Showing posts with label campaign journal. Show all posts
Showing posts with label campaign journal. Show all posts

Sunday, 20 September 2026

[BLOG] News on the March! Episode XVII

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.

The Subterranean Preserve

30/05/2026 FOMALHAUT

News from Fomalhaut! Seeking further answers below the city of Diomira, the company descended to the underground tunnels, and sought out the pit where they discovered two hoverpods, one operational. Entering the vessel, Pausanias, the man of Mung, worked the controls, and sent the metallic sphere sinking. Deep they went even below the underground city, into the darkness, but then it was light again, and bright daylight streaming through the orb’s single porthole. They descended from the ceiling of a massive cavern some 8 miles across, green forests, rivers, and a clear lake a mile and a half below them. In the centre stood a massive white crystal prism, some 3000’ high, radiating bright light all around. The hoverpod descended to an overgrown landing field on the western edge of the woods, disturbing a flock of large flightless birds.

They disembarked, and the forward team went off to explore. In two nearby buildings, they found only parts of old mosaics depicting elegantly attired men and women hunting various beasts – birds, great lizards, large piglike grey things with a horn on the forehead – with strange spears and bows. Climbing on higher ground to the south, they made a survey of the daylit cavern: some massive reptilian beast in the lake, and two cave entrances, one close to the tarmac. This they visited, and met a group of hunters here: five in simpler clothing, and a fighting-man in clean white plate mail, carrying a magical sword. Miru Vyltt, as he called himself, was amazed by the visitors from the sky, for he has heard of cavern worlds above this, but thought them long depopulated. Him and the others were exiles from a place called Grandiose Shield, and now living in a smaller, poor village named Redoubt. He spoke of northern caverns called Nightside, in perpetual gloom, and a land of waters where lived the Thundering Mountain, he who is called Godzylly. They parted amicably, and the expedition continued.

They travelled to the other cavern, an elegant marble entrance leading to a great hall. Oddly symbolic alabaster statues stood by the walls, and steps rose to a pool of silver-light, which spoke to Lilith: “BY WHOSE COMMAND SHALL I CARRY THOSE WHO STEP WITHIN MY CIRCUMFERENCE?” Questioning it suggested the transportation it offered was one-way, so they chose not to experiment. They headed to the southern side of the clear lake, where stood odd, abandoned buildings in conical, spherical, and hemispherical shapes, long emptied of all of interest. Following the river to the south, they met a hunting party coming from Redoubt, and joining them, followed to a tiny, poor village on a plateau, among older megalithic structures. The leader, Lycan Darl, and his companions treated them graciously but warily, particularly as Lilith and her amazons reminded them of Lady Yvin Lar of Grandiose Shield and her fighting-woman followers – the citadel was amazon-ruled, and the exile wore heavily on Redoubt’s mostly male inhabitants. They were hard pressed by the beasts and the monsters of Nightside, raiding by night: the non-men and even worse things, although the great purple worms did not come over at last. There lived also Ysfaud the Sorcerer, in a flying citadel, who worked various tricks and sought to enlist Redoubt in his schemes. Lycan Darl suggested a venture which would be of much help in hunting and scouting: Grandiose Shield held an operational hoverpod on top of one of its towers, easily stolen from before the amazons’ eyes.

Giving a noncommittal answer, they slept, and the next day, continued their expeditions. They inspected a mysterious monolith with saurian bones trapped in its translucence, and unreadable magical glyphs on its surface. Then, through a windy gap, they travelled east to a cavern even greater. Opposite, on plateaus sticking to cliffs, was a small marble temple, identified as belonging to a goddess abandoned by the people of these lands. They visited the site in an overgrown garden grazed on by seven enormous dinosaurs. It was clean but stripped of all valuables, including the cavity of the altar, and many small gems removed from the gown of its beautiful goddess. A crystal surrounded by a starburst was the only symbol, and clearly, this was not Ishtar: but they could not identify her.

From here, they journeyed across forests rich in game and fowl, to a small arena where stood two large statues of stern fighting-women. And beyond rose Grandiose Shield: white stone towers and cupolas, reinforced with connecting walls. The plateau was cultivated land, and the amazon sentries, seeing the approach of Lilith and her entourage, let them inside, through streets and plazas opening to workshops and gathering-places (all the inhabitants armed, although the men more lightly), to an assembly hall. Here stood two women from the citadel’s leadership: the Lady Yvin Lar, troubled but gracious; and one of her helpers, Dyastis Vyltt, tough and severe. As the company spoke of their origins and presented their mission – finding the masked Uttermost Masters – the amazons did not recognise them, but noted that two groups were known to be masked here: the non-men, living on Nightside, and raiding in the dark to kidnap and kill; and the agents and spies of Ysfaud the Sorcerer, whose schemes seemed to concern everything, including this citadel. They were, in turn, most curious to hear of Ishtar, a fighting goddess: they had once worshipped one whose main concern was beauty, but mostly abandoned her as she could offer no good help in fighting the encroaching dangers of this cavern world (although they still sought her for gifts of beauty, which she was known to grant).

Of the exiles, she noted that they abandoned the common good and joint decision-making of Grandiose Shield, striving to follow their own caprices – justly punished by their exile to the harsh wilderness and their village of hovels. (Dyastis Viltt suggested harsher means might have been in order, but deferred to Lady Yvin’s judgement.) After the audience, they were escorted to clean and comfortable quarters. The next morning, there was a knock on the door, and they were sought by two young men, Uljen Dyst and Amynax Ast. These two, and some others, were seeking a way out of the stifling rules of their society, and asked to be permitted to leave with the company when it came to that. Lilith slyly mentioned the flying sphere as the means of transfer, and they all saw Amynax Ast’s gaze stray to the top of the nearby tower: the spherical metallic cupola was no cupola at all, but another hoverpod – and seemingly unguarded in its tethers. Considering the possibilities, they made a noncommittal answer, and prepared for the day’s expedition – towards the monster-haunted, unlit caverns of Nightside!

A Bad Night for Chuck

04/06/2026 FOMALHAUT 

News from Fomalhaut! Two adventurers, Brad’Och, a Fighter-Cleric of Dornak, and The Hound, a Fighter-Thief; as well as  their six hired men descended into the Vaults of the Stone Men, a repository of strange, wondrous and dangerous things beneath the city of Pentastadion. On moonless nights, living statues walk the deserted streets of Hightown, and behind one’s place, a secret entrance is revealed. Following the advice of the magic-user Ctesiphon to retrieve a magical orb, they descended rubble-strewn stairs (the remnants of broken statues), and opened a heavy stone door to a gallery surrounding a bottomless pit. They were swarmed by flying eyes shooting magical rays, a battle which went quite badly for the group, who were weakened in the fight – and also discovered they had only brought 4 hours’ worth of lamp oil and nothing else. Looting the mouldering bodies of earlier adventures of some coin, they studied the inscriptions above further doors, when one opened and out came 4 crude living statues, killing Orastes the hoplite (Fighter 3). The most fruitful way to defeat the guardians was to lasso them and drag them into the bottomless pit, losing their rope.

Investigating this room, they found broken glassware and a floating, rotating six-sided pyramid over a pedestal, which almost hypnotised Brad’Och, after which they chose to retreat. Westwards, they entered into a larger chamber with a pulsing sphere of light which pulled light and matter towards it, and they skirted the room’s edges. To the south was a chamber with many more of the crude stone statues, for now motionless. To its west, they found a throne room with frescoes of beast-headed men burning down a city and bringing bowls of weaponry towards the throne. They could make little sense of the place, so they turned their attention north of the light chamber.

Here was another vault filled with statues, and a secret nook with broken law tablets. The next room was a steep stairway. Frescoes depicted blue-robed skeletal pilgrims climbing towards an icy summit. On a landing was a great bowl of electrum coins and a golden helmet, and at the end of the stairs, an enthroned stone colossus looking down on them, with a stone rooster by its side. They quickly noted a portcullis trap midway up the stairs too. Through a western door, they found a chamber with two exits. One broke the Hound’s lockpicks, and proved henceforth unopenable (to their great misfortune, as this was where Ctesiphon’s magic orb was to be found), and the other led to another bottomless pit gallery with mounds of earth and glowing mushrooms – not to their liking.

Returning to the stairway, two of them held up their shields, and the Hound and Raon the hoplite tried to steal the bowl of coins. The stone rooster screeched and attacked, blowing a gust of flame and striking with a petrifying beak (but to no luck). They dashed the bowl’s coins through the portcullis, where it was quickly collected, while the two at the front clambered through a gap over it, fending off the rooster’s attacks. They fled back to the light sphere chamber. Investigating the southern chamber of stone statues, they ran into two which were animated. Brad’Och (Fighter 3/Cleric 2) tried a trick to help his companions retreat, but was cornered by the statues and crushed like a rag doll. The survivors fled west, into a northwards corridor. In niches stood bloated brazen idols with terrible insect heads and mantis claws.

One claw was triggered as a trap, but it struck badly, and was bent out of alignment. Climbing behind the idol, a backplate was found, but the treasure was gone – as it was for the others. But there was a secret door to the west. Opening it up, they came to the edge of another bottomless pit, with cobwebs on the ceiling, and two bloated, sea-green spiders lit by an inner amber phosphorescence quietly stalking towards them on the ceiling. They fought bravely, but this fight with the weavers in the vault proved most unfortunate. Alcaios the hoplite (Fighter 3), Thorog Shul the barbarian (Fighter 2), Raon the bowman (Fighter 2) and the Hound (Fighter/Thief 2/3) himself all succumbed to deadly poison. The two victors stood bloody and weakened: Dio the hoplite (Fighter 3) and Tier the peltast (Fighter 2), both their masters dead or dying. But they found a cocoon on the ceiling, and splitting it open, found a corpse with more coins, as well as a filigreed opium pipe. And there were only two of them for all the treasure. Seizing all the coins they could carry with difficulty, by the last light of their diminishing lantern, they made for the exit and the lower streets of Pentastadion, richer in both coin and experience. Neither would return to the Vault of the Stone Men, which kept its secrets and treasures as it had over the centuries.

(“Even Chuck Norris had bad luck – once.”)

The Cultists of the Seal

06/07/2026 FOMALHAUT

News from Fomalhaut! Glory and death in the wastes of the Batrakasz, in the accursed city of Vermath, destroyed for its ancient blasphemies! Recovering from the previous adventure, the company once again sailed up the Xemartes, spying riders watching them from the wastelands, and deciding to take an alternate approach into the ruins under the cover of the night. This they did, but by the ancient city walls, Gendarme, Purple Rien’s elite bodyguard, fell under the sway of a malign influence, and he stumbled as if sleepwalking, repeating ”I am a servant of the Seal... I am a servant of the Seal...”

Snatching his weapons, they decided to follow where he went. Gendarme headed for the centre of the accursed place, where rose a strange flat-topped pyramid, older even than ruined Vermath. Up spiralling stairs he proceeded, until they were on the top under a canopy of stars. A large broken dais bore the sign of the Seal with the crescent moon superimposed on a hand. Gendarme suddenly lunged for a companion’s weapons, and had to be subdued to prevent him from offering himself in sacrifice. They felt a Presence here, and Ozmund, Cleric of Yol decided to step on the dais to read the stars. He was almost seized himself by another will, but he persevered, and he heard a voice speaking in his head! It was Pnakosek, the ancient high priest of the city, impressed by his strength. He invited them to his burial chamber underneath, promising the great powers of the stars. They descended to the ground, but found no entrance here – could the pyramid reach deeper, and could its foundations have been buried by time? Now that it was dawn, they headed for the city’s agora, and a building there whose stone gates bore the Seal, and which was magically locked the last time. With a knockspell, they gained entrance, and descended by spiral stairs to the underground passages.

They were in a large hall dominated by a badly defaced statue of a priest, and many more in bas-relief. As they were investigating, crossbow bolts came from hidden arrow slits, to which Purple Rien responded with a fireball that killed the nomad guards positioned in a secret chamber. They despoiled a smaller shrine nearby, then explored to the east through a network of catacombs. Using their mapping skills, they pinpointed the location of a secret entrance, leading into a small tomb. Frescoes of war and burning cities were still vivid on the walls, showing a fearsome warrior with a whip and mace in the slaughter. A slab in the ground bore the man’s image also, and cracking the resin around it, his apparition rose in varicoloured smoke. Diogenes the Thief quickly lifted an amulet of the Seal they had taken on their previous expedition, and commanded him to obey. Seeing them as fellow Servants, the spectre was friendlier; and agreed to let the visitors take his weapons, including a magical mace, into „new battles of conquest”.

They proceeded through the catacombs, emerging in the great, dry cistern. Agreeing that they were still fresh and in large numbers, they decided it was time to descend deeper and bring the battle to the Servants of the Seal. Retracing their way to a set of wide descending stairs, they triggered a tripwire trap that ran a great gong below – but they pressed on, meeting the screaming fanatics, their lieutenants, and their war dogs in battle. Only one was spared, a warrior named Bernax. Him, they interrogated about the whereabouts of the high priestess Velasca. The fellow agreed to lead them, although he was much afraid of her fiery eyes, which could burn a man to ashes with a glance. Of the pyramid, he knew little: Velasca and the high priest, Kushamesh had visited it, but alone. The man led them west, along a passage lined with the frescoes of penitents, and the statues of robed magi, their faces destroyed and their hands broken off. They walked by a decaying balustrade over a yawning great cavern, spanned by a stone bridge. But they continued, and through a tomb and a room with a tepid pool, they arrived at a chamber, bronze doors guarded by two well-armed guards.

They decided to try and lure out the priestess with a trick, and the guards entered in seeming agreement, losing them their element of surprise. Clamour rose beyond, and it was clear the cultists inside were readying themselves for battle. They decided to rush in and fight, Bloody Tusk leading the assault. They entered a makeshift dormitory in some abandoned hall; robed men drawing scimitars from below their robes, and more noises coming from doorways leading to a torchlit columned hall. The battle was furious, and the characters were trapped in a vise from both sides by armed fanatics, magi, and the lieutenants of the Seal. They could stand this onslaught, and a fireball and a wand of lightning did good work, but as they pressed inwards, they were confronted by the furious Velasca, stepping from behind a row of columns. Wearing very little beyond a very revealing outfit and a necklace of fiery rubies around her ample bosoms, the temptress’s eyes burned with terrible fire, and Ozmund fell on the ground, almost dead, while her personal guards rushed in to slay the others. Here, Mirnex the bowman (Fighter 2) was beheaded by a cultist; Claudius (Fighter 3) was slain by an elite guard, and Yusuf (Thief 5) was almost burned to ashes by Velasca’s gaze. But it was Purple Rien’s other bodyguard, Ronald, who proved his doom, slaying the unconscious thief under Velasca’s hypnotic gaze, and who was then himself slain by Bloody Tusk!

Still, the tide was turned, and Velasca fled through a secret passage under the effects of poison (at 1 Hp no less!), leaving her men to die. But Diogenes and Bloody Tusk’s Amazon companion, Iphigenia followed her relentlessly through dark corridors, and before she could turn back and destroy them, Diogenes sent a lightning arc from his electrum sceptre and ended her evil life. The Servants of the Seal slain to the last or fleeing where they could, they took Velasca’s head and jewellery, and ransacked her sumptuous quarters, freeing Zarrono the thief (a replacement PC), who had enjoyed her „hospitality” in her gem-encrusted bed. They found much gold, and documents detailing the gathering of the Servants, her pilgrimage to the city, ecstatic rites on top of the pyramid, meeting the ancient high-priest Pnakosek, and odd references to the „Benevolent Teachers”, reposing in the darkness beneath! They used speak with dead to make Velasca’s head speak, and gained the secrets of a magical command word used to open certain portals in the undercity, but not the secrets to enter the pyramid. But this was good enough. Reducing Velasca’s bed by magic (I rolled for its value, and got an absurd sum), they transported it, and their other findings, back through the dark corridors, and into the ruined city. Down the wide Xemartes, they returned by barge to the city-state of Glourm to spend their wealth (the bed bought by none other than the wizard-tyrant Tyraxus Tharg, Purple Rien’s player’s old character from the original campaign!), recuperate, and plan their new expedition against the Servants of the Seal!

The Anabasis

19/07/2026 ARDEN VUL

Death and miraculous escape in the depths of Arden Vul! Our company, descending to the crypt level, was teleported by a magical pyramid to another level, and unfortunately to a familiar area, which was ruled by dangerous and aggressive giant baboons. As low-level adventurers, we would have had little chance against them. The staircase that would lead to the exit was close, and yet so far away. However, lost in the labyrinth, we found a secret door and arrived at the Oracle of Thoth, where Johann, a follower of Thoth, risked his sanity to receive divine guidance. Even wise Thoth himself did not know of a way out that we could safely follow, only a side route that promised escape through secret passages, other levels, and great dangers. But at least there was hope, so we set off.

Almost running into the baboons, we opened the secret door revealed by the deity, through which we entered dusty connecting passages. Here came caves, then a grotto where we fought flying manta rays beside a sarcophagus. We reached the uppermost tract of the Great Chasm, which connects several levels of Arden Vul and plunges into the depths above an underground river (we had previously found other hidden passages and gone deeper, but even there we had not reached the roaring waters). A narrow bridge arched over the rift, and we reached another grotto, a crypt of the priesthood of Thoth. Here, death overtook my follower, Thaumas the halberdier, who fell to the venom of giant centipedes. But we found valuable treasures and magic items, and, more importantly, a holy symbol that would later be key to our escape.

Another secret exit led into cavernous passages, then into ornate halls, in which frescoes depicted Thoth’s heroes defeating the enemies of the faith – wizards, warriors, and giant frogs. Another secret door led to the god’s sanctuary, where two golems with gemstone eyes and ibis heads blocked our path, but they bowed to Thoth’s sign and let us go. Here was the spiral staircase the god had mentioned, leading down, where we found valuables next to the body of an adventurer, including a magical purse, which would later gain us a fortune. As the god had said, the stairs led to his “administrative chambers”, that is, to the level of the crypts from which our expedition had started! But we were still in uncharted territory, and we knew that the middle of the level was controlled by hobbit bandits who were collecting a heavy toll from the explorers of Arden Vul, with whom we were already on bad terms.

Hobbits, demons, elementals... and a band of plucky heroes!

In the passages we plundered the tomb of a champion of Set, obtaining magical weapons and armour, as well as the champion’s loot, the bones of a saint. We returned to the Great Chasm, with hobbits camped on the other side, a statue of Thoth, and a narrow bridge. We tricked the little freaks into believing that we were slinking back into the passages, but we returned to the scene by a side passage, covering our lights. We knew about the statues of Thoth, and that by moving their jointed limbs, secret passages would be revealed. Perhaps a way out could be reached this way? There was indeed a secret door, but from the other side a terrible Ibis demon emerged, stunning the party and hobbits alike with its screech. We made a desperate escape, dashing across the bridge, menaced by the demon. Fortunately, the hobbit slingers also fell under its influence, and could not fire upon our ranks. We ended up in a dusty and undisturbed room... but it soon became clear why hobbits don’t come here. An air elemental (?) emerged from the dust, attacking the company. We ran on, because the fight proved hopeless, but the bold and reckless Devara (I think) snatched a magical halberd from the wall, which became our valuable treasure.

Escaping from here, there was a one-way secret door, but beyond that, a real ray of hope: familiar rooms near a spiral staircase leading upwards! Returning to one of the entrance levels, we crossed over to the surface (again avoiding the giant snake lurking there), and entering the ruined city, we could make our way towards the Inn of the Broken Head – losing only one follower where we could all have easily perished! And we didn’t do badly: the magic purse alone brought us 30,000 gp in the town of Gosterwick, and we also gained other treasures and good magic tools.

I’m now starting to get a deeper appreciation for the Anabasis.

Exiled to Fomalhaut

27/07/2026 EMERALD SEAS 

News from the Seas of Fomalhaut! Feted in the city of Thisium, and exiled to another world by the jealous gods for the crime of saving it, a group of adventurers found themselves on an island coast, under a foreign sun. Nearby, another group was clambering out of the broken wreckage of a large glass sphere, transported here from distant lands. Banding together, these survivors sought shelter and an indication of their whereabouts. They were on the bottom of a wide flowering valley, and up there were the ruins of a megalithic settlement, apparently uninhabited. To the north and south lay mountains, and they headed N to climb the tallest peak they saw. Through an oak forest, they climbed to a ridge, where a paved stone path led to the wind-caressed summit. Flowers grew around an old altar, and a dazzling panorama opened around them: wine-dark seas below, a distant shore to the NE, and a mountainous isle around them. Two landmarks stood out: a crater on a nearby mountaintop, and a distant tower to the SW. The altar bore the symbol of a disk with swirling protrusion, identified as a possible symbol of Derceto, and left well alone.

They descended to the abandoned village, where they made camp and shared sparse rations. The next day, they got to exploring. Up the valley was an old, walled orchard, where they picked abundant fruit; and a ruined little shrine with no symbol to identify it. Eriberto Barrella heard something skittering inside, and by the webs, suspected spiders. As the interior was empty save for a defaced altar and a looted treasure-pit, and Ser Narvi’s magic sword indicated no treasure, they did not search further. They travelled west through a pass, overlooking another valley. Forests of oak covered its terrain; they could make out the tower across, a vineyard with a tiny hut, a star-shaped mound in the middle of the woods, a grassy northern mountain valley with small mounds northwards, and to the south, an inhabited little settlement with a port!

They decided the small hut in the vineyard was less risky than the settlement, and headed across the woods to reach it. The grapes were badly tended and overgrown; a decrepit old man snored in drunken stupor by the entrance, cradling an empty jug. They roused him, and he introduced himself as Proxenos, who has been tending these vines for most of his life. They were on The Isle of the Intangibility, just southwest of the town of fair Thellas, and far northeast of Arthedon. The little settlement was new, and Proxenos did not much like its rich inhabitants, who chased him off and did not buy his wine. As for the tower, it was now inhabited by a hydra (the drunk vintner’s account was not completely reliable about its number of heads). He also told of graves in the northern valley, and this became the company’s target. The burial mounds bore memorial columns and the names of heroes; wild sheep grazed on the slopes. They made their way to a set of double stone doors in the mountainside, bearing letters: “ADRASTUS OF ARTHEDON: BY HIS HAND, EVIL WAS UNDONE”. The doors were heavy, but Giacomo and Clotilde, who had both won 18 STR in their adventures around Thisium, threw it open. They found the tomb of a hero; Brunello seized a magic sword that unsuccessfully tried to control him, and the rest carried off electrum, gold, and gemstones from brass cauldrons.

The Tower of the Labrys
(artwork by Dreadlord)

Fighting off three mountain lions trying to attack from an ambush, they headed for the tower they had spied from the pass. It was a round megalithic structure, bearing the sign of the labrys above its open gate. Large tracks and scattered bones indicated the presence of the hydra mentioned by Proxenos. The beast was devouring its prey inside, and a stratagem was hatched. The thieves carefully climbed up on the sides, and occupied firing positions on the top, while the rest approached carefully. Out came the lumbering hydra, its nine heads sitting on long, slender necks. It charged through a web spell, and would have mauled Giacomo if not for rolling 1+1+1 on a damage roll of 3d6! But surrounded from all sides, it was defeated, although Rembault the hoplite was only saved by his shield, and others by magical shields also. The tower held no apparent treasure, but Ser Narvi’s sword indicated a hoard down below. Clearing away bones and rubble, they discovered a stone plug, and pivoting it outwards, a hole leading to the top of a domed chamber in the tower’s foundations. Dhazmadar the Dastard slid down boldly on a rope, and lit a torch. Behind a locked portcullis was a short passage, then a small chamber where glittered sizeable brass amphoras, a large gold plate, and piles of silver ingots. He called to his companions and set to work on the lock. Something clicked in that cursed mechanism, and counterweights creaked in the wall. A massive stone piston slammed down, inflicting a possibly mortal wound on the thief, and sealing the treasure-chamber with its tremendous mass. The victors of the battle considered their next move in the ruined Tower of the Labrys...

Another Place of Exile

28/07/2026 EMERALD SEAS

News from the Seas of Fomalhaut! Banished by the vengeful gods into a strange world, Aufidia Corvina and her bodyguard Dorvo found themselves on a wooded island shore. A minute later, they saw another group appear out of thin air: a group of adventurers caught while trying to plunder the villa of Flandor the Glyphic, and banished here as a form of punishment. With united forces, the adventurers explored the nearby shores, and discovered a wrecked fishing boat, seagulls feasting on its rotting catch. There were no people here, but they found a pair of sandaled tracks climbing to the wooded plateau on the northern end of the island. They followed them. To the south rose mountains too hard to climb, and nearby were cliffs with several birds’ nests. Egeria used her speak with animals spell to seek information from a songbird, who reported that beyond the mountains was a valley where lived many „big eats”, no friends to the birds. A nearby building was inhabited by a man who was no bird-friend either, and the same man also lived inside the valley, but there, he was friendlier (these, they took for twins or clones). With this knowledge, they headed for a thin plume of smoke in the centre of the plateau. They discovered a conical hut inhabited by a wretched castaway, Crabmeat, complaining of getting stranded from a ship. There were bad signs around this man: a symbol on the cottage lintel was suspiciously similar to that of Shakkur, God of Beggars, and something about his demeanour was quite off-putting. Nevertheless, they learned of a village to the south, and after resting the night, set out to learn more of this island.

On the western shores, they fought off two mountain lions, but found no path up to the mountaintops – although they spotted strange geometric structures on a tall peak. By noon, they reached a wooded plateau at the island’s southern tip. In a large clearing, they came across a pack of wild dogs around four circular pits. Half the animals were slept and half fled from their presence. The pits were deep, constructed from a dull, grey seamless stone, partially filled with rainwater, and overgrown with vegetation. „Fishing” with two coils of rope and a stone with a light revealed two pits to have carnivorous vines of some sort, and tossing in sleeping dogs confirmed the suspicion. For now, they left the place well alone. To the north, in a saddle among the mountains, they spotted what they sought: a village of crude stone huts. They marched up, and were greeted by a group of frightened villagers, who suspected pirates or slavers. These simpletons no longer went to hunt and gather food in their valley, as a year before, its patron deity, the God of Red Effigies disappeared, and strange things started appearing down there: weird red trees, and things that took those going down there. The company offered to investigate in exchange for food and shelter, and the yokels almost kissed their feet in gratitude.

There was time for a short foray that day, and they descended towards a group of red trees. They were red-leafed and spongy-trunked, with twisting roots: clearly alien in their looks. Among the trees were wailing and moaning sounds, and they saw light phenomena – fractures of space, and some great lumbering beast prowling at some distance. They crossed the area to a graven monolith. A kaleidoscopic stampede of alien animals rushed towards them out of thin air, and they stood their ground to what they believed an illusion. Alas, the things were real, or nearly so, and Skiluros the hoplite and Hara Kusunhr, Champion of Jeng were trod underfoot, never to rise again. The stone bore an inscription commemorating a beast-slaying hero, Pintias. Investigating the nearby ground, they found a patch of loose ground, and digging, a large, carved stone leg of red stone buried in the ground! On the way back to the village, Aufidia peered into the weird fractures of light, and seemed to glimpse elsewhere, a savannah of strange lights and unknown vegetation.

Among the villagers, they feasted and slept, and the next day, summoned their foreman to ask of the stone leg. The man seemed guilty as hell, dissembling and repeating only that the god disappeared from his shrine a year ago, before the strange events started. Now they grew suspicious. Examining the stone limb, it seemed relatively recently buried, and its colour was similar in colour to the patches of red trees in the valley. They descended anew, avoiding the woods, and heading for a white limestone pyramid. Peering inside through a portico entrance, they spotted a group of 8 hovering, fungus-like creatures prodding around with weird metal objects in their appendages – as they were not noticed, they withdrew quietly. They continued to a large metal gate standing near another patch of red forest. Through it, they saw a barren landscape of shar light and shadow pockmarked with craters and boulders. Shaggy grey vegetation grew on top of the horizontal beam, which Dorvo prodded with his fiery sword; it in turn moved, unfurling into a massive, flapping fungal creature with long masses of filaments. In this battle, Kron the Hard was grabbed and drained of his bodily fluids, which healed the terrible fungal thing. At last, it was defeated with concerted effort; and the survivors carried the body of their fallen comrade back to the primitive village. In two days, the valley has claimed three victims. The adventurers considered their next course of action...

An Expedition to Nightside

02/08/2026 FOMALHAUT 

News from Fomalhaut! Far beneath Diomira, in the giant cavern system lit by pillars of artificial light, the company enjoyed the hospitality of the amazons of Grandiose Shield. They were summoned by one of the citadel’s military commanders, Orlane Damas, who would speak to them at a private audience. She shared that Lady Yvin Lar’s younger sister, Auwyn Lar, had led a force of amazons into the lightless caverns of Nightside, and never returned. Orlane told them Lady Yvin was privately very worried, but had to forbid a followup expedition to preserve Grandiose Shield’s strength, and out of her sense of duty – but they could be of help in finding her, alive or dead.

Thus they set out from the citadel, travelling across plains and woods to the massive gap that led to Nightside’s barren expanses. Fungus forests grew in this realm, and nameless, formless creatures skittered about. They headed westwards, eventually coming to a place with hundreds upon hundreds of statues, depicting humans but odd in their appearance. All were of white, crystal-veined marble, looking NE. Some looked intriguing, and Murat the Etunian approached one with a conical body and tapering head. As he did so, 12 more of the same statue appeared all around the company, as unmoving  as before. Creeped out, they departed quickly, and followed the way the silent sentinels were looking. After more travel, they came to one of the grand pillars of light seen in these caverns, but the crystal and metal structure was dead and lightless. They went west and rested (although there was neither day nor night), avoiding eating the nearby mushrooms.

The next day, they continued, and found a marble pavilion, the nearby fungi patches hiding decaying corpses – some of weird, pale, sickly-looking men, one of a dark-clad fellow in a fancy hat, and others with flabby, doughlike bodies and weird stumpy legs. In the pavilion stood a golden statue with two faces on its head, set with four red ruby eyes. Upon approach, it let loose arrows at an incredible rate; they rushed in and destroyed it, only protected somewhat by their good armour. They took magical arrows, and some equipment from the dark-clad man’s corpse. West of this site, they came across a river which disappeared into yet deeper Underworlds. North they continued. The earth shook; there were tremors, and a massive purple worm emerged from the ground as they ran towards a patch of fungus forest, disregarded by the tremendous creature. Now they followed upstream, steering clear of the worm’s suspected domain. Beyond a fork in the river rose a crude ring of 50’ monoliths engraved with whorl-patterns of astounding, fractal-like complexity. Approaching, they spotted a stone altar too, and observed a group of the weird, flabby creatures coming from another side, bearing baskets of roots and stoneware jars of paste. Unnoticed, they watched them conduct some sort of ritual and depart, but finding nothing to do here, left on their way as well. To the west, they saw the illumination of Lightside, and headed that way, camping by night on the boundary of the two domains. From the shore of a clear lake, they heard roaring sounds, splashing, and saw flashes of light – but they were unbothered. The next day, they ventured a bit inwards, encountering a hunting party of amazons from Grandiose Shield, who had lost half their number to the flabby creatures whose corpses they saw. After exchanging news, they returned to Nightside. They trekked east now, across a land of rivers and fungus forests, lucky with the random encounters.

The fungi grew sparse, and they were on barren open plains. Far away, they spotted something: a citadel floating 600’ above the surface, its bold towers lit here and there by lights above its complicated parapets. Underneath, a garden of unknown leafy plants covered the land. The garden was a place of winding paths, short stairways, fountains, and sundials standing in this place without light. Enigmatic statues with the bodies of birds and the faces of men watched them without speech or movement – Bocephus detected them as magical. As they found no way of reaching the flying citadel, they decided to circumnavigate the general area. As they did so, winged beings descended from the parapets, circling above them at distance, and returning to their roosts. Something else approached – a hoverpod, this one of transparent crystal, bearing two figures! One was an elegantly dressed man, the other a white-armoured amazon – Ysfaud the Sorcerer and Auwyn Lar!

Ysfaud spoke to them in a sonorous, amplified voice from above, and welcomed them to his lightless lands – he knew they were from beyond the sky, and even Diomira, and he knew their names and of their coming through his channels, but not their purpose. Now they spoke of the conflict outside, and the plans of the Uttermost Masters to subjugate the surface cities. Ysfaud was visibly surprised by their mention. He had met them previously, not on entirely friendly terms, and had knowledge of them and where they resided – potentially very valuable information to the company! It turned out Ysfaud also had something he was seeking. He explained how, although he was the master of Nightside, he was trying to figure out a way to turn back on the pillars of light in his domain. While his knowledge seemed incomplete, he explained the pillars were connected by some sort of waves, unlike those of the sea, or that other sea beyond the skies of the surface world, but the unseen forces of the Underearth. There could be some way of linking back the dead pillars to the lit ones through tripod-like amplification devices. However, these were kept by the obstinate amazons of Grandiose Shield, who did not treat with one whom they deeply distrusted.

Ion suggested a stable future alliance might eventually emerge if Nightside was lit up. Here, Auwyn Lar could play a key role by convincing her sister and the war council that they could gain security as well. Lady Auwyn, previously quiet, agreed to write a letter and send her gem helmet as further proof of her identity, but warned that some around Yvin Lar were sure to reject any offer, while her sister was duty-bound to Grandiose Shield and consumed by pride. She herself only came to trust Ysfaud after her war party was massacred by the flabby creatures, and the sorcerer eventually rescued her with his hoverpod. This was not going to be easy. Still, they accepted this basic plan. Ysfaud and Lady Auwyn boarded their hoverpod, which rose towards the flying citadel, settling on the top of its tallest tower.

Embarking on the journey back towards Lightside and Grandiose Shield, the company discussed the implications. Ysfaud knew much, but it seemed his control of Nightside was far not as firm as it might be thought. The amazons would probably believe something was off – and was it? Was Lady Auwyn charmed? There were no obvious signs, but it could not be ruled out. Or did the sorcerer plan the ambush on her amazons, and mount a rescue precisely to gain her hand as his queen? Would the amazons really reject an opportunity to bring light to Nightside? However, one thing was clear: Ysfaud’s information seemed well worth it, and their primary loyalties were to the city-state of Pentastadion, and the security of the coastal cities!

The Pleasure Resort

03/08/2026 EMERALD SEAS 

News from Emerald Seas! In the Tower of the Labrys, the slayers of the hydra looked glumly upon the badly wounded Dhazmadar the Dastard, and the massive stone block that had sealed off the treasure chamber. The thief needed healing. They took him down to Proxenos’s cottage, where he hung between life and death during the night. The next day, seeing no other way, they chose to head for the small settlement they saw from higher ground. On the way through the woods, they visited a star-shaped mound they also saw from afar. It was overgrown with vivid flowers, and topped by an eroded stone patterned with several small interlocking circles. They continued east, emerging on the boundaries of a neat little colony where liveried servants were busying themselves around recently built houses.

Hoplites stopped them to inquire of their purpose, but they were convinced of good intentions, and as they sought a healer, they were escorted to Uzalton, a severe, tall man skilled in such arts. Dhazmadar survived the surgery he had to undergo, and did not even require anything more than a few hours of rest. Now, with wine from Terlank and fine food, they were introduced to the colony’s other masters, potentates enjoying the reclusive pleasures of their own retirement community. Here was Androtion of Akrasia, a gruff magnate who had just sold his shipping business (and gave them startup advice to invest in a penteconter and get hustling – they could retire like him in 10-15 years!); Lorkhan Varx, a suave fellow temporarily retired from business „but still in the business”; and Hethak of Propyla, the inheritor of a grain fortune, a regular Adonis playing a begemmed harp in the company of four tanned beauties. As for Uzalthon, he suggested that if Dhazmadar wanted to thank him, he could do so in the town of Thellas by retrieving an enchanted mask once owned by Ouvoreon the Sensualist, whose walled-up palace stood there still.

To begin their business career as Androtion suggested, they advanced a proposal to hire some of the servants and borrow tools (abundant from when the colony was constructed) to dig up the star-shaped mound. Lorkhan Varx, driving an expert bargain, agreed on terms of 2 gp per worker per day, and 15% of treasure if any were found. The work crew set out at once through the woods, excited about the possibilities. At the mound, Ser Narvi produced his sword and to the others’ astonishment, surveyed the mound for treasure, detecting none in range. Nevertheless, the crew started digging, while half the party snuck off „for some wine”, but secretly stealing mattocks and picks to head for the Tower of the Labrys. The rest of the crew worked into the evening, and finally hit a wall – there was something under the flowering earth mound! The other crew climbed up to the tower, shooing off some pterodactyls feasting on the hydra’s corpse. All but Eriberto descended, getting to work on the stone slab. Eriberto, trying to keep the pterodactyls at bay, hurled them some meat, but the evil things saw him a better morsel, and chased the old nobleman, who, wounded, had to flee to safety with his boots of speed. They worked late into the night, and broke the stone. Now able to access the tower’s treasure chamber, they found amphoras overflowing with gold; amphoras, jewels, 100 silver ingots (very heavy), and a magic ring. Content, they went to sleep among their hard-won treasures.

At the mound, after the night, the other crew broke through the wall, and Maglor cast light through the opening. There was something horrible in that well-buried chamber, a dark, tentacled monstrosity with a great maw that came charging, battering down the wall with its sheer bulk. The workers fled in panic. The partial company met the horror in battle, and slew it with some difficulty. The way in was now open. There was no treasure in there, only a dais bearing the tentacled disk seen on the altar on the mountaintop, and ancient glyphs: „THE GREAT MOTHER BURIED HER CHILDREN. IN HER GREAT VAULT THEY HAUNT STILL”. This came with interesting implications. Was another such horror buried beneath the weird red tree they saw on the mountain slopes? A dungeon beneath the place? They found nothing more here.

However, they had the workers’ discarded tools, and now they took wheelbarrows and burlap sacks to plunder the tower treasury at leisure. They brought brass amphoras with much gold down the mountainside, and buried it at the edge of the forest where the tomb treasure was hidden previously. The silver ingots, a more modest find, they took back to the hedonists’ colony in triumph, earning much fame and praise (indeed, the impressed beauties around Hethak immediately swarmed the newly arrived fighting-men), and netting the magnates a small bonus and a tale worth telling. Conferring with Uzalthon, they came to the conclusion the site was sacred to Derceto, the Dark Mother, dweller of deep underearths. This caused some disquiet among the rich residents, and except from Hethak, they got cold feet about further exploration, fearing something worse might be disturbed. But the adventurers were thinking of something else. In a few days, a supply ship would come to the colony, and they would sail with it and some of their loose funds, to buy their penteconter in the town of Thellas!

The Mysterious Valley

03/08/2026 EMERALD SEAS 

News from Emerald Seas! Heading back from the valley to the primitive ridge village, reality fractured before the adventurers, and disoriented people appeared – new companions who joineds them at once. „They have changed in the valley”, the superstitious villagers muttered as they saw them return with these unknown people, and without those slain. From the village, they climbed to a nearby peak, where they investigated a dolmen graven with constellations, and saw a panorama of the nearby islands. Large pteranodons were also spotted on a roost on the valley’s eastern cliffs, safely distant. Now they descended to the valley, and headed to the lunar gate where they fought the weird fungal creature. They entered the nearby patch of red forest. Reality was crisscrossed by fault lines, and space divided into pools of intense light and deep shadow. They found a large, gnarled red tree, and seeking among its roots, dug up a red stone leg, buried in disturbed ground. This they took with them. Back in the normal oak forest, they encountered 5 weird plant creatures, peering at them with several googly eyes from clusters of tendrils. They were not hostile, and they withdrew without issue. Returning to the village and hiding the leg from the locals, they spent the afternoon building rafts for their eventual visit to the lake.

The next day, they embarked on another foray. They were barely back in the valley when they met four weird creatures, tall humanoid moths clad in leather harness and brandishing exotic halberds. Communicating with gestures, the adventurers indicated peaceful intent, and so did the mothmen. The sides parleyed as the mothmen inched closer, then sprung to attack, shaking their winds of choking dust to immobilise much of the company. A sleep spell took care of two, and two more were killed in melee. They took their weird halberds and other odd items – bags of yellow-green crumbles and tiny brass tubes.

They made a return visit to the white pyramid in the valley centre. The floating fungus creatures exploring it were gone, leaving no trace of their visitation. The place was an auditorium, and checking the flagstones, Aufidia found loose ones, beneath which was buried treasure with gold plates, a gold-headed mace, and a block of meteorite iron, known to be useful in manufacturing magic armour and weapons. Beyond the pyramid, the old road led to an area paved with limestone blocks, demarcated by broken columns, which Aufidia believed to be a forum. There were slight tricks of light in the air, but hardly visible in intense sunlight – perhaps better for a night outing. They proceeded along the road, passing a bronze statue, then halting on the precipice of a deep chasm. The gloomy pit dropped 180’; 120’ down, a solid stone bridge crossed it between two large tunnel entrances. Ezor the Eel rappelled down, and saw that the SE one had collapsed, while the other was blocked by a pair of massive metal portals that looked immovable. He returned to his companions. Investigating a cave to the NW, they found a looted tomb with animal bones, but not more. From here, they proceeded to the northern parts of the valley. One section to the west was heavily overgrown with a mixture of the red trees and some sort of purple, clublike growths, which also clustered in a group of their own. Leaving them well alone, they headed for the eastern patch of red trees, where they had seen ruins.

In these woods, the red trees followed their movements with peering, sinister eyes, and as Dorvo waved, he heard an ominous voice in his head: „Do not interfere. You saw nothing.” Here was also one of the giant trees, but they checked the ruins first. The walls were overgrown and dilapidated, but this seemed a shrine indeed. A central chamber had an altar, an empty dais where a large statue might have sat, and walls marred by ugly graffiti depicting a rag-wrapped hand – the sign of Shakkur! The theories started to develop. Perhaps the statue would need to be reconstructed on the dais, and perhaps it was broken apart by the villagers, who were given evil advice by the hermit they had met. For now, they returned to the forest with watching trees, and dug up the roots of the largest, finding a torso and a crude, ugly head. These they hid in the ruins.

It was dusk, and they followed the road back towards the forum where there had only been figments of light before. Now there were 22 apparitions there, men and women clad in elegant if old-fashioned garb, engaged in silent debate they could not understand. The warrior Delo Phazerus stepped forward, introducing himself, and the apparitions looked back at him. Finally, one of the women stepped forward, and spoke in a sonorous voice they could hear clearly: “The God of Red Effigies, the God that shall be after us, rules the island still in your time, though he is not one, nor does he sit in his shrine, as he will after us.” Then the transparent shapes from beyond time were gone, and there was only the silence of the moonlit agora and the whispering trees. The adventurers headed back along the path, and through woods into the primitive village.

The Riders of Doom

09/08/2026 FOMALHAUT

News from Fomalhaut! Glory and death in the wastes of the Batrakasz, in the accursed city of Vermath, destroyed for its ancient blasphemies! After previous victories, 4 adventurers and 8 followers boarded Bargemaster Mulk’s vessel to sail up the Xemartes. Three days they travelled, and at night, they sailed by the ruins to lay anchor near a ford. Sneaking into the city under cover of darkness, they were beset by shadows, which left some in the company drained. Nevertheless, they descended underground, and chose to descend to the lowest level to seek the sword of Prince Philosir, lost in a lightless lake. They followed known stairs, dispatching random encounters, and on the middle level, they crossed a stone bridge above a yawning dark cavern. Shadowy priests and a spectral figure appeared to demand a token of their faith; producing an amulet of the Seal pacified them, and they passed. Beyond a sequence of meditation chambers, stairs led up to abandoned passages; some connected back to know parts, and some led to a maze of rooms, and the lair of a hermit who sought holy inspiration in this place of evil. Taking some advice, they decided not to investigate these areas further, but return to a known stairway down to the lowest level. The way led to the bottom of the cavern, and before something surprising: a smaller replica of the pyramid in the middle of the ruined city, but built of white alabaster, stairs spiralling up to its flat top. Climbing it, an invisible force attacked, hurling some off the sides, but producing an amulet and speaking the word of command learned from the high priestess’s shade let them pass. On the top, an altar was found before a bas-relief of the Seal. Ozmund sacrificed some incense, and a Presence tried to possess him, but he fought it off. Now the darkness and roof of the cavern parted before his mind, letting him view a myriad stars as if in divination: and he asked for a sign leading to Philosir’s sword. The insight pointed southeast, and there they proceeded.

The eastern end of the cavern was carved into a massive columned entrance, bas-reliefs of warriors shown sacking cities under a comet on its friezes. They entered into a great, empty hall, where stairs led up to a throne room, the desiccated husk of a cultist enthroned in the seat. Carelessly, they did not notice the fuliginous black thing lurking above them, which stunned some with a resonant moan, and tried to paralyse and dissolve others with its cilia. Putting it down, they examined the throne more closely, finding a catch to lower it to an under-chamber. This was a looted treasury. Everything was gone, except pieces of scrap armour, two stone warriors, and an empty pedestal. Yet detect magic found a snake-haired woman’s stone head, and this they carefully bagged.

From the throne room, they now went south, entering a natural cavern filled with fungi. A dark, placid lake had a small isle with a pyramidion rising in its middle, and a 15’ bronze hoplite standing before as its guardian. This was the place indicated by their treasure map! In a side-cavern, they had to fight a giant slug, which almost dissolved Ozmund with acidic spittle, and nearly crushed Bloody Tusk’s companions. The coast clear, they used detect magic to seek for the blade. There was magic down the pool, but not even a light spell could let them see anything. Iphigenia the Amazon agreed to swim down. She felt around on the bottom, seizing STRIKER, Philosir’s previously invisible sword, which burned with magical light and possessed her. She swam up, but by then, the bronze hoplite animated, wading ashore while blasting its opponents with magic rays. Fortunately, its attacks were poor rolls, and it was destroyed. Iphigenia emerged with the sword, commanding the company to obey her. A hold person held her fast, and they removed the chaotic sword from her hand, for now wrapping it in cloth. They turned to the pyramidion; a knockspell opened its secret door. The interior was the grave of an armoured warrior and a storehouse of treasure. Removing the warrior’s plate, the shade of Prince Philosir rose, pronouncing a terrible curse on Diogenes the Thief to be pursued by enemies.

They pressed on westwards from the caves, through stairs and passages, to a water channel from a waterfall. Diogenes was almost swept off, but he was saved with rope. Further on, they entered a large columned hall. Enormous, muscular marble torsos stood in deep water. Diogenes dived with the help of Purple Rien’s levitate spell. He saw the dark shape of a 8-headed hydra swimming up towards him, which surprised the unlucky thief and tore him limb from limb. Low on resources, they retreated to the throne room’s treasury to rest. Renewed, they returned to the hydra, which they lured to shore with a light spell, and then killed in combat. Diogenes’s henchman, Diomedes, who had decided to carry STRIKER, sought to impress by diving into the water after the sinking corpse, and hurling the blade into the beast’s heart, as the blade had spoken to him. The sword turned into a lightning bolt, which caught the submerged thief in a deadly electric discharge, then turned back into a sword and sunk to the very bottom, temporarily depleted of magic. The survivors retrieved what treasures there were in the pool – STRIKER, Diogenes’s kit, a magical horn, a medallion, a suit of plate, and a massive golden sun mask of incredible value. These treasures were good enough to return to town with. On the way back, they fought a weird mist monster, fireballed fanatics, but returned to the ruins without much trouble. They travelled to the ford to rendezvous with Bargemaster Mulk’s crew. They found the ship on shore, its men massacred, the bottom hacked with axes.

They began the arduous trip back home through the wastelands, but the boatmens’ slayers were there waiting. The RIDERS OF DOOM galloped across the plain with 80 nomad riders, led by the great warrior Almorik Tharg in dark plate and a horned helmet, and the Evil High Priest Kushamesh behind him. A lightning bolt fried some warriors, while their crossbow bolts did miraculously little damage. Even so, the company would have been surrounded and massacred. In a desperate bid, Bloody Tusk raised the unknown magic horn and blew. Waves blasted the front ranks of the charging horsemen, throwing mounts under each other, and blew Kushames’s head right off! A terrible melee ensued where no quarter was asked and none given. Almorik Tharg was caught by Ozmund’s hold person, fell from his horse, and was trampled underfoot. Abdul the Faceless was ridden down in the charge, while the horn blasted another column. Octavio and Horatio, veteran bowmen, were hacked down by the fury of the nomad warriors. And fair Iphigenia, Bloody Tusk’s fighting companion on so many adventures from mighty Velkos Vel to the City of the Ape-Men, was beheaded, and the barbarian took terrible revenge on her slayer. To the last, the 82 men were slain, but of the group that once numbered 12, only five now lived. They buried their own dead, building a pyre for fair Iphigenia. They took the 16 surviving horses, and rode back towards Glourm. In the wastes, they were attacked by a terrible chimera, whose breath killed Lightning the war dog, who had survived so many delves. The four survivors rode on. At night, they camped, but Bloody Tusk heard flapping wings and clucking noises at night – a group of 6 cockatrices! Leaving the horses to their fate, they quietly escaped with four mounts. Bloodied, dusty, and much decimated, they rode the whole day, until in triumph, they rode through the gates of the city of Glourm to sell their loot and be wreathed in immortal glory!

Thellas

10/08/2026 EMERALD SEAS

News from Emerald Seas! From the Isle of Intangibility, a group of adventures sailed to the city-state of Thellas on board a merchant ship. They disembarked along the long waterfront of an antique, elegant town of ancient beauty but crumbling appearance. They headed to Mighty Ellag’s Tavern, a port eatery, where they bought a round for all, and inquired about where they might buy a ship. The closest they heard was Macarias, a local shipping magnate; and they also heard some rumours – of precious musical instruments kept in Thellas’s Symposion, and the Palace of the Eternal Autocrat, found in the archipelago, from where adventurers have brough back a rich bounty. Meanwhile, the party’s thieves decided to follow a rich foreigner and his two elegantly dressed daughters through the streets, and to the agora, where a blind poet was reciting The Lay of the Nikareids, a classical epic. They made a large circle in the evening streets, observing a wealthy palace, but also buildings that looked ramshackle, and had their windows and doorways walled up. They also found a large building with no windows at all, immured portico entrances, and glass domes high up on its flat rooftop. Porters passing by indicated this was no place to bother, and they returned to their companions to have a night’s sleep.

The next day, they noticed a commotion in the harbour. One of the elegant pleasure barges, belonging to Phartasmos a venerable old man from Pentastadion, was stolen in the night, and his secretary was raising hell with the guards. After talking with the irate secretary, they visited Macarias in his warehouse. He was a jovial fellow, happy to have heard of his old business partner Androthion of Akrasia, and would help arrange the purchase of a penteconter from Eranthos the Archaist, one of the local notabilties. He was incensed by the ship theft – not local work by his estimate – and offered to waive his intermediary fee for finding the stolen vessel. They visited the port’s harbourmaster (while Giacomo was called from a high window by two beautiful women calling themselves the captives of one Meles the Mummifier). Harbourmaster Chilon proved a friendly and sharp old man. Apparently, the ship had sailed out in the darkest night, without lanterns. It was not a very fast craft, and might still be found if it was hidden on the island. He indicated three possible hiding places along the shores, and the company set out at once to the eastern one.

Beyond cart roads and a small village, they entered rough terrain, and came to windy cliffs with narrow bays. Stairs led down to a boulder with old writing, deciphered as commemorating “the Lost God Neusthyas”, and something about his funeral. A cave entrance led inside, and they descended to a grotto with large, suffering stone faces. The faces turned to be meat-hungry giant brutes embedded in the walls, emerging as flesh and blood creatures. They were fought in the tunnel, and as one was slain, they got all cowardly, babbling that they were innocent, and didn’t eat the dead god, or if they did, only a bite. They gave up a cauldron of gold, and were chased back to their rest. This was not the ship, though, and they quickly retraced their route to the island’s southwestern shores. In an oak forest, they discovered a campsite where a ship had been dragged ashore and then put back on water; but the ashes were cold, and there were no other signs. It was already dusk as they returned to Thellas to hire a ship for the third locale. They found the Cuttlefish, a swift, shifty merchant ship which Hormouz the Thief recognised as colleagues of a sort. The captain, Darak Shul, quickly understood what they were seeking, and offered to join the hunt for a cut or (on a failure) a modest excursion fee. But this excursion was in vain too, and they found no trace of the missing ship in the night. The trail was cold – but new plans were emerging for their next foray…

Sunday, 26 July 2026

[BLOG] News on the March! Episode XVI.

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.

The Gates of Castrum Rapax

20/04/2026 THISIUM

News from the doomed city of Thisium! After the raid on Castrum Rapax, the adventurers met their army up in the valley, and devised a daring, if stupid plan to march down to the gates and demand the orcs’ surrender while their previous blow was still hurting, and sending in a strike team to cause trouble from inside if the move failed. As they approached the castle, they heard the sounds of horns signalling messages, and saw a group of orcs ride towards the southern mines on swift mounts. There were many orcs on the parapets now, the whole fortress on full alert. As their main force with the legionaries of the Imperator, the cavalry and ragtag light footmen of Sir Egmont Mouseburg, and the crack team from Ramondo Montefeltro’s fighting school gathered below the parapets, a team slipped down the ravine to the back entrance. Finding it deserted, they entered quietly, and met four trolls, who were placed here to stand guard. This was a tough fight where Flea the bowman fell, but fire and magic weapons (including a sword +1/+3 vs. regenerating creatures) proved useful, and Varanthus the Legionary and two men recruited from former prisoners proved their mettle. Going up the stairs, they found that their trap had burned out the orcs’ oil reserves – but also that the gatehouse was well defended by several of them at the ready, with even more within earshot. Narvi came up with an odd plan: take the statue with the bucket on its head from the cellars, carry it upstairs, and remove its bucket before the orcs, hoping for it to animate like the jester in the dungeons. Meanwhile...

...before the gates, the army stood ready. Maglor and Don Arduino Spezzaferro stepped forth under the white flag of truce, and called on the orcs to surrender and give up the fortress, as they have killed their leader. An orc, apparently of rank, laughed at this pitiful scheme, and pointed out that two orc lords lived still, including Trogfult, directing the defences from the parapets. Maglor raised the scroll of the most terrible doom, promising to use it if the orcs did not agree to settle their differences in single combat. Trogfult wavered, thought, but the repute of the four dooms were such, and the previous raid damaging enough that he did not risk a fifth and – barely – failed his morale check. Spezzaferro was chosen as the company’s champion, while on the other side, out came a nasty, large troll named Gront. Terms were negotiated: if the orcs’ champion won, the humans would leave the mountains, and Trogfult promised they would meet yet on the field of battle at Thisium. If Spezzafero did, the orcs would forfeit the castle and abandon their campaign against the doomed city. To sweeten the deal, Maglor suggested they redirect their assembled army against the island-republic of Arak Brannia. The two sides agreed. Trogfult called, „Let the WAR begin!” while Ramondo Montefeltro slipped a small black object to Spezzaferro, won on an adventure to the alien world of distant Fomalhaut. Gront the troll came forward, and Spezzaferro swept it with the fiery beam of the device. In the melee, the troll was ferocious, and wore down the fighting-man with its cunning attacks. Spezzaferro feigned to retreat, and blasted the troll’s head clear off with a precisely aimed shot. A great clamour rose among the ranks, and the duel was won! While evil, Trogfult followed a god whose ethics were not dissimilar to the Empire’s, and held to his word.

He agreed that the orcs would demobilise in the Thisium area, and give up Castrum Rapax to the united human forces, departing with their accumulated treasure. Troghalt, the third orc lord overseeing the mines, would join the campaign against Arak Brannia. Impressed by their bravery, Trogfult called on the men to join the orcish cause as worthy auxiliaries, and share in the rewards of the campaign – to which they, for now, gave a friendly but noncommittal answer. Among themselves, they discussed that the Imperator, Sir Egmont, and Ramondo would occupy the mountain areas, and make sure there was no further mischief against the truce on either side while the orcs passed through the countryside and lifted the siege of Thisium. The company would head back to town to prepare for tackling the final doom. Ramondo gifted the laser to Spezzaferro, although no more than three charges were left in it – but this was a worthy reward to the man who turned back an army! So passed the Doom from the Mountains. At this time, the city had 13 days left...

(Expected mass battle or a terrible massacre, got something entirely different. Damn, D&D is great for this stuff!)

Mapping the Passages

26/04/2026 FOMALHAUT 

News from Fomalhaut! Four adventurers (Vornak Wolf-Slayer, a Fighter-Thief and an of-world mutant calling himself a „half-orc”; Yorick the Magic-User; Harald the Northman Fighter; and Hiva Sati, a Cleric of demon-slaying Karttekeza) and ten followers sought treasure and adventure in the ruins of Vermath, a ruined city destroyed for its inhabitants’ blasphemies. News of strange pilgrims heading to the place, and raids by horsemen calling themselves the Riders of Doom had spread to the city-state of Glourm, and it was clear some old evil was stirring among the desolate walls. The adventurers hired a river barge and Bargemaster Mulk, who transported them up the Xemartes. They passed burned and plundered villages over the journey, finding evidence of attacks from both the land and water, but no living survivors. One night, locusts swarmed over them, but they were stopped by a wind wall spell. Finally nearing the ruins, they parted from the boatmen, agreeing to meet a few days hence, and proceeded on foot through open plains. Vermath’s ruins were mostly fallen walls, but they spotted a central pyramid, a ruined aqueduct, some intact buildings on the southern side, and, to the north, a watchtower with sentries. As they came closer, a swarm of pterodactyls attacked. Yorick blasted them with a fireball, killing many and driving away the rest, but alerting the city’s inhabitants to their presence. Yet luck was on their side: just close by, among the massive walls of an abandoned bathhouse, they discovered a recently removed stone disk revealing a hole opening to a great subterranean cistern, and a rope ladder leading down. The cistern was dry, and recent supplies were on the bottom – they would have company underground! After descending, they found a higher ledge on the cistern’s W side, leading to passages. Vornak hung back, listening to a group of riders who came to investigate. They spoke of their leader, Almorik Tharg, and of seeking the intruders.

They went westwards, and pursued a stray torchlight through the passages, then down some stairs to a lower level, hoping to catch a few „tongues”, but lost the trail. The passages were ancient and dry, although they came upon a large columned hall with a hot pool, apparently being used as a bathhouse by the new inhabitants. To the west, a chamber led to a balustrade overlooking a vast, dark cavern stretching below them. Descending a bit with ropes, they learned they were on parapets above a great portico structure, with a frieze on the pediment depicting chariots sacking cities below the sign of a comet. Exploring more of their current level, they came before a monstrous stone idol sitting in a massive throne, which called on them to come closer and learn their fate – he was a servant of the mighty Priest-King Pnakosek! Alas, Harald unwisely let it slip they were not of the faith, and at that, the enraged statue attacked. In the fracas, Hiva Sati’s follower Vashid (Fighter 3) was struck down and killed as they withdrew. They investigated passages to the S, finding stairs up and hearing a distant howl of pain from some direction. Vornak snuck upstairs, discovering a guarded prison; then returned to his companions. They went W, finding another guarded room complex – the city’s mysterious pilgrims were apparently well established here. For now, they withdrew. To the S, they found crypts leading to side-tombs guarding the disciples of Pnakosek, and an impenetrable force-wall between two sphinxes of black quartz. This, too, they avoided for the time being. Eastwards, a small room held a pedestal with an immovable, glowing crystal ball and frescoes of magi levitating similar orbs. Following a mysterious inscription, Harald placed abundant treasure on the pedestal, which sunk into the floor with the loot, fireworks erupted from the crystal (which remained immobile in the air), but nothing more happened. Was it a scam or an unsolved puzzle? They could not tell.

Eastwards, the passages led to a decaying hall of once-splendid mosaics crumbling from damp walls. Large crystals glittered on the opposite wall, and Vornak was almost buried under an avalanche of loose stone as he tried to pry them out. They also found a hidden chamber holding chests of rotting scrolls carrying disease – but deciphering the lettering on a scroll on a wall mosaic gave Yorick +1 WIS! Following the tunnels further, they found a chamber with a dark, bottomless pit. A powerful but badly tortured barbarian was tied to a T-shaped cross on the surrounding ledge. Freeing and healing the near-death figure, Aderbaal, they learned that he was also a treasure-seeker, ambushed in the ruins and brought here to be tormented by Velasca, a woman as beautiful as she was cruel! Swearing revenge, Aderbaal joined the company, outfitted with Vashid’s equipment. From here, they returned near the stairs they entered this level from, and went north. In a plundered crypt, they found a secret door in a sarcophagus, leading to natural caverns. In a grotto, Vornak was ambushed by carrion crawlers, but was saved by his companions. The grotto held a dais overgrown with fungi; scraping them off, they could pry off the beaten golden plating underneath – decorated with barbarous ornaments depicting evil rites. In a hidden cavity, they also found an unknown wand. Venturing deeper into the caverns, they discovered a chamber with a deep pit descending into a lower level. Northwards, they found more caverns dotted with a dozen varieties of fungi, but were attacked by a strange mist-creature. Once again, the *wind wall* spell proved useful to hold it at bay while they escaped. They searched some more of the cave system, and collected valuable crystals from inside a giant geode, but it was time to end the foray: thus, they returned to the surface, beholding dusk falling over the ruins. They left Vermath to make camp in the wasteland, plotting a new expedition...

Alcazar

29/04/2026–01/05/2026 OSR CAMP 2026

News from OSR Camp 2026, in the Land of Bears! I played in three games, although there were many more, from White Box Cyclopedia to Don’t Give Up the Ship (a pitched naval battle lasting late into the night), and much drink and oven-made meat. 

Four expeditions were conducted under the streets of shadowy Glourm, seeking entrance to the tomb of Alcazar, whose sarcophagus can be seen through a grille-covered pit in a quiet plaza. Gaining entrance through a cistern, the adventurers descended downwards until they found a chamber of strange one-eyed gargoyles. Opening a secret door, they fought a massive spider with skeletal limbs and a hypnotic gaze, which proved incredibly dangerous, but a magic shield was found. Bandits, following them from the surface, came to take their hard-won loot, but killing some drove them off. Retreating and resting, the group returned with a bunch of followers. Dodsword the Northman was soon taken over by his Chaotic magic sword after a quarrel, and spent the expedition as a bloodthirsty maniac. Continuing from the spider chamber, they entered an old bath, defeating a frog-crocodile hybrid. A secret door in the back led to caverns with stairs leading down to a purple mausoleum belonging to the Haruspex-Women. Opening the stone portals sealed with lead and wax, the mummified, goat-legged women awoke, but Xena the sexy Amazon Thief used the unholy symbol of Derceto given to her by the mansonesque Imperial Magic-User, Calaban, and commanded them to surrender their gold-headed maces and gemstones. Closing the mausoleum, they found a secret door in the further reaches of the cavern, stairs leading up to a chamber with an ancient brass pyramidion. Stepping into the surrounding circle of light, Dua the sexy cultist chick and Kryton the servant were struck down by magic missiles. The company retreated to the surface to rest and recover.

Deeper Below the City...

The third expedition was led by Xena the sexy Amazon Thief, as the others were resting. With newly gathered companions, they investigated the upper passages. Behind a new door, they found an underground storeroom, where a blind old slave Velothen was preparing opium-laced spice mixtures for the Spheroid Fish, an upscale restaurant. They gave him some food and took the pricy spices and drugs. They now went downwards, beyond the mausoleum cavern. A side-passage led to a chamber with architextural displays made by Diogoras the Architect. The strange, modernist eccentric told them a few things of the dungeons, and also spoke of the ancient past, which was the future, and how, in the future, this past would be brought back as Men returned to the stars once more, He also offered a reward for the trade secrets of his dead rival, Palbras, buried somewhere in the area. Departing, they went deeper still, climbing down into a cavern with a well. Diving down, they stole a pearl from a giant clam, but were attacked by a random group of 4 cockatrices. Miraculously, at least 5 saves vs. stone were made, and the monsters defeated. One was taken and sold at the night market. As they were running low, they made their way back to the surface, and splurged at the Spheroid Fish before their next adventure. The fourth expedition was a large and powerful group assembled from the people of the first three, plus new hires. Returning to the well chamber, they went W, entering a multi-level burial vault through a broken wall. Drawn by their loud speech, the spectre of the undead King Yadamnes appeared, and once they angered him, drained Barnabas the Fighting-Man of two levels before they fled. Choosing another way from the well, they emerged on the parapets of an underground palace, whose halls led back to King Yadamnes, a direction they chose not to investigate again. To the east, they went up stairs through plundered burial chambers, and finally saw firelight.

Where Are We?
Four muscular pinheads were roasting a goat below spiral stairs, and drinking wine. They ambushed and slew them. Following the stairs up, they entered a hall of giant columns, bisected by dark water. A skiff was on the other side, which they cleverly pulled towards them, and crossed in multiple groups, ultimately avoiding a ghoul lurking underwater. Stairs went further up. Through a trapdoor, they emerged in a small auditorium with an extinguished fire-cage, a wooden screen, and poles surmounted with silhouettes of various objects. In the adjacent room, they found cells with crazed prisoners raving about the „shadows on the wall” and seeing „the shapes and the Ideals”. They freed them, but they did not understand the concept of freedom, remaining in the comfort of their dark prison. The way up was an impeccably built spiral staircase, going past an entrance to the tomb of Palbras the Architect. Snooping around a bit higher, they saw this was a way up to the cellar of a nearby tavern, and even found a wine cellar. Alcazar’s tomb must have been nearby. They decided to see if the way was through the architect’s tomb. Opening the front door triggered a crossbow trap, which killed Hauler the porter. A trick stairway turned into a slide, depositing them between four columns, which turned into column monsters, and killed Theseus and Leon Ydas the hoplites. They looted the tomb, or what seemed like it, retrieving a wealth in false gemstones and gilded lead. Yet Alcazar’s tomb was also elusive, despite its direction being pinpointed with locate object. They dug through a collapse and turned a gang of ghouls with the symbol of Fedafuce, God of Commerce (“Begone, in the name of Profit!”) They climbed a vertical shaft, entering a chamber of columns with several small, many-eyed frog-gargoyles. The things animated, and were barely kept back with a web while they escaped through a secret door to a set of spiral stairs.

The stairs led up to a tenement building, and down to a secret door, and then... the storeroom where poor Velothen Was still grinding spice mixtures. Girding their loins, they returned to the gargoyle chamber, attacking them with fire and weapons, and eventually driving them fleeing with a blood-curdling battle cry. They descended the shaft, and followed a passage they thought unfamiliar, opening a wooden door... finding themselves once again in Velothen’s storeroom. The passages were hopelessly confused. Wounded, low on Hp and out of spells, they returned to the exit in the cistern. While Alcazar was long dead in his sepulchre, so near yet so far, it was as if they could hear him laughing in the distance.

(The last session, a late-night game stretching way beyond midnight, was a rather surreal experience. Everyone was dead tired at the last day of the con, and the players confused directions, hallucinated details that weren’t there, resulting in a properly weird fantasy conclusion. Maybe it was the opium-laced spice. While Alcazar was very close indeed, and they triangulated his tomb-chamber really well, his treasures remained undiscovered.)

The Underground Tower

03/05/2026 FOMALHAUT 

News from Fomalhaut! A new expedition descended beneath Diomira to crack open the secrets of the mysterious underground tower. They approached the massive, echoing chamber, the metal cylinder in the centre rising from unfathomable depths. They crossed a metal bridge to the southern double gates, then, using the mirror pattern, entered. They stepped into a hall of black marble, a translucent dark stele on its opposite side holding complex patterns suspended within. Ion examined them carefully, failing to notice the weird, fuliginous creature creeping above him, then dropping on him like a supple rug, and paralysing him with its cilia. The shadow-thing’s resonant moan stunned some others, but it was eventually defeated. Moving to the NE, they found another similar hall by the eastern exit. Impossibly white marble statues of distinguished men and women stood here, holding instruments of various types. The central one, a heroically proportioned bearded man, was identified as SOLON, the legendary founder figure of Fomalhaut, who took men to the stars in lost millennia. One statue was missing entirely from its place, identified as DORAXES.

They moved on, marvelling at a dark chamber with moving star systems on its domed ceiling, then found a different columned hall with geometric patterns swirling on its ceiling, and abstract geometric forms being displayed in large cubes which seemed like amber-coloured display cases. One was the hiding place of a starfish-like entity they found and defeated with ease, after which it was slowly sucked into itself, disappearing into nilspace. A side-chamber here hid devices of an unknown purpose, which they avoided. To the NE, a door led to a humid garden, its benches and tables overgrown with vegetation. Water cascaded into a small pool with yellow flowers – and Lilith identified them at once as a yellow musk creeper! Indeed, 8 zombies had to be fought, and the garden burned with flaming oil.

The zombified citizens of Diomira had some jewellery, but the price was found down the pool – a diamond-edged dagger of incredible keenness! Although there were two spiral stairs down they have discovered, they meticulously investigated the last room, filled with dusty display cases holding odd artefacts – disks of unknown material, avant-garde statuettes, papyri, a badly dissolved skeleton, and some alien-looking vases that somehow made their skin crawl. Here, the diamond dagger proved invaluable in freeing the valuable pieces and stowing them in the portable hole. Nevertheless, their activities attracted six mechanical men, metallic guardians attacking without fear and mercy. Kleombrotos had his helmet split, but eventually, the guardians were defeated.

They descended to the next level, into a marble hall shrouded in unnatural darkness. Abstract, translucent statues stood by the walls, but they spotted the two shadow-creatures lurking among them, and killed them with relative ease, followed by two more mechanical men arriving in. One of the statues in the hall had glowing nodules within it, and seeing that it was made of dark glass, it was cut up with the diamond dagger, retrieving valuable gemstones. A side-room held a muscular, faceless statue bearing a metal box on its shoulder. Kallimedon climbed up, discovering it had a hinged lid, and contained silver coinage. Further experimentation revealed it rendered whatever was placed in as weightless – despite its size (5’ edges), a valuable container. With these finds, they retreated... to find 5 mechanical men barring their way in the garden. This fight was a brutal combat of attrition, where Kleombrotos lost another helmet, multiple characters were close to death, and all their resources got depleted. Barely surviving, they dragged themselves out of the tower, and left the tunnels while they could – returning exhausted to their hideout in Diomira’s back street...

Last Call at the Isle of Horrors

11/05/2026 THISIUM

News from the coastal city of Thisium! The Amazon Prime, the swift-sailed magical ship stolen from the amazons, sailed out of Thisium, heading towards the eastern edge of the surrounding archipelago, and the Isle of Horrors. Here was a magical flask craved by the wizard Pantomorphus, who might help them with the Doom from the Seas. Approaching the volcano-topped island which had claimed so many of them, they climbed a sequence of antique stairs to the plateau beneath the volcanic cone. This time, there were signs of seismic activity, fumes above the cone, and ominous rumbles. They avoided the odd altar for now, and climbed a treacherous path to the top. Alas, the quakes increased, and they were caught in a rockslide. Varanthus the legionary (Fighting-Man 1) was lost along with his magical spear, and so were Giovanni the halberdier, Cosimo the rider, and Belvedere the war dog. The survivors proceeded, seeing lava in the crater, and a broken obelisk erected in the name of Teuthranes, a name entirely unfamiliar. Finding nothing more, they descended back to the altar. The split stone had no flask on it, but Maglor, figuring it might be in the crack, used phantasmal hand to rummage around. As the hand touched the stone, a great spirit of smoke and fire appeared, offering a bargain: capture the life of a mighty wizard in his enchanted flask within the week, and receive a boon and the location of a great treasure – but be turned to stone if it was not done within time! This offer aligned well with the company’s plans, and the bargain was struck.

They sailed through deep blue seas to the Isle of the Black Dogs, and rested on the ship. The following day, a smaller delegation was sent to the tower of Pantomorphus to work a trick. Pantomorphus emerged on his balcony with a retinue of his disciples and berserker bodyguards, and Maglor showed him the flask, inquiring of the Sea Doom in exchange for the enchanted item. Pantomorphus gleefully explained that there was no saving Thisium: on the appointed day, gasses from the dormant volcano of the Isle of the Black Dogs would flood the archipelago and coastlands with their maddening poison, and all not on higher ground would perish. (Indeed, wise Pantomorphus built his tower for this very purpose.) He theorised that a sufficiently powerful storm could blow the gas towards the open seas, but the weather was too calm this season, and only powers such as the distant elemental lords could produce something of this sort – but alas, not in time! Disregarding the adventurers excitedly talking among themselves, the wizard gloated of the hated city’s doom which had spurned and exiled him. Maglor offered up the flask, and with the phantasmal hand, floated it to the wizard’s balcony, carefully unstoppering it. With a shriek, Pantomorphus was sucked inside, and Maglor yanked back the restoppered flask, throwing it into the grip of Eriberto Barrella. They escaped under a barrage of spells, arrows, and maledictions, but, having a running start, shook off their pursuers.

A Musical Resolution

Boarding the Amazon Prime, they sailed to the nearby isle with a firm plan. Here rose the villa of the musician Falumfano, another Thisian exile. Above the balustrades and terraces rose the trumpets, turrets and drums of his mighty musical machine. Falumfano received them gladly, offering wine and appetisers, and inquiring of the northern campaign. He was less hostile to Thisium than Pantomorphus, and was presented with a plan: his musical machine, which could sink ships, could generate a windstorm strong enough to blow off the volcanic poison on the appointed day. To appeal to his self-interest, the adventurers also noted that his villa was not on high ground, and he would die like the citizens of Thisium. After more incentives, Falumfano gave his assent, and hinted that once this was all done, the Lyceum might be refounded somewhere outside the city.

Biding adieu to the disgraced genius, already working on retuning his colossal machine, they sailed to the Isle of Horrors. The tremors were stronger, and the cone belched clouds of sparks and dark smoke. They hurried up to the plateau, and presented the flask to the spirit of the altar. The dark entity took the flask containing the hapless magic-user, and made good on the deal, raising one ability score of all present adventurers to 18. In glowing patterns of light, he also drew a treasure map, identifying a site in the Cyclopean Hills, right in the middle of a circle formed by ancient roads, and marked by a lone cedar. The company departed quickly, and sailed away through the coast, just as the volcano erupted, and the Isle of Horrors was destroyed in the fiery inferno.

 Their ship laid anchor at the Wailwind, on the coast of the Bay of Pearls. News of large-scale orcish troop movements circulated among the patrons, while excited rumours interpreted the volcanic eruption as a sign of Thisium’s impending doom, not knowing that the last such doom had just been averted. The following day, the company bought horses, and headed into the Cyclopean Hills. They stopped at Villa Cardone, informing Ottilia Cardone of the good news about the orcish war and the Doom from the Sea – indeed, her hard-won manor could now grow and flourish with new tenants and skilled armsmen. They rode on, borrowing excavation tools, and eventually found the lone cedar among the hills. The tree was ancient, a thousand years or more old. Digging revealed a vault, then a buried secret room, filled with abundant treasure – 40,000 in both gold and silver! The saddlebags of the pack animals were filled to capacity, and they rode back to Villa Cardone in triumph, earning the hurrahs of the assembled armsmen.

There was not much else to be done. On Day 90, the originally projected date of Thisium’s destruction, they returned to a city gripped in the fears of the impending doom. When the Isle of Horrors was destroyed, there had been an earthquake, destroying the proud towers and cupolas of the noble palaces, and many other buildings also: but the city lived, and would live! News of the dooms’ passing spread like wildfire, to general cheer and celebration. A week of parades, plays, music and partying ensued, until Day 97, when the fate of the city would be decided. The scheme with Falumfano’s machine worked, and as the massive, long-dormant volcano on the Isle of the Black Dogs exhaled its poisonous clouds, they were blown away in a safe northern direction. Those who were close heard a rich symphony, composed by Falumfano, driving the clouds.

The assembled adventurers were hailed as the saviours of Thisium and heroes worthy of the highest honours. Wreaths of flowers were hung around their necks, and crowns of laurels, in the tradition of the old Empire, were placed on their heads. ..... They were floating among clouds, no longer in the midst of the adoring Thisians. Two splendidly armoured, familiar figures stood before them: Sir Drago, whom they had met in the Forest of Verrilli, and Kadorto, whom they had encountered on the Isle of Daphne di Leonti. They congratulated the adventurers also for their worthy deeds, on behalf of their own masters, distant but ever-watching. There was only a small problem... Indeed, the gods had decided thatwhile they were once heroes, they were now potential troublemakers, and very powerful ones at that. Therefore, it was time to say farewell, and never see each other again.

 Once again, they were somewhere else. They stood upon a desolate seacoast, not unlike the one where they have gone through so many adventures, with white rocks, hardy scrubs, and wine-dark waves. Yet something was off. The sun, shining above, was larger and perhaps of a different, more ominous hue. There was something in the minor details that was subtly different. The adventurers looked around their new environment, considering their next move...

THUS ENDED THE FOUR DOOMS of THISIUM

Beyond Thisium

The City-Machine

10/06/2026 FOMALHAUT

News from Fomalhaut! Returning to their occupied apartment wounded and tired, the company laid down to rest, but they were soon interrupted. The clamour of the crowd outside in the side-street grew and grew. A woman screamed something about the Anti-Prophet’s agents. Peering outside, careful not to be seen, Kallimedon saw surging multitudes looking for them with murder in their eyes. They quickly packed up and fled up to the rooftops to make their escape. The now familiar crossbow bolts came from behind them and the opposing building’s crumbling balustrades, the city’s brainwashed assassins closing in for the kill. Half of these were slain and two left paralysed as they escaped north, descending into an abandoned backyard as the crowds streamed inside the house to kill whoever they could, and burn the building. But the way was also blocked northwards, with a large, hysterical mob assembling before one of Diomira’s omnipresent black mirrors. They hid in a different building while these people moved south to participate in the arson, then, sneaking slowly through multiple buildings to avoid detection, they shook off the heat and went north to hide out in the Eternal Gardens. The place was mostly deserted in the evening, even the few picknickers heading home. They slept rough in one of the pavilions, narrowly escaping detection by a group of prowling Underdwellers sallying out to the city to capture live prey. “The enemy of my enemy”, someone remarked.

Before next sunrise, somewhat rested and healed, they descended into the tunnels to find the Uttermost Masters in the underground tower. The structure stood where it did, in the middle of the bottomless pit. The city’s assassins were there too, attacking from ambush with their crossbows. Aenara barely survived with the help of her shield before the cloaked men were swept away by a fireball that filled the echoing, cavernous hall with its detonation. But at last, they were in. Having explored the first level before, they went deeper, finding themselves in a hall with its walls hung with large dark mirrors. Kleombrotos stepped forward, through a barely perceptible red light beam, making two metal hemispheres descend from the ceiling, blasting them with laser fire before they were disabled. Bocephus studied the mirrors, and was almost overcome by intense feelings of despair and sadness, if not for his mind-shielding amulet. Another one transmitted feelings of joy and togetherness. Were these the mirrors to manipulate those in the city outside? They found minute controls in the mirrors’ rims, but could not make sense of their mode of operation.

A nearby room held tanks radiating terrible cold, and a side-room a golden disk engraved with strange patterns, a glass capsule holding green filaments they took for some form of projectile, and a liquid-filled machine. Another one was more interesting. It was unnaturally dark, barely illuminated by their light sources, except strange red lights in the ceiling. Metal trays on tables held glass sheets with depictions of skeletons and ghostly entities. To the south, a high-ceilinged, octagonal room way yet stranger. Above, in the light of a rotating spiral of light, dead bodies spun slowly in their strangely cut clothes and glittering jewellery, fine-featured and healthy-looking. Lilith tried to pull one closer with rope and hook, but was pulled upwards herself, and felt herself quickly fading before getting pulled back. Noticing a small dome on the ceiling, they started blasting at it, destroying two bodies with their valuables before hitting and destroying it. The bodies fell to the ground at once, and a secret door slid open. Four mechanical men came out, one with a laser sword in its hands that cut through metal as it did flesh. Defeating the guardians with relative ease, they gathered several valuables, the sword included.

Claiming this bounty, they investigated one more room on this level, but quickly retreated from a storeroom with corroded tanks overgrown with fungi that seemed to try and reach into their mind. They descended yet deeper into the tower, finding themselves in a sequence of passages. More mechanical men were defeated, and a room of strange mirrors with a purple glow avoided. However, the other way led to a hall decked with plates of iridescent metal, and lined with rows of crystalline display cases holding curious oddities. At the end, a stele blinked with several tiny lights. Diomira’s agents were here, attacking as the company split up, but this time, fate was on the intruders’ side, and the seven men were killed with ease. Examining the stele, they saw a myriad pinpoints of light in the vague form of a spiralling wheel within its smoke-crystal mass. Powerful twin gates lay closed to the east. The items in the display cases ranged from strange fossils to alien and unsettling glassware to a primitive bowl of beaten gold, an ominously glinting metal eye, a mechanical hand with a ring on it, a fine-looking belt, and more. A knockspell opened them along with the gates, and the treasures were collected. Aenara, who had lost her hand in a much earlier adventure, tried the mechanical hand, and found it the equivalent of a strong magical weapon.

A heavy door to the west opened into a lead-lined room with a pedestal holding an enormous gemstone, and glowing slimes crawling towards them – this was closed very, very quickly. The gates to the east opened into a chamber even more fantastic. Polished dark walls held massive black mirrors, blinking with an endless succession of glyphs and numerals. Hexagonal crystal columns rose from the centre, flashing with pulsing light. And there were bodies – human remains, charred and broken, still holding weapons and wearing bearded masks. They had found the Uttermost Masters they were seeking after all.

Ion stepped inside invisibly to investigate, and noticed three open secret doors, no longer hiding the massive, motionless war machines waiting behind them. „YOUR PREDECESSORS ARE DEAD. ARE YOU AFRAID?” The calm, even voice came from everywhere at once. The City-Machine was speaking to them directly. Surprised, Ion nevertheless spoke quickly by noting that they were seeking the dead men, who were also the enemies of the city, and inquired what had been known of them. The voice responded: they came to seize control of the Polis, which could not be allowed; furthermore, a different group was destroyed in a different section of the undercity, near a Uranomatafora gateway. Ion continued by suggesting that they were bringing news of disorder up in the city. The answer was calm as before: Diomira was in an optimal state for a population of 132,300 with respect to balancing comfort and internal tensions. When queried about potential mirror overexposure, the City-Machine suggested that there was a strong preference from the Polis average for comfort and easy living. Concerning long-term risks, it noted that downwards population trends due to environmental breakdown would reach a level of „ZERO – ZERO” in 621 years by current projections. The company withdrew a little to deliberate. Was the machine irrevocably hostile? Could it be readjusted? Would it keep sending assassins? Could it be destroyed, and with what consequences? They returned before its presence, making a case that they posed no threat to its mission, and requesting to retrieve the Uttermost Masters’ remains, and investigate the signs of their common enemies. To this, the City-Machine assented, imposing a grace period of 48 hours to depart Diomira as long as they caused no public disorder. The bodies they removed from the chamber held a mysterious letter in a scroll case – a clue, if faint. They left the tower, and climbed back to the surface to behold a new morning above the great city.

 

The Gateway

17/05/2026 FOMALHAUT

News from Fomalhaut! Using the 48-hour grace period offered by Diomira’s ARKHOCENTRON system, the company descended to the underground to find the other team of the Uttermost Masters, wiped out in a reconnaissance mission. They proceeded beyond the underground tower, and found themselves in a large, empty chamber with a bottomless abyss on one side, and a bearded statue pointing towards it on the other, an inscription reading “THE OVERSEERS SEE BELOW”. That’s when two inky monstrosities dropped down from the ceiling, stunning half the company with their weird sonic moaning, and paralysing Aenara and Meurios Andromakhos with their cilia. The monsters were defeated, but the two companions took time to snap out of it.

In the mean time, they tried the strange anti-gravity belt they found during the previous adventure, descending into the dark pit to explore what might be hidden there. A good 160’ below, they found two large metal spheres hovering midair, with inset doors that would not open. Bocephus descended, and cast his knockspell to throw them open. The first sphere was hollow, containing seats arranged in a circular manner, ancient skeletons in decayed garments, and a few odd items. Investigating the other sphere, he was glad he was not standing near its door when the spell went off: the interior was filled with yellow mould! Leaving it well alone, Pausanias was called on to descend by rope, as he was at least cursorily familiar with ancient technologies as a man of Mung. He surmised that the spheres were vehicles of some sort, and found controls too. Among the skeletons, he found a backpack which projected oddly shifting, chaotic images when worn, as well as a metal canister stamped with a simplified human face. He operated the controls, and after some experimentation, lifted the sphere and landed it next to the statue. Now that the paralysis had worn off too, they could move on.

In the passages to the south, they saw a group of floating amoeba-like creatures, but could pass them by without a confrontation. The way led into a chamber of ancient machinery crackling with lightning bolts, still working and humming under Diomira. Sticking to the walls, they moved south, ending up in a massive hall. Wide, collapsed stairs led up from an antechamber, while to the west was a great circular pit ringed by a ledge and massive columns. A broken bridge led to an opposing platform, where stood a large metal frame in the shape of an inverted trapezoid –  the gateway they were seeking!

Proceeding along the ledge, they found the corpses of the Uttermost Masters as well, lying as decaying corpses. But the place was not unguarded. From the abyss rose fist-sized eyes, many-many of them, moving in a massive swarm! A fireball from Bocephus swept away two thirds, but the eyes also started blasting, firing off magic missiles, hypnotic rays, and life-draining rays as well. One by one, they were whittled down, but the fight was a difficult one. Finally, they could examine the bodies, finding two swords that looked nice (Ion drew one, and found it both Chaotic and cursed), three potions, a stoppered jug that looked fancy, and some sort of weirdly notched metal bit. There was nothing more to find, and they didn’t want to test the gateway for now. Returning the way towards the exit, they explored some more: they found a domed room with a pool rich with algae and plant life, and another chamber with a pit. Here, corpses slumbered in crystal-topped sarcophagi, wearing golden „Σ” amulets. From a gas tank above descended a swirling pink mist, trying to engulf them. They ran, but were outpaced, so it came to a battle wherein a lucky laser shot by Ion shattered the solid core hidden in the vaporous thing. Collecting the amulets, they returned to the surface to consider their future course of action...

The Temple Massacre

23/05/2026 FOMALHAUT

News from Fomalhaut! Glory and death in the wastes of the Batrakasz, in the accursed city of Vermath, destroyed for its ancient blasphemies! After their previous expedition, the company camped along the river, and saw dark dreams in the night, of distant stars speaking to them in unintelligible tongues. Aderbaal the barbarian, whom they rescued last time from the underpassages, screamed, and only Rolo the Northman could calm him. Moreover, Harald the Northman started showing signs of the slimy doom disease, acquired while searching through junk.

The next morning, they met new travellers heading to the ruins: Diogenes, a Thief; and Bloody Tusk, the renowned barbarian, followed by his Amazon companion, Iphigenia. Joining forces, they returned to the ruins. Alert to the possibility the Servants of the Seal may be watching the entrance they descended through last time, they investigated other sections of the city. To the north, they spotted caveman slaves driven by grim, whip-wielding nomad riders to dig in the desolation. They descended into a ruin howling with winds, defeating a pack of desert ghouls and claiming a magic bow. Near the city’s ruined agora, they found intact but magically sealed buildings (although one showing frequent traffic). Eventually, they discovered a ruined little pyramid at the end of the processional from the city’s oddly built black pyramid. Here, in wreckage and rubble, they found a stone-choked entrance they could excavate to uncover a deep natural cleft. They used a rope ladder and ropes to descend 70’, being swarmed by moaning spirits who, however, could do them no harm. They found the source of these soon enough on the bottom: a great bone-pit, filled with countless skeletons. Here they found an expensive amulet depicting the Seal – a hand superimposed with a crescent moon and a star. Eastwards, stairs ascended to a secret door. They threw it open, and that was a big mistake to do so carelessly.

The door opened into a great columned hall lit by flaming braziers. Several cultists, armed men, lieutenants and magi, the Servants of the Seal, worshipped at the foot of a great green marble hand grasping a large golden crescent; the grossly fat high priest Kushamesh, preaching from a pulpit behind a line of four evil priests. Kushamesh commanded the Servants to slay the unbelievers, and hurled a lightning bolt through the door opening, zigzagging to catch everyone coming in. Thus died Wolfgang and Rolo, Northman warriors, and Yorick (Imperial Magic-User 5), who was just about to cast his fireball. In the following massacre, an evil priest killed Titan the war dog, and the lieutenants killed Valdin and Guzman, Yorick’s elite bodyguards. Kushamesh escaped through a secret door, wounded and poisoned from missile fire, and the bulk of worshippers fled as Diogenes held up the freshly found Seal amulet, proclaiming himself the true holder of the faith!

Harald (Northman Fighter 5), who had lost consciousness in the battle, was for now carried back to the bone-pit, to be pulled up after dealing with Kushamesh. But in their haste, his companions forgot about the evil spirits, which swarmed the stalwart hero after he was left alone in the dark, and smothered him. Proceeding beyond the secret door, they found Kushamesh’s quarters and treasures, and a laboratory where lived Trog, his simple-minded caveman servant, who obeyed the Seal amulet at once. Kushamesh had been here, drinking his healing potions (some miscibility issues there!) and making his escape. They pursued him north through a secret passage, then through wider halls leading to a columned chamber lit by a bonfire. Servants of the Seal lay here in waiting, and were killed, but the trail was lost with multiple ways out, and stairs down. They bode Trog to come with them to carry the high priest’s gold, and contrived to lift it to the surface through the cleft with lots of rope.

Retreating through the ruins, they were beset by a great swarm of pterodactyls near Vermath’s ruined library, too many to fight off at once in their wounded state. Vornak Wolf-Slayer (half-orc Fighter-Thief) fled into the library interior, coming face to face with the stone golem guarding it, which crumpled him like a rag doll. The other relinquished their treasure and fled, their escape covered by the heroic Aderbaal (Fighter 10), the barbarian they had rescued half-dead from Vermath’s dark pits, who perished in this fight along with poor Trog the caveman. Hours later, they crept back, sneaking from ruin to ruin to recover the chest of treasures, and did so successfully.

They returned to the great river Xemartes, and waited for Bargemaster Mulk’s craft to pick them up and return to the city of Glourm. Here, they squandered a lot of their loot, but also purchased magic items, a treasure map promising an enchanted sword once held by Prince Philosir, and recruited new companions: Yusuf, a nomad Fighter, and Purple Rien, a Magic-User. Returning to Vermath by barge, they decided on a quick nighttime raid to the city. Descending through the cleft into the bone-pit, they listened at the secret door, and heard voices. Now well prepared, they slew them by surprise. Purple Rien used a reduce spell to shrink the golden crescent in the green hand-idol’s grasp to manageable size, which was transported up and hidden at their camp. Next dawn, they set out again, this time descending through the open bathhouse entrance. This was done carelessly. While descending, evilly laughing nomads appeared above them, cutting the rope ladders, and sending them on the floor of the great cistern. They were trapped unless they found a different exit, or – as Purple Rien remarked – they made good care to keep him alive so he could levitate up with a rope.

They continued exploring rooms to the south, at one point hearing distant conversation. In a storeroom, they discovered a small idol on a pedestal. Reaching for it, the idol disappeared, a portcullis fell to block the exit, and an invisible gong sounded with a deep boom. Heroically, Yusuf lifted the gate, and they could prepare for the onslaught of the fanatical Servants of the Seal, whom they put to the sword. To the west, the passages led to a long, torchlit corridor lined with cell doors, at the end of which four evil-looking nomads were playing dice in the company of a brutish jailer. A lightning bolt killed two nomads, as well as Orastes, an NPC thief waiting for rescue. The jailer, while tough, was killed, and the prisoners freed. They were local wretches for the most part, captured for sacrifice by the Riders of Doom. Among them was Eioneus, a fat merchant suffering from terrible stomach cramps (“He must have swallowed his valuables”, Yusuf suggested, in which he was not mistaken – he later gifted them a respectably-sized gemstone); Gleies, a thief shaken by what he has seen in this city; and Thaumastus, a blacksmith from Pentastadion who promised them a future reward. West of the jail, they found that the passages connected to the temple they had despoiled – now dark and empty. In the bone-pit, Purple Rien levitated up with ropes, allowing the adventurers with the rescued prisoners to make their escape. Thus they returned again to Glourm with the golden crescent and other treasures, to plan for further adventures that would once again bring them to Vermath the accursed, where death stalked in labyrinthine passages, and dark wills dreamed far below the wrecked surface!

(This play report was composed to the tunes of Basil Poledouris.)