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wilderlands

Adventurers

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

Thistleburn 15th–19th

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

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

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

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

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

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

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

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

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

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

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

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

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

“Whom must I slay?”

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

A cacophony of voices boomed:

“We see you!”

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

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

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

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

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

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

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

Jeffar promptly kicked him out of her temple.

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

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

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

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

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

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

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

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

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

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

Audible gasps could be heard.

Beklomda smirked.

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

She moved on all four, like a panther.

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

She gazed into his eyes without blinking.

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

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

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

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

But Gomm couldn't think clearly anymore.

He will do what Beklomda wants.

That's all he can think about.

He will do it.

Thistleburn 20th, Spiritday

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

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

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

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

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

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

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

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

“And do no harm to her! Promise!”

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

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

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

Harvestime 6th, Airday

“Look! Up, between the trees!”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

“Give him another hug.”

“AAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaa!”

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

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

“Friends! Invite them over!”

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

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

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

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

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

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

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Adventurers

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

Thistleburn 8th, Earthday

“The farm is straight ahead!”

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

“Yes!”

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

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

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

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

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

No one followed him.

One hunter.

One hunted.

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

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

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

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

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

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

He took off the bow from his back.

He aimed.

He released an arrow.

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

A massive dark figure stepped out of the cave.

It roared and charged into the jungle.

Behind it followed several humanoid figures.

Hunter became the hunted.

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

Minutes felt like hours.

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

No monsters befell him.

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

“It's Gomm!”

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

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

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

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

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

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

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

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

Torches were extinguished.

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

Thistleburn 9th, Fireday

Hours in darkness went by.

PAAAAAAAAAAAAAAAAAAAARP!

Suddenly a bronze trumpet blared from the west.

PAAAAAAAAAAAAAAAAAAAARP!

Another blaring trumpet, this time from the west.

Silence.

Silence.

Silence.

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

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

Illustration by IdleDoodler.

Indeed, the orc obliged.

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

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

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

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

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

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

Silence.

“Uh, huh, where?”

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

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

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

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

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

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

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

Kruggak cheerfully ran into the house.

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

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

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

Illustration by IdleDoodler.

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

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

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

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

Illustration by kickmaniac.

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

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

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

Ambros volunteered.

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

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

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

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

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

No one showed up.

“Hmmm...”

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

Thistleburn 10th, Spiritday

Summer in Altanis is hot.

But summer in Altanian jungle?

Hot and humid beyond belief.

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

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

Gomm checked if the key fits.

It fit perfectly.

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

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

Thistleburn 14th, Fireday

“Ketche! Finally!”

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

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

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

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

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Comments

Adventurers

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

Thistleburn 1st, Airday

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

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

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

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

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

Geases were now his to bear alone.

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

“Ketche, you say?”

Thistleburn 5th, Spiritday

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

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

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

Price?

Astonishing twenty eight gold pieces.

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

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

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

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

Thistleburn 7th, Waterday

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

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

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

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

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

Thistleburn 8th, Earthday

“Do you hear that?”

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

“Stop! Who goes there!”

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

“What are you doing here!”

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

The elves unleashed arrows.

They missed.

Ajar shot his crossbow.

He missed.

Humans lit a torch and ran out of the farmhouse.

The orc farted and ran away.

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

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Adventurers

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

Sunstrong 15th, Spiritday

“This must be it...”

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

Reward?

Stunning ten thousand gold pieces.

Conditions?

Egg must be entirely intact and unopened.

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

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

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

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

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

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

Illustration by IdleDoodler.

“Watch out!”

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

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

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

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

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

Then the duo retreated to the nearby camp.

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

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

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

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

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

Illustration by IdleDoodler.

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

“I had a feeling you might need me!”

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

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

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

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

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

Illustration by IdleDoodler.

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

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

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

“Is there a golden egg in the nest?”

“No.”

Illustration by IdleDoodler.

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

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

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

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

“Run! Run!”

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

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

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

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

“Absolutely not.”

And so they collected their ten thousand gold pieces.

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Adventurers

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

Sunstrong 6th, Airday

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

Doors!

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

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

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

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

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

Sunstrong 7th, Waterday

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

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

Adventurers fanned out and listened at each of them.

“Pssst! Over here!”

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

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

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

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

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

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

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

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

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

This time beastmen were not surprised.

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

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

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

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

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

And so they did.

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

Akasi was a nervous wreck, completely consumed with worry.

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

How will they explain this one?

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Riker Magic-User level 1 A magic-user seeking glory or death.
Leticia Cleric level 1 Extremely righteous, borderline zealot, devout follower of Rasthri, Goddess of Strength in Revenge.
Almaric the Legendary Elf level 1 Very smart and quite good looking; adventuring just for the money.

Sunstrong 6th, Airday

“Where are some beastmen to slay?! Show them and I'll kill 'em all!”

Akasi Namelin boasted to Hagar and his crew. The eldest son followed the party shortly after they left Hara. He was accompanied by Leticia and Almaric, just to make sure no ill fortune befalls him, despite marching with three dozen light footmen.

“Remember to keep the kid alive.” Riker reminded everyone.

“I'll go first, you right behind me!” Hagar commanded to Namelin's eldest heir.

“Yes! I'll be right behind you! Let's go!”

“Let me remind you that monsters here are intelligent. Don't rush forward blindly–” Riker attempted to educate young man, but was interrupted with brash “I have hunted before!”

“You might become the hunted here...” commentary went unanswered.

Heran Marod left the dungeon and waited for the party above, overseeing a Akasi's thuggish band.

“Where to next?”

The party had three possible venues: go down the stairs and deeper into the dungeon, go east and explore the beyond the ransacked library, or go north down the corridor with exploding barrels.

Afraid to go down or to face the fiery doom, they opted for the second option and went for the library. Nothing much beyond a large kitchen with adjoining pantry, and two dead ends with smashed statues.

Having adventured for nearly sixteen hours, the party withdrew from the dungeon and camped by the tree. Surely nothing would dare disrupt their sleep with their numbers.

Sunstrong 7th, Waterday

Well rested, the adventures continued their delve. They explored kitchen surrounding in the time it takes a lantern to burn through on filling of oil. Little did they find beyond more looted rooms. In an act of desperation they caressed and tapped many walls, hoping to find any secret shortcuts.

“We will have to go through that corridor. There is no way around it.”

“There was a large dinning table in one of the rooms. Let's break it and turn it into a mantlet!”

“What a great idea! Let's do that!”

More hours went by as they put their plan in motion.

Once in the bell shaped chamber, Beorg shot a lit arrow and hit the doors out of which, supposedly, barrels were rolling out of.

Nothing.

Next Leticia stripped her metal armour, lit a torch, and sprinted down the barrel corridor. Reaching the junction she jumped left and peeked around the corner.

Nothing.

So she ran up to the doors, knocked, and ran back.

Nothing.

Remaining party formed ranks and advanced up the corridor, with Riker and Ambros ready to unleash magical and divine wrath alike.

Nothing.

Almaric brought Leticia's armour on his Floating Disc, so the lady was armoured once more.

Reunited, the party marched to the doors.

Nothing.

A dwarf and an elf decided to listen at the doors.

Nothing.

Finally they pulled the doors open!

Empty barrel rack was all there was to be found. Besides three rusty levers, that is.

“Unbelievable!”

“Let's check the corridor we passed...”

Indeed there was one unexplored corridor leading east, then turning north. Faint smell of death and rot could be felt. Marching on soon revealed the nature of the challenge: a labyrinth. Multiple dead ends, sometime empty, sometime with insulting traps. Skeletons of long dead monsters and humans alike. One of the skeletons was a large human with a bull’s head. A rusty massive battle-axe rested next to it.

Hours and hours went on as adventurers trudged through endless corridors. At one moment the stench of death became almost overbearing. By now the adventurers had learned this must mean trouble. They carefully proceeded, ready for whatever might await them.

Hagar at the front turned the corner and came face to face with a horrible creature. A human female-looking face floated some eight feet in the air. Its eyes were almond-shaped; long, lanky black hair was stuck to its pale face; fangs and long split tongue protruded out of its slack jawline.

“Purge the Evil!!!”

Tarkus yelled and charged past Hagar; the dwarf charged too. Almaric and Beorg went right behind them, while others backed them.

True extent of the creature's unholy existence was revealed with approach of light. The face was not floating mid-air. No. It was attached to a tubular body made of most horrible make—mangled, broken, and headless bodies of women.

Hacking into the monster made it ooze slimy, dark purple ichor. The creature gazed into Hagar's eyes. Stout dwarf resisted voices in his head and struck the creature. Next the monster flew up in the air and swirled in circular motion. Almaric, Leticia, and Akasi dropped to the ground, sleeping soundly.

Riker's spell had failed to produce any effect. On the other hand Riker's Awakening Palm worked quite well on the sleeping members of the party.

In a moment of shock, the ghastly creature towered over Hagar and then bit him in the neck. Dwarf's eyes turned upside down and he went limp in seconds. The monster wrapped its long body around Hagar and flew off with him into the darkness.

Ambros pursued the monster without missing a beat, with Tarkus, Beorg and Almaric right behind him. Follow purple snail trail was easy. Moments later they caught up with the abomination and hacked it to pieces.

Tarkus the Promising delivered the killing blow straight to the face of this horrible creature. Its body fell apart, leaving a pile of mangled corpses on top of Hagar.

“What a blessed dwarf he is...”

“Oh no...” Akasi muttered, distraught.

The bite marks were already necrotic-black; the flesh rotted away. Hagar's veins were dark purple, bloated and firm. His eyes were completely white, with yellow pus on the lower lid. Spittle and foam caked his angled mouth.

The future castellan of Hara had died.

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Adventurers

Character Class Description
Riker Magic-User level 1 A magic-user seeking glory or death.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Heran Marod Cleric level 2 Bearded, aging man with shaved head. Follower of Umannah, the Sun God, The Radiant Death.

Sunstrong 4th, Fireday

Hagar led a new party to the Den. Half of the men were clerics, armed with Cure Light Wounds and Hold Person, as well as one magic-user with two prepared Sleep spells. Once again the party had borrowed six horses from the Namelin stable, allowing them to reach their destination in six hours.

Two shabby towers as well as wooden palisades still surrounded the tree. No new sentries were to be spotted anywhere. Scouting the environs revealed no traces of ambush or anything suspicious. The party descended into the dungeon, and opted to march straight ahead through the open archway.

Long corridor gently slopped upwards, something Hagar spotted after fifty or so feet of marching.

SLAM!

A loud thud of wood hitting against stone wall could be heard up ahead. A large, six feet wide barrel rolled out of the darkness and towards the party. A lit fuse could be spotted on its right side.

Luckily the party was just at the junction so there was plenty of space to evade the rolling danger. Unfortunately two members failed to jump to the side. Stalwart Heran decided to hold his ground, shield raised up while agile Riker opted to jump upwards. The former was hit by the barrel, forcing him against the wall. The latter was hit by the barrel mid-jump, landing with his belly on the top.

Due to Heran's interference the barrel changed course, turning right and getting stalled in the corridor. Lying on top of the barrel, the burning fuse was just in Riker's face. Heran sprinted around the corner, some twenty feet away, and stopped, for whatever reason.

Magic-User tried to extinguish the fuse with his palm, but only suffered burns and blisters. This was one inch thick rope, soaked in flammable oil. Unwilling to risk any further, Riker slumped off the barrel and sprinted to the junction and then left.

Heroic Beorg charged from around the corner, leading with his polearm.

“I will cut the fuse before it burns up!”

Beorg the Legend reached the barrel just in time for it to explode, suffering maximum impact and fire damage. Those that lurked around the corner were singed as well as forced to the ground from shock.

Smell of burnt flesh permeated the corridor.

Clerics rushed to heal each other. Surprisingly, charred Beorg was carbonised but alive.

SLAM!

The same sound was heard once more. This time everyone ran left and around the corner, and then burst through the doors, slamming them shut just in time. Little flames surged from underneath. Dramatic, but harmless.

Catching a moment to breath, the party realised they fled into a familiar chamber. A small altar with the symbol of three crossed swords was in the middle. Bunk beds line all the walls.

“There should be a one-way secret passageway just there...”

Indeed, the adventurers had easily found the secret doors they perused in the past. From there they easily found their way to the bell shaped entrance chamber. But their way was barred!

First, they caught an orc by surprise. Pig-faced monster was waiting with a club, facing the doors leading into the entrance chamber. It certainly did not expect a bunch of adventurers to exit from the doors behind it. Monster was hacked to pieces in seconds.

Second, the doors were nailed shut. Without equipment, Hagar spent significant time to tear down plank by plank. Eventually the party broke through and fled back to Hara to lick their singed assess.

Sunstrong 6th, Airday

Healed but hairless, the adventurers returned to the den once more. One their way out of the town, Akasi Namelin derided Hagar for putting their plans into jeopardy. The dwarf had little patience for Namelin's eldest son.

Riker the Wise remembered to bring a magical construct which had been collecting dust in the companies vault. It was a palm-sized bee which can follow simple instructions and offer one to three word description of what it sees. Scouting the dark corridor from whence barrels rode revealed little but closed doors.

Checking remaining three doors in the bell shaped chamber revealed they were all barred from the other side. Hence the party decided to go through the broken doors. From there they rethreaded some of the chambers they've been through before.

Passing the stairs down, the party decided to explore southern portion of the dungeon. Alas, they were mostly empty and junk rooms. Peak excitement were a gelatinous cube guarding a completely empty room, and a finger ring-sized snake eating its own tail resting on a pillow under a glass dome. Beorg broke the later, and then one of the adventurers grabbed the ring. Nothing ill happened to anyone, despite the warning uttered to them.

“One last doors to check” led the party into a thirty by thirty foot trap chamber. The doors slam shut behind them, and green gas begun filling the chamber as magic mouth spoke:

“Unbidden, I come at night Unasked, I am gone by morn.”

A set of glyphs appeared on the door in vertical line: a star on top, crescent moon in the middle, and a sleeping man on the bottom.

Half of the party immediately succumbed to the gas, dropping to the ground as if dead. Tarkus yelled the correct answer but nothing happened until he touched the correct glyph as well.

Gas stopped hissing and doors opened by themselves.

Tarkus dragged everyone outside and administered awakening slaps.

Once everyone got back to their senses, the party stopped to think about their further course of action. They were at the literal and proverbial junction.

Where next to conquer?

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Hector Fighter level 3 Balding warrior in the dwarf corpse retrieval business.
Tamren Cleric level 3 Stoic paladin of Coriptis, the Goddess of Battle and Inamorata of Berserkers. Aventail hides all but his two piercing blue eyes.
Lucie Fighter level 1 RPhysically competent, but mentally and socially inept.

Sunstrong 2nd, Waterday

Large chestnut tree towered above the poorly concealed entrance into the drug den. As always before, the hole had been covered with a wooden plank, which in turn was covered with bushes and brambles and soil.

Unlike before, the tree was now flanked by two shoddily made wooden towers and several rows of poorly made wooden palisades. The latter were in fact just sharpened tree trunks driven into the ground at an angle.

None of that was enough to stop Hagar and his crack team. They jumped two sleeping pig faced orcs and killed them in cold blood before either could squeal. Then they dispatched orcs on the towers.

Stupid pigs were blind as bats during the day. And even if the weren't, they could possibly not match the bloodthirsty Tamren, bent on earning absolution for his cowardice at the same place months prior. He would never stand a chance of being consumed by Coriptis eternal flame—-unless he bathes in blood of those that had broken his resolve once.

But they weren't here for Tamren's redemption. No. They were here to demolish and eradicate the beastmen that established camp so close to Hara. Not due to benevolence nor heroic aspirations, but due to Hagar accepting Namelin's offer to become their candidate for Hara's new castellan.

The party chucked the plank to the side and descended into the drug den.

Bell-shaped entrance chamber was different than before. It was cleaned. There were no impaled corpses.

Adventurers decided to head right. They swept chamber after chamber. All empty. Rotting straw mats, broken weapons, signs of being lived-in by filthy creatures. Gone.

“I recall orc and goblin barrack being around here. These were probably their rooms.”

Ransacked library housed three mutilated corpses. Hagar recognised Celeborn of Revelshire whom he had adventured twelve months ago with. Two decayed humans were unknown to him, but were probably adventurers as well.

Pushing on, the party followed a twisting corridor into a dry, tobacco smelling storage room. There another door led into a trap that failed to foil Hagar and Tamren. Upon forcing the doors open, they both noticed a corridor extending into infinity. Instinctively, both looked away.

There was no magic, only trickery of perspective using two bottom to ceiling mirrors facing each other. Averting their gaze, the adventurers pressed forth, into a sixty feet wide chamber with a thirty feet long pool.

“What a weird chamber...”

The chamber was pristine. The water was crystal clear and warm. Stone pegs jutted out of north wall.

“Look, a dagger!”

Indeed in the center of the pool a dagger rested at the bottom. The bottom was at an incline, with south side being three feet deep, and north side around ten feet.

One of the adventurers pushed the dagger with the ten foot pole to the south end. Then Hagar jumped into the water and picked the dagger up. It was a nice looking weapon, but ultimately mundane.

“The night should fall soon. We should get out before orcs come out and realise somebody killed the guards.”

And thus the adventurers rapidly backtracked, hopped on their horses and rode hard to Hara. They got lost during the night, but once they found the Farhills river it was trivial to follow it downstream.

They reached Hara on Sunstrong 3rd, few hours after sunrise.

Beastmen got to live yet another day.

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This July we celebrated the 100th session of Conquering the Barbarian Altanis campaign. Our first session was on March 8, 2022. Time flies! Below are my reflections and answers to some questions I have received about running the campaign.

Background

Our campaign is located in the Wilderlands Barbarian Altanis. We play weekly (Tuesdays evening) for three hours, online, using Discord and Owlbear Rodeo. Between the sessions we sometimes engage in play-by-post, especially for downtime activities. That way we can really focus on action in every session.

Each player makes three characters when they join the game. They pick one they begin with and start playing. They can activate another character in case the first one dies, or gets stuck somewhere (e.g. in another dungeon delve we are not continuing because more than half of the players aren't present).

I've allowed anyone interested to join us and try out our game. Since we've begun there have been dozens of players that came and went, with around twenty sticking around. Roughly a quarter of those are active non-stop, another quarter is active but joins live sessions a bit rarer, and remainder joins whenever life allows.

Our campaign is very open ended, with a lot of freedom for the players. This also puts onus on them to decide what to do, what do prioritise, and how to organise themselves. Over time this has led to players controlling multiple characters, embarking on concurrent expeditions, racing against time, causing and fixing trouble in the land, and so on.

In other words—we are playing an open ended sandbox where the world is alive and is actively shaping and being shaped by the players.

Lessons Learned

  1. Don't take it personally. People come and go. Life happens. Miscommunication happen as well. When somebody leaves the game without notice or stops playing I don't dwell on it.
  2. Be consistent and predictable. Game is on Tuesdays evening. Game happens as long as someone signs up. Game event is put up three days ahead, and player roll call is broadcast the day before. Game happens every week. If there is change of days, that is communicated a week before.
  3. Clear boundaries. I have only two hard rules that would make me act immediately: no player-versus-player behaviour and no sexual violence. I repeat these two rules to each new player. I state them in a direct, no chance to misunderstand, manner.
  4. Keep a furious pace. We are playing for 180 minutes. That isn't much time. There are no breaks. “What are you doing next?” is my most common question. For longer discussion I activate a ten-minute timer that is visible to all players.
  5. Keep interferences to a minimum. I do my best to ensure players need as little as possible to play. Currently they only need internet browser with three open tabs: Discord for voice chat and dice rolling, Owlbear Rodeo for simple VTT map, and Google Slides for their character sheets. I don't want them to waste time wrestling with tools.
  6. Keep the game running and review rules after. If I can't look something up within 180 seconds, and it is not a life or death situation, then I'll make a ruling and tell players that I'll look up the exact rule or numbers after the game.
  7. Don't correct. If I make a mistake while running a module or something I've written down, I do not retcon it. The “mistake” becomes canon and I work it in. One such “mistake” led to fifty memorable game sessions.
  8. Be generous. My default stance is to rule in players' favour when uncertain or if I made a procedural error. For example, if I forgot to ask for declarations and one of the PCs was supposed to cast a spell, I will allow it. After all, it is me who made the error. There will always be another chance for that PC to die, no matter how generous I am.
  9. Don't be afraid of exceptional PCs. Scroll with powerful spells? Magic weapons with strong bonuses and abilities? Large treasure cache that would allow everyone to level up? Gasp! Who cares! Let them have it! The stronger they are, the more fun we can have! Players always find novel ways to kill their characters anyway.
  10. Fun isn't always right. Long-running open-ended sandboxes require some logistics and politicking and serious intelligence gathering. Sometimes a winding down session is welcome after a series of mentally intensive sessions. A “boring” session every two dozen sessions is a welcome respite that also allows players to realign regarding their goals.
  11. Take great notes. I have created three templates that I use every session: day tracker, combat tracker, and session tracker. I take notes on every character, combat, and in-game day. I maintain in-game calendar. At any moment I know where and when each and every character is. That is critical for running an open-world sandbox with multiple player characters adventuring at the same time.
  12. Do the math. After every session I list recovered treasure, earned experience (in bulk, as not to reveal how much XP each individual treasure or monster is equal, which is sometimes useful), and distribution of experience (what character are eligible for experience and what is their share). I also write out how much XP is each share worth, including bonuses. Since I take great notes this takes me less than five minutes and preemptively solves many questions. Players just need to find their character, share, and update experience.
  13. Don't overprepare. I have an inexpensive egg timer. My partner hates its ticking sound. So I use a watch instead. 30 minutes for a session. That's how much I give myself. If I do something more than ten times, then I either automate it with a spreadsheet or script, or create a reusable template.
  14. Do the bare minimum. I prepare everything in iterations. Published material is organised so I can easily access it, while everything else has just the essential ready. For example, if players suddenly decide to take a turn into some settlement, then I'll play with nothing but one to two sentence description and procedural charts in my Judge binder. If they remain in the settlement for longer than one session, then I will sketch it. If they stay longer, I'll flesh it out a bit more. Same goes for dungeons and wilderness locales. First they are rumours, then they are entrances with areas around them, then they are fleshed out.
  15. Everything beyond the bare minimum should be a reward in itself. If I decide to spend more time on something it is because I want to, and have no expectation players will do anything with it. Creating a dungeon or locale, researching rules and procedures, polishing house rules... I do them because I find them fun, and might use them in game, but without any plan or expectation to force them on the players.
  16. Prune the Judge binder regularly. Every quarter I go through my Judge binder and move sheets around. Those that get used during the game go up front. Those that get used during prep go to the back, separated by a coloured divider. Those that don't get used get removed.
  17. Convene community. Since we are all on the same Discord server, the discussion is always flowing. We have a generic “lobby” channel where we discuss many non-game related topics. There are players from all walks of life so there is always something new to learn from each other. Memes and jokes are shared, new products and crowdfunding campaigns recommended so we all get a bit poorer, ideas are traded and critiqued, and so on and so forth. Everyone participates, regardless of how often they play.
  18. Create a space that encourages mutual support and reflection. Many players mean many different personalities and play styles. Of course, those that remains are relatively similar, but that doesn't mean there is no room for improvement. I often use plurals and ask players to think “we” and “our,” especially when discussing their next steps.
  19. Facilitate players outside of the game. Love for specific type of gameplay is what brought us together. It is fair to assume there might be more mutual interests. If someone wants to run a one-shot with different rules or their own game, or recruit people for a game they are starting, or needs help with something they are working on, or anything else, I do my best to connect them together.
  20. Public praise, private punishment. I do my best to congratulate and reward good play, thinking, and cooperation with a kind word and explicit praise in front of everyone. If somebody is misbehaving, then I have a one to one conversation with them. Public shaming is for military and prisons, not games.
  21. Don't absolve responsibility. At the end of the day I am the person responsible for our game and community. That isn't something that can or should be delegated.

Questions & Answers

I've received some additional questions about our campaign and my style that aren't covered with above lessons. I'm including these questions and my answers below.

If you have a question of your own feel free to email me or share it in the comment below, and I'll reply when I have time.

Question

How to handle dropping players into a sandbox game without them feeling lost, overwhelmed with so much potential choice that it feels like no choice at all, or lacking direction; and about how to encourage them to seek out adventure hooks and pursue their own goals. I wasn't there for the first session of Barbarian Altanis, but I'd love to hear about how you set up that first session, and how you prepared prior to the beginning of the game. Did you begin by giving the players a clear quest to go on? Did you give them a limited number of hooks from which they could choose? Or something else entirely?

Answer

Preparation: I read the Wilderlands material and picked region I liked the most, Barbarian Altanis.

Session 0: I introduced Wilderlands, Barbarian Altanis, type of game I will run (open-ended, player driven, no PvP, no sexual violence). Then I asked players to pick a starting point. They choose Kestizar.

Session 1: we begun playing. I read hexes around Kestizar and placed some dungeons within 25 mile radius. I collated hooks and gave them out randomly during the sessions. I mixed that with random tables. There was no clear quest; purely player driven.

Reflection: in retrospect I think some of the players were a bit confused and/or lost. It took several sessions before they committed to a specific hook. Few of them led to very violent outcomes with few survivors. Our first year was a bit mudcore, to an extent because of player choices (since I never intended it to be as I placed plenty of treasure and magic items, but refused to railroad you to them). There were multiple (!) occasions where they'd give up right before hitting a big pile of treasure. But then the hydra lair changed everything. ;)

Question

Advice that worked or didn't work for you. Resources that you found useful—what books did you keep on hand during sessions and/or prep, sort of thing? Is there a book/resource that isn't made that you would have loved to have used?

Answer

Honestly, I did not seek advice beyond the rulebooks. First I spent a year or so reading B/X, then BECMI, and then Rules Cyclopedia. Then I read AD&D 1e DMG and PHB. In parallel, I spent a lot of time understanding TSR's catalogue, editions, publications, how they tie in together, what is their focus, and what are the differences. I don't remember why, but I decided to try out B/X and RC/BECMI, so I found a game of each and begun playing. I want to see the rules in action. From that experience I decided to run B/X first, so I master it and then in the future potentially upgrade into a more advanced system. After all, that was TSR's promise!

When I was exploring TSR's catalogue their main settings did not grab me. Mystara was fine, but not captivating. I liked Dark Sun, but wanted something closer to regular fantasy or sword & sorcery. Thunder Rift was cool, but felt too constrained. Then somehow, and I don't even remember when or how, I stumbled upon Wilderlands of High Fantasy. It blew my mind. It was fucking awesome.

CITY STATE OF THE INVINCIBLE OVERLORD.

BARBARIAN ALTANIS.

CITY STATE OF THE WORLD EMPEROR.

Hex one-liners with crazy hooks. Vast, but not too big. Populated, but not too dense. Ready for adventure as is, but easily expanded and filled out with anything. Setting that can take abuse. Setting that can be improvised with. I like the content, I liked the aesthetics, and I liked the ethos. That was the time I took a deep dive into Judges Guild and their catalogue.

Having picked the ruleset and setting, my next step was to get all the core books. By now I have acquired most of the TSR catalogue, so I begun hunting down Wilderlands publications. After studying the four booklets and Necromancer Games boxset, I felt like I was ready to run a life long campaign. My next step was to pick an area. I've selected because (1) I liked it so fucking much, and (2) it was in the middle of everything. My next step was to read up on adventures and shortlist a dozen or so I want to run.

I spent time making a list of best rated modules (usually starting with tenfootpole.org), and then I'd seek more reviews of publications I liked. If I was still hooked, then I'd buy and skim them. If I still liked them, on the list they would go. When the players selected their starting point on the map, I looked for few low level modules and placed them in the region.

Following all that, I made a binder with key notes on Barbarian Altanis, list of modules, empty papers for additional notes, and print outs of modules the players would be most likely to visit. Then I made another binder, the Judge binder, where I put all the procedures I use during play, including those for random procedural generation. I'm confident enough to improvise anything, but still like using good tables.

Bar none, my most references book is Ready Ref Sheets by Judges Guild. It is amazing. Some of the procedures are bad. Most are great. But the flavour is inimitable. Besides those, I frequently reference d30 DM Companion and d30 Sandbox Companion. Heck, I got d30s just because of them. I do have a collection of other tables as well, mostly from AD&D 1e and Arduin.

I don't feel like I need another book in life. With above two binders I could run a game until I die. That of course does not mean I am not acquiring more books... What can I say, I like reading stuff old and new.

Question

Did you find your preparation methods shifted, and how? and was that change from your own developing skill, or because of the length of the game? Is there anything you learned or did that you wish you'd known or done before you started, or that you wish you had done earlier in the campaign?

Answer

Over time I shortened my preparation even more, but the methods are still the same. Or at least I think they are.

Once I made a four-level tower with adjacent camp and underground dungeon with cave complex. I made it because players were dead-set on marching on it to fight barbarians there. Then, after mustering a mercenary army they decide to go somewhere else instead. I do not regret making it, but it was a good signal to maintain my usual iterative approach to developing points of interest.

Question

You've run a long open table. What are the stats on your player pool? Did trends emerge for how players played in an open table format? What sort of players should GMs of open tables look to recruit? What sort of “player stable management” did you do?

Answer

Yeah, it's been going more than two and half years now. I've been maintaining a public character roster that includes characters from all players that are still playing.

When a player leaves, I delete their character from the “Alive” list, but keep them in the other lists. In other words, I haven't been tracking exact number of how many people came and left. There was a good number that was curious to learn more about our play style, who would come play a few sessions and then leave. There were some that would join and then leave.

There are currently 21 players with 34 characters. There are more, but some of the are uncertain, so I don't want to spoil anything. Let's just say that at least two have been playing in a months long play-by-post session that still hasn't come to an end.

Regarding recruiting, I basically try to recruit more people that are like people I'm playing with right now. As I wrote elsewhere, I strongly believe that good games are to be had with good players, hence I care more about attitude than skill or years of gaming experience. The only foolproof way to test compatibility is to play a session together.

For player character “stables” I did not use anything special. Make a character sheet for each character and keep track of them. That's it.

Question

How was it putting session reports in A&E?

Answer

It is fun! It took me some time to get use to the format, and contributors publishing their reaction and comments to previous issue in the next issue. Like commenting on blogs, but with longer delay and more in depth commentary. Collating reports for A&E is another chance at proofreading, and I often cringe at mistakes I catch. Another thing I used to do much more, but haven't done a lot of it in my latest submission, is including art. Initially I'd hunt for stock images, play with Midjourney to generate something usable, and try to fill in the gaps with art. Now I just use a little bit of abstract art and maybe one or two stock illustrations. My plan is to keep publishing the reports in A&E as long as the game keeps on going and zine keeps coming out. A fun side bonus is getting fan mail from strangers.

Next 100 Sessions

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Darius Cleric level 4 Follower of Dacron, God of Craftsmen.
Riker Magic-User level 2 A magic-user seeking glory or death.
Tiberias Normal human Regretting his employment.

Longrass 12th, Waterday

Engulfed by noxious yellow gas, Hagar and Amborus could barely see. Led by Darius's voice, they retreated from the chamber where they just faced four demonic creatures.

“Shut the doors! Let 'em come to us!”

But nothing came.

Peeking into the chamber revealed it was empty. It was stained yellow from top to bottom. There was one door to the left and one to the right. Opening the former reveal a spacious chamber with two dwarven corpses. One was lying on its right side, with its back to the adventurers. The other one was torn in half.

Adventurers shut the door and went for the other door.

They moved forward, down the corridor, until they reached a hard turn. Hagar peeked around the corner, only to be dazzled by a festival of colourful lights. Unsure what to do, other adventurers passed Rorik's corpse—a third of it they still had—to Hagar. Then the dwarf chucked it around the corner.

In a split second the party had been flashed and surrounded by glimmering light. Horned dog sized bunnies were all around them! They rammed and gored few of the members before vanishing in thin air.

The party moved on, following the twisting corridor. They found a dead end with thousands of silver and gold coins arranged in small nests. Another dead end was an unfinished room with stairs leading down into nothing. Third dead end were stone doors with skull on it and two large keyholes.

The adventurers were too experienced to be lured by two matching keys laying on the stone table right next to the doors. Thus they backtracked all the way to the chamber with dwarven corpses.

It was a large fifty by fifty feet chamber. There were three corpses in total, all in horrific shape. The corpses were decomposing, but were still much fresher then other dead people they encountered so far. Doors in the south-west corner were covered with blood and gore from bottom to the ceiling.

More interesting was the curious mechanism in the center of north wall. Some five feet above the floor, a tilted horizontal disc jutted out of the wall. From it three rods—as spokes of a wheel—stood straight. On the upper face of the half-disc was an etched mask with frowning face.

Abandoning the contraption, the party backtracked to the chamber with large stone face. It had matching facial expression to the face on the disc—a frowning expression.

Illustration by kicmaniac.

The face was almost twenty feet tall and ten feet wide. Dark hole in the mouth was in fact an opening into a tight crawlspace. Tiberias volunteered to investigate it. He had to strip into nothing but loincloth and rope around his waist. Then he improvised a weapon with burning torch tied to it, and went into it.

The space was very tight, forcing him to crawl on his belly with little space for looking forward. After ten or so minutes he heard a voice speak in unfamiliar language. Ignoring it, he proceeded forward. His eyes were red and teary from the smoke coming into his eyes. At one moment he decided to pause to rest a bit. But he couldn't! In fact, he was now sliding forward, scrapping his forearms and knees.

Even worse, moments later he was in a head on free fall.

Hagar felt the rope suddenly move much faster. He dropped his body weight and held onto the rope.

Tiberias felt the rope around his waist tightening. He drop was stopped with a powerful jerk. The shock nearly made him black out. The man vomited down the chute. Then he decided to drop down his torch so he could see what lies ahead.

His torch disappeared in thick darkness.

Hagar was joined by other adventurers in pulling the rope. It was tough until it wasn't. They pulled out empty rope. The loop and knot were still there. Tiberias wasn't.

There was no time to grieve.

Party headed back to the room with weird contraption. There they investigated it for hours until one of the clerics suggested at least three characters try to push on the rods. Lo and behold! The disc rotated. Moments later frowning face was replaced with smiling face.

Running back to the room with stone face confirmed it too had changed its facial expression. This time Hagar volunteered. They tied several hundred feet worth of rope around him. They also agreed on various rope signals.

Getting on all fours, Hagar entered the mysterious crawlspace. Moving on he too reached a moment when he could hear someone or something speaking in an unfamiliar language. He too ignored it and moved on.

As dwarf he could feel several inclines. He turned right, twice. After long time he reached a dead end. But he could feel a cold wheel touching his exposed belly. Since there was so little space, he had trouble getting a good grip. But once he did, he was able to twist it with great ease. Floor underneath him gave in and he fell face first on a hard stone floor beneath.

Dazed but alive, he pulled on the rope, signalling others to follow. Everyone stripped, and made sure to carry only the most valuable items that can fit through crawlspace. They also dragged Rorik's corpse through, as well as stiff FoxGlove.

Reunited, the party lit up a torch. Unarmoured and barely armed, they rapidly moved, following a long corridor forward. They passed a chamber, ignoring whatever might be inside, moved into another chamber, and then left through archway. Here Hagar recognised the chamber with framed gold sheet.

“I know the way out! Be careful for there is a dart trap activated by pressure plate!”

Adventurers exited the ruined tower just as night was about to fall. They camped in its ruins, enjoying the smell of fresh air once again.

Survivors returned to Hara on Longrass 13th. Just in time for Hagar to recuperate and prepare for dinner with Aseti Namelin, one of the most influential people in the region.

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