Lot happening in the adventuring guilds’ world. The city council wants them organized under a single entity. Also, the Green Imps have been forced to give tribute to the stronger Ravens, angering the Battle Brothers and Protectors when they learned about it. The Black Axes have apparently lost their leader but are now back in town after being away for a while, with rumors of them having been lost in Ganfal swamp. Speaking of Ganfal swamp, it’s expanding through farmlands at an alarming rate, day after day, with only the retrieval of the Scepter of Harvest from Gunderholfen having the power to stop it, it is said. For the moment though, the Battle Brothers are still investigating a wizard’s manor in town.
4 hours session

https://www.drivethrurpg.com/product/491255/slug-house

Player Characters (PCs) – The Battle Brothers:
- Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
- Jedri, Ratman Thief, rather enjoys his rat-shape curse (Isaac)
- Grimoire, Goblin Mage, frail but smart (Isaac)
- Forka, Dogman Knight, fierce warrior (Edmond)
- Torch, Goblin Knight, not expendable anymore (Edmond)
What the other adventuring guilds are doing at the moment:
- Green Imps: back in Longfeft, complain that they’ve been preyed upon by the Ravens
- The Protectors: leisure in Longfelt, Delevan convalescent
- Black Axes: back in Longfeft, Kegan the Black is dead (left behind?)
- The Musers: adventuring in Gunderholfen
- The Ravens: adventuring in Gunderholfen
Longfelt
- The Battle Brothers start the day at the Hare & Hound inn. They take time to listen to rumors and hear about the plight of the Green Imps whom have forced to give tribute to the Ravens. They talk to innkeeper and ex-adventurer Maeve and they learn a few things about the Ravens and their leader, the dwarf Runfurly the Depraved. They go talk to the Protectors and ask for their support for teaching a good lesson to the predatory guild as soon as they can.
- Having done that, the PCs start their adventuring day and access Uzul’s manor the same way they did previously, through the window on the eastern side.
- They see that the corpse of the Giant Slug is no longer there and there’s a fresh trail of mucus on the floor leading through the door and then north. They follow it.
- They get into a library. There’s tiny floating motes of light in the room, some hovering above a wrting desk, others around… the Giant Slug. The creature is alive apparently but is visibly afraid of the adventurers. It exits the room as soon as it can. A floating mote starts to follow Grimoire.
- The PCs follows the Giant Slug. It goes at the end of a long corridor and up a set of stairs. Into another long corridor with another staiway at the end that goes down. And again… These two corridors are connected by magical stairs!
- The PCs stop following the Giant Slug in its perpetual circuit and explore a side door on the newly-discovered corridor. They’re in a large, dusty room and with the view through the windows they can see that they’re on the west side of the manor. With that revealed, they backtrack and resume exploring the eastern side of the 1st floor.
- They get into a room in great disorder with a strange array of furnitures and scraps made into a « fortress ». They hear small creatures scampering away to another room.The PCs search the « fortress » and find two teared papers, notes from Uzul Balashi no doubt, in the same vein than the previous one, of him whining that his wife badgers him on his mistreatement of the staff and his reckless experiments on himself.:
« Thou shall drink one too many potions my dear » she said « and find thyself crawling around like an overgrown earthworm. »
- In the next room they find homoncubolds hiding under the bed. They reassure the frightened creatures and barter for another note from Uzul. They find more clues of the wizard’s demise on the bedside table. They also find a secret door behind a cupbpard.
- It leads to the manor’s tower and into an Herb room, wherein Torch gets a strange sensation but is fine due to his natural goblin resistances.
- Going up the stairs they get into a wizard’s laboratory, with a complete set of alchemy and many potions. They don’t touch anything.

- Going up again, reaching the top, they get into Uzul’ Sanctum and find his spellbook on a pedestal. They take it and this activates the Wood Statue from the room’s corner. The Wood Statue is very resistant to Forka’s hammer blows and Aracyne’s arrows doesn’t do much either, but Jedri’s sword slashes and more so, Grimoire’s fireballs do good damage and with some work, they defeat the dangerous guardian (forgot to activate the Splinters final detonation as per DB monster ability, oops).
- With the wizard’s spellbook in hand and acting with all the clues they got, they go downstairs and manage to find the Giant Slug again, still on its circuit. They show it the spellbook, it seems to recognize the thing but doesn’t seem to be willing or lucid enough to get a clearer reaction than that.
- The adventurers leave the Giant Slug, the unfortunate wizard Uzul Balashi most likely, behind and start to explore the western side of the floor.
- They soon get into the presence of some manor’s ex-staff, now ugly, all lizard-like and having the most horrible stench to them.

- They’re having a lot of fun rummaging through their ex-employer haversack, they’re clearly intoxicated and in very good mood. They’ll trade Uzul’s journal in exchange for the best tacos in town, from Biffro’s Bistro.
- The adevnturers proceed to get out of the manor and buy some tacos from Biffro. On their way back they get pestered by the inivisible imp but mostly ignore hi and try to evade his tricks. They give the tacos and get the journal. One final search nearby reveals a secret door and a treasure chest in a small room. The chest has a decent amount of coins.
- Satisfied with their gains and the clues they found, the PCs decide to leave the manor for good. They take an appointment with Merrick the High Constable and present him their evidences. Uzul Balashi foolishly experimented on himself and was turned into a Giant Slug. He probably killed his wife but no proof was found about that. Their investigation is concluded. Merrick would have liked a bit more but he’s okay with their work and he upholds is part of the bargain, giving them a nice knight’s great helm.
Closing Comments:
- That’s the end of Slug House for this campaign. They explored about 2/3 of the mansion (82 keyed entries), missing several secrets and treasures.
- At the same time they did accomplish their objective and taking more time outside of Gunderholfen was out of the question for them.
- For me this adventure module was near-perfect, I would barely have any quibbles to hold against it and that doesn’t happen often at all. I’ve checked another published adventure by the same author: the heretic’s grave, and it’s also very good. An author well worth to keep an eye on for sure.





































