Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Saturday, October 18, 2025

Zandan Megadungeon Session 6 - Hunt for the Basilisk

 

   

Characters

  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Borg (Ogre Shock Trooper)
  • Mortaron (Ogre Bogatyr)  

Session Recap 

    Last session the players agreed to assist the bogatyr Brainimir to help him hunt down the Basilisk of the Deep Forest. They recruit a pair of beefy ogres including Mortaron, another bogatyr and Borg, a former soldier and shock trooper. Stepping out of the comfort of the Domovoi Camp, everyone feels a sense of unease. It is as if the dungeon itself was darker, more hostile and on edge. The group head out to the crevice in the caverns to the east of them, which is the only certain entrance into the forest they know of. 

Descending down the ropes used by some of the hunters, the group find themselves in the Deep Forest - a strange place even the standards of the dungeon, with large vast rooms filled with all manner of twisted trees and plants. Having gotten some quick directions from the hunters in the cave above, they head to the second hunter camp down in the forest. Along the way they find a lost a John the Opossum (who had joined the hunting expedition a few sessions back) and helped him back to camp, where they boasted to the hunters about their victory over the Goat cultists and recruited two hunters to come join them in finding and killing the Basilisk. The hunters provided them some more directions, but the truth is they try not to roam too far off camp as the Deep Forest has the habit of sprouting entire new branches and rooms and so it's easy to get yourself turned around.

Returning back to the hall with the crevice in it the group then got their bearings a bit better, finding a suspicious pile of heavy stones but decide against trying to move them. Branimir also points out that it is unlikely a large beast like the Basilisk would be hiding its lair behind the rocks.



    The party decide to head westward, following the knowledge that a forest witch lives nearby and figuring she might be a good source of information. Along the way they see the Leshi of the deep forest - a pale and disheveled being made of sticks, moss and greenery. They hide and let it past, then proceed along their journey. As they try to find their bearings in the next wide "room" of the forest, Branimir and Varg sense something approaching them, and as they turn they find themselves face to face with the Basilisk itself. Branimir lets out a battle cry, while Varg uses his magic to conjure up a static illusion of Branimir right in front of the Basilisk's face. The trick works, as the beast is disoriented and ends up attacking the illusion, giving the rest of the party enough time to gather their wits and attack. Hoot unleashes a horrifyingly strong blast of chaos energies, using the power of the bronze sphere he found at the end of the previous session, nearly killing the Basilisk outright. Borg's shotgun and Branimir's club finish the job, the bogatyr viciously smashing its skull open and taking its fangs as a trophy for himself and Hoot (who also later takes the strange crown-like bone growth from the Basilisk's head).

 Finally making their way to the witch's cottage the party seem to aggravate...something. An invisible snorting animal of some kind charges towards them, smashing right into Hoot and knocking the poor owl unconscious. The commotion draws the witch Agata out who calls off her guard pig (named Dancho) and apologizes for its behavior, invites the party in and heals Hoot. They exchange information and small talk, she says she's willing to trade with them for various things, and the group heads out. 

Continuing south Agata catches up with them again, having completely forgotten to talk to the two hunters and they figure out some deal of their own, before she heads back out. Exploring the room the party find a hole in the ceiling, seemingly leading up into the dungeon (it does!), and also find another passage way hidden by thick vines. Deciding to investigate the group find a room with a giant oak tree and a camp full of people. Varg sneaks in and discovers some dangerous looking armed men. Bandits! 

Deciding that 12 guys with rifles are likely more than the party can handle right now, he sneaks back and the group proceed east, trying to make their way back to the hunter's camp. Along the way the poor wolf gets assaulted by strangling vines, and eventually the group make it to familiar (to the hunters) territory. A part of the forest overgrown with mushrooms and fungi and lichen of all kind. Gathering some of them, Varg discovers a passageway overgrown with a strange puffy type of mushroom. He decides to cut one of those off, but doing so releases a cloud of spores right into his face and he starts to choke, his muscles aching and convulsing. 

Everyone rush north back to the hunters camp, Varg barely alive as the poison from the spores spreads through his body. Luckily for them, the hunters have a potion from Agata the witch which can cure him, and it ends up saving the wolf's life. They share their adventures with the hunters and decide it is time to head back to safety.

The way home is slow, but mercifully uneventful, until the group are almost at the Domovoi Camp. A small old man dressed in scintillating green robes seems to be waiting for them near the staircases of the dungeon. Varg tries to distract him by summoning another illusion, but the old man is unimpressed and simply dismisses it, approaching the party. He introduces himself as Valvirian the Green Death. Hoot, still mostly out of it from his encounter with the invisible pig, tries to hide behind Mortaron but it is of no use. Valviran had sensed that magic was flowing through his bronze orb and kindly asked the party to give it back. Not willing to pick a fight with a powerful wizard the group handed the artifact back. Valviran, for his part, decided it was fair to repay them for finding his lost property and offered two spells of his impressive repertoire and as well as an engraved pesoglav skull which he had been using as a temporary magical focus. He then leaves down into the deeper parts of the dungeon, and the group finally make it home.

 

Map of the Deep Forest explored in the session, provided by one of the players.
 

 Observations 

    A lot ended up happening this session. I only had two players, so each ran two characters each (plus Branimir who is a fairly beefy NPC). They decided that even with reduced numbers it was important to honor their word, so off they went into the Deep Forest.That part of the dungeon I actually structured like a point-crawl rather than the typical detailed rooms. The spaces and size of the place are bigger, each node on the map taking 3 turns to traverse or to explore and each connection also taking 3 turns just to cross. While it didn't matter as far as encounter rolls (which happen once per node and once per transition), it did matter in terms of the light the party had as they managed to go through the entire large bottle of lamp oil the camp gave them, plus some of the batteries on their newly acquire flashlight.  Luckily for them a good chunk of the Deep Forest actually has a bioluminescent shimmering light in it, providing enough light to at least navigate on. 

For this session random encounters happened on a 2-in-6 rather than 1-in-6 chance and it definitely showed. Despite the session being only about 3 and a half hours, the party had five encounters, though to be fair not all of them hostile. The reason Agata ended up following the party for example is that she was rolled as the random encounter, and while I could simply just pick a different one if that made no sense, I thought it was kind of funny that she had ended up following the group when they left the node her house is in. 

Overall the deep forest pointcrawl worked quite well,  I think, and the upside of this over a more precise dungeon is of course it is very easy to just pile more and more stuff on there. The Deep Forest does have an effective depth of 3, which matters for Saving Rolls and general challenges to the party, but honestly they seemed to be doing quite well for themselves. 

The Basilisk deciding to ambush the characters was also purely a random encounter roll. The fight with him was quite short and brutal. It is likely the only thing of the session I found rather disappointing. Not that there was anything inherently wrong with it, but this has been the first fight using T&T that I felt just ended up feeling a bit flat. The players utilized their abilities and spells quite well and it lead to their victory. I had been worried the Basilisk had very low monster rating (85 in this case), but it also made no sense to have it be stronger. The fact is, concentrated ranged and magic attacks should, in fact, neutralize a singular enemy pretty well and they did. The illusion I thought was a brilliant way to give the party a chance to skip their surprised turn and let them act. Had Branimir and Varg failed their rolls (which both were very tight successes), the whole situation would have likely ended up much, much different. The Basilisk would have likely killed Branimir outright, likely also taking out at least one of the PCs too. 

While I do still enjoy T&T combat a lot, this was the first time I felt like this could have been a more entertaining battle using some version of classic D&D instead. 

Session Stats

Rooms Explored: 8
Enemies Defeated: 1 - The Basilisk 
Characters Dead: 0

Saturday, October 11, 2025

Zandan Megadungeon Session 5 - Goat Cultists, the Final Chapter

   

Characters

  • Flake (Owl Village Spirit)
  • Zlatia (Human Troglodyte)
  • Grismelda (Human Religious Radical)
  • Hoot (Owl Primal Chaos Worshiper)  
  • Reynaert (Fox Journalist)
  • John Shepherd (War Bear Peasant)

Session Recap 

    Leaving the safety of the Domovoi Camp once more, the group decides to try a sneaky approach near the territory of the Goat cultists. Using only the jar of glowing grubs as a dim source of light the party sneak their way north-east. Unfortunately just as they approach the junction they were going to take, they see a patrol of five goat cultists heading off from their own camp and out to look for victims. Deciding to use their sneaky position to launch an attack Zlatia and Hoot fire off magical bolts, taking out two cultists (including the one holding their torch), and then Flake and Grismelda rush towards them, but the cultists manage to repel them and disengage. The party do not feel like following deeper into the cultist territory, so they also step back. The groups have a tense standoff broken by the cultists demanding what their fucking problem is. Accusations of "You guys killed our friends!" fly from both directions, and the cultists just tell the party to stay off their fucking territory and they won't kill them anymore.

The party agree and continue eastward, making it only a few meters before the (in hindsight fairly obvious) betrayal as a group of six cultists sneak up on Zaltia and shank her to death, then proceed to push into the rest of the party. Grismelda turns with a roar of "THE EARTH MOTHER WILL DEVOUR US ALL!" and launches herself in a doomed attack at the cultists, who subdue and take her down as Flake and Hoot run past them and back to camp. 

They quickly recruit some more help, with Reynaert the Fox joining up and John Shepherd (not to be confused with the other John), a ponderous war bear peasant who also decides to come along. Hoot and Flake also spend quite a few turns resting to try and recover some of their magical energies, before the group ventures back out, this time deciding to avoid the cultists entirely and instead explore the southern parts of the dungeon.

They make their way into the overgrown massive cavern where the Domovoi hunters make their camp (only running into a pair of guys watching over the camp, with the rest of the hunting expedition down in the Deep Forest), who exchange some niceties and thank them for the Soup Stone that the party gifted them last session. 

Heading past the yawning chasm in the middle of the large cavern (the entrance into the Deep Forest), the party head north, exploring the best they can the rest of the cavern system. Heading back west they eventually complete the loop, discovering the same passage where they were attacked by the cultists and Grismelda and Zlatia were taken frrom.

Continuing around the caverns they run into Branimir the Bogatyr, a rather haggard and tired looking warrior sitting on a rock. When he sees they are not hostile he greets them and asks for their help - a fearsome and arrogant beast lurks in the Deep Forest, the Basilisk. Branimir has been trying to hunt down and slay the beast to avenge his brother, his lover and other companions that have all fallen to its petrifying poison. The group agree, but ask that Branimir come with them first, so they can prepare for the expedition back in camp. He's willing to join them, and in fact becomes very incensed when he learns about the Goat cultists and what they have been doing, and demands the group go back and confront them.

Emboldened by the warrior's presence the group head back into cultist territory, immediately running into them, and engaging them in a fight. Branimir rushes forward, slamming his large two-handed club in the ground causing a small quake to happen, which knows out several of the cultists. This gives the rest of the party the opening to also rush in and with the Chaos Shard (found last session) humming with magical power, the group make short work of the cultists. They put up a decent fight, but after two rounds of bloody combat there are only three of them left. The group interrogate them about the goat and about why they do what they do, then simply kill them. Unable to find their lost companions, they however find a stash of various interesting and useful items - shotgun shells, a working flashlight, some lanterns, a bunch of leaflets with strange writing on them and a strange bronze orb, inscribed with symbols, including the sigil of one Valvirian the Green Death, a fearsome and powerful wizard. 

Satisfied with their haul the party pack what they can from the cultist camp and leave their corpses to feed the Goat, and head back to safety. 

 

 Observations 

    Man this was a hell of a session. Quite short, unfortunately, as two of the players had to leave relatively early, but in the short time they played they managed to get into several fights (and even won the last one!), recruit a powerful ally and finally get some resolution with the goat cultists.

The Goat cultist thing has been a running through-line since session one, as the party either unintentionally or not keep running into these freaks and the violence between the two groups has kept escalating since then. With over 20 of the cultists left, their power (what little there was) is now very much broken, which will lead to some dramatic changes I would need to make about who and what can now roam in the dungeon. 

Branimir is also one of the encounters I was very pleased with when I was stocking the dungeon initially, and it made me quite happy to see him actually appear in the dungeon! He is quite a powerful fighter, with a good weapon and some magical abilities (like summing a small earthquake), however he also comes with a rather dangerous quest - delve down into the Deep Forest and actively seek and fight a rather dangerous enemy.I, as the referee, am really looking forward to see how this goes for them. The PCs so far have not been particularly good fighters (see previous session reports filled with the group just running away from fights), however some clever use of magical attacks and their new found powerful artifact might be enough to win them that fight. 

Now it just means I have to actually write up the Basilisk lair, hah since I  had not expected them to have to look for it that early! But hey, this is part of writing such a daunting project as a megadungeon - you don't write all of it at once, you simply add and expand as needed. 

Finally, Tunnels & Trolls combat continues to be fast and brutal, and the high level of abstraction is a bit lacking even when compared to just something like B/X or OD&D, it has served its purpose well enough so far. 

Session Stats

Rooms Explored: 2
Enemies Defeated: 12 Goat Cultists 
Characters Dead: 2 - Zlatia and Grismelda

Sunday, September 28, 2025

Zandan Megadungeon Session 4 - Chaos and Bones

   

Characters

  • Flake (Owl Village Spirit)
  • Leda (Human Vampire Hunter)
  • Grismelda (Human Religious Radical)
  • Reynaert (Fox Journalist)
  • John (Opossum Trapper)

Session Recap 

    Venturing back into the dungeon proper, the party decide to check back on the locked and barred doors they found in the previous session. Going to the room with the well dressed skeleton bouncers they are told very firmly that they really need to leave and not loiter in the area, which they eventually do and simply go around to the other set of double doors. Just as they're pondering how to approach the problem, a solution presents itself - the gaggle of ten Small Folk guerilla fighters that they met two sessions back end up in the room, and after pleasantries are exchange the party recruits them to help unlock and then bust down the doors. 

The racket unfortunately attracts the attention of a group of ghosts that have wandered off from the party, and a young officer with a lot of bravado starts shit-talking the group, and challenges Leda to a dual of sabers. Leda clearly is a lot stronger, however her strikes simply pass harmlessly through the ghost's ethereal frame. She decides to go for a disarming maneuver on his ghostly sabre, but he sidesteps it and plunges his blade deep into her, knocking her unconscious.  Pleased with having show a dirty peasant her place he goes back to his group and they wander off. With all the commotion the small folk had also left the room, not wanting to deal with the ghosts.

Setting up Leda up against a wall to recover some of her lost power, the group start rummaging through the room, which appears to be a combination of a shrine and a storage room, with piles upon piles of old and half-rotten furniture, rugs, wall tapestries and other crap. Reynaert the fox sniffs out some feint signs of magic among the trash and starts digging, while Flake and Grismelda mess around with the shrine. They find that there is a pocket of raw Primal Chaos swirling around right in front of an abstract statue that represents it (how appropriate), and end up with a smooth stone out of the whole thing (later turns out this is a Soup Stone. You boil it in water and it makes soup. The group donate it to the Domovoi camp), and Grismelda spends several turns staring into the chaos statue, her understanding of it growing deeper at the expense of getting rather dizzy and making her less precise in her actions.

Finally, Reynaert digs up a strange shard of crystal which he realizes he can use as an improvised sword. Satisfied with their finds the group pack up and head north to the shimmering staircase that leads deeper into the dungeon. Once they get down to the next floor, the atmosphere is clearly different. 

The walls of the room are covered not with the usual primordial bas reliefs, but instead skulls and bones, millions of them all mortared into the walls. 


They also discover a pair of fountains, one with a deep purple, almost black liquid that smells of sickly sweet rot, and one with a thick, milky-like liquid. Grismelda, in her Goo Drinker way, takes a sip from the black one while Leda takes one from the white. Leda's body is wracked with pain as bone plates burst out and cover her skin. While they are hard and provide natural armor, they also end up messing around with her ability to wield her sabre correctly. Grismelda, on the other hand, simply falls unconscious and can not be woken up.

Leaving Leda to look after her, the rest of the party head up one of the nearby staircases and explore more of the dungeon, taking a while to navigate a room where the bones int the wall are shaped like spikes and make traversing the room very slow. While that is happening, Leda is visited by more ghosts. These ones tho appear to be revolutionaries, communists and freedom fighters, who recognize a fellow soul in her and give her some warnings and advice. They tell her that she and her friends have entered the domain of the Patriarch of Bones, that he claims all beings that have died as his servants and thralls. They also tell her that Grismelda will die from the liquid she ingested unless she is brought to a magician who can heal her.  They reiterate the danger of the Pesoglavi, and confirm that they do in fact work with the Red Caps to liberate them from their fate. 

Thankful for the help and the information, Leda rushes to warn the rest of the group that they should leave (which they do proceeding to slowly make their way back, having only made it halfway through the room of spikes). However as they return to the staircase, they find they are not alone. Grismelda's body is surrounded by four goat cultists, who clearly had plans for her, but when they see the group they attack them head on. Flake scares away one of them, and the rest engage the cultists in some close quarters stabbing and pushing, eventually defeating them and killing all three, taking their goat headdresses for themselves and lugging Grismelda's body back to camp.

They get Anya the Healer, a prominent member of the camp, to use magic to heal Grismelda, and set about doing their down time procedures, happy with the fact that they had taken out three more of the goat cultists and excited to have learned more about the dungeon.

 

 Observations 

    This session was kind of a roller-coaster. Initially it looked like I would have only one player (which is fine by me), then two more joined kind of last minute. As such I let everyone decide if they wanted to run one or two characters, which two players did, but one decided to just use a single one instead. Re-threading previously explored rooms also helped them realize errors in their map, which I had made a point to not correct them on (as their map was not unusable or anything, just not quite correct on the dimensions of the rooms). They almost ended up heading into the cultist territory again because of map misunderstandings, but managed to correct it this time and found the right way. 

Also the party have now breached level 2 of the dungeon! The goo drinking continued, mostly working out well for Grismelda.....until it didn't and she drank what is, effectively, poison. Luckily for her the black fountain does not kill anyone instantly, and as long as there was someone left to drag her back to the camp she would have been fine.

The other thing of note was that there were so many more encounters this time around. Which was curious, previous sessions would go for dozens of turns with one, or even no encounters at all, this one had 4! I also loved that I got to use both of my Dungeon Regulars encounters (those are always on a 7), which I had previously determined would be the small folk squad that are patrolling the dungeon and were thus friendly to the party, and the cultists who were explicitly looking for the party. 

It helped provide some good contrast between friendly and hostile encounters, with a 50/50 split. The ghostly communists could have been an outright kill on Leda and Grismelda, had they been hostile, however the dice were incredibly generous with the reaction roll so instead the party got some information and the lay of the land. One of the players also explicitly mentioning that they liked that they got to learn more about the dungeon itself. 

All in all this was a good, straightforward session, and it's exactly what one wants out of a session in a megadungeon campaign - some exploration, finding new things, getting good magical loot, fighting some enemies and leveraging previous encounters in the campaign to one's benefit. 

 

Session Stats

Rooms Explored: 3
Enemies Defeated: 4 Goat Cultists 
Characters Dead: None

Sunday, September 21, 2025

Zandan Megadungeon Session 3 - The Ghost Party

  

Characters

  • Flake (Owl Village Spirit)
  • Leda (Human Vampire Hunter)
  • Rabbit the White (Rabbit Professional Wizard's Familiar)
  • Boris (Human Religious Radical)
  • John (Opossum Trapper)
  • Zlatia (Human Troglodyte) 

Session Recap 

Before the party heads out, they realize they don't really have any consistent light aside from the jar of glowing grubs. Having helped around camp they very politely ask to borrow one of the gas lanterns, which they get with the agreement they should bring it back in one piece and ideally without wasting too much fuel.

Without any clear direction or plan, the group decide to spend some more time exploring their surroundings, heading north west and finding some kind of high-society ghostly party, guarded by a pair of skeletons dressed in incredibly fancy clothes and incredibly heavy armor. The skeletons give the party one look over and immediately know that this ragtag group has no invitations to the party, but through some quick thinking Flake declares that they are actually entertainers. The skeletons don't entirely buy it, but are also not really paid enough to care beyond this, and the group looks mostly harmless, so they let them pass.

At the ghostly party the group tries to socialize and  talk to some of the guests, who are generally polite enough, but seem to not show much interest and get easily distracted. The party is looked over by the stern statue of a skeleton dressed in priestly robes and a fancy crown. Leda, Boris and John all decide to help themselves to the amazing  (if slightly transparent and ghostly) looking food and drinks. They each feel some of their Strength seep away from them, but their Metaphysical attributes become a bit more pronounced. They also are now very slightly transparent. Not as much as the ghosts, but more than they are normally used to.

After spending some time faffing about in the party room they keep exploring the place, finding a staircase leading deeper into the dungeon, and a statue of a one-eyed hunched out crone dressed in rags.Flake examines the statue for magical vibes, quickly realizing that this is an image of the Liho, a powerful spirit of bad luck and indeed the statue gives off majorly bad vibes. Almost to prove his point Leda gets attacked by the very darkness of the shadows in the room as soon as they came in, only barely managing to jump away before it grabs her.

Shaken the group keep looping back towards familiar territory. As they enter the next room (which has closed doors on all sides save the hallway they came in from) the dungeon itself gives off a sigh, a gust of wind seeming to materialize out of nowhere and nearly blowing away their lamp's flame (luckily the glass protects it). At that John just gets overwhelmed with stress and turns stiff as a board, doing his opossum thing of turning dead. The party are slightly concerned, but decide that he'll be fine.

They try and fail to open a pair of rusted up doors, but between the lock and the bar from the other side, they don't have much luck and the group of mostly tiny animal people does not exactly have a lot of brawn to help break the door down.

Heading back into familiar territory, the  group decide to head north-east, into the territory of the goat cultists. However the cultists have been on high alert ever since the encounter with the party in session 1  and so immediately rush them. Rabbit, who's in the nearby room manages to scare one away using some magic, and the group rushes back to try and get away, however the cultists are hot on their heels.

Desperate times calling for desperate measures, Boris takes out one of his makeshift firebombs, lights and throws it at the incoming cultists. The bomb bursts into a flaming puddle on the floor, however it ends up being mostly a show rather than doing any real harm. It does however dissuade the cultists for long enough that the party can disengage and hightail it back to the camp.  

 

 Observations 

Only three players in this session, so everyone got to play 2 characters each instead of just 1. After all the Tunnels & Trolls rulebook would often point out that small player groups with 2-4 characters each is often a preferred way of play, so we're keeping with the spirit of the thing.

The group has had a fairly consistent turn over due to people traveling, and as such there was a very interesting dynamic at play where one of the players was around for last session, but not session 1, while the other two brand new. So she could only remember some info that others told her, but not all of it, and between getting confused with her own map (partially down to her own mapping, partially due to me kind of making things confusing the previous session) the group ended up going towards the goat cultists when they had explicitly hoped to avoid them! 

The fire bomb was a hell of a play too. I told the player that if he failed his Precision roll to throw it, the bomb would also hit the party as well, since his targets were basically right on top of them. He succeed the roll only by virtue of the Humans' special ability to succeed on rolls they would miss by just 1 point (a thing I have always wanted to include as a special power or ability in a game), and then proceeding to throw three 1s on the 3d6 damage for the bomb. Still, while it didn't wipe out the cultists (a good possibility), it at least saved the party so that was worth it.

Overall the session was relatively short, as players took the time to chat with the ghost party, but they did explore some more uncharted territory, which does contribute towards the exploration Adventure Points goal, so progress was still made. 

 

Session Stats

Rooms Explored: 5
Enemies Defeated: None! 
Characters Dead: Also none! 


 


Saturday, September 13, 2025

Zandan Megadungeon, Session 2 - Drinking the Goo

 

Characters

  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Flake (Owl Village Spirit)
  • Grismelda (Human Religious Radical) 

Session Recap 

During their downtime in the Domovoi Camp, Hoot and Varg get some more info from the "locals". Hoot agrees to spend several downtimes apprenticing and assisting to Anya the Healer, who in exchange will teach him a spell that can transfer the life force from one person to another. Varg learns that Gargaram the half-giant is willing to teach magic too, however in exchange he wants a flask of the black ooze the party found in the hidden shrine on the previous level of the dungeon. 

Further more, two members of the camp, Flake and Grismelda, agree to join the party in exploring the dungeon.

 Heading back up to Depth 0 of the dungeon, and decide to stop in the conical room in which all of them emerged in the dungeon, in order to partake in some corpse pilfering and rummage through the pile of corpses and trash. Hoot manages to find a sword and a decent looking shepherd's axe, Grismelda finds a knife and a strange canteen filled with apparently cool and still fizzy sparkling water, and Flake, for her trouble, gets a pin stuck in her arm.

The group then makes their way to the shrine and Grismelda declares that this is a place of importance to The Earth Mother, and shoves a handful of the ooze into her mouth. The ooze burns as it goes down, but makes her feel more in tune with the unnatural ambience of the Zandan. The darkness no longer feels as alien and concerning. The rest of the party are a bit less enthusiastic about all of it, and instead fill up some bottles, flasks and Grismelda's fancy canteen with the black ooze and head back down.

Returning to Depth 1, they decide to explore the southern side of the dungeon, finding rooms of varying degrees of dampness, a room with a fountain filled with magical water (which Grismelda promptly takes a sip from, only losing a bit of Power for her troubles), and eventually stumble into a small side room with an electric feel of raw magic in the air. 

Hoot, unable to hide his excitement, lights his Chaos Lantern, and in the sickly purple light of the device the group see the swirling colors of manifestation of pure, unformed Chaos. Seeing this as his moment to shine, Hoot performs a spell to invoke the power of Chaos and allow it to take material shape, at which the cloud spits out a fancy looking leather girdle, the only effect of which seems to be to make the already diminutive owl person look even slimmer. 

Flake decide to toss a coin into the chaotic energy, which responds by whipping a tendril of scintillating light back at her. With surprise she finds she know hows how to magically lock doors and containers, and has a bit more weirdness to do so. With this the cloud vanishes, its energies spent and formed into solid reality.

As the group keeps exploring they run into a pair of war bears, seemingly twins, that introduce themselves as Misha and Masha. They seem standoffish and make it clear that they would like the party to get out of their way, not follow them and just generally leave them be. The party take the hint and instead decide to go move a pile of wet rocks in the adjoining room, finding behind it a natural cavern filled with glowing grubs. In the middle of the cavern they spot an odd sight - a greenish blue man with webbed feet and hands, lounging on top of a submerged hut and smoking a pipe. The man introduces himself as Bogdan the Vodnik, and chats with the party, giving them a tour of his submerged home and offering them a jar of glowing grubs (light as candle, but longer lasting) in exchange for a crumpled up cigarette's worth of tobacco that Girsmelda manages to fish out of her pockets. 

Leaving Bogdan's place (and placing some of the rocks back so people won't disturb the vodnik, who in turn also won't just drown and eat any interlopers that stumble in there) the group decide they've given enough space to the weird pair of War Bears and head back to where they were, finding the regular dungeon shift into an overgrown cavern, filled with shrubs and strange trees. Hoot decides to see if he can get some sap from a particularly larger tree, while the others gather sticks they can use to make torches. As he approaches the tree he suddenly gets surrounded by 10 diminutive people, none looking quite the same as the others, and all wearing various red felt hats. The group brandishes knives and declares that nobody move or else the owl gets gutted.

 After successfully diffusing the situation the party get to talk to the fighters, who are escaped slaves of the Pesoglav mines who have been waging guerilla warfare against their much stronger foe, and are currently on this level of the dungeon to find a recent outpost that they heard the Pesoglavi have established. The party agree to keep an eye out and bring back information or, better yet, bring heads of any pesoglavi they slay. The small folk in turn warn the party to be careful, and to avoid the trap they had set, and then proceed to vanish into the bushes to keep laying in ambush. 

 


Continuing onward the party discover a vast cavern filled with vegetation, and a strange green-yellow light permeating the hazy air. Varg's sensitive nose detects the smoke of a campfire, and the party quickly discover a hidden campsite with several hunters. While Hoot and Varg have never met these people, Grismelda and Flake recognize them as hunters from the Domovoi Camp. The group exchange information and chit chat, and offer to bring some of the meat back to camp, which the hunters are thankful for. Warning them of the nearby ambush, the party pack up as much meat as they can carry and head back, along the way stopping to inform the small folk guerillas about the hunters, and also giving them a bit of meat, which the little fighters appreciate. Without much other incident, the group returns to camp to rest and continue on their activities. Hoot and Varg take a drink from the bottled goo, however they realize that its magic does not seem to affect them when not in the shrine itself. They still present a bottle to Gargaram in exchange for the study of magic anyway.

 Observations 

Second session was a lot shorter than the first (7 hours is....a lot. This one was 4), however the party still got quite a bit done. While there were zero fights and the group have not explored enough of this depth to really get the exploration bonus, they managed to run into various NPCs, and get some minor magical trinkets as they snooped around.

That and of course much goo was drunk, and the player was rewarded by some shuffling of attributes and gaining an ability which they have not yet manifested. Reaction rolls were very key in this session - Bogdan the Vodnik can be a very dangerous enemy if found in a foul mood, but he rolled almost as high as possible on his reaction, and so was genuinely friendly with the weird gaggle of talking animals that showed up at his home, even willing to trade with them.

The group were a lot faster this time around, not lingering in one spot too long unless they needed to, and just generally trying to avoid fights if they could (which was wise, considering they were relatively squishy and not well armed). 

The party again had insane luck with only rolling 1 random encounter for the 26 turns they spent exploring the dungeon! Honestly I never understand when people complain about random encounters in games, I rarely seen any and in these two session so far there have been even fewer than normal! And this is pretty standard 1in-6 chance per turn too! 

Not much else to really mention about the session, except that the way I handle experience (in this case called Adventure Points) in this game leads to odd moments where the entire party have not earned any actual XP (no combat, no exploration bonus), but between all the spellcasting and saving rolls involved in exploring the place characters did get some AP of their won anyway. It's something I am keeping an eye on, since while this is a levelless system, it is important to keep track of just how fast or slow characters can grow, and whether I need to adjust things. 

Session Stats

Rooms Explored: 7
Enemies Defeated: None! 
Characters Dead: Also none! 


 

Saturday, September 6, 2025

Zandan Megadungeon, Session 1 - So it begins

 

Characters

  • Luna Berryfang (War Bear Bogatyr) 
  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Igor Lazarovich (Human Solar Priest)

Session Recap 

The party consisting of Igor the solar priest, Hoot the owl Chaos Worshiper ( already quite the the pair), Varg the Wolf cave dweller and Luna, the Bear Bogatyr (normally not a combination available, but allowed due to nobody spotting the error early enough) awoke in a conical room flooded with blood red light, upon a pile of corpses and junk. No memory in how they got here, and no way out in sight, they proceeded to explore the mysterious dungeon they had found themselves in.

 In the process they ran into a pair of old ghosts and their nobleman son, who tried to fight them after freaking out, but the party easily dispatched them (later in the session also destroying the nobleman's remains by shooting him with his own pistol, and finally banishing the ghosts), ran into a strange overgrown cave filled with plants that defied any actual categorization (and also having a mysterious pit leading down into the darkness of the dungeon) and explored a giant mural on a wall, which hid a secret compartment under the giant wood stove that the nobleman lived on. Luna used her unnaturally cold paws (a side effect of he magical blue ice hair that she started the game with) to pick up the incredibly hot iron case which contained some good weapons and a fancy hat.

The stove itself was quite ornery, belching flames at anyone who tried to approach it.


The party however decided to avoid the impressive double bronze doors leading further into the dungeon, instead deciding to circumnavigate it by going through the obvious side tunnel. In that obvious side tunnel Igor the priest, who was at the head of the group, stepped on a trip wire and a whole mess of pots, pans, knives and other metal junk fell on his head, knocking him out (12 hits out of 12 CON). Luckily the party were in no immediate danger and managed to drag him out, and let him rest a bit to regain his consciousness, but for the rest of the session he was effectively a walking vegetable, unable to really do much except slowly shuffle in a direction and just offer advice in a weak voice. 

I do, Bateman. I do. 


The group decided to instead explore the rest of the floor, finding a hidden compartment leading behind a curious pair of locked metal doors, where they discovered a shrine to some kind of unknown deity, its statue eroded and smoothed by the into a vague shape. They thought better than to drink the strange magical black ooze belching forth from the two cauldrons near the statue, but grabbed some in a bottle just in case. 

Eventually they made their way down the shimmering staircase and into the proper first floor of the dungeon. Finding themselves in a round room with three doors, they decided to take the one with least signs of being used regularly, finding themselves eventually in a natural cavern, with a warm welcoming fire and nine rather odd welcoming people, each dressed in slightly worn out clothes and wearing goat-themed headgear. The people invited the group to sit and rest, gave them some food, and eventually through the conversation the group said they would like to see the Goat that these people worshiped. Willing to oblige, the goat cultists lead the party into the following cavern, where they had two wood posts with manacles and giant splatters of dried blood. At that point the intent was obvious and a fight ensued. 

However with Igor being incapable of doing anything, the group was badly outnumbered 9 to 3, and while Hoot blasted away a cultist with a bolt of chaotic energy, Luna was not really able to withstand the overwhelming numbers and eventually got brought down and stabbed and slashed repeatedly. This however gave Hoot and Varg a chance to disengage and run away, taking potshots with chaos bolts and pistol fire at the cultists, some of which gave chase.

The party ran back into the room with the staircase they came down to, and Varg used magic to seal the doors behind them, stopping the cultists for a moment. Using Hoot's magical chaos lantern they set up an ambush on the stairs, killing another cultist, but the rest would not follow them up, instead retreating back with their fallen comrade.

Heading back down the two animals tried to follow the group's obvious blood trail, but instead saw a side passage of the dungeon, running into a palisade manned by a middle aged woman and several people with rifles. They instantly noticed Hoot trying to peek behind the corner and once they were sure he's not danger welcomed him and Varg in, explaining that their camp is guarded by a powerful Domovi (a house spirit) they call The Host, who in exchange for a gift of the nobleman's fancy furry hat and a nice pipe and tobacco welcomed the two into the camp as his guests and thus provided them with the protection of his magic. The session ended, with the two finally at a safe place and able to rest.  

 Observations 

Well, finally! After a year and a half of writing this goddamn thing I finally started up my megadungeon campaign. The ruleset currently used is a modified Tunnels & Trolls, which so far has worked fine in any game I've used it. We'll see how long it handles over a longer game, but for now it does the job.

The group was only 4 people initially, as it's a three day weekend here in Bulgaria, but I expect more people to be joining from here on out. The players generally seemed to be on top of things, though a bit slow in making decisions. Of note they managed to find the secret shrine on the entry floor of the dungeon, which I did not expect them to do, but also failed to Drink the Goo, so they get points docked off for that one, hah! They also had truly insane luck with encounter rolls on the first floor, never getting to see the guardian of that floor, but feeling its presence with the scent of dog breath, blood and rotting meat haunting them as they explored. 

The session was quite long, 7 hours total with only about 20 minutes of actual break in the whole thing. I normally avoid running sessions this long for weekly games, but it was important for the party to find a safe haven so that their characters don't simply get lost to the dungeon's dangers, and I figured I'd give them a bit more leeway on the first try. Luckily they succeed, after unfortunately running into a trap which took out Igor in a single roll, and then bumping into the goat cultists which, while not dangerous by themselves, tend to have advantage in numbers. Smart play (running away) helped this from being TPK, which it absolutely would have been as the party's toughest fighter got torn to shreds in a single round, taking over 60 hits with her 18 or so Constitution. 

Luna specifically was quite interesting, as the player rolling her up did not actually notice that War Bears can't be Bogatyr, and I decided to just keep it rather than have them roll something else. Add to that the ice blue hair which was a magical item she started with, and that war bear had big "Anime Protagonist" vibes about her, unfortunately dying in a glorious fight to protect her friends. 

All in all the session I think went well, the players ultimately did achieve their goal of finding a safe place to leave their characters between session, allowing new characters to start there. Also exploring fully the entry level granted a hefty 100 adventure points to the party as a whole, which I rule that all characters joining from now on get them as a start, thus avoiding the issue of someone joining on session 5 and being way behind as previous floors have already been explored and the AP for that being claimed. Thus I also think this makes for a good catch up mechanic, a useful thing in a semi-open table setup where people come and go. 

Map by Luna's player

Session Stats

Rooms Explored: 15
Enemies Defeated: 3 Ghosts, 4 Goat Cultists
Characters Dead: 2 - Luna and Igor 

Sunday, January 21, 2024

The Greylands House Campaign Retrospective

 
Between August and November of 2023 I ran another campaign or iteration of The Greylands, which was my first ever OSR focused campaign that I ran back in early 2022. In this case rather than running it as an open table with a bunch of players, it was a house game for only two players, each of them running two characters initially (and eventually a fifth PC joined the party).

Due to how slow I have been in getting to this post, some of my thoughts are no longer as fresh as they were in December, but there are still some things I would like to look back on with this campaign.

Running a game for just two players


It has been kind of a curious progression between these last three campaigns. In the first Greylands game I had a very healthy pool of 17 players, most of which played in at least two sessions, and most sessions were 5-6 players (one time even going to 7).

With BSSS the overall open table player pool was smaller (11 total) and the game quite quickly formed around a core of 4 players with occasionally having a fifth person join in for a session or two.

And now with this second Greylands game it was just two players. Obviously this also wasn’t an open table, so it was never going to be more than that anyway, but it’s still a trend I hope reverses drastically in my next game!

But, how did it feel to run for just two players? Kind of odd. After running much larger games this one felt much smaller and a bit more personal I suppose. A thing I definitely noticed is that without the larger group of players there is both less game time spent on waffling about and trying to decide what might be an option to maybe proceed to take an action. Conversely there were no “outside” voices and perspectives to offer solutions or courses of action. If the two players didn’t think of something or didn’t consider an element, then there wasn’t anyone but me as the referee to potentially point it out to them.

Also both my players were very much not people used to the OSR play style, nor entirely comfortable (or that interested, let’s be honest) with it. As such they did not exactly have many sessions of dungeon delving and problem solving to draw upon, and there was no third party to also offer potentially different points of view.

I also decided to give each player two characters (plus any hirelings and animals they had) to control, which while it helped beef up the party numbers requiring little adjustment on my end, probably did not work AS well as it could have. I think if I was to run something like this again I would instead have players still just run one PC at a time (though if they want a troupe of potential PCs to use, that’s always cool of course) but beef them up a bit to make it so they won’t just get killed at the first fight they get into.

On my end, I can’t say I am particularly a fan of just having two players, as I enjoy some of the chaos of having 4+ people playing in the game, but I won’t say it’s awful and I hate it either.

Running a regular campaign versus an open table



So here’s the simple fact - I’ve not really run many campaigns, despite playing RPGs fairly consistently for 20 years. I’ve played in some, I’ve tried running, but before the first Greylands I think my longest campaign was maybe 4 sessions long? That’s not a campaign. It just isn’t.

The reason I went with an open table approach for the past two campaigns is because I did not (and technically still don’t) have a stable and reliable group of 4-5 people who could play in a weekly game, and so an open table allowed me to draw from a big enough group of people that I could consistently have enough players for a game to fire. My usual approach was that if at least 3 people sign up for a session, the session is happening.

Open table games tend to necessitate some concessions and adjustments in how play flows during a given session. I made it a point that all sessions always begin and end in a safe location (usually the closest town), with downtime happening between sessions. This is pretty standard stuff - it allows for PCs to join and leave the group from session to session without needing any explanation or justifications as to how they’re now here, when they weren’t here last time.

However, with a stable closed game, and even more so one where both the referee and players all live in the same place (as was the case for this one) there is no need to have that kind of setup. So we regularly had the game pause just in the dungeon, or even in the middle of a fight (coming back to finish it later in the day, or maybe the next day) and it felt….weird.

Not bad,mind you, but after 20+ sessions of open table playhaving characters just frozen in place simply felt weird and unusual. I don’t know if I dislike it though.

Downtime still happened, but now it was not this regimented thing of “downtime is always between two sessions!” instead simply happening when the players wanted to deal with it, and often spending more than the 1 week minimum, occasionally spending close to a month in pursuing various projects unrelated to the dungeon.

Running the same thing twice and limited campaign scope


Since this campaign was both a continuation and also a soft reset of my previous Greylands campaign, I decided to use Dyson’s Delve (an absolutely excellent dungeon for this kind of game, in my opinion) again as the tentpole for the game, which with some occasional forays into nearby regions, ended up being the main focus of the game.

And since I had already run this same setup before, it gave me a rather interesting opportunity to observe how different playgroups handle the same dungeon. The first Greylands campaign’s players ended up fighting the goblins on level 1, using flaming oil and murdering prisoners after they had already surrendered, and so the goblins became immediately hostile to the party, setting up traps, then barricades and employing firebombs of their own, eventually hiring an ogre to go stand outside the entrance to the dungeon. The party never made it through level 2 of the dungeon, let alone any deeper, while declaring that the dungeon was “too dangerous” and going to other places instead. (Too dangerous, in this case, being that over multiple delves 1 PC was killed and 1 was injured and then recovered.)


Contrast this with the party in this iteration, who approached the goblins without hostility and over the span of half the sessions in the game eventually not only befriended them, but actually became allies with the goblins, effectively taking control over the 4 topmost levels of the dungeon, and giving them access to a lot of goblins, if needed! While, yes, this approach means that some magic items and experience was left at the table, it also meant that they didn’t really need those, as they had access to the goblins that already had the items and were willing to help if push came to shove.

The way the two different groups approached the same simple situation has been fascinating to me, and is something that has really made me want to run the same adventure or dungeon for multiple groups some more, to observe what novel ways of approaching it can happen.

Playing with people you are more emotionally attached to


This one is a bit of a personal note, but an important insight from the campaign and thus worth mentioning. Seeing as I was playing with my partners, I actually have found that process at times more stressful than running for my usual group of acquaintances, friends and strangers that would be at my open table games.

With people you care deeply about any dissatisfaction with the game or even strong emotional response to the game tends to then affect me quite more as well, making me rather hesitant to really remain as a neutral referee (which of course I don’t have to be, but I find is good practice in OSR games). It’s not like I pulled back when danger presented itself to the PCs, but rather it made me more hesitant to run the scenarios when danger was present in the first place. A curious thing, and one that I am not sure what to do about, or if there is much to do about in the first place.

Final thoughts

I was overall pleased with this campaign, so that’s good. I think some interesting world building happened as a result of, allowing me to flesh out aspects of the campaign setting that I didn’t have during the first iteration of it, and also helping create a lasting, player-driven change in the setting by reestablishing the manor house under which the dungeon was located. Conversely, I am not sure if the campaign will be returning to this area any time soon, but if it does then at least I will know that the manor is now rebuilt and is there.

I felt like the focus on a singular dungeon worked quite well, even if that was not my starting intention (it mostly happened due to overwhelm not allowing for prepping more expansive events and opportunities during the campaign) and helped further bolster my decision to aim for a megadungeon focused game for my next one.

There are no stats for this campaign, since technically speaking this is still the same Greylands game as the previous one, so I have not compiled any for this next installment, though through my notes I can probably recreate some of those later down the line. I also know of maybe only one or two other people who even care about campaign stats anyway, so it’s fine, hah.

Sunday, November 26, 2023

The Greylands House Campaign - Session 14

      

Summary 

The party finishes clearing out the prison area on level 6, mostly by being constantly interrupted by wandering monster checks while they're trying to do stuff.

Party Members
  • Verasha - Level 5 Druid 
  • Pipam the Younger - Level 5 Thief
  • von Plarf - Level 3 Elf
  • Zoltan - Level 4 Dwarf
  • "Rusty" the Talasum - Level 4 Fighter

Followers

Jaro (Verasha's war boar); Grub (Verasha's other war boar); Alois (Porter and Cook); Walter of Potsdam (Man-at-Arms); Tatana (Woman-at-Arms); Baba Tonka (a brown bear); Bluey (War Dog)

Session Recap

After 5 weeks of downtime, spent preparing the party return once more to the prison sub-level on level 6, determined to explore the two final doors they hadn't been through (well they saw what was behind one of them, but didn't want to bother with it at the time).

Beyond the door in the northern part of the dungeon, they found....another door! And a pair of suspicious looking iron statues in the forms of prison guards (hooded faces and menacing looking spiked clubs in hand). With their recent encounters with animated statues, the party decided to test these guys out. They did not seem to respond to being roped, toppled over or even dragged out of their little alcoves. 

Satisfied the party went ahead with the extremely noisy task of using hammers and spikes and crowbars to break apart the statues just in case they do animate once the door they were guarding is open. However the noise kept attracting the weirder denizens of the sublevel, the party having to constantly stop, pelt with arrows/flasks of Sunfire an array of orange jellies, gelatinous cubes, thouls and carrion crawlers.

However, finally, with the statues dismembered (taking off an arm and a leg off of each) Pipam the Younger went to the last unknown door to attempt and open it. The door was locked, as expected, and so the thief settled into try and get the lock picked which...took her close to an hour of failing and retrying. Eventually the lock clicked, her picklocks turned and with that she and Zoltan the dwarf could hear the faint sound of snakes hissing beyond the door.

Calling out to whoever was in there, they only heard muffled and incoherent shouts back. Exercising caution, they used a mirror and one of their Continual Light enchanted coins that power their lanterns now, to check what was in beyond the door. 

Cracking the door slightly, chucking in the coin and looking into the mirror they do, in fact, see a Meduza - a mass of snakes adorned with a woman's face. This one appeared gaunt and starved, and clearly not used to seeing light as the coin made her lose her shit once more. The party quickly slammed and locked the door again.

The last prisoner left in the prison.


Nobody was eager to get petrified by looking at her or try and fight her only to have one of her many, many snakes poison them. So the group devised a plan to make the creature petrify itself with its visage.

Before that though they went and cleared out the four crystalline statues in the room they were trying to get into last session, finding that unfortunately there was nothing else of interest in there except the guardian statues themselves, and a trapped false bottom of a wardrobe that was guarding nothing but dust.

Recruiting a gaggle of the sturdier Talasum and going to level 5, where they took down the large mirrors they found in one of the rooms there, and began the slow and meticulous process of getting those dragged to the prison. Several talasum did end up killed by the various nasties in the dungeon while doing so, but eventually the party had set up a series of mirrors right outside the door of the prisoner. 

Von Plarf was positioned at the end of the series of hallways, armed with a hand mirror and a wand of paralysis as a plan B, while Pipam the Younger took off her armor and equipment, approached the door and, after picking the lock open again, swung it open and ran back as fast as possible.

Soon the Meduza had apparently realized her cell had been opened, and ran out, the party hearing the thunk! and shatter of a mirror being knocked over and falling on the ground, before the approaching hissing and shouting got cut abruptly silent.

Carefully approaching behind the bend, the group found the poor being petrified by her own visage in one of the mirrors, although despite being now entirely made of stone they could still hear the ghostly echoes of snakes hissing and muffled shouting. Clearly the being was cursed in some way, and the group decided to decapitate the statue and break it apart, finally putting her out of her misery for good.

In her cell the group discovered an absurdly large horde of jewelry, the personal possessions of the meduza and with those, along with the parts of the now silent statue, the group returned back up to their manor.

The manor construction efforts were making good progress, with the fortified first floor now completely done, and the wooden timber frames for the second floor being up too. However with the approach of the holiday season, and the celebrations of the Sun Lord's Ascension that marks the beginning of the new year, the party might need to wait for a bit longer before their laborers are willing to finish the building.

GM Observations


So, this was a rather short session mostly focused on fights, of all things. With the prison section of level 6 being occupied by unintelligent and actively hostile creatures like slimes and undead, it really does not offer much in the way of interaction with enemies besides just killing them. A definite issue in the last two sessions, I noticed.

I personally enjoyed the plans the players had for dealing with the iron statues and the meduza. The statues are explicitly written that they only move to stop people if they try and open the door, but not in self defense. So the party simply took them to the side, broke them apart and while, yes, they did animate as Pipam opened the door, all they could do was mostly just....flail around uselessly as the party finished them off.

Lining the hallway leading out of the cell with giant mirrors was also a good plan and even more so, one utilizing a seemingly irrelevant room feature in an upper dungeon floor. However there is no such thing as an irrelevant feature, as anything that exists in the dungeon is subject to being used in creative ways, such as this!

This game is winding down no, with me travelling soon, but it has been an enjoyable and relatively low stress thing focusing on just the one single dungeon.  Plus repairing and reestablishing the fortified manor on top is an excellent long term goal which leaves a notable mark on the land. And while I will likely not be returning my campaign to this specific part of the setting for a while (unless I continue this one of course), it brings me at least satisfaction to know that the manor is there. 

Saturday, November 4, 2023

The Greylands House Campaign - Sessions 12 and 13

     

Summary 

The party meet with the head priest of the Elemental Chaos cult and discuss a truce and potential alliance. They also get rid of the living statues on level 5. They then go and explore the abandoned prison and spend over a month of downtime preparing for upcoming delves.

Party Members
  • Verasha - Level 4 Druid 
  • Pipam the Younger - Level 4 Thief
  • von Plarf - Level 3 Elf
  • Zoltan - Level 4 Dwarf
  • "Rusty" the Talasum - Level 4 Fighter

Followers

Jaro (Verasha's war boar); Grub (Verasha's other war boar); Alois (Porter and Cook); Walter of Potsdam (Man-at-Arms); Tatana (Woman-at-Arms); Baba Tonka (a brown bear); Bluey (War Dog)

Session Recap


Anna and her warriors returned to act as a guide to the party on the way down into the temple. She showed them how to navigate the parts of level 6 that the temple were establishing as part of their territory along with various hazards (like the room full of gargoyles) to avoid. The group also met some of the other mercenaries employed by the temple, such as a group of magic-users. They also found out a secret door short cut that allowed them to quickly reach the staircase leading down into the temple proper.

The staircase, the party noticed, was quite new construction. Apparently an ooze of some kind had fallen through into the temple during a ceremony, destroying the old staircase and just making a big mess of things in general. 

Once they were down on level 7, the party found themselves in the Temple of Elemental Chaos. The central ritual space looked surprisingly homely with a big ceiling and tapestries on the walls as well as altars and benches. The group were greeted by the head priest, a man by the name of Marek and his entourage. He greeted them the group and offered to go talk in his office. 

Due to the priest politely asking that the animals are not brought into his nice bed chambers and office, Verasha stayed behind to keep them in check, while the rest of the party followed the high priest. Along the way they stopped at the Air Chapel, presided over by Emilia - a hideous harpy that acted as second priestess to Marek. The group then went into their private chambers to discuss what the whole situation was.

Marek explained that their temple was dedicated to the elemental forces of nature itself, the grand and powerful things like hurricanes, fires, earthquake and such that Chaos, being the primal matter of which all existence spawned, created when unbridled and unrestrained. Their beliefs, along with their practice of human sacrifice, was viewed as evil and heretical by the dominant cult of the Sun God, and so they had found themselves out into the Greylands just as many other heretics and pagans have. 

The reasons the temple were offering a truce with the party were two fold. On one hand, the temple recognized the party as not being particularly pious Solarists either (what with one of their members being a Druid), and so Marek felt there was some connection there. The second was the servants of a black wyrm named Dulwin had approached the temple from below, with an offer to submit to their draconic master. The temple had refused and murdered the emissaries, and were seeking allies to help with the inevitable retribution coming from deeper into the dungeon. 

That, combined with the fact that the party were clearly powerful enough to have cleared out and be able to hold the first 4 floors of the structure, was why the temple was now seeking a truce and potential mutual assistance in the future.

After appearing politely receptive to his pitch, the head priest also showed the group around the rest of the temple, as well as saying there was an old abandoned prison that one could access from the temple, that the temple members themselves avoided due to various creepy crawlies seeming to spawn in there. They extended an invitation to the party to go explore it if they wish, and the party took them up on their invitation.

After a week of preparations and rest, the group descended back through the temple and up into the prison. Exploration was slow and careful, which was helpful as the party almost ran directly into a gelatinous cube on two occasions! Luckily their liberal use of Sunfire and retreating+shooting arrows helped dispatch both of those. One even had gotten some very expensive looking jewelry in it, Sun God knows where from. 

Exploring deeper into the prison the party found a door marked with a strange, but ultimately meaningless, symbol and exploring around the place managed to find the button that opens into a secret room containing two coffers. Cautious with what happened the last time someone touched a treasure chest without examining it first. After prodding them with a pole and giving the time for Pipam the Younger to examine them they found the coffers to be locked, but not containing any traps. They opened one to find it containing a splendid bejeweled scroll case. Deciding it was smarter to do this not in the middle of a hostile dungeon, the group dropped off the two coffers by the stairs, and went back to finally unlock and peek what was behind the door with the strange symbol.

As it turns out, that was when a group of the gaunt and strange looking talasum descended on the group, but with a Web spell that von Plarf had recently learned from the Greytown wizard, the group managed to isolate them and deal with them without much trouble. 

Now, finally (again), the group opened the blasted door, finding a bedroom and office beyond it, with a crystal statue in each of the corners. As soon as Zoltan had set foot in the room, the statues (almost predictably) began to move and approach him. The group slammed the door shut and decided to just leave (von Plarf taking a chance to add some extra lines to the sigil on the door, making it appear like a man with a large penis). 

With a big haul from their trip (6080 gp worth of jewels, fancy scroll case, gemstones and coinage) along with a scroll containing some very powerful and useful spells (Continual Light, Knock and Fireball), the group decided to settle in for a long bit of downtime.

Verasha took Baba Tonka and the rest of the animals and travelled back to her hidden village home, where with the help of the head priestess of the Wild Temple, she concocted a ritual that magically enchanted the bear's claws, allowing her to harm things that would normally be untouchable for her. 

While that was going on, Rusty had gone off on tour of the taverns and drinking holes of Greytown, indulging in his compulsive need to sort household goods and arranging their bottles and jugs of alcohol in nice and neat ways, drinking himself into a stupor along the way and then needing to spend over a week of getting the alcohol out of his system.

Von Plarf had settled in to copy the two spells off the scroll that she could cast, and then started to cast Continual Light on a bunch of things, eventually replacing the party's oil lanterns with custom-made hooded lanterns that could house the enchanted glowing coins and have a little door that can be closed to stop the light from coming through. 

Finally, after selling off the jewelry from the gelatinous cubes through her contact in the Thieves Guild, Pipam the Younger met with the Master Thief of the guild and convinced him to allow her to purchase one of the rare Thief's Candles . She also told him about the black wyrm lurking beneath the earth, and the promise of a dragon's horde made the Master Thief say that she and her party could come to talk to him once they decided if they want to approach the monster, and he might be willing to offer them some manpower and assistance in exchange for a cut of the treasure.

GM Observations


An extra long post this time around, because oh man have the last two weeks been a lot. With so many disruptions due to real life the game kind of broke down into several small sessions, as we basically played whenever we could. This is why this is a combined report for what I am at least counting as two distinct sessions, but in practice was more like 5 scattered around the last two weeks. 

So, finally the party made contact with another proper faction in the dungeon, the Temple of Elemental Chaos (no relation to the other Temple of fame. Or maybe there is. They haven't asked. Maybe it's a franchise location?) and are left in a strange position where these guys are clearly very evil (and making little to no attempt to hide it), yet also not someone the party actively needs to fight against either. 

Beyond that, my main observation was that oh boy the prison area had a lot of fights. For a 1 in 8 chance of a wandering monster appearing, the party hit three over the course of the session! That turned out to be a stroke of luck though, as the second gelatinous cube was generated with a frankly absurd amount of treasure carried within it. That's where all that money came from! 

As for the downtime stuff, this was a rather interesting proposition. The party want to go fight some gargoyles. Gargoyles are immune to non-magical attacks. The party has, between all of them, only 3 magical weapons which is probably okay to take on one gargoyle, but more than that would be outright suicidal to try and fight. Plus the party's best fighter, Baba Tonka the grizzly bear, can't hit them.

So using my already existing rules that allows magical characters of level 4 or higher to spend money and time to create minor enchantments on weapons (effectively just giving them a bonus to hit and damage without any other special abilities) I made the ruling that Verasha, being a Druid, could use this same downtime procedure to enchant her bear's claws, rather than one weapon. We also established that the reason the Hidden Village can do that is that they use this magical ritual to enchant the tusks on the war pigs birthed/gifted to them by Svine

The other thing I had to make a ruling on is Continual Light. It is such a strange spell. From what I read in the OSR description, the spell is permanent until broken in some way, and can be cast on as many objects as on wishes. This means that with a downtime of a week a magic-user or cleric that has it can effectively remove the need for more mundane lighting from the game. Of course stuff like torches still have the use of being an open flame, and a regular oil lantern can be turned off more easily, but still...what a spell.

In a play by post game I ruled that a magician can only maintain as many Continual Light spells as their level, but that also makes it weird because then you couldn't, say, pay someone else to cast it for you. Or you could be very restrictive and say that only one spell per caster can ever be ongoing, but at that point this is a spell which is cast once and then never again, making it kind of a lame proposition. 

I will have to figure out how I want to rule this in future games, but for this looser house game that this campaign is, it is fine. 

Sunday, October 15, 2023

The Greylands House Campaign - Session 11

    

Summary 

Level 5 of the dungeon is explored further, then during downtime the party is visited by the strange warriors they met earlier, clearing up some more details of their background.

Party Members
  • Verasha - Level 4 Druid 
  • Pipam the Younger - Level 4 Thief
  • von Plarf - Level 3 Elf
  • Zoltan - Level 4 Dwarf
  • "Rusty" the Talasum - Level 3 Fighter

Followers

Jaro (Verasha's war boar); Grub (Verasha's other war boar); Alois (Porter and Cook); Walter of Potsdam (Man-at-Arms); Tatana (Woman-at-Arms); Baba Tonka (a brown bear) and 3 War Hounds

Session Recap

Continuing where the last session left off, the party regrouped after their encounters with the strange emaciated talasumi and decided to explore some more of the dungeon level. They found a room with floating candles close to where they were, but decided to instead focus on exploring more of the level and go back to the candles later.

Further exploration brought them to the odd encampment of small and fuzzy creatures (kobolds) living in a series of hanging platforms above the dungeon floor and away from the dangerous denizens of the place. Some friendly chatter, gifts of seed cakes, and general banter ensued, interrupted by a jiggling mass slowly approaching the group.

Realizing that the Gelatinous Cube was actually too slow to really catch up with them, the group proceeded to retreat and kite the thing with arrows and Sunfire, destroying it in the process and claiming a curious golden ring from the jelly-like slop left after the thing melted away.

Further exploration led them to a room of mirrors and an odd staff hovering in the center of it. Cautious of any obvious traps, the group approached the  staff, only to find that the reason for it hovering mid-air was that it was, again, in the middle of another Gelatinous Cube. This time the thing had somehow managed to get the drop on them (by remaining perfectly still in the middle of a room, no less! Devious thing that it was) and so the group instead relied on their usual Bear-focused strategy, with Baba Tonka ripping apart the thing in a round. 

With the obviously magical staff retrieved the group found a room with iron statues in it, two of which rather predictably turned out to be alive. However with some quick thinking (and slow movement of the statues) the party simply...closed the door in front of them. The statues then happily returned back to their pedestals, clearly uninterested in pursuit. 

Finally, with some poking and prodding of candles the group realized that they would naturally levitate when light up, otherwise acting as normal candles that do not appear to burn out. Gathering them all, the characters were satisfied and headed back up to the surface.

The haul from this run was quite good, and so the group felt happy to spend some of that cash on identifying the magical ring as well as figuring out what the staff's deal is. The priests of the Greytown Church explained that the staff was able to heal people with a touch, while Frantishek the Magician, the local high level magic-user of the town, found out that the ring was actually a cursed Ring of Weakness and offered to buy it off the party, along with the floating candles. He explained that the ring was actually exactly the kind of stuff his contacts back in the Imperial core got asked for by their clients, while the candles he just personally found neat and wanted to use them around his tower.

Most importantly, the group now had the extra funds on hand to go talk to the builder's guild and arrange for the construction to begin in earnest on restoring the fortified manor. To make sure they don't get any surprises, they also hired a pair of men-at-arms to hang out there and keep a watch out.

While back at their manor and preparing things for the builders to begin work, the characters were approached by Anna, the fighter that lead the group of plate-clad warriors the party had encountered earlier. She told them that she and her men were working as muscle for an underground temple dedicated to the four elements, and that the head priest was interesting in talking to the party and wanted to ask them for help (with what, she didn't know, as she was just there to relay the message). 

Also now that Anna was no longer flustered and slightly confused by running into the party in the middle of what was supposed to be a mostly abandoned level of a dungeon, she also gave the general lay of the land as she knew it, and said she'll come back soon to help escort them down to the temple's level and talk to the priests.

GM Observations


So, finishing up the delve from last session wasn't too problematic, with the party getting a very friendly reaction result from the kobolds, fighting a pair of gelatinous cubes (who, with their abysmally low movement, are honestly not THAT much of a threat unless you just stupidly run right into them, and generally got a good amount of loot.

We also finally got around to explaining a bit what the deal was with the warriors they met. The players had been very confused about what had just happened, and if these warriors were simply just "things"  spawned by the dungeon, if they were rival adventurers or something else entirely. I did not want to reveal too many details before I had figured out what exactly the Elemental Temple actually was going to be about so I kept things vague which contributed to the confusion.

After talking things over with people on Discord (thanks folks!) I got a better idea of what the temple wants as a faction, which in turn made it so I can actually figure out how to run them and how they would react to the knowledge of the party's existence. After all, a topic that was brought up during that discussion that I have had on my mind, is just how much information do NPC groups or factions have about the PCs?

You as a referee already know what the players are planning on doing, how they plan on doing it, what resources and personnel they have and so on, and so presenting a competent and devious enemy which also knows these things can get the game into outright hostile GMing territory, since it is a lot easier to just make a group that can outright kill the party if they wanted to.

Obviously that's an extreme case and not really good campaign design, but it is something I've been thinking ever since writing up the rival adventuring party for my previous campaign.