This post continues the series of brief play reports I have been posting on Discord. This does not cover every single session (sometimes, recon and setup is what happens), but it covers our ongoing games.
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| Library : Arsonists 0 : 4 |
News from the Twelve Kingdoms! A group of adventurers sailed to the fortress-abbey of Eimir to steal a valuable codex from the library of the monks. Arriving in the ragtag settlement below the abbey’s impregnable walls, they discovered that no admittance into the complex was offered, and the monks were well-armed and organised. Working some social leads in the village, they eventually worked out the hot spring baths outside the abbey were connected to the main complex via a network of winter tunnels. At night, they broke into a locked bathhouse through the rooftops, and descended underground. Ambushing the warrior-monks of a guard room, Morning the Cleric was knocked unconscious, and could not be returned to consciousness without a healer. He was left hidden in the guard room, and would not make it out of Eimir. Going forward and dodging or dispatching patrols of the Vigil, Eimir’s guardians, they made it through the tunnel network successfully, and emerged through a stairway in the abbey’s outer cloister. The brute force method – rushing and slaying the guardians of the inner cloister – worked just as well, and here, they found the great library of Eimir, a storehouse of countless works in a labyrinth of shelves. Navigating the dusty maze, they found a section hiding a secret door, capturing magical writings, but not the codex. Konagor the Caveman Thief read a cursed scroll, and got afflicted by the Curse of Relentless Pursuit. Searching further, their luck ran out, as they were attacked by Brother Giorgios, the venerable and almost blind librarian, who threw a pouchful of deadly poison in their faces. Wulf the wolf and Liamor the sailor died to the poison dust. Brother Giorgios was defeated, but the library was set aflame in the process, with the codex still somewhere among the many volumes. They fled outside, hiding in a guard room to avoid the monks rushing in vainly to save their library.
They had one
more idea for the codex: in the abbey’s temple, open from the outer cloister.
The place was deserted, and while the codex was not there either, a reliquary
contained a large slab of pure gold, and the abbey’s Foundation Stone, an
artifact of Law. However, the Curse of Relentless Pursuit brought further doom
on the beleaguered thieves. Konagor the Thief was attacked and torn
apart by an invisible stalker, who was soon followed by Emiha the
Archer-Woman and Barnus the Barbarian. Two henchmen remained, who
fled through the winter tunnel to safety. Terlan the footman was
captured by the Vigil, and was brought back to the abbey to pay for his
companions’ misdeeds in full. Leothon the servant, least of the company
(but by then a skilled axe murderer in the tunnels), escaped alone to the ship,
and set sail with the burning abbey behind him. He was the one carrying the
Foundation Stone and its filigreed, extremely valuable base, a rich man and
perhaps someone destined to be a mighty adventurer, having survived the
ill-fated break-in wherein the abbey burned, and his masters were undone.
(This is the fourth time of me running the scenario, and the library burned in four out of four games.)
22/09/2025 THISIUM
News from the
doomed city of Thisium! A group of adventurers rode out from the doomed
city to explore the mountains where the orcs appearing on the Coastlands were
coming from, and to track down a treasure map. The orcs were quickly found, an
advance guard of 33 building a camp close to Thisium. They returned in town for
reinforcements, and destroyed them, taking captives for interrogation. The orcs
were new arrivals brought by boat, and marched here from a castle lair in the
mountains. They spoke of three orc lords leading their armies: Troglont,
Trogfult, and Troghalt. They brought the news to Sir Egmont Mouseburg, and
some of the decently made weapons the orcs were carrying. The mark of a hand
grasping a sheaf of wheat identified as something made in Arak Brannia, a
city-state to the SE, the long-time enemy of Thisium. Further questioning
revealed the orcs were receiving supplies from human merchants by sea. Raiding
this port seemed like a promising goal. For now, they rode on. At the edge of
the foothills, they met Rodolfo Rampoldi, a bandit waging his own
one-man war against the orcs. They exchanged information, learning of the land.
Riding on, they passed by a dark cave mouth seeing frequent foot traffic, and
proceeded to the lake their treasure map indicated. The lake was dark, stagnant
and foul, its side strewn with enormous boulders. It was dusk, and a spirit
warned them not to discover the night moths lairing here. They retreated, just
in time to avoid the dark creatures. They rode back at night to Rodolfo’s hideout,
spending the night in his camp. In the morning, they parted, them checking the
cave, and Rodolfo heading N. In the system of passages, they fought bugbears in
large numbers. They were tough opponents, and eventually, a fighting retreat
had to be made. Investigating the lake by daylight yielded no treasure, and
they returned to Thisium, passing by a large host of orcs on the march. At this
time, the city had 26 days left.
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| Isle of the Black Dogs |
30/09/2025 THISIUM
News from the doomed city of Thisium! The Comely Lass sailed out of port to seek the musician Falumfano. They headed north, discovering an isle destroyed by volcanic activity. In a ruined village partially covered by ashes and slag, they found petrified corpses lying in their houses, and a toppled statue of a great marble hand, with an inscription reading „THE MIND OF MAN TRIUMPHS OVER NATURE”. Discovering nothing else, they headed towards the greatest island of the archipelago: the Isle of the Black Dogs, covered in lush jungles, and topped by the cone of a massive, extinct volcano, a cleft running along its southern side. Sailing along the shores, they found a small ship pulled ashore, recently abandoned. The tracks of 30 men led into the jungle, while in the vessel, they found supplies, and a pirate flag with the sign of a cuttlefish! Following the tracks through the jungle, they climbed towards the cleft in the volcano. The pirates were just returning from that direction, and after some deliberation, they emerged from the bushes to hail them. The rapscallions were friendly enough after a generous donation: they did not help find Falumfano, but have heard of him – he had a friend on the island, a mighty wizard living in a tower to the east, on a lone peak. They parted on friendly terms, but were afraid the pirates might seize their ship if they arrived there first. They cut through the jungle, but this just slowed them down. They had agreed with the lookout that he should bring the ship to the southern river delta, and they headed in that direction. In a swampy area, they found a terraced ruin with a great stone head on top of it. The crazed visage had green slime dripping from its mouth, but as they focused on destroying it, they were ambushed by 10 ghouls, who dragged Matrona Ladrona into the structure’s tunnels. Pursuing them, the pygmy thief was rescued just in time and the undead slain: the prize was a magic axe and antique funereal treasure.
They returned to
the ship, sailing along the coast, and spotting both the tower on its lone
peak, and a small wooded area with a ruined villa and a pier. The next morning,
they investigated the ruin, finding an overgrown garden and a small pyramid.
The villa was ransacked and seemingly abandoned; the pyramid had a door with an
odd locking mechanism. They also discovered the tracks of sandaled feet.
Following the trail led to the edge of the jungle, while another route led to a
cluster of petrified trees and rubble piles: moving among them, they saw and fled
from a large 11-headed hydra. Making a large detour, they climbed the trail up
on the mountain peak. The master of the tower, a crooked little man, appeared
on a balcony above the closed gate in a circle of barbaric guardsmen and hooded
disciples. He introduced himself as Pantomorphus, the former director of
Thisium’s Lyceum. Once he heard of the company’s intention to save the city, he
gleefully declared that he would offer no help, and that he would watch with
joy as poisonous gasses from the volcano would turn men into maddened beasts on
the appointed day, while he would look down on them from the safety of his
tower. Pantomorphus finally relented with a big if: he could help if
the city would erect an enormous colossus to his greatness, depicting him with
idealised features. He also demanded one of two items for his help in solving
the doom from the sea – either a magic scroll from the Isle of Daphne di
Leonti, or a magical flask from the Isle of Horrors. They departed with these
missions on their mind. Sailing back through the archipelago, they spotted what
looked like Falumfano’s villa: an isle whose marble terraced were covered by an
enormous machine with hundreds of great trumpets pointed towards the seas. Too
late in the day to make a visit and deliver their message, they continued on
their way, returning to Thisium. At this time, the city had 26 days left...

The King of Stygia (Definitely Not Brian Blessed)
News from the doomed city of Thisium! After a potion-testing trial gone wrong (a flask of bottled green slime killing a test subject, and the tavern almost getting burned down by irate sailors), a group of adventurers descended into the Thisian Underworld to seek the Doom from Beneath the City. If possible, they also sought to save Genesia Mazza and Claudio Laguardia, the heads of the cult of the Bat, presumed lost in the Underworld. They used the secret elevator to descend to the third level, and into the great cavern leading to the Temple of the Bat. In the deserted temple, Amedeo the halfling climbed up to pry out the idol’s enormous red eyes, but the gemstones proved to be glass fakes. A folded note left by the adventurer Spartaco Ragosta boasted of having beaten the thieves to the score. From here, they returned to the great cavern, and turned their attention to the temple-like building in its southern side. As Dorvo opened the doors, he looked on a misty pool, and himself, advancing in a gesture of friendship – a doppelganger! From the shadows, another shapeshifter tried to control the party with a potion of human control, but the gambit failed due to good saving throws and bad targeting (some of the PCs were not strictly speaking humans). The foes slain, they found generous gold and two protection scrolls. From the pool, pleading faces whispered. Aufidia Corvina displayed her holy symbol to turn undead, and freed the captured souls, the doppelgangers’ victims. In gratitude, the spirits helped with the locations of minor treasures and rumours as they could before departing this world. From the empty shrine, stairs descended to a lower level. Going east, a long passage led to a natural cavern. Enormous double doors to the south were guarded by two enormous, dark hounds – sleeping at the end of long iron chains. An inscription above the entrance read „THE KING OF STYGIA”, and from inside came the sounds of feasting, shouting and merrymaking.
After some discussion, two simultaneous sleep spells were cast to make sure the sleeping dogs would continue to lie. Just then, two muscular, loinclothed barbarians stepped out through the gate to feed the hounds. After the initial surprise, they proved amicable enough to invite the company to their feast. In a firelit hall built for giants, 17 crude men drank, ate and wrestled around a table, served by wretched servants. At the head sat the King of Stygia, a jovial but brutish giant in plate armour. They had heard his name, and that he knew something of the doom, so they asked for his assistance. The king was sceptical – how could they hope to tackle the doom before proving themselves as men in a wrestling contest. After some whispered discussion, Clotilde the Fighting-Woman stepped forward, reinforced with her potion of heroism. The king was surprised, but in a three-round match, Clotilde bested him once, although she failed to win the king’s magic belt. Impressed that a woman could do so well against him, the king told them what he knew: that the Doom Beneath the City would be brought by Lucia Tamburello, who was to be found in a fiery cavern in the depths of the Underworld, spanned by a great bridge. He gave them five berserker followers to accompany them, and told them the way to the Judge of the Underworld. (Those who had eaten of his feast also found themselves stronger.) Continuing, they went westwards and down the stairs, to a long hall where a group of robed figures stood at a distance. Sneaking up on them for eavesdropping, the thieves discovered that they were noble petitioners from the city, seeking the judge in some legal dispute, and wearing appropriate togas and masks for the occasion. They shadowed them as they descended, and Tripa Seca heard them out as they approached the Judge to learn how to negotiate with him when it was their turn. For now, they headed back to the higher levels.
From the Temple
of the Bat, they investigated the eastern passage, finding a secret door
opening to a grand, Gothic staircase leading down to unknown depths. Two recent
tracks led downwards in the dust – likely Genesia Mazza and Claudio LaGuardia.
For now, this would have to remain a mystery. Back in the passage above the
great cavern, they found another one, a hidden trapdoor (this time with a wand
of secret door detection). With this, they returned to the surface, where
they learned that Genesia Mazza, lost in the Underworld for days, had
somehow found her way back to the surface alone, looking pale as a sheet, as if
she had seen something terrible. [ She rolled lucky on The Table of Doom]
At this time, the city had 25 days left.

Falumfano the Musician
News from the doomed city of Thisium! The Comely Lass sailed out of port on a diplomatic mission. The first destination was the Isle of Mortuaries, seat of the Imperator and his small band of legionaries. While the veteran soldier dismissed the threat of the Doom from the Sea, he was won over to the company’s side at the mention that the crown of Pandolfo Barbani, Thisium’s last podesta, which he wanted to establish his claim on the region was in the hands of the mountain orcs. This was not at all correct (the company obtained the crown and sold it on the same day), but the Imperator saw the potential in leading a military campaign against them – he just needed transportation to the mainland, as his own ship had been sunk. From here, the Comely Lass travelled to the Isle of Daphne di Leonti to obtain a magic scroll for the wizard Pantomorphus, former head of the Lyceum. After much planning to avoid the two iron statues guarding the scroll, the three pigmy thieves in the party convinced the great stone face presumably controlling the statues that this was no thievery, but a loan to help return the petrified Daphne to life, and departed unharmed with the scroll bearing the Curse of the Most Dreadful Fate. However, doubts began to grow about Pantomorphus’ interest in the scroll – would he use it to bring further miseries on the city he hated? Would he demand the city to grovel before him, then refuse to help it? Thus they sailed to the East, to the isle inhabited by Falumfano, the Lyceum’s former music teacher. A great machine of brass horns and other musical instruments towered above marble balustrades next to the pleasant little villa. Discovering a sunken ship in the bay, and suspecting the horns doubled as weapons, they proceeded warily, but were received decently by Falumfano, who was glad to receive a letter from the sorceress Yldegonda Gremullo, an old friend.
He showed them his mighty musical machine, his life’s masterwork – erected here in his exile instead of ungrateful Thisium, and capable of sinking pirate ships with its powerful harmonies! While transporting the machine and using it as a siege weapon against the orcs was unfeasible, an idea was floated to use its powers to blow away the poisonous volcanic gasses that would flood the coastal lands, turning men into savage beasts. Falumfano bore a massive grudge against Thisium, and was reluctant to help, but eventually, he was won over by suggesting he would make an influential advisor on the Imperator’s side, and guide his actions from behind the throne to reform Thisium according to his wishes. An expensive golden laurel was left with the musician as a parting gift as the company sought another one of the Lyceum’s instructors. Ramondo Montefeltro, a former teacher of arithmetic and philosophy, now ran a fighting school on a pleasant island of oak groves and marble halls, following a regimen of strict equality, military virtues, and avoiding women. They met him in the field among his students, and discussed the orcish threat and strategies to avert it. The old Ramondo was less hostile to Thisium than Falumfano or Pantomorphus, but placed little faith in reforming it. However, he agreed to meeting the Imperator to assess his suitability for leadership, and . He had met him a year back, when the legionary commander was sent to a military expedition to an entirely different corner of the Empire, with men and funds. While they discussed these matters, Narvi the dwarf decided to test the skills of Ramondo’s students in a friendly wrestling match he won – suitably impressing some of the men to offer to join him as followers.
Saying farewells
to Ramondo, the company sailed back towards Thisium, but stopped to investigate
a small island, a lone and desolate volcanic cone in the deep blue sea. Quayin
Adewale guessed the cone might have a dormant crater hiding something, and
it indeed seemed there might be one! They found a hidden bay with a long-sunken
boat, and climbed a treacherous path to the top, which hid a tiny arena.
Entering the mysterious structure, they were greeted by an enormous stone face
with large crystal eyes. The guardian invited them to find a series of three
battles, and if they won, he would reveal the treasures of his dead master, the
sailor and adventurer Spartaco Ragosta. This was a familiar name:
indeed, it was Spartaco who had stolen the eyes of the great idol in the Temple
of the Bat, and switched it for cheap glass fakes – the originals were now
decorating the face. They agreed to the trial, and were at once attacked by
three giant scorpions, followed by three werebears, and finally two fiery
salamanders. These dangerous foes were defeated with no casualties (although
abusing Zylarthen’s generous grappling rules to tackle individually powerful
opponents played a part). The face was true to its bargain, and revealed the
adventurer’s tomb: the prize was a hoard of gold, and a golden shield +3!
With this booty, they sailed back to Thisium to plan new adventures. At this
time, the city had 24 days left...
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| Castrum Rapax |
03/11/2025 THISIUM
News from the doomed city of Thisium! A group of adventurers rode out of Thisium to reconnoitre the orc stronghold in the northern mountains. They rode undisturbed, but as they drew closer to the peaks, they saw more and more signs of orcish activity along the road – the tracks of carts and many feet, some barefoot (dark hobbits?). They passed by an enormous round boulder the size of 3 men, identifying it as a faerie location by disembodied harp music, and giving it a wide berth. The road led to the seacoast and a pier, now empty, but obviously seeing heavy use recently. Riding along the coast to circle around the orcs’ fortress, they encountered an adventuring party, who were friendly enough when approached. They reported having seen a large trading vessel go north in the morning hours, and also the location of an orcish stockade built into the mountainside along the road. Continuing on, they passed through desolate lands, but found a valley leading up to a saddle between two major mountain peaks. The saddle was caressed by warm winds, allowing them to observe the valley wedged among the mountains, an old military road, and the ruins of an old castle built into the mountainside, parapets and cliffs rising above the moat and entrance gate. The place they were in was an abandoned garden gone wild long ago. Statues of fine lords and ladies of a court stood at various places, and at their feet, amber tears could be discovered. They collected these small treasures, and spent the night camping, although without a fire. The following day, they descended into the valley, but avoided the castle – seeing a force of orcs emerging to march along the road. Instead, they traversed the valley’s higher northern reaches, and through a pass, travelled to the eastern side of the mountainous peninsula. Three rectangular slabs of stone bore engraved letters. One of these proved to be a spellbook, and another an explosive runes spell which almost killed the scout Haldir.
The third slab
bore an ornate inscription: „THE GRAVE OF TWO DIVORCED HEARTS IS THIS LAND /
AND AS THEIR TOMB REMAINS BARE AND UNFEELING STONE / IN DEEPMOST WELLS STILL
FLUTTERS IN FLIGHT ONE / THE OTHER BROKE, ITS FIRE ALL BUT GONE”. Leaving the
slabs which almost cost one of their lives, they rode south, finding a ruined
fishing village. Columns with bulls’ heads stood here, and a large building had
a mosaic depicting men paying obeisance to a bull. A mountain trail led up
westwards to a narrow pass. Climbing this trail was no easy task: an avalanche
of rocks was narrowly avoided, while an old bridge with bulls’ heads held a
deadly trap they found and disabled. Gaining the pass, they spotted a cave
entrance, and soon found themselves face-to-face with the inhabitants, two
manticores. This was a dangerous fight, and Rossofuoco the rider was
killed. The cavern held the tomb of a hero from a previous age, with a
gold-headed mace and a valuable treasure bowl. From the pass, they could also
spy on the orc fortress from above. On a plateau above the castle proper stood
military tents, including one looking fancier; orcs were seen coming and going
among campfires. Moreover, a well-concealed trail led down to this place, also
offering a side-branch down to the valley to avoid the castle altogether. This
seemed like a good place to attack Castrum Rapax, but the present company was
small and mostly of lower levels. Thus, they turned back towards Thisium. On
the way, they investigated a glade of rainbow-coloured vegetation, where Terremoto
the Rider was gored to death by two horned chameleons. But the reconnaissance
was a success: they brought news of the orcs’ defences to Sir Egmont
Mouseburg, and returned to Thisium on the second evening of their
expedition. At this time, the city had 24 days left...
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| Doriano |
11/11/2025 THISIUM
News from the doomed city of Thisium! Day 73 brought a strange phenomenon in port: a large sailing ship surrounded by golden light and colourful magic lights appeared out in the bay. Citizens of Thisium crowded into skiffs to climb on board of the vessel which they hoped would deliver them from the dooms. The company pursued in a fisherman’s boat, seeing the locals climb aboard, then fall into the water as the phantasmal ship disappeared as if it never existed. They could save some survivors, but more drowned, and they rowed back to port. They next visited the palace of the Tamburello family, where Giacomo sought out his love, Hestia Tamburello. Learning that her aunt Lucia may still walk beneath the city, the girl gave Giacomo a token to recognise him as her emissary. They then descended into the catacombs, bringing a mate to the talking peacock in the underground aviary. The randy bird told them all it could – which wasn’t much except that Mornalt Tamburello passed through often with „multiple hens”, and was in fact right now downstairs from here. They snuck down, and peered into a gloomy but rich suite, where Mornalt spent his time in the company of three scantily clad ladies. Decided not to intrude, they returned to the surface, and sought out one of the other Underworld entrances beneath the Pickled Carp. They descended by elevator to a passage with broken jugs. They had previously found a secret door here: a concealed dig leading to a secret earthen tunnel. This proved to be an excavation leading to the upper reaches of the Temple of the Bat. Seeking a different lead, they moved to the Great Cavern to the west; and from its plundered shrine, descended down into the lower level. Avoiding the Judge of the Underworld, they moved beyond his seat. Spying a small, lit room with the sounds of rushing water, they looked inside.
An old, old man
in dirty nobleman’s clothing was reading by candlelight from a leatherbound
book. They greeted him, and there was a mutual flash of recognition: the man,
burdened by age, sin, and every affliction, was he who had been the uncannily
handsome Adrius Doriano, whose mirror they had delivered to Yldegonda
Gremullo, who had smashed it to destroy his eternal youth. The vengeful Doriano
reached for his wand of fireballs, promising to destroy his tormentors
in fiery destruction, but he was slower on the draw, and went down from Amedeo’s
slingstone. His spellbooks and wand were claimed by Aufidia Corvina.
Returning upstairs and following an eastern passage beyond the court of the
King of Stygia, they discovered a magically lit room bisected by a moat
inhabited by giant crocodiles, called „AQUARIUM-TERRARIUM-CROCODILARIUM”. The
beasts slain, they found human remains in the nearby cells, and a scrawled note
cursing the mage Prospero for loosing these horrors on the world. The next room
was filled with old pumps, pipes and machinery, still working ponderously. Two
corroded brass automata stood by a wall, and one babbled something about
something lost down the drain. Checking the drains in the room, Edwam the
Bohemian Ear-Spoon Guy fished out a dagger which gave Amedeo the Halfling
the creeps (dagger +1/+3 vs. halflings and other small humanoids). They
also discovered a floor hatch, but it was rusted shut and they could not open
it. The two brass automata, although corroded and encrusted with limestone,
seemed valuable. Although heavy, both were lifted, and eventually carried out
of the Underworld. With these strange finds, they ascended, returning back to
the surface. At this time, the city had 24 days left...
15/11/2025 FOMALHAUT
News from ULTRAREALITY! The Viridian Star and the Bringer of Purple Splendour sailed across the sea in search of a pirate treasure, „close to the Ochre Death, in a ruined palace both within and without the Great Barrier”. They avoided an inhabited island where stood the town of Flutoc, whose ships they did not want to encounter, and on another, they were repelled by rough men defending a ruined cyclopean fortress. Sailing NW, they spotted the Barrier: a massive force wall rising high into the sky. Sailing along, they landed on a hilly island dotted with fruit orchards. Drawn by something they saw glitter from a distance, they discovered an enormous tree among the hills, slightly transparent, and laden with crystal fruits. They cut through the orchard surrounding it, discovering a stone bed dedicated to the hero-god Vul-Oothis, who dedicated this place to wise meditation. They were also attacked by four giant scorpions. Bocephus blasted them with a fireball, setting fire to the orchard. They picked as many fruits as they could, and escaped the blazing inferno, the tree of wisdom burning behind them in the night. Sailing on the next day, they found the island they sought, divided by the Great Barrier, cutting right through a ruined palace! They also saw the Ochre Death, however: first on the barrier’s other side, but then also north of the isle; spongy growths covering the sea and parts of the land, emitting ochre spores. They landed on the island, making for the palace. The surrounding area was deserted. They went between a bare hill dotted with metallic-looking rocks which were slightly magnetic, and a patch of the Ochre Death, and for now, didn’t investigate a mysterious crater from which came a strange hum. A muddy water channel was spanned by a badly damaged bridge, and as they started crossing, they were attacked from the water by weird, shambling monsters walking on strong tentacles bearing rubbery, bell-like bodies and slimy tendrils.
A fireball
and missiles killed some and sent the rest fleeing, so they could cross
unmolested. A spiral-shaped cliff rose before them. They decided to go straight
for the open palace gate. There was an odd, sweet charnel smell, and they saw
alien-looking flowers with white petals, glittering seeds and serrated,
sword-like leaves. Passing by one, the waist-high plant was suddenly 15’ tall
close up, and it hurled its petals at the party before being cut and burned.
Proceeding to the entrance, they looked into a grandiose hall below a partially
collapsed dome. Piles of old corpses lay along the walls, and ten leathery
things hung from the ceiling. Suspecting Half-Life-style barnacles, they poked
them with missile fire, and indeed, the things flapped and flew towards them,
while 27 of the corpses also animated. A wall of fire hedged off the
undead, but was not tall enough to block the fliers, who were fought in melee,
while they tried to wrap themselves around their victims to drain their blood.
As the wall of fire was running out, they retreated to a defensible
position on a western balcony, but were chased off by a field of weird colours
flowing from a vitrified pool. Regrouping at the bridge, they decided to look
for a side-entrance. Skirting the walls, they were fired upon by three of the
alien flowers. They ran, but running away only pulled them way up close to the
plants, which grew to their giant size. Here, the plant-slaying sword of Tyr
Wulos, wielded by their new ally Meurios Andromakhos, came in handy,
and three flowers were cut. Moving forward, they discovered a muddy pool and
the pit, and from there came a new horror: a massive worm with several
club-like legs and a round, eyeless head with a toothy maw. They fled, and to
their fortune, the thing did not pursue. They decided to cut down the corpses
in the antechamber instead. So they did, but were low on health and spells once
done: thus, they returned to the ship to rest and plan a new foray...
17/11/2025
THISIUM
News from the doomed city of Thisium! A group rode towards the Northern Wilderness to carry the fight to the mountain orcs. Interrogating orc captives held at Mouseburg Manor, they decided to turn their attention to their sea supply routes, provided via ships by dishonest men. They rode through hills and swamplands, forded a river, and finally stood before what they were looking for: a dilapidated keep on the sea-coast – Aqua Mala, the orcs’ hidden supply base! Observing the walls let them spot orc bowmen on the parapets and a few pirates on a pier. Going for the wall with ropes was timed badly, so the orcs just emerged from a watchtower, and began firing. Bradamante the rider was mortally wounded, and only her iron will kept her moving (a special hireling ability). The archers were slept, and one half of the company scaled the walls, while the other gave chase to the pirates, who fled in through the gate. Using her new wand of fireballs, Aufidia Corvina rained fire from the walls, killing several orcs, and setting the gate building on fire. The ground party rushed the gate, breaking through, where Bradamante fell in a heroic last stand, taking pirates before her to the afterlife! The space between the gate and the guard building was cut off on one side by darkness 15’ r, and a desperate melee developed between the characters and a group of pirates. Other parts of the keep were alerted, and groups dispatched with sleep, missile fire, and the wand. Nevertheless, more and more enemies gained on the party. Tripa Seca snuck around on the parapets to encircle the keep, but on the western wall, came face-to-face with the keep’s master, the heavily armoured Adalrico Norcia, the magic-user Skrak the Sly, and a large band of pirates!
Both parties
were entirely surprised, staring at one another incredulously, before Tripa
Seca made a run for it, and Adalrico gave chase. Adalrico’s men were fireballed
on the parapets, and the condottiere surrendered, his pirates fleeing in skiffs
or by swimming. The orcs fought bitterly, but were killed. Skrak the Sly
escaped in the confusion, and was seen no more. The adventurers commenced to
sack Aqua Mala’s stores. There was plentiful food for the orcs’ use, general
supplies brought by ship, suits of plate mail, and – in exchange – the orcs’
payment for their human allies: silver, gold, and a box of 24 gemstones,
including a 20,000 gp diamond, which not even Adalrico knew about (he would
have stolen it if he did, he grumbled). “Your job here is done”, said
Maglor, making the mercenary an offer he could not refuse. Thus, Adalrico
abandoned his former employers and found new ones, as is the custom among the
Condottieri. They took the gold and gems, and outfitted their hirelings with
plate, burying the remaining valuables by the keep’s wall. Not wishing to meet
the orcs on the way back, the next day, they made a detour through the Forest
of Verrilli. They passed by a group of giant ants building their hill; satyrs
and dryads in revelry; the mysterious lake where stood 12 sightless maidens
watching the waters; and finally, four owlbears, who were fireballed and
sent fleeing. Late at night, they emerged from the forest, and found sleep in a
nearby grove of cypresses, to continue to Thisium the next day. At this time,
the city had 22 days left...
22/11/2025 CARIBBEAN
HELVÉCZIA
(An adventure played at Society of Adventurers XIII, a mostly old-school Hungarian con, with the Helvéczia rules adapted for a pirate setting.)
News from the Caribbean! It is with haste that I, Marcus Jackdaw of the Royal Navy, report on a most successful Expedition to a tropical Island, which we undertook as Privateers on a Letter of Marque provided by the Governor of Jamaica, Lord Archibald Hamilton. A Treasure Map of the famed Blackbeard led us there with four Companions, namely Dougall McKenzie, of Scottish Extraction and commendable Bravery; Jenny Aurelia, a Swordswoman of Skill despite her great Misfortune of being Irish; the learned Pym van der Groot, a Student of Natural Sciences, although one whose lack of expertise in Botany nigh led him to his Demise thanks to Killer Vines; and Madame Adamina, a Creole Lady versed in what is known as Voodoo. We sailed upriver through the island Jungles, finding a derelict Spanish Ship, quite old; and dead Men on deck, recently slain. In the Captain’s Cabin, we found a Log describing the Spaniards’ ill-fated Foray to a mysterious Step-Pyramid, descent into a lightless Lake with a smaller Pyramid and a winged Ape-Idol, and their exit – with treasures and a splendid Crown – from several Man-Apes, through a Side-Passage. Fortified by a round of good Sherry, we sailed further on. We disembarked near the Mountains, following the flight of some nocturnal Bats to find the exit of the Side-Passage, which we indeed did. The Sun set at this time, showing quite clearly that this green Land was not yet part of our Empire. We entered, and this was here where the aforementioned Dr. van der Groot was almost strangled. But, having put the Killer Vines to Fire, we pressed on to the Caverns. In these Passages we found dried Mushrooms as a source of much good Tinder; a giant Snail that we avoided; the Living Dead; and a Pool with a golden Cross lost in its Depths, but still burning with Light. At another point, we discovered the sad Remnants of Spaniards, and a Treasure Map in a bottle drawn by one Captain Cook, which I put in the safety of my powdered Wig.
Continuing
deeper into the Caverns, we emerged on a Ledge by the underground Lake, but it
was no longer filled by still Waters; but rather, fiery Lava flowing from the
Maw of a great Ape-Head. We were greeted by a friendly Being called a
Salamander, who made a considerable Mistake trusting the British. I report with
some pride on this Stratagem, whereby I gave it a scholarly Book for its last
Supper, supplemented with much Tinder, and peppered with abundant Gunpowder,
which the fiery Spectacle devoured with relish before being blown into
Smithereens. This brought the attention of the Lake’s Guardians; namely some
great Ape-Men and their crowned King, but the ingenious Spell of Dr. van der
Groot hid us very well in our Passage. Crossing the Lava was accomplished with
another Spell granting defence from Fire, and Myself crossing over with a Rope.
Alas, I fell into the fiery Inferno, but thanks to the Spell, survived, albeit
at the cost of my powdered Wig, and Captain Cook’s map, which was concealed
therein. We descended some stairs into a Throne Room, subjecting the Ape King
and his Court to a Volley of Gunfire befitting the British (although my
Companions, as mentioned, consisted of an Irishwoman, a Voodoo Lady, a Scot, and
a Dutchman). With his stone Key, we opened his Treasury; but picking up his
Crown animated some Statues as well in the lava Cavern; winged apes and one
larger still. We concealed ourselves ably in the Treasury while dropping the
Crowns; and finally the beasts departed. Here we recovered much of Value, which
have been seen in Jamaica to the wonderment of All. We emerged through the
Caverns as we came, returning to our Ship the next Day. But before Departure,
we accomplished the most vital part of our Expedition, planting the British
Flag on the Island to claim it for Civilisation in the name of King George.
This accomplished, after another round of Sherry, we set sail back for the open
Seas! Written on Jamaica, in the Year of our Lord 1718, by Marcus Jackdaw. God
save the King!
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| The Blue Mausoleum |
22/11/2025
KASSADIA
(An adventure run at Society of Adventurers XIII.)
News from the fallen empire of Kassadia! Five adventurers and as many hired men descended into the Blue Mausoleum in pursuit of a treasure map describing the way to the precious Horn of Quintus. In the grand entrance hall, Uzhgur the dwarf, the bearer of a heavy curse, tried to decipher a strange labyrinthine glyph, and hurled himself in madness into a dark shaft. Landing on a pile of rubble, he soon found himself face to face with a dreadful stone golem wearing an imperator’s face and golden laurels – fortunately, he was hoisted up by rope without massive harm. Proceeding westwards into the passages, the adventurers fought off floating eyes, and discovered a stairway to the upper level. There were strange, old catacombs here where shadows deepened and whispers could be heard: they passed through as quick as possible. A stairway leading to double bronze doors, flanked by statues of decomposing corpses holding brass khopesh was also avoided after noting what might have been dried blood on the steps. In a looted crypt room depicting augurs practicing their art, a single sarcophagus was piled with stones. A young woman’s voice pleaded from within to be freed, saying she was kept here for ransom by bandits. Her responses to questioning resulted in contradictions, and examining the sarcophagus with the pendulum of graves identified it that whatever inside was not human, nor undead, and had no treasure. The tomb was left well alone. Exploring further crypts, flying legionaries’ swords attacked, and Pellor the shepherd boy was slain in melee, then buried in a sarcophagus. Westwards, the passages grew older and more shoddy, suggesting very old age from before the rise of Kassadia. Moss grew everywhere in abundance. Duren the crossbowman found a badly disguised secret door with his dwarven senses, leading out to the side of the hill. Further rooms here had a beguiling, sweet smell, and led to a room filled with plant life.
Ronan the
Druid used his speak with plants spells to
interrogate them, discovering them to be giant Venus flytraps. Fire was used to
cleanse part of the room, but Uzghur was drawn in by the stupefying smell. In
this fight, Lupo the wolf, Ronan’s animal companion, was eaten by one of
the flytraps. The crypt contained a large stone disk in the floor identifying
it as the crypt of Alvus Tessero, whose servants were buried nearby. The
pendulum indicated treasure and undead underneath. The disk was very
heavy, but it was lifted by the clever use of a small tree and warp wood.
The zombies in the pit were showered with oil and holy water, and destroyed. A
large lead coffin contained a wight, whom Elron the Cleric destroyed.
Much coin, broken amber, a spear +3, and a longbow +1 were
plundered. Since there was a nearby exit, they returned to town to rest and
resupply before coming back to the Mausoleum. To the south, they looted a
smaller noble crypt, which proved rather lucrative, then found themselves in a
large columned hall with a mound of earth and enormous stone double doors.
Giant centipedes coming from the cracks killed Mirlon the sailor. The
doors had inscriptions they could not read, and a broken seal. Opening it, out
came inky mists filling the hall, and on a great throne, they saw a tall figure
of pure darkness, with an iron crown on his brow, surrounded by treasure, and a
retinue of phantom warriors. In the melee, the shadow demon possessed Uzhgur,
and he had to be blinded to reduce his effectiveness, until the demon was
finally driven out with a spell. Duren the dwarf wounded the demon
heavily with the magic bow, which then crushed his skull with his bare hands. Atporix
the woodsman was slain by a phantom warrior. But finally, the demon was put
down, and his treasures free for the taking: coins, gems and magic was brought
back to Pellagris in triumph, while the dead were laid to rest in the labyrinth
of the Blue Mausoleum.










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