up the first long tunnel, and accross the large cave.

And then song, an angelic choir broke out. Cig, Astrid, Karelia, and Fenna resisted the call of doom. Others failed. Ira stripped naked once more. Many attempted to climb the columns, which had now been revealed to be twenty to thirty feet tall.

“Don't climb... Just follow...” the harpies sung.

Pissed off Fenna shot the closer one down. Cig attempted to intimidate them by flaunting his cloak made of severed harpies wings. It did not work.

“Teleport me to her. I want to hugh her. Teleport me right next to her.” Larana instructed her sentient sword.

“Uh, Larana, are you sure?” the sword asked back.

“Yes, yes I am.”

“KKRREEEEEEEEE–” the harpy screeched as Larana appeared right next to her and hugged her hard. The floated down, near the cave floor. Soon both Vida and Uta threw themselves there are well, all intent on hugging their desire.

Ira climbed up the column atop which a wounded harpy laid. Then she picked her up, and jumped down, trying to save her. The harpy died, while the hobbit merely suffered some injuries. Aynora cried as she poured a potion of healing down the harpy's throat.

Mezet the Invisible, took out his wand of fear, and blasted everyone piled up on his harpy. Larana, Vida, Fenna, Karelia, and Cig fled the caves at once. Astrid decided she had enough of this malarkey, picked up the standard, and left the cave as well.

Harpy fled, and Ira chased it deeper, into darkness. Parnasselis, Uta, Aynora, and Mezet managed to get out.

Survivors mounted their horses, and left for civilisation to collect their well earned bounty.

Friday Block II: Palace of the Eternal Autocrat

Game Palace of the Eternal Autocrat
System Seven Voyages of Zylarthen
Judge Gabor Lux
Player Characters 11

There was a time when I was known as Armon Targ.

A time so distant, and so murky I am not sure if it was a fever dream or reality. Last I remember is an adventure with eleven other men. Pardero, a terran fighting man. Talion, an imperial fighting man. Ugg, and Oog Booga, two cavemen. Zothar, Birakor, and Rashid, all teran magic-users. Valgard, a northman thief. Anthony, an imperial thief. Icarium, a terran thief. And one more, a hoplite servant.

We set out for some island, upon which a ruined palace of forgotten tyrant rested. Wealth. Magic. Power. Adventure. Death. All part of my life back then. I remember us disembarking. We crawled the compound, defiling the giant stone head with stern face. Must have been the tyrant himself. It spoke cryptic non-sense, as those in power usually do.

An impenetrable violet building with onion top dominated the estate. It had six glass eyes. We were unable to penetrate its double bronze doors, no matter how much we tried. Then we found a burly looking one-eyed man tending to scrawny chickens. He was cursed, or something. I do not remember.

I zoned out and followed others. From time to time I commanded my sword, “Scout,” to detect evil or gold. I miss it. It served me well back in the day. We entered some sort of magical swirl and were teleported deep underground.

Disturbing the Autocrat's gardens.

We traversed the corridors with great speed, until we found a staircase leading further down. I remember we refused to take them at the time, opting to explore foul chambers filled with refuse, both organic and inorganic. We were assaulted by nine shambling, bloated, yellow zombies. They were no threat.

This brought us back to the stairs, and its bearded guardian. We fed it gold coins, rations, and bones. I was foolish, and was soon paralysed and sucked in by a transparent mass of acidic goo. My allies saved me. Sometimes I think of them. I do not miss them.

At the bottom was a sizeable chamber with walls of shimmering gold. Twelve mosaic figures holding a candle light were upon them. Seven of them detected as evil, while the rest were good. We moved on, finding several stairs leading up. Then we found some chambers with foodstufs, water, and spices. Around this time I was able to move again.

We opened, I do not remember how but suspect one of our thieves, an iron door with a peeping hole. Before us, far ahead, was a congregation of people dressed in fantastic togas! To this day I do not know who they were, and why there were so deep underground. At that time we believed them to be evil, and in need of extermination.

I led the charge. It was a foolish mistake. We killed few of them in the initial surprise. But we underestimated how many of them there was. I was soon surrounded by their guards and servants, fighting for my life. Their pathetic warriors meant nothing. But then they brought the philosophers. That damn philosophers.

One of them had blown my left leg off. I lamented the loss of that leg for years. If only I knew I would loose much more in the future. But I digress. The situation was dire. My ears were buzzing. Strange men pounded on me, but I somehow parried. Then I asked the Scout to detect if these men were evil.

“No.”

“What do you mean no?!”

I offered that this was merely a misunderstanding, and that we should part ways. The offered to part me with my life instead. Filled with hatred, I quaffed my potion of speed, intent on rapidly crawling towards the philosopher who wounded me, and hacking him to death.

At this moment the entire hall filled with rapidly growing crystalls! This freaked out flamboyant toga men, and they allowed us to leave at once. We fled like curs. I was certain I would die, there and then. But one of the magic-users performed a miracle. He operated me for an hour. The leg was gone, there was nothing to do about that. Now I hobbled on an ill fitted wooden peg. It hurt like hell, but I was alive.

From then on my recollection is even murkier. I remember me hobbling behind others, speaking with my sword and fighting with bow. We explored some cave filled with garbage. A god of beggars roamed there. We fled.

Around that time we discovered a series of chambers where tyrant left another statue of his. It was all fake, just like himself. Nearby we encountered some vile creatures with skeletal arms and bloated bodies. They gazed in my eyes, but I spat in their direction and hobbled back. It is there we found a bowl full of treasure suspended high in the air. Must have been the lair of those two horrors we had dispatched.

Loaded with treasure we sought exit. We took one of the stairs leading up. Then we made all the wrong turns. Or right, depending on how you think about it. There were yellowed, bloated zombies which melted our flesh. Oog Booga fell down a pit trap, landing into the trash lair. I shot at everything that moved. We prevailed. Then we roamed the endless corridors, more desperate with each step.

One of the magic-users, I forget which, in a moment of desperate inspiration, opened a gate towards another dimension. We stepped through without much thought. Surely, wherever he took us would be better than here, in the tomb of this insane tyrant.

There was a time when I was known as Armon Targ.

That was before. When I was a nobody.

But now?

Everybody knows my name in the Barbarian Altanis.

Friday Night Block: Sunken Redoubt of the Serpentine Lich

Game Sunken Redoubt of the Serpentine Lich
System AD&D 1e
Judge Ignatius Umlaut
Player Characters 11

I played Brother Warby Parker, a lawful good human patriarch with above average wisdom and dexterity. But his truly outstanding feature was exceptional charisma. His vainness was equally exceptional.

“We must slay Tenochli!” Gork of the Flame Lizard, a flame lizard mounted on a giant lizard, hissed. The target was a lizard druid, whom had betrayed them some time ago. They suspected him to be a lich now.

Having spent months in the Underwilds of the Darkness Beneath, I came to accept such characters as everyday occurrence. Many weird souls pass through the Cliff City of Thousand Spears. Either way, the burning lizard and his retinue could surely use my help. And I could use their night dragon to get out. All this darkness has been unhealthy to my tan.

Prior to setting out, I divined what awaits us. We were to go into some sort of fungal forest, dominated with fungal creatures. In my visions I saw fungits, floating spherical fungi with spore eyes on the tentacles; fungents, thirty feet tall walking fungi; mantis men; giant moths flying about; ancient technology; weird bushy people with mystic power; a giant slimefall; and a clearing in the fungi. The latter two felt sinister and dangerous.

We mounted the night dragon, whom then took us from the cliff rim to underwilds, a thirty mile journey crossed in a bat of an eye. We had seen obelisk shrines, triceratops munching on grass, dark trolls roaming about, marauding demihuman gangs, and more. After we landed, the dragon left us with a whistle to summon it when we want to get back home.

How it started.

Our half-elf ranger scouted ahead of us. This allowed us to hide from a dark troll gang, raptor-like dinosaurs, and a pack of wild board. We eventually reached a thick fungi forest, or rather, a jungle, with tall canopies as tall as fifty feet. The dwarf thief climbed the planar shelf-fungus and surveyed the cavern. He reported fungiwalks connecting the canopies. All of us quickly ascended.

As we marched, I quickly bonded with Dave the Demonologist, who seemed like the only serious person. My judgement has once again proven to be correct, as the man was truly a force to be reckoned with. Thus, in my infinite wisdom, I knew that my divine duty was to protect him at all costs.

Slimy brackish water, covered with rotting vegetation, criss-crossed the forest. We spotted a clearing circled by giant toadstools glowing with indigo light. Since these did not match those I had divined, we approached.

“Do you want to be a friend or foe?” little voices asked.

“Friend!” Gork grunted.

Turned out this was a circle of some small faeries whom were terrorised by giant spiders of abominable intelligence. They begged us to help them, with little to offer but their circle—which was enchanted against non-intelligent monsters—and tears. Being lawful and good, we had accepted. That, and we had a faerie knight among us as well. They provided us two of their own to lead the way.

Some hundred and fifty yards of the forest was completely webbed. Dave summoned a fire elemental. Then he sent it to sauté the fungi and giant spiders. Roaring flames and hissing sounds filled the air. It all went quiet after ten minutes. We went in. Four burnt husks, two twitching ones, and three intact spiders. The battle was quickly over. Magic-users blasted them with magic missiles, our warriors crushed them with their magical weapons, and I sent my spiritual hammer to bang them.

We kept one alive to interrogate it. There was little to learn from it, except that there is a necromancer with zombie army south-east from here. I thought we'd let it live but someone blasted it to pieces. Then we recovered treasure from past victims. Faeries threw us a feast, gifted us necklaces of crystallised tears, and complimented my looks repeatedly. We slept well. Magic-users studied their spells, while I prayed for mine.

Onwards we went, across the fungiwalks again. At one moment our scouts spotted a dishevelled man picking fungi down below. I made myself know and hailed the man politely. He seemed fine, so I asked him if it was okay if we came down to speak with him face to face.

The man was Woebegone Kernoble, a druid and former adventurer whom had been living here for who knows how long. His party had been vanquished, and he was the lone survivor. Although slightly unhinged, with my gentle guidance and kind character, I reached out to the man he once was. The druid was a wellspring of intelligence, telling us all about dangerous hundred feet tall fungemoth, the necromancer and zombies and purple worm under his control, the haunted lake, the erratic fungents, the aggressive fungits, and much more. Furthermore, I managed to persuade him to join us and lead the way to the necromancer.

On the way there I was chocked by the vines, we encountered four fungents but pacified them, and passed a slimefall, but not the one from my visions. Eventually we reached a prismatic wall preventing way forward. Magic-users used stoneshape to shape a shallow ditch underneath it. Then they sent wizard eyes to scout. This was the place.

How it ended. Photo by James Knight.

Seventy two fungal-zombies divided into twelve neat columns. Beyond them a smaller cave with evil presence and wall of thorns. Dave cast passwall and we stormed in with righteous rage. My chosen duty was to protect Dave. My sister, the high priestess, copied me, as she usually does, and we fought side by side.

Dave controlled the air elemental, magic-users burned and blasted through the hordes, the warriors charged forth, hacking and crushing everything in their path. A purple worm erupted from the ground, swallowing Gork whole. I remained resolute, next to Dave, obliterating the zombies with my Staff of Striking. I did not care for its limited charged! The magic-users had to be protected at all costs.

This strategy paid of handsomely as the lizard lich appeared, and was promptly elemental-handled by Dave's air. Warriors gutted the purple worm, and chased the traitorous Tenochli. I remained with wizards, cleaning up remaining zombies. The lizard druid lich was soon completely surrounded, locked in deadly struggle with his former allies. He beheaded Gork and the fairy knight. We resurrected the former.

Dave was high up in the air, surrounded by protective sphere. He commanded the air elemental. Others have forced Tenochli against the cave wall and were mercilessly pounding on him. I, on the other hand, was more interested in phylactery, which there were two of, hidden in the wall of thorns.

Tenochli hissed and screamed until he was no more. Phylacteries were indeed beyond the wall of thorns, their inimical evil presence oppressive beyond comprehension. Their please had no effect on me; I crushed both with my staff of striking before they could finish their offer.

Now there was one less evil in the world. But I felt something in the pit of my stomach. Something worse. The Satan returned.

Saturday games

Saturday Block I: Temple of the Gnoll God

Game Temple of the Gnoll God
System AD&D 1e
Judge Keith Sloan
Player Characters 7

In this game I played Amphi of Tiranos, a human swashbuckler, with good armour, some magical throwing axes, and otherwise mundane weapons. This was a straightforward temple raid—get in, find treasure, take treasure, get out. The party numbered seven characters in total.

The temple was set deep in dire hills, infested with gnolls, in a peaceful valley. Temple itself was elevated, and surrounded by man-made canals. After days of observing them, we learned of a secret entrance rarely used. We guessed this must be a backdoor, and thus went that way.

Planning the temple assault.

It was a rather long walk, straight. We noticed that the tunnel was rather well made, potentially of dwarven construction. The dead end was, as we suspected, a secret door. We heard heavy footsteps and grunts on the other side. Breaking through surprised the three gnolls on the other side, and we killed them without mercy.

This was obviously a guard room. We destroyed the halberds and severed the bowstrings. Then we spiked the east doors with halberd tips. Going west I fell straight down a pit and got impaled on some spikes. Not a good showing, I admit.

Bell shaped chamber with a demonic statue was our next challenge.

“Speak your praise to that who should not be named!” it spoke in gurgly gnollish. We took too long to think so we were promptly burned. The statue was surely of their foul god. We continued down the north corridor, passing one doors, and detecting one secret doors with subtle dwarf rune. There we found a dwarven skeleton, rusty knife or spike in its hand.

“Here I carve my last words. The revolt has failed.” one of our dwarven read the runes to us. As we had suspected, this temple must have been built by dwarven slaves.

Moving upstairs we entered another bell shaped room. The walls were covered with frescoes of gnoll shamans performing horrible deeds against men and all those aligned with Law. This time we found concealed elven scripture, a signature and message from an elf slave forced to paint this horrible vista.

Pushing further north, we broke through yet another doors, slaying six more gnolls. This was yet another guard chamber, with four doors in total. Reasoning that we are looking for the temple vault, and that we should keep moving north-west, we chose the north doors.

They led us into a spacious chamber dominated by charnel smell. Our light did not reach the ceiling. But it was sufficient to illuminate a gigantic version of statue we had previously encountered—except this one was much more ghoulish. This foul chamber had six egresses.

We were soon assaulted by eight ghouls. The clerics turned back five of them, while we disposed of the rest, but not before some of us succumbed to their ghastly paralysis. Long stairs led north. South corridor led into a cavernous chamber filled with bones and rotting remains of hundreds of poor souls. We failed to penetrate the doors to the east, them being barred from the other side.

Returning to the gnoll god chamber, we opted for the north-east passage. We found another secret dwarf chamber, with a list of names, avoided a pit trap, and then forced our way in what could best be described as a study of mad man. Or rather, mad ghoul. Hamish Westberry was a sage specialised in the antiquarian imperial vases.

Apparently he spent years, or decades, in this very room, never leaving it. He was absolutely useless. We had little choice but to terminate his research once for all. He was tough, but we were tougher, and thus walked away with a tiara, some gems, two thousand gold pieces, and two returning throwing daggers.

We backtracked to the second guard chamber, explored beyond the west doors, but found they just loop back to the corridor between the statue and corpse chambers. Therefore, we decided to take the long stairs.

Fascinatingly, mid-way up we found a secret doors on the east wall. We entered into a rectangular chamber covered with dust. Faded frescoes of demonic figures adorned the walls. Going north, we found a square chamber with most curious features. Walls were painted red with yellow runes and scripts scrawled all over. A yellow statue stood opposite us. it had two red rubies for its eyes.

Of course it animated and started blasting us. I stepped in and chucked my magical throwing axes. Magic-users and clerics cast dispel magic on it, shutting it down for some rounds. But the combat was just heating up. Doors to the sides swung open, and eight horrible creatures poured in. I knew them well. Large, tough, wicked. The thouls were here.

I focused on the statue, smashing it. Desperate melee ensued, as we dropped, one by one, to the thoul paralysis. But paladin stood steadfast, with his ring that granted him immunity. We ultimately stood victorious.

Beelining for the vault.

There was some minor treasure here and in the adjoining chambers. Our superior adventuring instincts were proven correct once more as we detected secret doors leading deeper west.

Beyond was a funnel shaped chamber filled with broken pottery. One of the magic-users fixated on it, ending up confused. There was but a single way forward in the shape of a single slab of ivory. This led us into a toroid corridor with five secret doors. Three were on the outer side, at north, west, and south. Two were on the inner side, namely north and south.

South doors led into a domed chamber some thirty feet in diameter. The insides looked like a grey matter. It felt evil as fuck. We shut the doors.

West doors led into a hemispherical chamber, seventy feet in diameter. A ball of darkness engulfed most of the chamber, roughly sixty feet in diameter. We throw some coins, and heard them rolling. Dispelling magic revealed a lantern on a pedestal, and four large shadow mastiffs chained to it. They began barking and wailing. The darkness returned. We left.

South doors led us into trouble, as five spectres came at us once we opened them. The smallest of three chambers. just twenty feet in diameter. The clerics turned them, but the bastards fled into the central chamber instead.

Going all in, we followed, forcing the secret doors on the inner rim. We faced off a spectre so grim others cried at its feet. One of our magic-users used the Wand of Wonder. The spectre commanded the lesser ones to vacate the chamber. It took us few seconds to realise that our ally and our enemy have switched bodies! We jumped the magic-user and hog-tied him well.

Our plunder was impressive ninety thousand gold pieces, eleven gems of great worth, two potions, a cloak, and a bag of holding that came in most handy. We left the complex without anyone noticing us at all.

Saturday Block II: Return to the Storm Giant's Castle

Game Return to the Storm Giant's Castle
System AD&D 1e
Judge Ignatius Umlaut
Player Characters 10

I continued with Brother Warby Parker, having escaped the Darkness Beneath and now travelled all they way up to the Storm Giant's Castle.

It had been yeas, if not decades, since I saved the baby Squall from Satan. He was kidnapped, taken into the clouds beneath his parents' castle, and presented as a moral dilemma to the orange dragon Bangalore.

Baby Squall was now a young adult Tempest. His parents were gone, and he established a silk operation on the clouds. Somehow, the Satan has returned. Or so he believe, for he was plagued with infernal visions. He offered us a harp worth one million gold pieces should we be able to check what is going on beneath and resolve the issue. After all, he worried greatly about his pigsy servants. We accepted, and were served a feast of 30 000 quail eggs. This made us bloaty enough to walk on the clouds.

Like before, I divined to learn more about the threats below us. My sister, the copy-cat she is, communed instead. We learned that there was a whirlwind of lava sent from Hell, that there are cloud people and static monsters (which I had remembered from before, but was good to have divine confirmation nonetheless), and that there would indee be major and minor devils.

From the God we learned that they are immune to fire, not so much to lightning and cold, and that most are immune to paralysation. We also learned that they are not expecting us, that solution to the problem is at the bottom of the clouds, that there are potential allies down there, and that Satan himself is not in the cloud.

I checked Tempest and the castle, just to make sure neither were penetrated by evil. Everyone and everything checked out, and we descended down to the first level.

The first level was still friendly, with servants tending the silk farms. We got mundane equipment we needed, and then we rappelled down to the second level.

The second level, like all other levels to be fair, was a series of cloudy chambers. We discovered a cloud full of balloon people freely floating around. Since they were evil we begun popping them. Our gnome scout punctured a green one, who explored and billowed out chlorine gas. That did not feel great. We blasted them all, and then seized several wands of lightning they used to fight back.

Bursting the cloud men. Photo by James Knight.

At this moment I wish to mention that I was mostly hanging out with Dave, whom I had met in the Underwilds. Our party of ten was led by a spectacular duo of most capable paladin and a ranger. There were several powerful wizard, a hyper-muscular Mr. T. And there was a gnome.

The Muscle Man recovered a twelve feet long sword—which turned out to be a sword of dancing! He was the only one strong enough to carry it around.

Third level was filled with blinding light. We rubbed some of the holy water provided by Tempest into our eyes. God protects. Eventually we stumbled upon a Ki-rin trapped in an energy web. A bald hobo in a lotus position hovered above it. He offered to release the mythical animal if we answer three riddles.

Our combined intelligence and wisdom were too much for him, and we got them all. (Although we had to use augury to increase our odds of answering the last one.) Answers, in order, were: Lucifer, death, and wind and fire. Hovering hobo attached himself to out paladin, hovering over his shoulders at all times. He kept reciting poetry, forevermore.

Square cloudhole led into the fourth level. And what a level it was! A large driving circuit, going all around, with two bridges cutting across. A fiery whirlwind of roaring flames in the centre, spewing horrible evil.

We found the problem.

And we were about to solve it.

The infernal circuit.

Magic-users, including Dave, mounted the Ki-rin and flew down. At the far edge of the race track was a biker gang made up of fallen sylphs—The Stratoside Girls—revving their motorcycles. They were covered in tattoos, and leather jackets were their only clothing articles. An infernal succubus led them.

Our magic-users failed to surprise them, and were soon driven back up. The gang begun driving around the track, mocking us, blasting their wands. Ki-rin was quick and resistant enough to carry our people back up. We revised our plan.

Mr. T held two ropes with, we rappelled down. Magic-users came down on ki-rin once more, casting ice storm and confusion. They froze several portions of the track, sending many of the biker sylphs to their doom. The confusion added to the chaos.

But the party was just about to get heated.

Three horrible storm devils emerged from the fiery vortex—blue skinned, with violet claws and ridges. We hit them with everything we had. Meteor swarms, a phantasmal dragon, fireballs, magic missiles, wands, you name it. Since I could neither fly, nor had any means of ranged combat, I limited myself to smashing an errant biker sylph here and there.

Just as we thought that we are about to win, clouds parted! The succubus gang leader returned with her boyfriend, the Archdevil Beelzebub! And he brought his two servants, true pit fiends!

I ran along the track as my allies pounded on the storm devils, vanquishing them one by one. I ran to the edge of the track; I stood there and smashed my Staff of Striking into the clouds. Then I grabbed my mithril cross with both hands, rose it high above my head and roared:

“I EXORCIZE YOU, EVERY UNCLEAN SPIRIT, EVERY POWER OF DARKNESS, EVERY INCURSION OF THE INFERNAL ENEMY, EVERY DIABOLICAL LEGION, COHORT, AND FACTION, IN THE NAME AND POWER OF OUR LORD JESUS CHRIST!!! BE UPROOTED AND PUT TO FLIGHT FROM THE CHURCH OF GOD, FROM SOULS CREATED IN THE IMAGE OF GOD AND REDEEMED BY THE PRECIOUS BLOOD OF THE DIVINE LAMB!!!”

Pit fiends shrieked and shrunk as divine light bathed the infernal race track. Beelzebub thundered with impotent rage as my allies wished for his magic resistance to wear off. I chanted divine words as my allies pounded Beelzebub like there is no tomorrow. When he begun to beg, they poured a giant flask of holy water all over him. I am happy to say they refused his gifts, and threw him back into Hell, where he belongs.

We saved Tempest once more. But what is it about him that attracts Satan so much, I wondered? Perhaps I will be needed here once more... But for now, let's go for another batch of quail eggs.

Saturday Night Block: Conquering the Barbarian Altanis

Game Conquering the Barbarian Altanis
System OD&D
Judge Attronarch
Player Characters 38

38 characters, 23 players, 17 deaths, 5 hours, and one titan. Full session report here.

Photo by Alex.

Sunday game

Sunday Block I: Darkness Beneath Megadungeon

Game Darkness Beneath Megadungeon
System OD&D
Judge Attronarch
Player Characters 11

Troglodytes have been raiding the hobbit villages in the region, capturing many of them. Alas, all suffered a horrible fate as a trogsnack. A party of eleven gathered to stop it once and for all. They were, in order: Astrid Hunnisdottir, a dwarf hero; Aurus of Nolostas, a human vicar; Aynora the Jovial, a human vicar; Dora Tallhand, a hobbit hero; Eiduariniel, an elf hero theurgist; Fyluiniel, an elf hero theurgist; Ganny Farrow, a hobbit hero; Hora Ironpan, a hobbit hero; Medor, an elf hero theurgist; Noluis the Ogre, a human vicar; and Ramdan Phillova the Furtive, a human vicar.

Adventurers descended with a singular mission: exterminate the troglodytes and eliminate their king. Well aware of their horrible stench, most drenched rags into wine and then tied them around their face. Astrid soaked hers with holy water instead.

The large cave they entered reeked of death and troglodyte stench. Several wood and metal poles were planted all along the western wall, adorned with human, dwarf, hobbit, and elf skulls. There were also giant crabshell segments, half-rotten lizard maws, and various animal parts.

They took the south tunnel leading west, bypassed a pit rap, and then slain three trog in the guard outpost. The commotion attracted a giant iguana with not eyes. It slithered its tongue and charged towards the tastiest adventurer, notably Noluis. They disposed of it too. Searching its chamber revealed little of value, besides a filthy potion and fifty feet of hemp rope in one of the foul sacks.

Spreading out, the party explored several of the tunnels, indecisive where to go next. Eiduariniel used the opportunity to fire ball a large cave with a chasm in it. The cave thundered and, booming sound echoed throughout. Suddenly the floor began shaking, and everyone bravely fled into the blasted chamber.

There, at the bottom of the chasm, they spotted a shiny arm bracelet. Medor fetched it and put it on. The bracelet was in essence two rings—iron on the inside, gold on the outside. Iron ring fused to Medor's arms. He felt great.

South of the blasted chamber was cave with a pyramid made of skulls. It burst as a mounted troglodyte knight charged on a giant iguana. Hora and Dora braced their spears at the opposite side of the chasm. Giant iguana leaped over, and landed right atop their spears, dying on the spot. The knight was sent flying, dying as well. Eiduariniel blasted the skull cave, eliminating a dozen or so trogs charging.

A pack of angry, armoured badgers, attacked from the west tunnel, tearing into adventurers. Ramdan cast speak with animals and tried to reason, but the badgers were super grumpy. Most of the time they just went “badger badger badger badger” whilst badgering Noluis. Cleric took the pounding, was force fed potions, nearly got sick from that, but the badgers were eventually driven back via violence and magic.

As expected, there was little left in those caves after the fire ball treatment. The cave furthest south was most interesting. Smoky white quartz dominated, in essence making it a crystalline cavern. Astrid kicked over a bowl of crystal filled with rank water. In the future the cave could be mined, but at the moment there was little value in it.

Fyluiniel used her wand to detect enemies. There was still work to do!

Party went deeper into the caves, exploring many tunnels. Some lead to an underground lake, some to a sun-bathed cave, some deeper yet, and some, most interestingly, into a large cave with a sinkhole guarded by two giant iguanas chained to the wall.

They stuffed belladonna into rations and offered them to the lizards, which gulped them without much thought. They were soon no more. Adventurers ties ropes on the iron rings, and rappelled down.

More tunnels, more troglodytes, albeit of sneaky nature. Three assassins attempted to jump the adventurers, but were massacred in no time.

Terrible cacophony of a primitive single string document and guttural high-pitched screaming echoed. Peeking around the corner adventurers had a sight to behold.

A large cavern with a forty feet wide and twenty feet long chasm, surrounded by a tribe of troglodytes in supplication. Adventurers were on the south side; on this side of the chasm were deformed lizardmen with painted scales and dressed in tattered robes. Opposite was an orchestra of seven trogs playing something. And from the chasm something bubbled, like a rising bread.

Eiduariniel started blasting fire balls left and right. Medor created an illusion of purple worm bursting through the chasm. Total pandemonium ensued, with numerous trogs perishing in flames. Some of the survivors threw themselves into the chasm, others burned screaming. Troglodyte knights lost control of their giant iguana mounts.

Adventurers stood victorious, amidst charred remains of their enemies.

The ground quaked as colossal Gibbering Fungus God grew out of the chasm. Imagine thirty feet long and twenty feet wide mushroom stalk that reach fifty feet upwards. Eiduariniel continued blasting, sizzling the stalk.

“Come child. Come. Let me feed you. Feast upon my flesh.”

The elf was converted. He sprinted to the edge of the chasm, took a leap of faith, and landed upon the massive stalk. He begun stuffing his mouth with delicious, delicious fungi.

Others spread out in the chamber, scrambling to save their friend. Alas, they too felt the call of the Fungus God. Astrid cut across the chamber, following a long tunnel leading east. Aurus followed. Noluis grabbed one of the crazed fungi-eaters into a headlock, saving them. Aynora hooked Eiduariniel and pulled him back.

The elf wept like a baby once he was out of the warm embrace of the Gibbering Fungus God. Having suffered a lot of damage, the stalk quivered and quaked. It begun to descend into the chasm. Fyluiniel rushed forth and jumped, landing quite deep. She began stuffing her mouth full. Dora chugged the potion of giant strength, crawled along the stalk on all fours, grabbed the elf and threw her over her shoulder like she was a little child, and then quickly climbed up before the God disappeared into the chasm.

Some were traumatised; like being birthed into cold, uncaring world. No more kind warmth of the fungus. Regardless, the party reconvened just before a cavern filled with decorative stones. They could see a four armed troglodyte frolicking on a throne made of bone and sinew.

It is difficult to put in words how much they overkilled him. From phantasmal forces conjuring flying helicopters dropping napalm to hitting him with absolutely everything available to adventures. The king and his retinue were eradicated in less time that it took them to reach it.

They plundered his lair and left for good, to celebrate their great victory.

Little did they know that the Cult of Gibbering Fungus God remained intact...

Cauldron 2026 posts

All posts for the Cauldron 2026 convention:

#Convention #Cauldron #OSR #FightOn

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Note: this was an in-person session at the Cauldron convention, played by 23 players from 22:00 to 02:30.

Adventurers

  • Alberich of Seven Tongues, human magic-user level 4. 5’1” / 1.55 m, 155 lbs / 70 kg; white hair; brown eyes; milky white skin tone; 5” scar. Cautious, disturbed, fussy.
  • Alellion Urdithhilemir / Greenhickory, elf fighter level 4 / magic-user level 4. 5’1”, 100 lbs; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark. Bloodthirsty, impish, rakish.
  • Apad Barneman, human cleric level 4. 5’11” / 1.8 m, 185 lbs / 84 kg; black hair; grey eyes; pale grey skin tone. Clean, careful.
  • Attalaeon of Tiberon, human fighter level 4. 6’1” / 1.85 m, 220 lbs / 100 kg; black hair; light brown eyes; dark tan skin tone. Rebellious, shady, charming.
  • Boria Mennisdottir, dwarf fighter level 4. 4’8” / 1.42 m, 160 lbs / 73 kg; golden hair; yellow eyes; medium brown skin tone. Jovial, thoughtful.
  • Carmea of Tiberon, human cleric level 4. 5’6” / 1.68 m, 135 lbs / 61 kg; brown hair; violet eyes; dark brown skin tone; 1’ scar. Enigmatic, arrogant.
  • Eivind Freeland, human fighter level 4. 5’1” / 1.55 m, 140 lbs / 64 kg; blue hair; brown eyes; black skin tone; 8” scar; pentagram-shaped birthmark. Carefree, introverted, mature.
  • Eri Dragon, human magic-user level 4. 6’6” / 1.98 m, 225 lbs / 102 kg; dark blonde hair; aqua eyes; grey-green skin tone; ¼” scar. Sensuous, grim, unlucky.
  • Erling Ironpan, hobbit fighter level 4. 3’8” / 1.12 m, 120 lbs / 54 kg; blonde hair; bronze eyes; medium tan skin tone. Loquacious, hotheaded.
  • Fair Penton, human cleric level 4. 6’6” / 1.98 m, 225 lbs / 102 kg; black hair; green eyes; amber skin tone. Poised, weird.
  • Feacyn, elf fighter level 4. 5’1” / 1.55 m, 100 lbs / 45 kg; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark. Bloodthirsty, impish, rakish.
  • Gottri Smallbaily, dwarf fighter level 4. 4’6”, 150 lbs; light blonde hair; purple eyes; dark tan skin tone; no belly button. Obedient, callous.
  • Halvord Foskew, human cleric level 4. 5’4” / 1.63 m, 150 lbs / 68 kg; silver hair; gold eyes; pale grey skin tone; square-shaped birthmark. Approachable, punctilious, dignified.
  • Hargrim Kazransson, dwarf fighter level 4. 4’6” / 1.37 m, 150 lbs / 68 kg; white hair; bronze eyes; pale blue skin tone; very hairy. Observant, dependable.
  • Horaticus, human cleric level 4. 5’6” / 1.68 m, 160 lbs / 73 kg; brown hair; tan eyes; black skin tone; 8” scar. Unbending, neurotic.
  • Ilatea Steelplate, human cleric level 4. 4’11” / 1.5 m, 125 lbs / 57 kg; black hair; light blue eyes; dark brown skin tone. Curious, lively.
  • Ithsee Belina of the Irongrip, human magic-user level 4. 6’4” / 1.93 m, 210 lbs / 95 kg; white hair; grey eyes; caucasian skin tone. Lecherous, lively.
  • Jared the Wise, human cleric level 4. 5’9” / 1.75 m, 165 lbs / 75 kg; dark blonde hair; bronze eyes; caucasian skin tone; 6” scar. Detached, unenthusiastic, weary.
  • Karelia Tolfind, dwarf fighter level 4. 4’9” / 1.45 m, 150 lbs / 68 kg; dark brown hair; brown eyes; dark brown skin tone; 1’ scar. Educated, fretful, vain.
  • Laranne, human magic-user level 4. 5’11” / 1.8 m, 210 lbs / 95 kg; bald; aqua eyes; milky white skin tone; eight-point starshaped birthmark. Forgiving, seductive.
  • Lilidon Farstote, hobbit fighter level 4. 3’6” / 1.07 m, 110 lbs / 50 kg; black hair; copper eyes; milky white skin tone. Sentimental, aristocratic.
  • Merrord Strongplate, dwarf fighter level 4. 4’7” / 1.4 m, 155 lbs / 70 kg; roan hair; light brown eyes; black skin tone. Self-serving, intolerant.
  • Oberd the Hopeful, human cleric level 4. 5’10” / 1.78 m, 180 lbs / 82 kg; golden hair; light brown eyes; pale silver skin tone; 1 ½” scar. Sensuous, bloodthirsty.
  • Ome of the Howling Hills, human fighter level 4. 6’2” / 1.88 m, 195 lbs / 88 kg; grey hair; yellow eyes; grey-green skin tone; hermaphrodite. Tactless, athletic, intimidating.
  • Orastelius Goldenrod, human magic-user level 4. 6’2” / 1.88 m, 155 lbs / 70 kg; golden hair; light brown eyes; light brown skin tone; 7” scar; eye-shaped birthmark. Ignorant, optimistic, noble.
  • Patriarch Basequin of the Lady, human cleric level 9. A bearded fellow of serious disposition. The most notable thing about him is his intense stare, bright clerical vestments, and his shield painted with the Weeping Lady. He has a habit of shouting, “So the LAW be written!”
  • Robin Fatfoot, hobbit fighter level 4. 3’6” / 1.07 m, 105 lbs / 48 kg; light blonde hair; light green eyes; light tan skin tone; 7” scar. Arrogant, garrulous, bold.
  • Rylorla, human fighter level 4. 5’6” / 1.68 m, 180 lbs / 82 kg; black hair; silver eyes; medium brown skin tone; fang mouthed. Noisy, overbearing, voracious.
  • Sabirah Kesose, human magic-user level 4. 5’0” / 1.52 m, 125 lbs / 57 kg; light brown hair; bronze eyes; light brown skin tone; all double joints. Devoted, proud, weird.
  • Sam Valebelly, hobbit fighter level 4. 3’6” / 1.07 m, 110 lbs / 50 kg; orange hair; silver eyes; ochre skin tone; 1 ft long tail. Pious, late.
  • Sigrid the Pure, human fighter level 4. 6’3” / 1.91 m, 185 lbs / 84 kg; auburn hair; amber eyes; medium tan skin tone. Lunatic, afraid of commitment.
  • Storri Grundisfind, dwarf fighter level 4. 4’7” / 1.4 m, 155 lbs / 70 kg; orange hair; light blue eyes; milky white skin tone; 2” scar. Guilty, giving.
  • Tilith, elf magic-user level 4. 5’1” / 1.55 m, 125 lbs / 57 kg; yellow hair; hazel eyes; milky white skin tone. Curious, ambitious.
  • Tyri, elf fighter level 4. 4’11” / 1.5 m, 100 lbs / 45 kg; orange hair; amber eyes; pale grey skin tone. Genial, wary.
  • Ulla Valmasniz, dwarf fighter level 4. 4’5” / 1.35 m, 145 lbs / 66 kg; silver hair; copper eyes; amber skin tone; snake-shaped birthmark. Quiet, humble.
  • Vurum the Milky, hobbit fighter level 4. 3’6” / 1.07 m, 110 lbs / 50 kg; dark blonde hair; hazel eyes; striped milky white and light tan skin tone. Available, unconcerned.
  • Warnald The Blameless, human fighter level 4. 6’0” / 1.83 m, 205 lbs / 93 kg; black hair; light green eyes; yellow white skin tone. Honourable, curious, inquisitive.
  • Wilbalt Abendeurer, human fighter level 3. A burly blonde barbarian; Warmund's younger brother and a better swordsman of the two.

Meadowlark

Patriarch Basequin of the Lady gathered a large company of adventurers in order to strike at the evil heart of Black Monastery. Twenty three adventurers from all over Wilderlands arrived in Ironburg, and joined the High Priest of the Weeping Madonna. Return adventurers included Wilbalt Abendeurer, Greenhickory, and Gottri Smallbaily. The rest were all new recruits.

Company marched half an hour north east of Ironburg, atop one of the smaller bluffs. There they formed a circle, with Basequin in the centre. High priest began reading the scroll. As he read green flames engulfed him and his eyes turned black. The flames lunged out of his, setting fire to the whole company.

Opening their eyes they found themselves in front of massive Black Monastery, one thousand and five hundred feet wide, six hundred feet long, and roughly thirty feet tall. Two towers, one in north-east, one in north-west corner, stood over hundred feet tall. The monastery looked blasted, charred, and incredibly damaged. All the windows were bricked shut.

There was nothing but dark soil. Not a single tree, bush, or sign of life. Everything was illuminated by an ominous pale green moon. The company spent two hours walking around. They found little in terms of entrance beyond the Gates of Fear at the front.

Lilidon drank a potion of flying and scouted from above. She saw the inner courtyard, some five hundred by two hundred and fifty feet. Within it were a dried fountain, a large fenced garden, a mausoleum surrounded by a stone fence, and a large black statue crouching on a pedestal.

Twenty three souls found the courage needed to march on, and they passed through the Gates of Fear. Walking down the seventy foot long gatehouse led them into the massive courtyard. It looked different than how Lilidon had seen it from above.

First, the fountain was absolutely stuffed with rotting corpses. Second, the statue was much more massive than it seemed from above. It was a titanic figure, twenty five feet tall, with a wingspan of at least fifty feet. It held a large sphere on its shoulders, like Atlas holding the world. Its physique can best be described as a strongman's. Two large sapphires were its eyes, its fangs of sharpest jade, and the rest, including its massive horns, of blackest stone.

Too afraid to proceed, the company retreated back through the Gates of Fear, and then fire balled the fountain. Many felt icy, skeletal fingers choke them. Patriarch Basequin dispelled evil, alleviating the oppressive feeling. From now on, the company was marred with indecisiveness.

Which way to go? How to approach this courtyard? There was at least a dozen doors, in addition to the large garden and fenced off mausoleum. Ultimately, they decided to follow along the north wall heading east. Many pulled out their swords and asked them to detect secret passageways and doors.

Nothing, nothing, nothing!

As they explored, they noticed that the moon shone brighter and brighter. As the it changed its phase, so did the statue change its pose. From kneeling under the weight of the dark sun, to holding it upright, and then to holding it on a palm.

They decided to check the first doors they have encountered up close, in the south-west corner. Before them was a long corridor, illuminated by candles burning along the floor.

“Over here! Secret doors!”

Indeed, there were secret doors along the south wall of the courtyard. Lilidon and Attalaeon took the lead exploring the dark passage. It turned, led past a door, and then narrowed into a shuffle space one would have to take off their backpack to pass through.

“Look! Look!”

Fountain spewed fire, vomiting out a fire elemental. One of the certified quick thinkers cast phantasmal force to create an illusory waterfall. The elemental did not move out of the fountain.

Company fled through the secret passageway, cramming all twenty into a fifty foot long corridor. During that time Lilidon and Attalaeon had traversed the narrow shuffle space, found another sliding secret doors, and entered a room most peculiar.

To the south were large double doors, barred, and bolted with two iron pitons. Above the doors, atop the vertical split, was another iron bolt. Hobbit and human heroes ducked as the monastery shook. Their ears ringed from the explosion behind them. Smell of charred flesh permeated the air.

Feacyn, Merrord, Eri Dragon, Storri, Carmea, Greenhickory, Orastelius, Laranne, Gottri, Erling, Alberich, Warnald, Oberd, Hargrim, and Ome were dead, reduced to nothing but burn remains. What had happened is as follows.

While packed in the secret corridor, three of them attempted to force open the single doors in the middle of it. They did so at the same time. Two failed, meaning they fell face first into the chamber, and triggered whatever there was to trigger.

Weeping Madonna, ever gracious and generous, supplied Patriarch Basequin with many more men, all willing to adventure on another plane of existence. Our High Priest will whip himself accordingly when the time comes.

And so were Tyri, Horaticus, Boria, Ilatea, Robin, Vurum, Sabirah, Apad, Sam, Jared, Halvord, Fair Penton, Karelia, and Tilith summoned.

The company was now spread out, from the chamber that exploded everyone, to Lilidon and Attalaeon who ignored the barred double doors, and squeezed through another shuffle space, eastwards to a large junction.

Beginning from the latter, they found a secret chamber of triangular shape within which a fat idol of demonic figure, cut from red stone, rested atop a plinth. Its belly hung over the edge, its forehead hung over its eye-line. It had two wings, one small and atrophied, one large, wrapping around its bulk. Along the plinth were hooks, and upon most of them were skulls of varying races. Nothing good came to those who investigated and studied this chamber.

The former peeked into chamber from where an explosion came. Not a single trace of charring! In front of them were neatly folded black robes, atop which were assorted bones. The chamber was illuminated by the green moonlight shining from above. The room had no ceiling at all! Several adventurers dared enter to investigate further. An elf among them heard weird sounds, as if fleshy wings were beating, far, far away. Up they looked, up at the obese horror blocking the moon. It flew in circles, with one crippled and one large wing. Adventurers left the chamber at once, and slammed the doors shut.

The company regrouped at the large junction. They formed a security perimeter around Patriarch Basequin as he communed with his Lady.

He found himself naked, kneeling on sharpened stones. Next to him was his lady, weeping alongside him.

“My dear child, this hurts me more than you. Speak. I am listening.”

Basequin wanted to know where is the closest hoard of gold and magical items.

“In the north east tower, my child.”

Next he wanted to know where is the closest valuable item to them.

“Thirty seven feet north of you, my child.”

Then he asked about the statue in the courtyard.

“That is the Titan of the Black Monastery. It will roam free when the moon is full, my child.”

He followed up by asking for the true name of the demon flying down.

“You will have to weep harder for that knowledge, my child.”

Basequin took off his rosary, spread it apart, and flagellated himself.

“My dear child, this hurts me more than you. Bug'nz'khon.” she wept as her cleric whipped himself silly.

Next he asked if the demon is the same as the idol.

“Yes it is, my child.”

And finally, he asked which device could destroy the evil titan.

“You, my child.”

Patriarch Basequin opened his eyes, blood streaming down his back and leggings.

Straight north were doors. They broke through and ransacked the ruined library. They found a single gem worth one hundred and fifty gold pieces. Several of the intact scrolls detected as magical, but contained nothing but insane ramblings of obviously demented authors. Finally, one of the adventurers had found a leather-bound tome hidden underneath a flagstone. He read it, felt more dexterous, and the tome vanished.

Company returned to the courtyard, Fire elemental was still by the fountain, unmoving. They followed the east wall, into the north-east corner. Little did they know that several of the members—Robin, Vurum, Ilatea, Boria, and Sigrid, had been lost in the gardens for quite some time now. They had separated way back, and were crawling through the ploughed dark soil for who knows how long. They found fleshy, veiny tubes buried several feet deep, but had been avoiding them. Robin was especially exasperated, feeling lost and disoriented.

Tilith and Sabirah coined an ingenious plan. They would fly up, towards the tower, check it for windows, and if there were any, then they'd tie a long rope to some anchor and throw it down. The moon was nearly full. The titan held the black sun with a single finger.

And so they went up. The tower had four floors, each roughly twenty feet tall. Each floor had a small gangway, gargoyles, and similar. All the windows, sans two, were bricked shut. South windows on the second and fourth floor were not bricked, but blocked with some kind of dark and opaque substance.

Two magic-users proceeded with the plan. They picked up five hundred feet of rope, flew, tied it near the second floor and then threw it all the way down in the courtyard. This below had to scale a thirty foot wall, then traverse nearly two hundred feet on steep rooftop, and then climb another twenty or so feet to reach the window.

Basequin had drunk potion of diminution, climbed on the shoulder of one, and hopped on the window bench. He poked his itsy-bitys-tiny-little face through. He could see am iron-frame bed in the south-east corner, several iron cages, some torture implements, and a large iron chest with a padlock. More importantly, four carnivorous apes in the chamber sniffed him out.

Outside, Tilith and Sabirah flew in the air.

Moon turned completely green, irradiating the courtyard with blighted jade light. Titan of the Black Monastery growled as it hurled the dark sun towards the magic-users. They managed to dodge it by sheer luck.

Ground trembled as titan jumped from its pedestal. Fire elemental stepped out of the fountain and, blasted the titan with lava jets. Without flinching, the titan sucked it in, now its eyes burning bright and engulfed with flames.

A number of courageous—or suicidal—adventurers charged the titan. It was so massive they had no trouble striking it. Titan swung its massive fist and completely squashed Horaticus with a single blow. Other adventures sped up their ascent, rushing to reach the tower. Basequin, ignorant of the pandemonium transpiring outside, jumped into the chamber, ran under the bed, and whistled to provoke the apes.

They banged on the door frame. One of the magic-users stepped through the window, and blasted them with wand of fear. Apes fled through the north east doors, aping around. Basequin fled too, but through the padlock. He landed on a bunch of several limbs.

Battle outside raged on. As if the titan had not been enough, hundreds of arms started crawling out of the garden! The company was now split in four ways: those fighting the undead horde, those fighting the titan, those trying to reach the tower, and those in the tower.

Titan of the Black Monastery crouched, and jumped up. He landed down straight by the tower, crashing through the roof, demolishing everything beneath it. Entire monastery shook, sending those holding the rope flying and tumbling. Luckily no one fell down.

Sigrid and Boria hacked and slashed, hacked and slashed, hacked and slashed, at the hands, arms, torsos, a never-ending stream of the dead coming from the gardens. Clerics in the courtyard, Fair among them, turned and turned, ripping their vocal chords to shreds, gripping their silver symbols with conviction of their deities.

Apes in the tower went quiet rather quickly. Checking the room filled the adventurers with horror unlike any other. They were drained of life by a wraith—and now they were raising as ape-wraiths! Chaos outside poured inside, as Lilidon chugged potion of giant strength, Basequin banished the wraiths, some adventurers ignored both rooms altogether and ran up the spiral staircase to third and fourth floor.

“Hey! Yes you! Listen to me demon! Bug'nz'khon! I command you!”

The titan, only its head poking through the broken rooftop, looked at the magic-user poking her head through the window. Then it blew fire from its eyes. It did not reach the tower, but it surely burned all the rope. Who climbed, climbed. Tyri charged the titan, and cut off one of its massive horns. The creature roared, sending everyone tumbling all around. It swung through the roof, trying to crush Tyri. It missed every time! Courtyard crew continued their epic battle, although progressively more wounded.

Tilith exited into the third floor, by all accounts a horrific torture chamber dominated by an iron maiden. But it was no ordinary maiden, no, this was Iron Maiden of the Black Monastery. It beckoned the person to enter, and they did, and it closed upon them, giving them a cosy feeling of eternal suffering.

Adventurers outside roared as Tyri smashed the Titan of the Black Monastery straight across its head, breaking it into one million stone fragments. Emboldened, the garden gang fought event harder, destroying and turning the remaining undead. They'd have time to rest when they are dead.

Basequin, Lilidon, Attalaeon, and Sabirah went to the topmost floor. Others went into the third floor, and grappled the animated iron maiden, which now took the shape of a golem. Several of them drunk potions of giant strength, and begin ripping it apart. They almost killed Tilith in the process.

Fourth level crew investigated the chamber they were in. It was by all accounts some sort of antechamber, designed to impress cruel people. Hooks with giantkin skulls, a chair made of hydra's bones, green flames in the fireplace, and large rug with obscene deeds... Attalaeon burned the last one using his flaming sword.

With no time to lose, the party broke through the north doors, into the tower master's bed chamber. Basequin turned the evil fool and made it run for its unlife. They did not pursue, but rather ransacked the chamber for its wealth: a storm giant's skull encrusted with diamonds, opals, and rubies, three hundred and seventy four platinum pieces, two thousand and one gold pieces, five hundred and seventy seven silver pieces, and a a helm of darkvision.

Adventurers outside had no respite, for the Titan of the Black Monastery had reconstituted itself and continued its relentless attack. It charged through the walls, breaking everything. Halvord ran across the rooftop, jumped on its back, and pounded it on the head without any mercy whatsoever. The garden crew now fought a much more dangerous opponent than a horde of zombies.

Third floor party managed to completely destroy Iron Maiden of the Black Monastery, liberating comatose Tilith. They rejoined with the party descending from top floor, went down to second, and began to prepare new ropes, on the northern side, in order to descend.

“Get on the other side! We will wait you there!”

But those in the courtyard could not hear them. They were too busy battling the titan. Sigrid was its next victim, crushed into a bloody pulp underneath its massive bulk. But adventurers prevailed and destroyed it once more. Alas, the titan, even in its death, took one more life. Halvord tumbled down, nearly thirty feet, and was crushed to death by the titan's remains.

Tyri, Rylorla, Wilbalt, Ulla, Ithsee, Boria, Ilatea, Robin, Vurum, Lilidon, Sabirah, Apad, Attalaeon, Sam, Jared, Fair, Karelia, Eivind, and Tilith gathered in front of the Black Monastery. Patriarch Basequin took out the crumpled scroll.

He read from it.

Nothing happened.

“Oh shit.”

Twenty survivors, battered and bruised.

With no way out from this nightmare.

“Try reading it backwards! Try it!” Wilbalt yelled.

Basequin obliged. It was so difficult, as if the words themselves were fighting him. Wisps of green flame engulfed him, but they were still here.

Everyone held hands, making a circle around the patriarch.

“Try again!”

“Yes! Read! Read!”

Patriarch Basequin of the Lady read the scroll in reverse, letter by letter, line by line, verse by verse. The moon went pale again, and green flames consumed the company.

Drawings by Nocturnal Peacock.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Aurella Elf Fighter level 1 / magic-user level 1 Exiled and chased out of her tree commune, she now wanders the Wilderlands.
Herbaecious Roncule Human Druid level 3 A sun tanned, grubby, dried-berry-looking fellow dressed in green cloak. Chews a large cigar.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Ivor Human Cleric level 1 A young, soft-spoken worshipper of Umannah with thick black beard.
Kenso San Human Fighter level 2 An arrogant and self-assured sell-sword wandering Wilderlands to prove he can best anyone.
Tam o' Shanter Human Cleric level 4 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Tarkus the Promising Human Cleric level 5 Follower of Bachontoi, God of Red Wisdom.
Volkard Human Ranger level 1 Bushy hobo from the wilderness.

Sweetrain 1st, Airday, to Sweetrain 10th, Spiritday

Adventurers conferred at length. What should they do? Ambros has been missing ever since the incident. Crus is not answering. The Spire of the Divine Grape is too intimidating.

Balarus the Quartermaster oversaw the procurement of supplies, ensuring there are ample rations, torches, and lamp oil stored in the company vault.

Finally, the adventurers decided to approach Sig of Dostrogoths, the current baron of Ironburg. Tarkus, Tam, Aurella, Ainsley, and Ivor went to the newly built longhouse. Sig, a former adventurer, eschews most of of the nonsensical practices of nobility. He cares little for status and is happy to speak with anyone settled in his domain.

“Well met cleric of Red Wisdom! How can I help you today?”

Adventurers found Sig, joined by Rupert Ironwill and Bertha, discussing something over a map of the region. Tarkus and Tam explained at length the dangerous spire they have been to—how it is ruled by an evil witch with a tavern that serves dead babies.

“A brave man know when he will be defeated and he will fight evil that he can defeat!” Tarkus offered.

“Indeed, wise words. What you shared does sound pretty messed up. Could you point the location on the map?”

“Right here...” Tam pointed.

“At the base of the mountain? And what forces have you encountered? How many? What kind? I see... Rupert, what do you think?”

“Such evil must be routed, there is no doubt. And there is no doubt that we have the right person, with the right resource to deal with it. Yes, our very own paladin of Tyr.” Ironwill retorted, with a smirk on his face.

Sig nodded sagely. “I see. So let it be. You heard Rupert, I bestow this upon Alaric and his men.”

“But we are his men! Are you giving us our man to help us?” Tam cried out.

“Yes.”

“Well. Do you want to drink to that?”

“Yes!” and Sig took a large gulp of wine offered to him by Tam.

At this moment the adventurers inquired if there is anything they can help with, other than going back to the nightmarish spire.

“Bertha and her scouts have been surveying the woods and hills for ruins and lairs. We are seeking old towers, keeps, and similar, that are sufficiently intact. We wish to reclaim several of those to establish a safe route to Hara. It is a long way, but a start.

Several of our hill patrols have encountered gangs of orcs. We believe they have recently arrived since we spotted them just this spring. They paint snake motifs on their shields and armours, and have a split tongue. My seers theorise that this is some sort of ritual mutilation. Well, I care little for that, but would appreciate them obliterated.

Perhaps that is something more suitable to your level?”

Indeed, the adventurers were overjoyed to learn about the presence of pathetic orcs they could slay. They planned a seven man expedition: Ainsley, Kenso, Tarkus, Volkard, Ivor, Aurella, and newly joined Herbaecious the Druid. The last one arrived to Ironburg only recently, feeling the call of a suffering marsh.

Sweetrain 11th, Airday

The party set out with first rays of sun. They followed the river downstream, skirting the hills. Then they hiked uphill north-east, following the stream. They reasoned that a large war-band of orcs would lair close to a significant water source.

As they went up, the stream went down, deep into the gorge. The rangers spent all day looking for tracks. Around evening Ainsley spotted a number of beast-men spoors indicating recent activity.

“How long until sunset?”

“An hour... Perhaps two...”

Adventurers follow the trail, which led them atop the bluffs looking down the gorge. It was easily a 300 yard drop, if not deeper. Ledges and gaping caves dotted the south side. More interestingly, a series of wooden catwalks connected the ledges. On the north side, which they were standing on, had but one noticeable ledge, further east.

Satisfied with their findings, they retreated and found a safe place to camp overnight. Aurella, Kenso, Herbaecious, and Ivor did not rest well.

Sweetrain 12th, Waterday

Without a visible crossing to the other side, the adventurers decided to test a winding path leading to the north-east ledge. It was a sharp descent with rocky ground, thick long trees with gnarly vines and roots, and plethora of brambles.

Herbaecious the Druid descended alone. He moved slow and steady, taking his time. The ground was unstable at moments, but he never lost his footing. The ledge extended for some hundred and fifty odd feet. At far west side a cave mouth opened up into a dark tunnel. He could sniff rank smell of body odour.

Druid returned to the party above him and reported. Mustering courage, adventurers descended one by one. They would wait for one person to reach the mid point before another would begin descent. That initially worked fine, but then Ivor slipped and sent two quite large rocks tumbling down. Kenso also fell, as did Tarkus, both of them triggering a rock slide. Luckily no one had been injured.

Volkard and Ainsley recognised the smell.

It was an ogre stank.

“But what about orcs? Can you smell them?!”

Ivor lit a lantern, and then they all entered the tunnel. It wasn't long until they reached a large, soiled stool in an alcove. And it wasn't long until the found the source of offensive smell. In fact, they were just around the next bend, sitting on their obese asses.

As adventurers discussed how to react, ogres stood up, fetched their clubs, and approached their fresh dinner. Due to their bulk, and adventurers keeping their position at the tunnel mouth, only two ogres could fight. Remaining three grunted and farted in the background.

In the first round several of the adventurers let out a volley. They all missed. Tarkus closed for melee, checking the advance of one beast-man. Ivor poured military oil and set it on fire, creating a firewall of sorts.

“Smite! Smite!” Tarkus yelled as he repeatedly smacked the ogre with his heavy mace. The beast returned the favour by striking him with a club. Aurella kept shooting into the melee sometime hitting the beasts, sometime her allies. Ainsley the Ranger took out his bastard sword and closed for melee. Herbaecious somehow ended up in melee by accident, but pulled out after being hit by the elf. Kenso filled in the gap, but was then almost killed by the same elf. At least she killed one ogre with an arrow to the forehead.

Ivor filled the gap left by Kenso. He called for smite in unison with Tarkus, and with their joined divinity the maced the ogre's head from both sides. Volkard slid into the melee as well. He cut one ogre real good, got smacked real good in return, so he retreated back.

From now on it was a chaotic skirmish, with everyone all mixed up. Kenso and Volkard were fleeing the melee, Ainsley was locked in a deadly duel with one ogre, Tarkus, Ivor, and Herbaecious were focusing on their beastman, Aurella was holding back, hesitant to shoot any more.

“AAAARGGGG!” the ogre bellowed, chasing Volkard straight through the burning flames. It flailed and missed the Ranger. The man dropped his bow, pulled out the sword once more, cut straight through the ankle, loping off the foot.

“Smite! Smi–UGH” Tarkus coughed blood as the ogre crushed his ribcage with a mighty blow. Herbaecious drove his ash spear straight through the creature's eye, leaving it dead.

“No!”

Ainsley collapsed to the ground, having caught club straight to the face. The ogre he fought was all carved up, but still standing. It was soon surrounded, with Ivor delivering the killing blow. The ranger survived—the man is tough as nails—but was currently in a world of pain.

The cave was splattered with blood. Smoke rolled out of the tunnel leading deeper into the cave. A smell of burned flesh lingered.

What will be battered and bruised adventurers do next? Will they dare to look around the corner? Or will they flee to seek respite?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Next Wednesday I will be taking a night bus to Frankfurt, Germany to attend Cauldron, “an OSR Euro Con.” This year the con will run four days, with packed schedule: old-school games, Chainmail competition, AD&D tournament, you name it.

I will be running four OD&D games using little brown books only:

  • Thursday Block II Halls of Viridian Mist: You fell down the pit trap. Now you are rolling in a pile of refuse while green mist is making you gag. Will you get out alive? Or will you feed what lurks beyond the haze?
  • Friday Block I Abattoir of The Impotent Idolater: The Golden Eagle has gone missing. Gore-ladden trail leads to the cave deep in the woods. Tales of monstrous abominations run amok. Will you be the ones rescuing this holy regalia from the den of evil?
  • Saturday Night Block Conquering the Barbarian Altanis: Do you dare leave your mark in the Barbarian Altanis? Will you feed the insatiable hunger of antediluvian ruins? Session 197 of our ongoing campaign.
  • Sunday Block I The Darkness Beneath Megadungeon: Can you survive the Warrens of the Troglodytes?

Below are my thoughts and reflections on preparing for the con. They build on my previous preparations.

Selecting adventures to run

Since I knew this would be an incredibly busy year for me, I planned in advance. Three of four sessions would use adventures, while the campaign session would be emergent. Last one, technically, demands a lot of preparation, but all of it is done in weekly increments so it spreads out.

I authored two out of three adventure I will run, so that minimised the time investment as well. First, Halls of Viridian Mist, is a Jaquays tribute dungeon. It features many twists, turns, secrets behind secrets, factions, and more. I ran this twice, and it was a howling success both times. Players will be pressured to think and act quickly, for viridian mist is ever hungry.

Abattoir of The Impotent Idolater is based on an adventure site from our very own campaign. It left such a mark on the players they deemed it worthy of Wilderlands Hall of Fame and commissioned legendary Stephen Poag to illustrate The Abomination which gave them nightmares. Players will have to be both careful and daring, or else risk suffering horrible fates.

My good friend Mitch Hyde encouraged me over the years to write it down. I finally did, and it will be published in the con exclusive zine Beneath the Black Pyramid. Andrew Walter did an absolutely amazing illustration for it, capturing the vile atmosphere down to a v.

Warrens of the Troglodytes is one of the levels of the legendary, community-driven Darkness Beneath Megadungeon. If you think Tucker's Kobolds were bad, wait until you experience the Attronarch's Trogs. Hero level characters, first level dungeon, maximum level threat. Also, the chief editor of Fight On! zine will be at the con as well, available to answer questions about the megadungeon.

Last year Conquering the Barbarian Altanis session attracted 17 players, and lasted well into the night, going for some six hours or so. It was both the largest and longest game of the con, albeit unplanned. Everything that happened then impact the campaign world, leaving a lasting mark. This year will be no different. The session is open to anyone willing to endure the savagery of the Barbarian Altanis. Expedition plan will be decided on the spot, by the players who attend. Several of our regular players will be there, but everyone gets a vote. Players can expect total freedom and opportunity to leave a lasting impression on an ongoing campaign.

Preparing supporting material

Due to how I run the game, I just need a battle-mat, markers, wiping cloth, and dice. Players bring their own dice. As I wrote before, I find OD&D just perfect for con games:

One of the reasons I prefer running OD&D at cons is because of how lean and fast it is. It is mostly rolling d6s and d20s, options and spells are limited (just compare Cleric spell lists in Men & Magic to the one in Greyhawk), there are only three classes, and contains only the most essential procedures for running underworld and wilderness adventures. Perfect!

Since reference materials are re-usable, I simply printed what I had prepared last year:

  • Judge reference sheets
  • Cleric and Magic-User spell references
  • character overview
  • 80 character sheets

An attentive, eagle-eyed reader might notice that characters have suspiciously similar attribute scores to those from the last year. Indeed, I just changed the names and few optical elements. Creating new characters is the most time consuming activity, so I re-purposed as much of the work that I could. Also, I wonder how many will make it to the end of the con this year...

Choosing games to join

When I learned the con would be four days I rejoiced, because I thought it'd be easier to join all the games I wanted to partake in. Oh, how wrong I was. The agenda is absolutely packed with great sessions. Games offered span OD&D, AD&D, retroclones, Chainmail, and naval battles.

On Thursday I plan to join EOTB's Convention Dungeon's; after that I will run Halls of Viridian Mist until everyone dies or escapes. On Friday morning, after a hearty breakfast, I will run Abattoir of The Impotent Idolater, and then spend rest of the day playing. I am eyeing Palace of the Eternal Autocrat with Gabor Lux, THALANÛR: Against the Pale Citadel with Dreadlord, Sunken Redoubt of the Serpentine Lich with Ignatius Umlaut, and Army of Madness with Settembrini.

Next day I plan to join Temple of the Gnoll God with Keith Sloan, and Return to the Storm Giant's Castle with Ignatius Umlaut. The latter will surely be a blast, for it is an unofficial sequel to one of the worst Judges Guild adventures. I will finish Saturday by running the Conquering the Barbarian Altanis night session. I am curious to see where the players take it! There is only one slot on Sunday, and as usual, I will run a Darkness Beneath Megadungeon level.

Looking forward to next week. Let me know if you are attending, and come say hi even if we don't play together.

#Convention #Cauldron #OSR #FightOn

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Ambros Human Cleric level 7 Follower of Aniu, Lord of Time.
Balarus Human Fighter level 4 An ex-woodsman, quite a crack shot with his bow.
Ivor Human Cleric level 1 A young, soft-spoken worshipper of Umannah with thick black beard.
Tam o' Shanter Human Cleric level 4 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Tarkus the Promising Human Cleric level 5 Follower of Bachontoi, God of Red Wisdom.
Thorinda Bung Human Monk level 4 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Volkard Human Ranger level 1 Bushy hobo from the wilderness.

Flowerbloom 17th, Waterday

“Which way?”

“Let's explore a bit more before burning everything down to the ground.”

“But we must find a way to use the flute without getting hurt!”

“Hey, why don't we wrap it in rags, and try so?”

“That would never work!”

“🎜”

“I cannot believe it!”

The stone slab slid upwards, revealing once more the chamber with dozen vats. Ambros the Blower did not get hurt, for the barbs did not puncture his flesh through the rags.

Party of eleven adventurers proceeded west, blew the flute once more, and were rejoiced to see a spiral staircase leading down. Balarus, the mightiest of them all, took the lead.

He stopped at the landing and observed quietly and attentively.

Soft violet light illuminated the spacious chamber before him. The hall was ninety feet wide and fifty feet long. The light shone through the massive window on the west wall. A bloody trail led from the corridor in the centre of south wall to the corridor in the middle of the east wall. Two doors were on the north side, each close to the corner. Between them a large framed painting of a woman hung.

Massive, forty feet long and ten feet wide, pale green table dominated the hall. It was full, more like an altar than a regular table, and very hard, marble-like. Eight chairs were on the each long side, and no chairs were on the shorter side.

Adventurers fanned out, investigating.

The window, twenty feet wide and tall, and merely one feet deep, opened up on a bewildering vista. A marshland stretching all the way until the horizon. A dim purple sun, its surface roiling and bubbling, pulsing the violet light. Six armed crocodiles loitering and gnawing upon each other.

“Yes, let's take a step back from there, yes?”

Two of three doors had a musical note on them. One in the north-west corner did not. Those were plain wooden doors.

The blood trail led to a t-shaped junction. There the blood pooled, with more splotches leading further north. There were doors to both left and right. Listening to north doors revealed bone-crunching sounds beyond. On the other hand, a joyful tune could be heard from the south doors.

“Hagatha the Wise.” the plaque at the lower side of the frame read. It was a painting of a middle aged woman. She had long dark hair with slivers of grey, slightly unkempt and scraggly; and a small hooked nose. One half of her face is covered with warts and boils, while the other is most plain, healthy skin.

Volkard tried to finagle an arrowhead behind the frame, but it did not budge. The picture was perfectly flush along the wall. Moreover, the wood did not seem to give in under the sharpness of steel.

Tam the Charming praised Hagatha, piling up compliments. He pleaded for help and guidance from the Wise Mistress. He swore that he had seen the portrait fashion him a smile. Thus, in obeisance he threw a wineskin on the table—his divine tribute, for he is a Curate of Losborst, the God of Wine, on a Holy Quest to recover the Divine Grape.

Within minutes the wooden door swung open. Balarus, whom had be watching guard, bow ready, was not surprised. But he had not shot the well dressed skeleton that came out. It had a tight navy blue robe, tied with a garish yellow sash.

“Welcome, welcome! Oh, how rude of us, please excuse me! I shall prepare the table at once!” the skeleton proceeded to remove the wine skin. It passed Volkard, whom tried to take a look at the chamber before it closed. “Please be seated so we can serve you. Only the finest dishes for our esteemed visitors.”

Adventurers were, rightfully, very suspicious of this offer. But Tam took a seat, then stood up, and then took a seat again.

“I am not cursed!”

Well mannered skeleton was back, beckoning everyone to take a seat so it could serve them. Its manners were impeccable, its charm disarming, and its genuine and generous answers welcomed.

“Sir, will you not take a seat too?” it asked a hairy bunch of flesh standing in the corner. “No, I am but a lowly slave. I stand aside.” Volkard answered.

“Ah, just like myself! What a good slave you are! So obedient! Would you like to come with me to the servant's quarters once we are done serving our Masters? We could stand in darkness together!” the skeleton offered.

“Yes, I would love that.” Volkard confirmed.

By now there were two skeletal servants, both equally polite.

“We serve only the freshest and finest ingredients. Our chef prepares everything locally. On the today's menu we have baby back-ribs, heart-devoire, oculemon, and manling dumplings.”

The skeleton went around the table, asking for everyone's name and their order.

“I'd like a soup. What would you recommend?”

“Oculemon then! Very refreshing!”

“What is it made of?”

“It is an eyeball soup.”

“Yeah, I'll have that.” Ainsley confirmed. Thorinda took the same order.

“I think I will go with cheese and grapes.” Balarus ordered.

“Just grapes, please.” Ambros asked.

“Ribs, what are those?”

“Baby back-ribs? Ribs carved out of babies, of course! Fresh, butchered this morning!”

“Babies? Where do you get all the babies, if I may ask?” Ainsley interjected.

“Of course, our patrons deserve to know where we harvest our ingredients. From farm to table is our motto. Ingredient traceability is very important to our Mistress Hagatha. We mostly procure orphans. Some of the babies are home-grown, but that takes too long.”

“And who is selling you all these children?”

“Slavers, opportunists, giantkin. It is trivial really. Our supply chains are faultless.”

Tam, and Ivor decided to go with ribs.

Ivor claimed to be fasting.

“We will take your order to the chef. Please make yourself comfortable. We will be back with you shortly!”

The servants excused themselves and left east, and then turned south.

“Guys, you don't have to do this with me! I just sat down, didn't expect you all to follow as well!” Tam shared in alarm.

“Hey. Be cool.” Ainsley replied, coolly.

When the skeletons returned, Ainsley asked a lot of questions about the spire and its denizens. The wisest among adventurers took notes.

“What is this level of service?!” Thorinda threw a fit. “Where is bread? What are we supposed to do until main dishes are done?!”

“Oh, woe! We are unworthy of serving you! We shall prepare fresh snacks for you immediately!” the skeletons ran eastwards and south.

“Guys, what the fuck are we doing?” Tam was still alarmed.

No conclusion was reached by the time the servants returned with two platters of freshly severed ears.

Adventurers sat in silence, sour smiles on their faces, and gazed upon the platters on the table.

“Is something wrong? I see nobody has tasted any of the ears yet! I vouch with my unlife, these have been collected within a day, cut off in the most painful manner to ensure suffering. Please, help yourself! Would you like us, unworthy servants, to feed you?”

“Oh no, no, thank you...” Tam hunched over, took one ear, and slid it down his sleeve.

“WHAT IS THIS???” Thordina motioned whilst raising her voice. “RAW EARS?! I WANT THEM FRIED!”

“Fried? What do you mean? I am sorry my Lady, would you like me to take you to the chef so you can tell him your wishes directly? I am afraid I will make another mistake!”

“No, no, that will not be needed. BUT WHERE IS THE WINE?!”

One of the servants went back to the dark room it came from. Thorinda and Volkard followed right behind. It was a truly dark chamber, with curtains hiding what is inside. Thorinda looked around, and it seemed like curtains are in fact portioning the room into smaller sections. She pulled one open. A massive skeleton was sat down, squatting. It looked in her direction. She pulled the curtain back.

“Oh, don't mind it!” the servant said, fetching a bottle from the wine rack. “It is just an ogre bouncer skeleton. In case we get unruly guests. And you are not unruly guests, are you not?”

“No, no, we are not.”

Thorinda and Volkard left the chamber; the former also set herself down.

“Psst. We have to get out of here!” Tam was at the edge, ready to explode.

The servants finally served the orders. The plates were bloody. The grapes were washed in tears. The cheese was a foul, frothing, abomination. The eyeball soup was clear and salty, with nerves attached to the eyes still twitching.

“Finally, the grand finale is here! Enjoy your dishes. We stand at your service!”

Ainsley stood up.

“Listen, we are grateful, but we must leave now. I am a Ranger, and a person of Law. I give you my word we will return.”

“Law? You give your word... You will keep your word?”

“Yes.”

“These are good people, not evil...” the skeleton grabbed its head, nearly taking it off. “Get them! Get them!!!” it began screaming. The other skeleton went into panic as well.

“THESE ARE GOOD MEN! CATCH THEM! AAAAAAAAAAAAAAAA!!!”

Adventurers darted from the chairs towards the south door.

“Blow the flute Ambros, blow it!”

“I don't have it! It is not with me! Somebody else has it!”

The north-west doors swung open, and an ogre skeleton strolled in.

“THERE! BREAK THEIR BONES! CATCH THEM! THEY ARE NOT EVIL!!!”

“BLOW THE FUCKING FLUTE! BLOW IT!”

“Here! Here it is!”

“🎜”

Adventurers sprinted across the round chamber, down the tongue-stairs, and into the wilderness.

It took them three days to return to Ironburg. They were haunted by their experience; their sleep was poor, and their rangers had trouble finding appropriate crossings. They had to flee and hide from hill giant marauders. But they approached Ironburg on the noon of Sweetrain 1st, Airday.

Two leagues before it they parted with Ambros, whom had been exiled from kingdom of Hara. The lama of Aniu took a long path towards the Old Crus, whom had been housing him begrudgingly.

“Something isn't right...” Tarkus the Promising, blessed with the Red Wisdom of his god, observed commotion in Ironburg. It was night, the thorp was small, but usually quiet around this time.

But he could hear the pissed off, guttural voice of Rupert Ironwill. Second in command, power, and authority after baron Sig. Apparently the Curate of Tyr was unhappy about something, again.

He stormed out of the longhouse, accompanied by three dozen armed men, and marched out of the thorp. Tarkus, and few other adventurers joined them.

“Where are we heading?”

“To that old guy, you know, the weird wizard?”

“Oh. And why?”

“Ambros is hiding there. We are going to kill him!”

“Oh.”

It was midnight when the mob arrive at the foot of Old Crus's tower. A simple, non-imposing tower.

“OPEN THE DOORS!” Ironwill roared as he banged on the heavy oaken gates.

“OPEN THEM! WE KNOW AMBROS IS INSIDE!”

Tarkus tried to reason with the man, warning him that if he wishes to get something out of someone he probably should not come banging on their doors while they are sleeping.

Rupert politely requested Tarkus to stay out of it.

“CRUS! OPEN THE DOORS! WE ARE HERE FOR AMBROS!”

“OPEN THEM OR WE BREAK THEM”

Tarkus tried again, pointing out that there has been no defensive measures deployed against him and his man, surely a sign of benevolence. He implored him to come back when in better mood.

Rupert politely requested Tarkus to stay out of it.

“WHAT?!” The doors creaked open as Crus poked his head out.

“WHAT?! FUCK OFF BEFORE I FIREBALL YOU ALL!” he croaked in his usual drawn-out way.

“ONE MORE SOUND AND I WILL BLAST YOU FIRST!” and with those parting words the doors closed shut after

Ironwill retreated, all red in face. His men were half way back to Ironburg before he turned around.

“Did I not warn you? Did I not attempt to impart some of the Red Wisdom upon you.”

Ironwill was as red as the deity Tarkus worships.

What will become of Ambros?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Ambros Human Cleric level 7 Follower of Aniu, Lord of Time.
Balarus Human Fighter level 4 An ex-woodsman, quite a crack shot with his bow.
Hedwig Hogwarts Elf Fighter / magic-user An always alert owl masquerading as an elf.
Ivor Human Cleric level 1 A young, soft-spoken worshipper of Umannah with thick black beard.
Tam o' Shanter Human Cleric level 4 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Tarkus the Promising Human Cleric level 5 Follower of Bachontoi, God of Red Wisdom.
Thorinda Bung Human Monk level 4 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Volkard Human Ranger level 1 Bushy hobo from the wilderness.
Wilbalt Abendeurer Human Fighter level 3 A burly blonde barbarian; Warmund's younger brother and a better swordsman of the two.

Flowerbloom 17th, Waterday

“Come, touch me some more...” brass door face beckoned Ivor.

But Ivor was busy—busy staying alive!

Balarus, Ainsley, Thorinda Bung, Aurella, Tam, and Ivor had just finished fighting five muscular green brutes. The beasts had no head, eyes instead of nipples, and wide mouth crossing their chest.

Bright light flashed before them, blinding them. Ambros, Wilbalt, and an unknown bushy man appeared in the chamber ahead of them. The trio was flanked by four pits filled with content most foul: excrement, bile, and something yellow.

“Watch out!”

Another headless brute approached from the east.

“Oh no!” Thorinda gulped as she ran around the corner only to illuminate two more. But with her lantern they got a feeling for the whole chamber. It was seventy feet long and sixty feet wide. A total of five potential egresses: three framed stone slabs with a musical note on them, two on the north wall, one on the west wall, and one framed waterfall to the south, east from the corridor they came through. And a dozen of iron-ringed pits filled with dizzying contents.

Three brutes were present in total, two walking towards them between the pits, and one standing in a semi-circular alcove to the far east. The last one held a crossbow.

Adventurers fanned out. Balarus, Volkard, and Ainsley ran to the shit-pits, and shot at the crossbow wielding monster. They noticed it looked slightly different, wearing broad nipple-goggles.

“THROW THEM INTO THE BILE!” the goggly brute yelled. Two other brutes complied and began grappling with their opponents. Thorinda, an experienced martial artist, contorted and dodged the clumsy beast, tripping and stunning it in the process. Drunkard Tam, on the other hand, got manhandled, like he is used to.

The brute lifted Tam like a little child; it carried him as others slashed and smashed it; and it chucked the cleric into a vat full of concentrated bile. Dressed in chainshirt, Tam sank like a rock.

It burned. It burned a lot. And it hurt. It hurt a lot.

“EAT SHIT!” goggly brute yelled and shot back at Balarus. The man was hurt, but the monster was soon put down, looking like a dead porcupine. Ivor the Brave smashed the chest-mouthed beast that chucked Tam. He hit it just bellow the mouth, where a normal man's solar plexus would be, caving its chest in. Thorinda glaived the stunned one through its nipple-eye, exiting through the ribcage.

Wilbalt threw his axe to the side, grabbed a polearm, and ran to the pit containing half dissolved Tam. In panic, and cursed by soberness of pain, Tam attempted to doff his chainmail. But his eyes burned, and his fingers were clumsy. When he felt something hitting him on the head he grabbed on that in desperation.

This was a fine decision, for it was the blunt side of the polearm. Ambros, Ivor, and Ainsley jumped in to help Wilbalt, and dragged the cleric out.

A flash or red light blinded everyone. Tarkus the Promising and Hedwig of Hogwarts materialised in the centre of the chamber.

Victorious but battered, the clerics cast healing spells, while others bound their wounds, counted the dead, and took a breather. They organised into two groups, one led by Bily Tam and another by Ranger Ainsley.

Tam was joined by Wilbalt, Balarus, Thorinda, and Hedwig.

Ivor, Volkard, Ambros, and Tarkus joined Ainsley.

The teams spread out and began investigating the chamber.

There were twelve pits in total, organised into four columns and three rows. All had an elevated iron ring around them. In the first row, from left to right, pits were filled with: a grey and foetid, soupy mix of bone chips and necrotic flesh; a sticky, yellowish-orange liquid that quivers; a pale, slimy, milky-white liquid; and what looked and smelled like stomach acid. In the second row: two pits with liquid excrement with floating chunky bits; a misty, silvery, see-through substance; and another bile pit. Third row, same order: a bile pit that Tam took a dive in; another yellow-orange pit; another bile pit; and one more silvery, wispy pit.

Arrow-filled brute laid dead in what could, at best, be described as some sort of magical circle. Nobody dared stepped into it, so they dragged the corpse out of it instead. They took its goggles and attempted to convince Thorinda to wear them. Alas, she was way too lithe.

Stone slabs looked pretty much like the slabs on the lower level; the ones they had to blow in order for them to open. Yellowish, sticky substance was baked into the floor right in front the north-east slab. Finally, a corridor was visible beyond the framed waterfall.

Tam and his men investigated the yellowed doors. Once at safe distance, Ivor passed the blood-caked, filthy, flute to Ambros. Cleric blew on it. Barbs tore into his lips and tongue, injuring him. No divine words will be spoken coherently for some time.

Slab slid upward, and yellowish fumes billowed out, dissipating in the chamber. Thirty foot corridor led into a circular chamber with four skeletons stirring something in a pit below them. The skeletons wore thick goggles, aprons, and gloves. They used long pitchforks to stir a mass of something.

Tam gang rolled in, while Ainsley crew investigated beyond the waterfall. A wondrous sight, down a corridor leading into a pool of clear water, filled with colourful corals. Natural light shining through two horizontal slits illuminated the whole chamber. An opaque membrane was in each slit, softening and diffusing the sunlight.

“Hold me back, I am going for a swim!” Hedwig was eager.

“No, let's see if there is anything inside first!”

“Good idea. Let's chop up some of those guys!”

And it was indeed a good idea. A swarm of long, slimy, crimson tentacles tore the severed arm to pieces. They retracted to the sides. Serene blue has been violated with frothy red.

Drawing by Anthony.

Balarus shot at the membranes, shattered each like they were glass.

“I still wanna go for a swim!”

“No, come on, let's go.”

Once back into the pit chamber, Ainsley team quickly realised that the stone slab had shut behind Tam's gang. One of the clerics banged on it. Ambros blew Ivor's flute once more, and the doors opened.

Four skeleton-chefs were destroyed; the mass they stirred bas a smouldering, brewing concoction of fungi, large, shrimp-like insects, and some herbs and lichen. Doors to the north east led into another circular chamber. This one was filled with barrels containing highly flammable military oil.

“Let's burn the vats.”

“Let's burn octopus!”

“No, let's burn EVERYTHING!”

“Guys, this place seems very organic. It might collapse.”

“LET'S BURN EVERYTHING!”

Whilst discussing, nearly two dozen giant flying krills invaded the chamber, causing confusion and mayhem. Stone slab shut behind them. Many got stabbed and nibbled upon. Ivor succumbed to his wounds. But ultimately, adventurers prevailed, adding the the unholy paella brewing in the chamber.

Doors were shut. Toxic fumes were filling the chamber. An barrels of oil beckoned some more than others.

Will they fulfil their burning desire?

Or will it be quenched by others?

Only one way to find out.

Meme by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

In December 2025 I sat down with Gus of The Classic Adventure Gaming Podcast to discuss our ongoing campaign Conquering the Barbarian Altanis. I was joined by four players: JP, never_plays_elves, SleazyB, and Dreadlord. We have been playing weekly since March 2022, and at the time of recording we were around 150 sessions in.

Over the years I have shared some of our experience (see Resources at the end of the post), but this was the first time I did so on a podcast. It was a lot of fun, especially since Gus was such a great host. The “panel” format with players, I think, worked well.

Since the episode is nearly two hours long, I will attempt to summarise the key points. In essence, we focus on what has and hasn't worked for us to establish, and maintain, a long running open-table sandbox campaign. The discussion is mostly centred on various techniques, strategies, mindset, and community dynamics that, we believe, contribute to the longevity of our campaign.

Some of the principles we discuss are:

  • Consistent scheduling. The major enemy of working adults. We do fixed weekly slot (Mondays, 3 hours), I am always present. This builds habit, reliability, and player trust; players plan around the game.
  • Open table. Multiple characters per player, anyone can join or leave. Builds resilience, accommodates real-life constraints, filters for committed players.
  • A living, evolving world. I maintain strict time records, and session reports; the world evolves without players, it shapes them and is shaped by them. This creates a persistent world, makes catch-up possible, and allows for emergent situations that are not divorced from the in-game reality.
  • Consequences and stakes. Characters have ultimate agency to do as they please, but freedom to act is not freedom from consequences. Lethality must be fair, and treasure must be plentiful. This helps create real stakes, rewards skill, and balances danger with opportunity.
  • Minimal prep. Wilderlands setting inspires me; I use random tables, and develop elements (characters, sites, etc.) iteratively. This reduces prep burden, allows flexibility, and leads to surprising and memorable situations.
  • Rules as a robust framework. I continuously study OD&D, AD&D and other old-school sources to develop deep understanding of the rules. This provides a consistent, fair, and robust framework that handles any situation.
  • Community. I set clear expectations, and we do our best to maintain consistent tone, and friendly atmosphere. This creates an environment where invested players self-select. We are responsible for our shared experience and enjoyment.

We discuss a whole lot more. We did our best to share practical and actionable insight. You let us know how we did. :)

You can listen to the episode on Anchor, Spotify, Apple Play, or using the player below:

Regarding the resources I mentioned above, previously I had shared our experience in the following blog posts and essays:

We hope you find our experience helpful and inspiring to start, or improve, a sandbox game of your own. Don't hesitate to reach out if you have any questions.

Fight on!

#Resource #Podcast #Reflection

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Aurella Elf Fighter level 1 / magic-user level 1 Exiled and chased out of her tree commune, she now wanders the Wilderlands.
Balarus Human Fighter level 4 An ex-woodsman, quite a crack shot with his bow.
Gurdin the Bald Dwarf Fighter level 1 Dressed in simple, dusty clothes, with a hairless head so shiny it gets in the way of adventure. Loaded with gear and hopes of great treasure.
Ivor Human Cleric level 1 A young, soft-spoken worshipper of Umannah with thick black beard.
Tam o' Shanter Human Cleric level 4 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Thorinda Bung Human Monk level 4 She has blonde hair done up in a tight pony tail and wears light, loose suit.

Flowerbloom

“My child, you party hard and are a true legate of joy. But it is now time to return and proselytize once more. Behold the grape!” a pudgy, roly-poly giant spoke to Tam in jovial tone.

“Listen carefully, for this is not in drunken stupor I tell you! Cross three streams and walk uphill until you see a tower of many faces!” the giant spoke in hushed tone, with a breath that could peel the paint off the marbled walls.

“Go there; but do not seek the crown, for it will be your downfall! Go there and you will find a grape so fine it would be an insult to me, to me personally!, if you were not to take care of that grape!” Losborst, the God of Wine, rolled dramatically, bemused with his own words.

“Go! Go fetch that grape and carry it between your butt cheeks, and may it never be squished or else we will never meet again!!! Go!!!”

Tam o' Shanter woke from his stupor, all curled up and soiled. He was in the cellar of the adventurers' newly built town-house. It has been a month since he descended into alcohol-induced coma. A month of partying and communing with his favourite god, Losborst.

With great effort he crawled to the door of the log house, his bloodshot eyes filled with mania, words croaking from his dry mouth.

“The grape, I must find the grape...”

Afoot, but unsteady, he staggered through Ironburg and into the Hog's Head Inn.

Flowerbloom 14th, Fireday

“Come on, let's go looking for a grape! THE grape! It is just north-west from here, probably somewhere around the Skillholm Stream!”

Partially washed Tam successfully assembled an adventuring party: Ainsley the Ranger, Balarus the Hero, Gurdin the Dwarf, Thorinda the Monk, and Aurella the Elf.

They set out with the first rays of sun, following the River Farhills upstream. This mighty river flows from the very peaks of he Castelian Mountains. It spans nearly 1500 yards at its widest.

Ainsley found a way to ford one of the tributary streams, saving the party a good amount of time.

Flowerbloom 15th, Spiritday

By mid-day, the adventurers reached Skillholm Stream. Or at least where it joins the mighty river. They spent rest of the day hiking uphill, with Ainsley once again being pivotal for finding streams and overpasses.

During the evening Tam felt tingles in his bum. His hairs stretched out and pointed south west.

Flowerbloom 16th, Airday

Balarus had the pre-dawn watch duty. As sun rose he gazed south west.

There it was, a league or so away.

There it was, at the foot of the mountain.

There it was, a spire three hundred feet tool, adorned with six gigantic stone faces.

A fanged devil at the bottom, mouth agape, with long red path leading inside.

A joyful face with stupendous smile to the left.

A taut face with severed nose and extended tongue to the left.

Above them two more.

Left, a drooling one.

Right, a grinning monstrosity with stone Mohawk.

And on the top a stoic face gazing into the distance, crowned with stone spikes.

Tam's bum shivered.

This was the place they were looking for.

Ainsley did it again, and found yet another ford, saving the party several watches, if not days, of going around.

Then they spent a watch planning the approach to the spire.

They decided to spend a full watch circling and observing the spire.

Crimson stairs were of material unknown to Gurdin. It was no rock nor mineral he was familiar with. The faces were stone, as much as he could tell from safe distance.

The area was bereft of life. No animals. No plants.

Sporadically a dozen or so flying creature would either come out, or come into, the open, drooling mouth.

Ainsley could not recognise them. They looked like bird, but moved like insects.

As night fell, the party found a safe spot a mile away from the spire. They set-up cold camp.

Flowerbloom 17th, Waterday

“NOOOOOOOOOO! PLEASE! NOOOO–”

Gurdin and Thorinda gripped their weapons.

Horrific, desperate screams woke everyone up.

It was midnight.

“AGH– NO! NO! I BEG–”

Screaming and pleading echoed, interrupted with painful gasps.

Adventurers huddled up, formed a circle, back-to-back, and waited.

Hopeless pleading continued. Until it was no more.

Adventurers waited.

And waited.

And waited.

And then went back to sleep.

They woke up, moderately well rested.

Tam's bum was still quivering.

Adventurers picked up their stuff and approached the spire.

Now, up close, Gurdin was confident that stairs were no rock.

They were crimson, slimy, and slightly bent upwards at the edges. The stairs looked much like a tongue. There was flesh blood on them. Teeth as well.

“A sign of what is to come!” Thorinda quipped.

The stairs zig-zagged up the hill; an eighty foot ascent.

Gurdin drove four iron spikes at the foot of the stairs; they bled and shivered as he did so.

“Tie a rope around me, I go first!” Tam said.

Indeed, he did go first.

“It's all good!” he waved half way up. Soon a single file line formed, and the party ascended together.

Tam and Balaraus were first to reach the mouth open wide. Razor sharp stone teeth were all around.

Beyond was a large circular chamber, illuminated by sunlight coming through the open mouth.

Three framed iron slabs were visible to north, east, and west. Each had a symbol of a single musical note on it.

A cushion sat atop a pedestal in the centre of the chamber. Something was on it.

Adventurers continue to enter, one by one. Aurella and Gurdin were at the back.

They felt stairs beneath them move and squirm.

Elf jumped forward without delay. She landed on her hands, and rolled straight into the chamber.

Dwarf was both slower and further away.

He too jumped.

Alas, he landed straight between the stone teeth closing with great force.

Aurella turned around to grab him, but all she got was blood over her face.

Vile face chomped and masticated on Gurdin. Adventurers backed off, worried they too might get sucked in.

Whatever remained of Gurdin between the teeth was soon cleaned by the long tongue.

The mouth remained shut, leaving the adventurers in darkness.

“Oh, hi there.”

Ivor, a young acolyte of Umannah, happened to have entered this chamber earlier that day. After brief introductions he decided it was in his best interest to join this enterprising party.

A lantern and torch were lit.

Two things became obvious.

First, there were dried rivulets of blood leading from the mouth to north stone slab.

Second, a wooden flute was resting on the cushion. Caked with dried blood.

Tam picked it up. Then he wiped it under his armpit.

He strolled around the chamber, and then stopped close to the west stone slab. He brought the flute to his lips with a courage of a man who has consumed things others wound never fathom to even consider ingestible. As he blew on it he felt burning sensation. Tiny barbed hooks tore into his flesh and tongue. His mouth swelled and filled with warm crimson liquid.

Stone slab closest to him rose up, revealing a twenty foot long corridor terminating with spiral staircase leading up.

Adventurers poured in, ignoring Tam's bloody face. One of the adventurers took the flute and put it in his backpack.

The stairs, as well as the walls, were caked with dried blood, gore, and small bits of flesh and bone chips. The party went up, single file.

“Stop. Look!”

Atop the stairs were single doors, smattered with blood and gore from top to bottom. Gilded “TREASURE ROOM” was nailed to them.

“Now, this is an obvious trap!”

Adventurers carefully proceed up, and then gave the doors a wide berth.

“But what if they are not lying? Could we tie a rope to the handle a check them out? What do you think?”

“No.”

Most of the adventurers focused on large iron-reinforced oak doors at the end of the corridor. It took them some time, but they managed to force them open.

A rectangular room, mostly clean, and with no visible gore, was before them. Corridor led further ahead, and then turned left. Once everyone entered, the doors shut behind them and a large, brass face formed over the seal.

The face yawned, opened its eyes, and then looked at the party. It said nothing. If anything, it looked slightly confused.

Conversing with it yielded no useful intelligence.

“Look at yourself. You are all covered in blood!” Ainsley berated the brass face, frustrated.

“Wh–what?! Blood?! On me?! Where? WHERE??? AAAAAAAAAAAAAAAAA”

The face begun bellowing and crying in anguish.

“Shhh–”

“Incoming!”

Balarus warned the party in time. He was standing in the corridor, watching ahead.

Five hulking creatures advanced towards him. They were nearly six feet tall, green as virgin spring grass, with bulging, knotted muscles. They were completely headless; instead of nipples they had eyeballs, and their mouth were where the solar plexus is.

“Form up!”

“Hack them!”

Aurella and Ainsley fired a volley down the corridor. No hits.

Balarus and Tam closed into melee, with Thorinda in the second rank.

The monsters were easy to hit. But they barely reacted to any pain inflicted upon them. Even worse, they hit hard in return.

Ainsley switched from bow to bastard sword and then waited for an opportunity to join the fray. Aurella kept shooting into melee; luckily she never hit any of her friends.

Balarus did tremendous damage to the brutes. It was Thorinda who made the first kill. She drove he glaive straight through one nipple-eye, turned it sideways, and then slashed across the chest-mouth, and out of the other nipple-eye.

Ivor was eager to fight too, but there was no room in the corridor for him. So he went back to the crying brass face and attempted to console it.

“Calm down. Here. Better?”

“Oh. Ooooh. Nobody ever touched me like that... Ohhh...”

“Hey, don't get any weird ideas!”

Caressing the brass face at least stopped it crying.

“Take that, sugar tits!” Balarus yelled as he cleaved one of the green brutes in half, straight between its nipple-eyes.

Tam was forced to retreat, having received a beating of lifetime. Ainsley jumped in to fill the gap. He promptly slayed one of the creatures, while Balarus obliterated the other.

“Will you open for us?” Ivor asked the brass face.

“Noooo.” it answered.

Aurella downed the final creature. She fired into melee once more. Two arrows, both down the gaping chest-mouth. The creature slumped to its knees, dead.

“I think I have led us all to our deaths.” Tam said somberly. “Am not sure what will kill us first, the freaky tower and its denizens or Aurella firing into combat.”

“Don't be so pessimistic, we won our first fight.” Ainsley retorted stoically. “Yeah, one of us did get gnawed to death by giant stone teeth, but it could've been way worse.”

How much worse?

We will find out soon.

Meme by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Balarus Human Fighter level 4 An ex-woodsman, quite a crack shot with his bow.
Gerrick Human Fighter level 1 A tall hill-man with wicked reflexes and swift movements. Gerda's brother.
Kenso San Human Fighter level 2 An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone.
Minako Konishi Human Monk level 3 Pretty Karakan with grace of a panther and shrewdness of a fox. Silk sash holds here loose trousers in place, while loose jacket rounds up her exotic look.
Syd Grundy Human Fighter level 3 Tall, middle aged and scruffy looking man of the wilderness.
Tam o' Shanter Human Cleric level 4 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.

Flowerbloom 6th, Airday, to Flowerbloom 13th, Earthday

Adventurers spend two weeks to travel to New Hara, buy two gallons of military oil, seven vials of holy water, one suite of plate mail, one suite of chain mail, and two silver daggers, for approximately 3 200 gold pieces worth of treasure.

They have a jolly good time being taxed, blackmailed, and ripped off at every step. Balarus refuses to sell his horse Speckles, as well as exotic Kenso and Minako to many proprietors of Hara. They conclude that the boat trip was well worth it and return to Ironburg happy and content, ready for more adventure.

Balarus spoketh:

I, Balarus, woodsman, warrior, horse whisperer, now quartermaster.

We hired a barge to make a shopping trip to Hara, not the old town now ravaged by beast men, but a new one further down the river, ensuring we travelled by night we arrived the next morning.

New Hara was a disappointing sight, there were no buildings only tents, after a shakedown by the local guards (some things never change), we started to look around for provisions.

Unfortunately common goods were rare, this town was a poor imitation of the bustling busy Hara we knew and loved, so the items we procured were few, a shortage of horses and weaponry meant we returned to the barge light of new equipment.

Some decided to find a rather untrustworthy fellow who could obtain some of the rarer items, at improved costs (some things never change) and we agreed to meet his companion a few days later, using special hand signals to verify our presence.

At the agreed place we nearly missed our contact, but our fighter, having spent the night awake, managed to mess up the signal and the contact bolted, but was chased down by the ranger and monk, he did hand over our goods and we returned to Ironburg with the needed, albeit costly, provisions.

Not a wasted trip, but one that we felt cost more than gained (some things never change).

Minako spoketh kindly of the experience as well:

Minako sat on the flat bottomed barge as it was poled towards New Hara. She had been impatiently twiddling her thumbs in Ironburg, waiting for this shopping expedition. She was curious to know what passed for civilisation in this Eastern part of the world.

The small party came on board with gold and a trio of odd pieces of plunder: a jewelled iron hand, a melted broadsword encrusted still with gems and a radiant red coat of plush ermine. A small ransom to pay for plate and chain armour, holy water and military oil that were worth half of this back home. There was also a hefty plough horse, Speckles, a lovely brute, if somewhat windy...

As the party pushed off, that piss tank Tam came rushing and leapt on board. Minako eyed him, pleased to see the cleric, but not prepared to show it overly.

The river moved slowly, but they made decent time going downstream. They passed the ruins of a city which could only be Hara. A short time later a pair of cutters intercepted the barge. Minako prepared to resist any shake down, but her colleagues talked their way out and the barge was accompanied to New Hara.

What a let down... she had seen more sophisticated outhouses than this town. It was clearly chaotic, flea bitten and struggling. Then, when the dock master, or what passed for such, announced no weapons to be worn in town, everyone grumbled. Kenso and Minako attracted such curious ogling that they decided to stay on board. The party came and went, bargaining with Penniman, and Tam getting a skin full on the side.

The locals were getting annoying with their stares. Some even leered and Minako considered feeding one fellow his manhood as a warning to others. Luckily, the time to leave arrived and they headed a short mile upstream, waiting a day and some for the appointed time.

Landing on the shore Garrick and Minako went ashore to meet the fellow who was supposed to deliver the goods. It was clearly the wrong fellow and he ran off into the bushes. They waited a few hours and a chap showed up wearing a blue arm band. Garrick, too sure of his memory, gave the wrong password signals... typical male... The deliveryman took off gast as a hare. Minako chased and caught up to the fellow. He shook with fear until Minako gave the proper signals. He hastily led them to a copse where he had hidden the goods and then cut out, cursing the party.

Minako and Garrick carried the goods back to the barge and they continued back to Ironburg.

Minako swore she would not easily volunteer to return to that oafish heap of tents and rough houses.

What will they do next? Perhaps they will dare return to the ruins of Castle Yukanthur? Or seek the Divine Grape of Losborst? Maybe another shopping trip to New Hara?

Only one way to find out.

Player character accounts by their respective players.

Meme by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


rootring
Prev · Random · Directory · Next

Enter your email to subscribe to updates.