Attronarch's Athenaeum

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

Adventures Dark and Deep by Joe Bloch of BRW games is an alternative AD&D second edition, imagining how might AD&D evolve if Gary Gygax remained at the helm of TSR.

Joe is a great scholar of AD&D and it shows. Adventures Dark and Deep consists of two thick core books (rulebook and bestiary), but now there is also Adventures Dark and Deep Lite which is a single tome to get people started with the system. PDF is available as PWYW, while PODs are at cost.

System aside, I am a great fan of Joe's supplemental books, which are easy to use with OD&D and AD&D:

Book of Lost Tables sees a lot of use with its 348 random tables for generating random wilderness terrain, random wilderness encounters, random dungeon terrain, random dungeon encounters, random urban terrain, random urban encounters, character parties, and more.

#News #OSR #ADD

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rootring
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Adventurers

Character Race Class Description
Arnulf Hetzer Human Thief level 1 A highly ambitious young man, aiming for great riches, awesome adventure, and not get broiled.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Syd Grundy Human Ranger level 1 Tall, middle aged and scruffy looking man of the wilderness.
Thorinda Bung Human Monk level 1 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Kenso San Human Fighter level 3 An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone.
Tam o' Shanter Human Cleric level 3 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Percy Human Fighter level 1 A career soldier dishonorably discharged due to his charismatic ways.
Idris Elf Fighter level 1 / magic-user level 1 An elf wielding a greatsword.

Blackmoon 20th, Spiritday

Ambros, Tam, and Ignaeus stood at the junction, soaked wet from recently tumbling down a pit trap into an underground river. To their right five zombies shambled towards them, and from their left a pack of ravenous ghouls were charging.

Ambros held his Gavel of Justice and thundered the holy words. Four zombies turned to dust. Ignaeus counter-charged the ghouls, preventing their advance. He fought on the defensive, well aware of his natural immunity.

Once the elf moved on the offensive he had slain two ghouls with great ease. Remaining two fled in the awesome divinity of Ambros, after he had destroyed the last zombie.

The soaked trio opted for a simple strategy—follow corridors, ignore doors. They walked left, passing doors, and then at the T-shaped junction they turned right, straight, left, ignored doors to the left and turned right again, past the doors to their left and turn right again. They followed the corridor until they reached another t-junction, where they turned left, straight past another junction, and into a square chamber. They cut it straight across, exited and turned left, then right, and then stopped at another junction.

To their right were stairs leading up!

Percy gingerly stepped forward through the doors that have opened for him. The corridor went left and right. He chose the former. He advanced carefully, ready for violence at any moment. He passed a T-junction, ignored the doors ahead of him, and turned right. Past another junction, straight ahead, towards stuck doors.

Forcing them open revealed a square chamber, some thirty by thirty feet, full of debris. Three of the walls were lined by crooked and bowed shelves. Inspecting the chamber did not reveal much beyond the following curiosities.

There was a chipped teacup resting on the shelf along the wall opposite where Percy came from; there were tattered spiderwebs to his left, with desiccated remains of humanoid shape; potter shards and fragments were scattered in one corner of the room; and there was a deformed brass candlestick, without candles, on the middle of one of the shelves.

Percy abandoned the chamber and backtracked to the first T-shaped junction he had passed. He turned right and followed a long corridor until he reached bloated doors. Oh how they stank! It was a mix of dried vomit, decaying flesh, and festering filth—truly eye watering..

Veteran decided to fall back to the cavern with the underground river. He swam across and rummaged through his backpack.

“Quickly, rope!”

Arnulf instructed Kenso, Thorinda, and Syd how to tie all the rope thy have so he can safely descend down the well. It took them some time, but they soon had a single piece of one hundred and fifty feet of knotted rope.

Thick Thorinda and Scrawny Syd held the rope while Keen Kenso stood guard and Agile Arnulf descended.

Alas!

The rope was still too short to reach the bottom! In fact, it was barely enough to reach slightly above the opening that Arnulf crawled through before—the one where the pit trap leads to—so thief tugged on the rope.

As he was draw up he heard whistling sound from below. Initially it was barely audible. It became stronger and stronger with each second, reverberated by the well acoustics.

“There is someone down, must be one of ours!”

“We must go back into the dungeon! Down the pit trap and then reach them!”

“But we are so weak, and so pathetic! We are the weakest adventurers in the party!”

All four agreed and ran back into Castle Yukanthur.

Percy's cheeks puffed and puffed, turning rose red.

He blew on the whistle intermittently.

First it was just long lines.

Then it was melodies he learned.

Then it was sad blows.

Then he stopped.

The stench was back.

Percy put away the whistle.

He took out his sword.

Being a left handed, he held torch in his right.

He advanced down the tunnel stench was coming from.

His stomach churned.

He entered the cave.

Three reptilian creatures were hunched over a river, stabbing at it with their barbed spears.

The stench was unbearable.

Percy heaved audibly.

He tightened his grip and charged the monsters.

They were not surprised.

Veteran parried their attacks.

But he could not see well.

His attacks did not connect.

One of the wicked spears got past his defenses.

It sunk deep.

It stung as the beast pulled it out, ripping chunks of flesh.

Percy jumped headfirst into the river.

Beastmen jumped after him.

He swum in pitch black.

He swum along the stream.

Then he felt hitting something hard.

And then all was black.

“Oh no!”

Arnulf, Syd, Thorinda, and Kenso reached the corridor where the pit trap was. Or at least they thought so, for now there was nothing but solid floor.

Arnulf tapped.

Arnulf jumped.

Arnulf tried.

But the floor was solid, and it did not give in.

Ignaeus led the ascent, with Ambros and Tam right behind him.

At the top of the stairs they could see a statue of warrior, very similar to the one at the entrance of the dungeon. Except this one held a wicked morning star above its head.

Elf slowly approached it, hugging the right wall. As he stepped on the last stair, the statues released an audible clang and its arms rotated downwards—but were immediately stopped as if the arms were stuck.

The trio quickly moved past it and advanced down the long, long corridor. They ignored one doors, and moved until they reached the end of the corridor, where another stuck doors greeted them.

Forcing them inward they entered a thirty by thirty chamber. There were two more doors in the chamber, one to their left, and one straight ahead. A grinning gnome statue was in the center of the chamber, holding a crossbow. The statue rested on a plinth.

Two adventurers rotated the gnome towards the wall, while another pulled on the left doors. The statue promptly turned around and shot at the adventurer pulling on the doors.

The doors led into a corridor turning left and then right. They ignored this corridor and opened other doors. Gnome turned again, released an audible click, but fired nothing since his crossbow was not loaded.

This doors led to a corridor heading straight and T-junction splitting left. The trio turned left and went on until they reached another doors. Forcing them open revealed a rectangular chamber with an elf wielding a greatsword.

After exchanging brief pleasantries, the trio grew into quartet. They exited the chamber into yet another long, winding corridor. They turned right, straight, left, straight, right, then few steps forward and then left again, until the reached a junction. There they turned right and walked straight for quite some time, passing doors, then turned left, right, left, right, and then straight until stuck doors.

They forced them open and entered a square chamber with many doors—four in total. They crossed the chamber diagonally across, where they entered serpentine corridor leading to hacked doors which opened up in a chamber with slain warrior, mage whose skeleton got free, a sack of plundered books, and two work benches.

“How did we end up HERE?!”

Tam cried in exasperation.

Knowing where they are, the quartet was able to head out.

“It's been a while...”

“We should head out before something nasty comes our way...”

Arnulf was still hopping on the pit trap.

Perhaps he was too light.

Perhaps he was not committed enough.

Perhaps the odds were not in his favour.

But he had no choice but to agree with his allies.

Adventuring life is not for everyone. And it is certainly not without peril.

Syd, Thorinda, Kenso, and Arnulf abandoned their efforts and exited the dungeon of Yukanthur.

They were delighted to find wet, but alive, Ambros, Tam, and Ignaeus. And were happy to meet the new elf, Idris, as well.

It was evening, with few hours before nightfall. The party found a safe spot an hour or so away from the castle ruins. Then they camped for the night. Around midnight Idris spotted seven gnomes whistling and singing as they marched in the direction of Castle Yukanthur. Judging they were of no threat, nor aware of the adventurers, he did not wake others up.

The party reached Ironburg by noon of Willowind 1st.

Willowind 3rd, Earthday

Adventurers returned to Castle Yukanthur once more. Its allure was too strong to ignore. They headed straight down, past the statue uttering its warning for the hundredth time.

They marched on and into the many doored chamber. From there they followed doors south-east, successfully identifying corridors that Ambros, Ignaeus, Tam, and Idris had traversed just days ago.

They managed to find the rectangular chamber where they met the elf with the big sword, they explored a chamber with nothing but black walls, and they had fun with the gnome chamber.

Adventurers pushed through west doors, and followed a long, winding corridor. “Just one more door.”

Thorinda and Ignaeus forced them open. Heavy stench of death and rot assailed them. A horde of lumbering corpses animated at their horror.

At the same time, Tam in the corridor observed a single, jaunty skeleton approaching from total darkness. It had a confident, if a little careless, gait.

Adventurers gripped their weapons.

“Thorinda’s View by Ironburg’s finest artist, Andrija Warhol” by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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rootring
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Adventurers

Character Race Class Description
Arnulf Hetzer Human Thief level 1 A highly ambitious young man, aiming for great riches, awesome adventure, and not get broiled.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Syd Grundy Human Ranger level 1 Tall, middle aged and scruffy looking man of the wilderness.
Thorinda Bung Human Monk level 1 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Kenso San Human Fighter level 3 An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone.
Tam o' Shanter Human Cleric level 3 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.
Percy Human Fighter level 1 A career soldier dishonorably discharged due to his charismatic ways.

Blackmoon 20th, Spiritday

“Where shall we go to next?”

“There’s still stuff to explore under Castle Yukanthur, and Thorinda wants to go for a third knock-out in a row.”

And thus a party of eight adventurers set out once more for Castle Yukanthur, that old run just a watch northeast from Ironburg.

Environs were as before—overgrowth and moss—and adventurers had little patience for Syd's rubble inspection. Down and down the spiral staircase they went, with drunken Tam stumbling ahead. On and on, past the statue booming “WHO DARE ENTER THE CASTLE OF YUKANTHUR?!” and through the illusory wall.

Straight they went, and then left, and then into the chamber with four doors, and then through south west doors. They followed a long corridor until reaching a T-shaped junction splitting left and forward. To the left were doors, which the adventurers eventually forced open.

A ghastly sight!

A child dressed in chain shirt lying prostrate in the center of the large room. Besides it two pony-sized abominations lashing the child with their tentacles. Tubular bodies, a dozen of tentacles, disgusting slimy sheen.

Ignaeus cast Web and captured them all. While others fanned out, Arnulf approached the webbing and began stabbing one of the monsters. The abomination writhed and attempted to set itself free, but to no avail. It soon expired under the thief's cruelty. Encouraged, Ignaeus and Percy slayed the other one.

A locked chest, promptly smashed open—releasing a crunchy sound as it was struck—revealed a broken rat skeleton, six thousand copper pieces, and one thousand electrum pieces.

Adventurers carved a path through the web to reach the child. But it was no child! It was a male hobbit! He did not move and was unnaturally stiff.

“Must be paralysed.”

Party discussed at length what to do with him. Some were in favour of robbing him of his belongings and leaving him be. Others were in favour of at least leaving him in the corner of the room.

“Ugh... oooh... thank you for saving me. I am Bopo Oldhearth, and I am a warrior.”

He offered to join the party for a full share of treasure.

“A full share? For half a man?”

Hobbit left as the adventurers brutally ridiculed him.

Finding nothing else of interest, the party returned to the junction and explored further left, down another long corridor until they reached yet another t-shaped intersection. To the left was a winding corridor and to the right straight corridor terminating with bloated doors.

They chose the latter, bursting in like the great liberators they are. A volley of arrows hit them from darkness. Four penetrated Tam, contributing to his “drunken hedgehog” look. Thorinda the Lightbearer rushed in and illuminated the whole fifty by fifty chamber with her bullseye lantern.

Five pig faced orcs were crouching in the corner, shooting at adventurers.

Percy shot one dead. Others hacked the remaining four to death.

There was nothing of value nor interest in the room. Even the orcs hadn't had anything beyond their scimitars and short bows. Adventurers pushed onwards, through the doors opposite those they came through. This led them to another square room of equal size.

The walls were lined with smooth black stone that seemed to soften and dim the light. Four chest were arranged along the west wall. All four had broken padlocks and were entirely empty. Second from the south had a carving of stumpy, penile shape, under the lid.

Percy stood outside the whole time, worried that the whole chamber might be trapped. Once everyone else left the room through opposite doors he quickly ran up to rejoin them.

Another long, winding corridor.

“You know, long corridors like these usually have pit traps–”

Tam opined as he, Ignaeus, Ambros, and Percy fell through a pit trap at the bend of a corridor.

The quartet tumbled straight down, hitting a slide, then rolled and tumbled down the sharp slope. Roughed up, they emerged through a hole in the wall into yet another pit. For a brief moment they could see daylight way above them. Within a bat of an eye all four fell into ice-cold water. Current was strong and carried them on as they fought for air.

Unlike Ambros, Ignaeus, and Tam, Percy was lightly armoured. He remained composed in the face of adversity, and swam up, breaking the surface of water. This was an underground river and he was being carried toward cave wall! He pushed and swam, his muscles burning, until he reached the shore. He grabbed onto the jagged rocks and pulled himself up.

Two clerics and an elf were nowhere to be seen.

Percy looked around. Shy daylight shone through a hole in the ceiling, providing some illumination. He was in a large cave, bisected by an underground river. He could see there was some sort of exit on the other side of the cave. And there was a tunnel straight behind him, leading into darkness.

Veteran rummaged through his soaked belongings. A grappling hook and some rope. Exactly what he needed. Alas, even when he struck the opening in the ceiling his hook fell straight down. There was nothing he could anchor it to, at least not from where he stood.

His light sources survived, so he made good use of them to explore the dark tunnel behind him. Yet another cave, albeit slightly smaller. It connected to a much larger one, but access to it was cut of by the river. The current here was much stronger and Percy decided to backtrack instead.

He returned to the larger cave. Then he went to the far side. The river wasn't that wide, maybe some twenty feet or so, but the current was strong. He reasoned that he would have most time if he began swimming from the far side. That would mean least risk to get pulled under the rock.

Percy's plan worked as intended. He followed the ascending tunnel into a worked chamber, some twenty by twenty feet. There were single doors in the south east corner.

Percy listened at the door.

Then he tried to force them open.

He failed.

He tried again.

He failed again.

Then the door swung open.

Arnulf, Syd, Thorinda, and Kenso watched as their allies fell down the chute. They had no time to react nor to help them. Arnulf was the quickest, asking for some rope and light to descend after the unlucky four.

He clambered twenty feet down. Then he carefully slid down the slope. He poked his head through the opening. High above him was a circular opening, through which daylight shone. Down below him was darkness and sound of rushing water. He could also see a little bit of light—perhaps from torch or lantern. He tried shouting but no answer came back.

The thief returned and informed Kenso, Syd, and Thorinda.

“It must be the well!”

“Let's head there and drop down some rope!”

Indeed, the four rushed through the dungeon, ascended the stairs, and then through the ruined castle, through the woods, and towards the well.

“How much rope do we have?!”

Ambros sank like a sack or rocks. He tried to untie his plate mail. He found that very difficult while being rolled around in total darkness, his lungs burning with lack of oxygen. He tumbled along the river bed, scrapped and battered.

The situation was grim. The cleric didn't have much more to live. He wiggled his hips, he undulated his belly, he shook his shoulders—and the armour came off. With seconds to go, Ambros pushed himself off the floor, and exploded through the river.

He trashed around until he grabbed onto something solid. He clawed his way out. Then someone—or something—grabbed him by the heel and pulled him. The voice was ranting and quite audible through the noise of running water. But it was a friendly voice too. It was Tam. The clerics helped each other out.

Ignaeus fell almost face first. He dove into the chilly river, nearly hitting the bedrock in the process. He instinctively attempted to swim. It was difficult, but possible due to magical nature of his plate mail. He reached the surface just in time to take a healthy gulp of fresh air.

The river current was carrying him towards a cave wall at great speed. He outstretched his arms, grasping for something to hold to.

Success!

But not for long.

The current was to strong and it pulled him back in, sucking him through cold darkness. He tumbled and rolled, hitting stone and flesh, trying to swim.

He broke the water surface once more. He flailed around in total darkness, until he grabbed someone! He pulled himself up, and crawled upon something flat enough to rest on.

The voices were familiar—Ambros and Tam.

The soaked trio rested on a piece of dryish cave floor. Ignaeus cast Light on his person, illuminating the cave. It was some forty by fifty feet, bisected by the river. They were on a small piece of rock jutting out on the north side of the cave. Hewn corridor connected to the south side of the cave.

“Blargh! Water!” Tam roared as he took a tankard of ice cold, chilly, all natural, mountain water.

A rotted chest with three skeletons next to it were on the same piece of rock. One of the skeletons held a rusted shortsword. Chest contained five hundred gold pieces, a moldy red cloak, and a wand.

Tam took of his armour and hurled it across. Then he swam over, as did Ambros and Ignaeus. Following the corridor led them to a chamber some forty by thirty feet.

There was an open pit in the center, with rope hanging down. The rope was anchored by three iron pitons. Adventurers pulled up the rope and retrieved the pitons. Then they went through the south doors.

T-junction splitting left and right. They went left, then turned right, and then reached another junction. A horde of zombies grunted to their right. A pack of ravenous ghouls howled to their left. Ambros squeezed his gold gavel.

Newspaper by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

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

This issue details sessions 99, 100, 101, and 102.

Adventurers hunt the glowing hunters. Then they revisit an old favourite, which goes as every time before that.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 9:

#Zine

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A special one-shot session to celebrate the fourth birthday of our Wilderlands campaign Conquering the Barbarian Altanis. Players created characters with 400 000 XP to take them to a version of S3 Expedition to Barrier Peaks, per their request. I was happy to oblige.

My Second Wish meme by Jan whom played Grimel and Bosso. No Roads Character Sheets of Basequin and Siora are by Dreadlord, whom also played those two characters. The Emperor's Trinket written by Lord Jubalon Flux whom played Kartoo Mon and Denzil Trubb.

Preparation notes: I actually used the version from Dungeons of Dread, which are digitally enchanced and cleaned up compared to the original tournament module. The handouts are much crisper for example. We played online, using Owlbear Rodeo. I loaded the maps from Jon Pintar, since they were the most accurate, albeit in a modern style. Let me know if you stumble upon B&W VTT-friendly maps. Magical items were randomly determined, with players using their XP as a budget to buy rolls. Trading between characters was allowed. Some players received additional notes for their characters.

Adventurers

Character Race Class Description
Grimel Human Fighter level 10 Twin brother of Bosso.
Bosso Human Fighter level 10 Twin brother of Grimel.
Kartoo Mon Armour Demon level 9 Looks like Rick Astley in absolute black plate armour, painted with a yellow smiley face on the front.
Denzil Trubb Human Ranger level 9 Old, wiry, his remaining hair is gathered into long silver pony-tail. He is dressed in weathered gardening clothes and weirdly smells faintly of peppercorn sauce.
Corvus Human Fighter level 10 A dark haired, heavily scarred man. He is clearly powerful and walks with confidence.
Uncle So Human Monk level 9 Has a red nose from alcohol consumption, laughing eyes, long hair tied in a bun. He moves like a panther, a drunken one...
Racrion the Swordwisperer Elf Thief level 12 Black hair, fair skin, green eyes. Typical elf yet seems more aloof, or rather distracted, than usual as if talking to someone in his head. Obsessed with keeping his sword sharp and clean in its magnificent sheath, an exemplary sample of elven artistry.
Arakesh Elvenfriend Human Assassin level 11 A slim man, sunkissed with black wavy hair and a thin beard, delicate face features, soft spoken and polite. Nothing betrays his profession and he claims to be an explorer. Fluent in Elvish, gnome and halfling. At times appear to be very observant and of keen hearing.
Emperor Kho Rimbo Human Magic-User level 12 Emperor Kho Rimbo the Unifier has travelled back in time to save the future.
Glorpa Human Fighter level 10 40 years ago Glorpa killed a kobold and has never looked back since. Stubbled, grizzled and scarred.
Patriarch Basequin of the Lady Human Cleric level 9 A bearded fellow of serious disposition. The most notable thing about him is his intense stare, bright clerical vestments, and his shield painted with the Weeping Lady. He has a habit of shouting, “So the LAW be written!”
Siora Qiwarin Half-elf Fighter level 6 / magic-user level 6 / cleric level 4 A lithe half elf maiden. Recognisable by her flame fluted helm of brilliance, and her dazzlingly ice blue eyes. At the beginning of battle she is known to usher a prayer to the Lords of LAW and cause her broadsword to burst into flames. Due to this, many call her the flame maiden. She despises Dwarves.

The Emperor's Call

Hear ye, the chosen of his Highness, the World Emperor! You, yes you, have been chosen to be the agents of His Will, the Fist of His Might, the Eye of His Providence!

Deep in Altanian wilderness Emperor's spies reported a caved gated with metal disgorging monstrosities beyond what is known to Wilderlands. Those who entered never returned.

Now it is you who must go there, before the Incompetent Overlord learns of this too.

Your expedition must find out exactly what this cave is, what is causing the monsters to come forth, who is responsible, and how to prevent future incursions. In addition, any other information regarding this mysterious locale, its strange denizens, magical devices, or unusual weaponry is highly desirable.

His Highness, The World Emperor will reward you greatly, for his empire is vast, and there is always place for a loyal vassal who knows their place.

Failure will not be tolerated.

Begone.

The Emperor's Finest

A party of twelve battle-hardened adventurers spent three weeks traversing the Altanian mountain range until they found what they were looking for—some sort of large metal construction engulfed by rock. Two doors were before them, one absolutely massive at the foot of the rock, and one smaller, some hundred or two feet above.

Adventurers had nearly a hundred magical items between them. And yet, the doors has proven to be their greatest challenge thus far.

How it started...

Siora drank a potion of flying and scouted the surroundings. Racrion cast Knock from scroll. Arakesh drank a potion of ethereality. As he stepped through the lower doors he screamed, for he turned corporeal. He died in spot, one third of his body hanging from the doors facing the party.

Emperor Kho Rimbo the Unifier summoned a massive Earth Elemental and ordered it to beat down on the metal doors. An hour later the doors still stood. Luckily they had means to dispel the elemental. Finally, Denzil scaled the rocky outcropping and approached top doors. They slid open, revealing a twenty by ten feet chamber with another double doors. Everything was made of unfamiliar metal.

Three hours after they have arrived the party entered. Eleven of them stuffed inside, doors closing behind. Doors before the slid open.

Stale air mixed with stench of rotting vegetation assailed their adventurers' nostrils. Before them was a dark, large square chamber. An large cylinder with two slits dominated the center. Through it the could see far to the other side, for there were bright lights in the distance.

There were many single doors of smooth metal all around them. Each had a rectangular extrusion to the right with several smaller compartments. The smallest and topmost of them were always coloured—either violet or jet black.

The chamber was a sort of junction, with large corridors leading in each cardinal direction. The party fanned out, looking for clues.

“Over here!”

West tunnel had a pile of bones, rages, and husks amid which there was a shiny object. As few adventurers approached to rummage through the rubble, a giant manta ray befall them from the ceiling. It was obliterated by eight magic missiles, and savage swings from Grimel, Bosso, and Denzil.

Shiny object was violet piece of glass. It was sleek, with rounded edges.

Many doors lined the corridor ahead. Some were open, revealing their depressive innards. Despite the alien materials, it was obvious these were some sort of living quarters. Now they were tattered and housed nothing but skeletal remains of previous inhabitants. Some of the skeletons were in hugging positions, some were outstretched, clawing at the walls, and yet others were simply dispersed.

Adventurers followed the corridor, exploring the open rooms.

And then turned into a moss-covered corridor. At the end of it four bipedal, fungal creatures stared at them. Adventurers did not wait for response—they charged. What they failed to realise is that this corridor was lined with rooms, housing many more of these creatures.

Free-for-all skirmish ensued. Barbarian brothers, Grimel and Bosso, each took one room to clean. Other fighters went in pairs. Kho-Rimbo, Uncle So, Basequin and Kartoo Mon fought in the corridor.

Warriors were making short work of vegetable-based monsters. The creatures were resilient, but otherwise no match for the adventurers. Amongst them were dog-like creatures made of thorns. They too were no match for the warriors, but did rip Kho Rimbo to shreds, saved only by intervention of others.

Basequin caste Speak with Plants in an effort to parley with survivors. He wished to extract information that would be useful to his mission. Alas, as he did so, Kartoo Mon, the sentient demonic armour, flashed him subtly with the Scarab of Insanity. The cleric went crazy, not even knowing what is going on.

Suddenly everything exploded! Most of the plantmen were incinerated. Most of the adventurers were signed but alive. The same couldn't be said about their belongings.

Standing triumphant among the remains of nearly thirty plantmen, adventurers began to rummage through the rubble. Another explosion!

That did not last long for soon there were dozens of vegemen attack from all directions! Doors swung open, corridors filled, and vegetables were everywhere.

Kho Rimbo cast lightning bolt. It did nothing. He was promptly torn to shreds by a pack of thorndogs. His death was slow and painful. Bosso wished him back to life.

Adventurers concentrated in the corridor, slaying plantmen in droves. Barbarian brothers were singing with glee. They pushed forth and forth, until there were none but men standing.

“Khm, khm.” Kartoo Mon coughed.

Everyone looked at him.

He presented his Scarab of Insanity.

And everyone descended into murderous rage.

Everyone but Racrion.

Luckily for them, Basequin and Siora were still rummaging through a chamber at the end of the corridor, so they did not witness the madness inducing scarab.

They did witness the madness it induced.

Brother slaying brother.

Corvus turning on Glorpa.

Uncle So stumbling and slapping everyone around him.

Denzil cleaving Kho Rimbo.

Racrion, amidst the madness, gulped down the potion of invisibility. He threw himself to the ground and crawled towards Siora, the only sane one amongst the crew.

Kartoo Mon laughed as he chucked firebaubbles around, causing explosion after explosion.

Bosso bellowed out at the realisation of having murdered his own twin brother. His heart exploded, but not before he made his final wish.

Meme by Jan.

“I WISH FOR THE AIR TO BE SUCKED OUT OF THIS PLACE!”

The smiley on Kartoo Mon's vantablack armour wept crimson blood.

Racrion and Siora forced Basequin to follow them, practically carrying him out.

They ran as their allies hacked each other to pieces.

They ran as explosions echoed behind them.

They ran as everything turned quiet.

They ran as oxygen became scarce.

They ran until they were out.

Character sheets and illustrations by Dreadlord.

The Emperor's Trinket

I am VERY VERY ANGRY!

I am forced to lie on the floor with the rancid, decaying body of my meatpuppet, putrefying inside my cavity. How I, the Bulwark of Gommorath and vassal-armour of the dread lord Shah Drong Dirkahl, came to this state is a tale of the perfidy of the meatbags.

I was charged with ensuring none survived their expedition into the Barrier Peaks. For three weeks I had to endure being carried among them, with their disgusting, slow passing of liquids and solids from the tops of their bodies, and out again at the lower part, filthy beings all.

We arrived at a massive tower of rock encrusted metal, a huge door large enough for one of my Lord’s flame elephants to pass through was before us, and a smaller one higher up visible from the ground. The meatbags pounded and shouted at the door, one tried to go through it by becoming a meat-ghost, only to be killed halfway through, I gave a hearty laugh at this, my task was being made easy by their own failure!

Eventually we entered through the upper door, and they began exploring; all was made of metal inside, including a round tunnel going vertically, which they ignored. I had my meatbag carry me, ensuring that we lagged behind, until I took a chance to cast a Finger of Death at their half-elf know it-all multiclasser, the shitty little she-beast shrugged it off, oh how I hate biologicals!

Onwards they shuffled, with their huffing and puffing of breath, until a strange flat monster dropped from the ceiling onto the vanguard. Sadly, it was weak and presented no real opportunity to ‘help it in its endeavours’.

Further on they discovered rooms of plant beings, humanoid and canine looking, almost as depressing as the meat versions that I was stuck with. Soon a meat and two-veg fight ensued. After a while I found my self alone with just their main cleric, and I introduced him to my little friend, the Scarab of Insanity! Much hilarity ensued as he gleefully leapt onto the brambly-monstrosities besetting my meatbag and gave them a painful hug.

The other meatbags were putting their veggies away heartily so there was no time for much subtlety. On the pretext of panic, I got my meatbag to throw a firebauble into the melee. There was swearing, but they were otherwise blissfully unaware of my true intent of wearing them down.

The fight was soon over and they insisted on pressing on. Many of them were weakened, and I reasoned Go Big or Go Back To Hell, so when the majority were gathered together, I got my meatbag to hold aloft the scarab once again, and marvellous pandemonium ensued, there was wailing, there was brother killing brother, it was glorious, until it wasn’t. One brother with his dying words cried out a wish that the very air desert the place, and I felt my meatbag’s life force begin crumpling inside me, as those around me did. As he collapsed I could just see some of the party who had been back the way, outside the mirth-circle generated by the scarab, disappear around a corner, and then I heard them find an exit which then promptly closed again. And then, all the meat was still and dead, so too not all bad on balance.

Oh how I hope a new meatbag finds me and I can carry on in my Lord’s Service, then I can truly live up to the demon-vassal creed of, “Never gonna give you up, never gonna let you down!”

... How it ended.

#Wilderlands #OneShot #SessionReport

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rootring
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DriveThruRPG is running 40% sale off many titles in celebration of GM's day.

As usual, this is a good time to grab the classics from the TSR catalogue: OD&D, D&D, and AD&D 1e.

Since this is all about Judges, here are some books I find useful for preparing sandbox games:

All issues of the legendary Fight On! zine are on sale too. Can't go wrong with those as they are chock-full of gameable material, including some contributions by yours truly.

Spend responsibly.

#Sale #OSR

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rootring
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Adventurers

Character Race Class Description
Sieghart Totschinder Human Fighter level 1 Soldier of fortune hailing from the City-State of the Invincible Overlord. Impoverished into desperation.
Syd Grundy Human Ranger level 1 Tall, middle aged and scruffy looking man of the wilderness.
Thorinda Bung Human Monk level 1 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Kenso San Human Fighter level 3 An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone.
Tam o' Shanter Human Cleric level 3 A boisterous wine-lover of Losborst on a Great Crusade of the Grape.

Blackmoon 3rd, Earthday

Ignaeus and Ambros assembled a party of seven, intent on plundering the depths of Castle Yukanthur. After their last visit was naught but a scouting mission. This time they would return with some wealth. So they said, and so it shall be done.

The party reached ruined remains of Yukanthur's last resort by early noon. They spent half an hour scouting the surroundings and ruined gatehouse for any signs of change. Then they descended down the spiral staircase in the south-west tower.

A chipped and weathered stone statue faced them at the bottom of stairs, unmoved. Upon approach large mouth formed above the statue, booming:

“WHO DARE ENTER THE CASTLE OF YUKANTHUR?!”

Like before, adventurers ignored the warning and turned left. They passed the illusory wall, headed straight, then left, and then straight until they were at the spot where few of the adventurers had fought a tentacled monstrosity a month or so ago.

They forced open doors leading east, entering a thirty by thirty chamber with many doors. There were in total four doors, two on the west wall, one on the east wall, and one on the south wall. Syd immediately picked up on the clues suggesting that there is a lot of passage through this chamber.

Keen elven senses tipped off Ignaeus that something is amiss. After thorough search he had found secret doors in the south-east corner. By all accounts it was a sliding panel activated by pressing on the flagstone.

Adventurers lined up, weapons at ready. Ignaeus stepped on the stone. Doors slid open. Before them a room opened up, some twenty by thirty feet. Unpleasant smell of dozens of tallow candles hit their nostrils. Two large workbenches were lined up against the east wall. A robed figure was hunched over one of the tables. A large man dressed in chainshirt faced the adventurers.

Sieghart charged in first, attacking the armed man. The duo locked in wicked duel, exchanging blows. Sieghart successfully parried all of them. The man was promptly slain by Kenso and Ignaeus.

Tam ran at the robed man, just in time to get blasted in the face by projectile discharged from the wand wielded by the man. Sieghart seized the robbed man like he was a mere child. He broke his back with a mighty squeeze. Thorinda finished the man by glaiving him.

Flesh of dead mage exploded with gore as the skeleton set itself free. Rubble and garbage around one the floor assembled into six more skeletons. Mage's skeleton still wielded the wand. It blasted Tam once more.

Ambros, whom had remained by the secret doors, held up golden gavel and uttered holy words. One of the skeletons turned to dust. Others attacked the adventurers, Thorinda was violently penetrated, and she succumbed. Cleric of Aniu called on Forseti once more, banishing all the skeletons.

Victorious, the party turned to plundering the chamber. Besides two workbenches, there were also some stools, a chair, several shelves, and miscellaneous laboratory equipment like beakers, alembics, empty vials, and similar.

Sieghart stripped the dead warrior of his chainshirt. He also took the sword, which was most definitely magical. He passed it on, preferring his own morningstar. In total, adventurers took 250 gold pieces, twelve small bottles filled with brown red liquid, and man's spell book. They also packed twelve books for later retrieval.

The chamber had but a single doors, those leading north. Opening the secret doors revealed that the chamber they came through was now filled with giant rats. So adventurers closed the secret doors and opted to focus on the regular doors to the north. All efforts to force it open result with miserable—and shameful—failure. In order to save face, they hacked the doors down with a battle axe.

Corridor led them to another doors, connecting to chamber of many doors, as well as to a split, the latter leading to another doors, and another long corridor. This doors were easy to open, revealing naught but empty chamber. This perplexed the adventurers so much they spent significant time investigating the chamber. They found nothing.

Emboldened, they returned to many-doored chamber. This time they went south, emerging into a large chamber with six skeletons. Ambros turned them to dust.

Onwards, south, through another door, and then through winding corridor, led to yet another stuck doors. Sounds of barking and combat could be hear. Adventurers broke through.

Four kobolds were bunched on a wood table in the centre of the room. They were fighting off a dozen giant rats attempting to climb.

Adventurers killed them all.

Searching the room did not yield any interesting treasure. Besides doors to the east they came through, there were two more doors, one to the south, and one to the west. Adventurers went through the last ones.

Thirty feet long corridor connected to another doors straight ahead before turning further right. Carefully moving forward, party could see another doors to their right. They were wide open.

Shining bullseye lantern in that direction revealed a square chamber bereft of anything but one thing—butt-naked male corpse in the center of the room. Coming closer confirmed the man was indeed naked. His crack faced the party, while his finger pointed to north-east corner.

Coming yet closer resulted with a surprise attack of transparent goo that coated the man. Striking it result with a dissolved weapon. Ambros and Ignaeus poured military oil on the creature and then set it on fire.

Everyone fled the room. Sieghart closed the doors shut. Burning ooze seeped through the cracks. It seized his feet and crawled up, engulfing him up to his belly button. Sieghart feinted from the terrible shock and pain he endured.

Syd and Ignaeus ran toward Sieghart, grabbing his arms. They tried to pull him out of the burning ooze coating his lower body. Alas, they only managed to drag him with the ooze still attached.

At this moment doors they passed swung open. A gang of pig-faced beastmen spilled out, grunting and wielding wicked scimitars.

Adventurers were now squeezed between a burning acid ooze on one side, and a gang of violent orcs on another.

Sieghart's lower was coated with flesh dissolving ooze, which in turn was mixed with military oil, which was on fire. Thorinda was hunched over, barely containing her guts after being pierced open by skeletons. Tam was still mangled up after repeatedly taking Magic Missile to the face.

Will Castle Yukanthur claim more than one man's manhood?

Memes by Jan.

Discuss at Dragonsfoot forum.

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rootring
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Adventurers

Character Race Class Description
Syd Grundy Human Ranger level 1 Tall, middle aged and scruffy looking man of the wilderness.
Jacob Vin Human Assassin level 1 Slick black hair, inconspicuous dress, youthful for his age, and of keen instincts.
Thorinda Bung Human Monk level 1 She has blonde hair done up in a tight pony tail and wears light, loose suit.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Minako Konishi Human Monk level 3 Pretty Karakan with grace of a panther and shrewdness of a fox. Silk sash holds here loose trousers in place, while loose jacket rounds up her exotic look.

Goodgroove 6th, Airday

Ignaeus and Ambros assembled a party of six, intent on plundering the depths of Castle Yukanthur. Syd had recovered and was ready to adventure once more. Jacob, Thorinda, and Minako were all new recruits; adventurers whom had recently arrived to the backwater Ironburg.

Heinrik shared all he knew about the castle. Adventurers copied his map to the location, and then they set off in the early morning. Although Goodgroove is the first month of fall, it still felt quite like summer. Not a cloud in sight, and scalding hot.

Ruined fortress lies just four leagues northeast from Ironburg, so adventurers reached it in little bit over one watch. Then they spent half an hour to scout the surroundings before finally mustering enough courage to descend into the dungeon.

Ambros and Ignaeus, two most senior and best armoured adventurers in the party, took the lead. Spiral staircase eventually came to a landing leading straight down. A chipped and weathered stone statue faced the bottom of stairs. Upon approach large mouth formed above the statue, booming:

“WHO DARE ENTER THE CASTLE OF YUKANTHUR?!”

Party ignored it and followed the corridor leading left. Dried rivulets of blood gave credence to previous delve, albeit by other adventurers, as did the broken arrows at the far end. Moving on, they reached an illusory dead end. Ignaeus walked straight through the wall.

Adjoining chamber reeked of death. Dried gore was close to the archway leading out. Beyond it was a T-shaped junction splitting west and south. Barging through the west door led the party to giant rats feasting on kobold remains. Heroic Ignaeus darted forth and hacked all four giant rats to death. Others tried to help, but were rather ineffective.

The chamber had three exits in total. One doors to the east, through which the party came from. Two doors on the west side, one in each corner. Adventurers choose the left doors. Then spent half an hour forcing them open. Their reward was a corridor leading them to a T-shaped junction splitting towards doors and another corridor.

Another half an hour later and they forced yet another doors open. A small circular chamber, perhaps some ten feet in radius, was before them. A robed, scythe-wielding statue stood on a four inch tall plinth in the center of the chamber. Next to it was a headless skeleton dressed in rotted leather armour. On the other side of the chamber was skull. A tattered sack with silver coins was right by it.

Following another thirty minutes of discussion Ambros suggested it is not worth risking life for such a pittance. Party backed off and followed the corridor west. They turned right, then right again at new junction. This led them to yet another junction, which they theorised would go to the other side of scythe chamber. Corridor continued to another doors, which were the northwest doors of the chamber with kobold and giant rat corpses.

There were another doors further north, as of yet unexplored. Beyond them was a large chamber, easily fifty by fifty feet. Doomed ceiling rose way above the torchlight. Straight across the chamber were doors that were slightly ajar. The room itself was bereft sans for one little detail—a dead elf in the center. He was dressed in chainmail. Broadsword was next to it, as well as longbow. He didn't have any other noticeable possessions.

Adventurers carefully approached the corpse.

“Watch out!”

Syd yelled at Jacob. The assassin instinctively jump to the side, barely avoiding wombat-sized giant tick dropping from above. Initial attacks all bounced off of its thick carapace. Then Syd roared and cracked it open with few mighty swings of his battle axe. Ignaeus used the opportunity to bash through the hole, driving his broadsword straight through the insect's body. It let out a sound and collapsed.

“Agh!”

Before they even had time to wipe their weapons, another giant tick dropped down. This one hit Thorinda, nearly breaking her back. It bit her hard and begun sucking her dry. Everyone but Jacob missed, for they tried hard not to accidentally hit the monk.

Thorinda went pale and limp as tick sucked the life out of her. With her out of the way, adventurers went wild and beat down on the insect with savage glee. Ambros delivered the killing blow, smashing its peanut-sized brain with his heavy mace. They rolled the carcass off the Thorinda. She was alive but in a rather poor state.

Inspecting elven corpse confirmed two things. First, he was most definitely the victim of giant ticks—or something else that sucks blood. Second, he was liberated of his possessions. His belt was cut, and his coin purse and backpack were nowhere to be found.

Adventurers moved north, past the open doors. They followed a long corridor until they reach a junction splitting east and south. East led forward fifty feet before turning right. South led hundred feet before reaching doors and turning right. The latter looped back to the small entry chamber behind the illusory wall.

“Listen!”

Minako heard rapidly incoming squishy sounds—like wet flesh slapping against cold flagstones. Adventurers braced themselves and faced north.

A disgusting monstrosity with glistening, elongated tubular body with three dozen tentacle-like appendages charged them. It slapped Syd and Jacob many times. The two hadn't felt any pain. Soon they couldn't feel anything at all. Their muscles contracted and they were completely unable to move.

Ignaeus slashed wildly at the monster. He made a deep gash along its right flank. The monster oozed foul smelling ichor. Minako cartwheeled toward the monster. She formed her palm like holding a single drop of water. Moment before striking the monster between its frontal eyes, she tensed the side of her palm.

Hit landed with a thud. She back flipped as the monster burst open, covering Ignaeus, Syd, and Jacob with foul smelling ichor. Cleric and elf picked up the paralysed duo. Party fled the dungeon, barely avoiding several stirges that were attracted to foul excrement.

They found a safe nook some twenty minutes south of Castle Yukanthur and made a cold camp there until ranger and assassin were able to move again. Given it was night already, the party decided to wait for sunlight before traveling to Ironburg.

On his night watch, Ignaeus spotted a band of five dwarves singing and working by the entrance of Castle Yukanthur. From afar it seemed like they were clearing up the rubble and taking some of it with them.

Adventurers returned to Ironburg on noon of Goodgroove 7th.

Empty handed.

For how long can Ambros keep this gang fed, watered and dressed before being sucked dry himself?

Discuss at Dragonsfoot forum.

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rootring
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Adventurers

Character Race Class Description
Syd Grundy Human Ranger level 1 Tall, middle aged and scruffy looking man of the wilderness.
Ambros Human Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf Fighter level 4 / magic-user level 5 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Human Thief level 6 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.
Tikatu Human Druid level 4 A dirty little man with dark and dirty skin, wearing loincloth with no back. “What will be, will be” is his favourite aphorism.
Kenso San Human Fighter level 3 An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone.

Harvestime 8th, Airday

Ignaeus listened with bathed breath. An elven mating tune softly reverberated from the tunnel the party had arrived from minutes ago.

Foxglove, Nifft, Sieghart, Thelaryn and Ambros were deeper west, down the wide tunnel plugged with with hardened webs. There they were working on slashing through an open wedge, trying to reach two spiderfolk they had previously paralysed.

Ignaeus and the others were more worried about the tune. Doubly so since just hundred feet eastwards was a massive spiderpolis, hanging suspended in large cave. It was teeming with life. Life that adventurers did not want to spot them.

Thus, brave Ignaeus led the way down the tunnel north. He was soon stopped by a whispering voice others could not understand at all. This went on for some time, with elf pausing the conversation at moments to summarise to his allies what is being discussed.

This voice from darkness was an “elf cousin” living in the Woelands. They offered a deal of “mutual benefit.” They would catch three creatures of the Woelands that the party needs, and in exchange the adventurers would tell them where do tunnels around the Spiderpolis lead to.

Unwilling to aggravate the voice from darkness, party offered to return and collaborate a bit later. After all, they had two living specimen—or soon at least, once they cut them loose from the webbing—and two dead specimen.

Voice from the darkness agreed.

Adventurers took nearly an hour to cut through hardened webs that two spidermen were paralysed in. The monsters' bodies were roughly hobbit sized. They had six appendages, all double jointed. Their heads were akin to squished chubby human baby with protruding mandibles on the lower side, and two large yellowish eyes. They were covered with spindly hair.

Paralysed and stiff, they were not particularly heavy, so each was carried by a single adventurer. By the time they arrived in the chamber with spiral staircase leading up, the effects of paralysation had worn off. Creatures began screaming and shrilling, but were quickly wrestled, subdued, tied and sacked.

Adventurers ascended one by one. Open, nearly freestanding spiral staircase led upwards for sixty or so feet, before entering the ceiling and leading into the dungeon above. Ambros was first to go up, in order to check if there were any surprises. Kenso was last to go. Before he was able to enter the ceiling he was struck by two bolts. He felt stinging pain, and then he tumbled, asleep.

Sensing that something is off, Ignaeus returned, only to see Kenso sleeping on the stairwell. He quickly dragged him up and then slapped him awake.

Now everyone wast stuffed in a dungeon chamber some twenty by teen feet. Listening at the only doors leading out did not reveal much beyond a low, rumbling cacophony of speech. Adventurers forced the doors open, and charged out, turning hard left.

Alas! There was nothing that way. But now they could all hear maddening gibbering at the highest volume. Syd and Kenso were flabbergasted by the noise. Ambros and Ignaeus were driven to mad rage, seeking the source of it.

And they did not have to search far. Just behind them, at the archway leading into the circular chamber, a dark mass covered with eyes and mouths blobbed. It chittered, it howled, it gibbered, it reverberated throughout. Cleric and elf rushed it, slashing, failing to injure it.

The noise continued, provoking Tikatu. Ignaeus and Foxglove assaulted allies in their confusion, wounding Ambros and Kenso. Abomination latched one mouth to Ignaeus. Next round Kenso attacked and ally, Ambros, Foxglove and Syd were driven to mad rage, and Ignaeus had a total of three mouths attached to him.

Great tragedy stuck the following round. Syd and Tikatu were aggravated greatly, rushing to vanquish the monster, Ambros and Ignaeus were baffled and too confounded to act, while Foxglove backstabbed an ally in his confusion. The thief slashed Syd's neck while the ranger tried to pass him. He stumbled to the ground, gurgling blood. Four mouths were now attached to Ignaeus, chewing him up.

As the maddening mouthing continued, Tikatu and Ignaeus were stupefied, but Kenso and Ambros managed to separate the elf from the monsters many mouths. Alas, the abominable mass soon had two mouth reattached to Ignaeus. The elf was being chewed alive.

Thelaryn, Nifft, and Sieghart rushed to grab dying Syd. They bandaged his wound and dragged him eastwards, heading towards the dungeon exit. They didn't really care if the ranger was alive or not, for as long as Ambros lives, anyone can be brought back to life.

Kenso, Tikatu, and Ignaeus were flabbergasted once more, unable to act cohesively, while Foxglove was aggravated so much he began throwing daggers into melee, not caring whom he hits. One mouth attached to Ambros. Next round both Kenso and Ambros assaulted their allies.

By this time the adventurers had stuck the monstrosity many times, but failed to do significant damage. All of them were wounded, some quite badly, mostly from hurting each other. The abomination gnawed at their sanity as well as their flesh. It was time to flee, and they knew it.

They all managed to break away, except poor Tikatu. Five mouth attached to him, chewing and biting off pygmy's foul but tasty flesh. Kenso, whom had fled the furthest, suddenly turned around and attacked Ambros. Cleric failed at wrestling him down. Kenso pulled his broadsword with great speed, and nearly cut off Ambros's head.

Many mouths chattered and chittered, baffling Kenso, Ambros, and Ignaeus. They were forced to watch as Tikatu was pulled underneath the mass. They were forced to listen pygmy's desperate screams as he was eaten alive by dozens of tiny mouths.

Kenso remained stupefied, Ignaeus struck Foxglove, and abomination caught up, leaving a bloody trail of crying Tikatu, attaching two mouths to the thief. Foxglove was driven mad, throwing himself at the monster, slashing across its thick, viscous surface. Ignaeus stood there, dumbly. Three more mouths attached to Foxglove.

Ambros, Ignaeus, and Kenso fled as Foxglove's screams and pleas echoed behind them.

Harvestime 10th, Spiritday

Survivors—Ambros, Ignaeus, Syd (now with a nice scar), Sieghart, Nifft, Thelaryn, and Kenso—returned to Ironburg by noon. Old Crus was delighted by the specimen they had brought him. As promised, he allowed Ignaeus access to his library of third level spells.

Elf understood the following spells: rope trick, water breathing, invisibility with ten foot radius, and fire ball.

Adventurers did not celebrate.

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rootring
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Cubicle 7 Entertainment is celebrating 40 years of Warhammer Fantasy Roleplay with 40% discount on all their titles. They are currently offering the following First Edition materials:

WHFE01 Warhammer Fantasy Roleplay is worth picking up to plunder for rules (e.g. alignment, critical hits, magic, magic items, religion), while WHFE08 Middenheim: City of Chaos makes for a nice corrupt regional capital.

#Sale #WFRP

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