We’re back with the main dish of the campaign, Gunderholfen proper, as the boys pretty much completed (98%?) dragonbane’s Gates of Power.
2 hours session.

Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Dragon Brothers– guild roster:
Adventuring:
- Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
- Jedri, Ratman Thief, rather likes his curse (Isaac)
- Grimoire, Goblin Mage, frail but smart (Isaac)
- Torch, Goblin Knight, fanatically loyal to Forka, (Edmond)
- Trimbo, Human Arcanist, wields both crossbow and lightning (Edmond)
- Brondrack, Hatchling Dragon, rescued from the dungeon (Edmond)
Not adventuring at the moment:
- Bumwild, Gnome Mage, wants to become a summoner (Isaac)
- Letraquan, Human Necromancer, has a talking, evil sword (Edmond)
- Forka, Dogman Knight, fierce warrior (Edmond)
What the other adventuring guilds are doing:
- Green Imps: adventuring in Gunderholfen
- The Protectors: adventuring, not in Gunderholfen
- Widowmakers: leisure in Longfelt
- The Musers: adventuring in Gunderholfen
- The Ravens: adventuring in Gunderholfen
Main Goal for this session: explore a big chunk of Level 5
We start in the chapel, in the City of the Smiths. After resting and saying goodbye to Kaldur the undead dwarf, the Dragon Brothers decide to see if they can reach Level 5 via the canyon, this time by getting through the hole in the collapsed area. With a bit of climbing they manage to get outside and see that they are some 50 meters above the mines’ exit. They proceed to get down carefully – Grimoire casts Flight on himself as he’s exhausted and it would be risky for him to simply do it physically. From there, they go down a bit more and go west and reach the dungeon’s cliff entrance.
Gunderholfen – Level 5 East
- The adventurers check their map and decide to explore a nearby, narrow side corridor from the Main Thoroughfare.
- They enter a room with many crates, many broken. They find a flask of oil. They go south.
- It leads to a room with a mound of sand in the middle with some bones and pieces of damaged armor protuding from it. There’s also a lever in a corner. Torch pokes the sand mound with his spear, nothing happens. Pokes it a bit more, no, still nothing. They decide not to touch the lever and go into another corridor.
- Small room with boxes filled with sand, rusty shovel. South again, there’s a giant spider web blocking the way. They start to burn the spider web with a torch and this attracts the resident giant spider. Torch in front with Aracyne shooting from behind. Things are going well, with the Elf peppering the spider with arrows while Torch defends from the spider’s attacks. But then the spider manages to spray web on Torch and his frantic evading attempts just make it worse (bane). Aracyne saves his goblin companion with an arrow so well targeted that it both liberates Torch AND kills the spider all in one shot (crit/dragon)!
- Finishing burning the web in the corridor, they get to the spider’s lair, floor is littered with bones. One hanging dead bugbear. They find a good quantity of coins and a few trinkets. Grimoire finds a dagger on a dessicated corpse and cuts himself accidentally. The dagger was poisoned but Grimoire’s natural goblin resistance protects him from the worst of it.
- Backtracking a little, to the west, they enter a room with its floor entirely filled with clay jugs (many broken) and barrels. Searching a bit, they find a clay filled with honey.
- Another room, walls plastered in green. Bas-relief of a dwarven war god.
- Next, they open a door to a closet. Theres’ a rack with crossbow bolts, arrows and throwing spears. The adventurers fill their quivers as much as they can.
- They cross and inspect a room with a rope hanging from a hook and pigeon holes in the walls. They find nothing special, they go on.
- Next room has containers filled with charcoal. They go north.
- This leads them back to the Main Thoroughfare that crosses a big chunk of Level 5. They open a door north, It smells odd. Torch spots a goblin-ish creature that gets out quickly of their torchlight, darker and with longer arms than himself. They don’t see the creature anywhere. There’s a makeshift barricade blocking the way north. Torch says hello in goblin speech, says they’re not here to harm any goblins. He’s answered with laughters and unfriendly comments on his odd way of speaking (said in deep goblin speech dialect).
- The adventurers retreat back to the Main Thoroughfare and go west.
- From the central room with a basin in the middle they open a set a of double doors to the north, into the Hall of Veneration. There’s three 10′ high statue on the eastern wall. There’s also a weird droning sound coming from there. Jedri is asked by the party to go first. He warily does, keeping an eye on the statues. The droning sound turns into a screech and everyone is dazed at the same time as a great shadow dives towards Jedri from behind a statue. The ratman manages to evade the attack even in his dazed state. His companions unleash hell into the monster, a Cloaker. It tries to fool the adventurers with mirror images of itself, duplicating into four but the illusions are quickly dispatched by arrows and bolts and the true monster is finally slain. Unfortunately the room is devoid of riches.
Closing comments:
- Fun session, there’s a lot more things to ponder in Gunderholfen than in the Gates of Power I must say. Even when there’s nothing but background noise in a room in Gunderholfen, you never know when there’s something hidden or not.
- Two interesting Monster fights in this session. I’ve used the Giant Spider from the Dragonbane bestiary and it was nice. The Cloaker is a complex monster in D&D, with a lot of special abilities and unsurprisingly isn’t in the DB Bestiary, I’ve statted it on the fly and it did the job. By the book, it emitted a droning sound and I kept it like this. It should be more of an ambush predator and keep silent until it attacks honestly.



