Gunderholfen – In pursuit of the Ravens (session 27)

The Battle Brother have convinced the Protectors to join them in their new delve in Gunderholfen for the explicit purpose of teaching the Ravens a lesson. But those are not simply waiting at the dungeon’s entrance.

3 hours session

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he 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: seek job in Longfelt, need quick cash
  • The Protectors: adventuring in Gunderholfen, except Delevan (convalesent)
  • Black Axes: Widowmakers: Longfelt, new leader>> gnome Havelock, new guild name
  • The Musers: adventuring in Gunderholfen
  • The Ravens: adventuring in Gunderholfen

This session’s main goal: Give the Ravens a taste of their own medicine

Gunderholfen, entrance 1A

  • Travel through the swamp went smoothly. The two allied guilds arrive at the main « kobolds » entrance. They spot the banner of the Ravens and Forka, with his acute sense of smell, thinks that it’s been 2 to 3 days since they were there. Aracyne orders the banner to be burned, a raven flies away.
  • The adventurers go through Level 1, the gnome merchant is away, his shop is closed. They reach the rope bridge and Torch, who’s first, has a plank breaks under him and he almost fell! The bridge has been sabotaged!
  • They reach Level 2, they remove their shoes to get through the corridor of wind-blowing and Torch walks on caltrops and hurts (lightly) his foot. They sweep away the caltrops and soon reach the room split by small chasm, Forka is attacked by a cave scorpion but his armor protects him. Jedri stabs the creature with his sword and kills it.
  • They get through the inundated room, one way ot the other, and get into the room with a campfire and goblins graffitis. There’s a drawing of a raven added to the wall, that Aracyne quickly deface. The scent trail isn’t really better than before, still 2-3 days old.
  • The allies go further on Level 2, they’re spotted by a Giant Ant worker but that doesn’t lead to a fight. The dogman loses the scent trail though, seems like the Ravens did not go past the graffitis room.
  • Befuddled, the allies go back to Level ‘s entrance, trying to lure the Ravens out of hiding somehow. They attract something else, a Basilisk from the swamp, it thumps the ground when it sees them. The adventurers attack the beast from each sides. Bayard is almost turned to stone but Torch reacts quickly and protects him with his shield. The Basilisk’s snake head bites Torch but the goblin is resistant to poison (becomes exhausted instead of worse). Forka delivers the final blow to the monster.
  • They get back inside and kill a lone ghoul skulking in the « goblins » section.
  • They go to the « hobgoblins » section and soon reach the vertical shaft. There’s a spent torch on the ground. It must be where the Ravens went… They decide to send Forka and Adalbert down the dangling chains to inspect the bottom of the shaft. The perilous operation (Forka gets disheartened in the process), descending about 300 feet along the chains, is successful. Forka picks up the scent of the Ravens (still not fresh though)! There’s also a dwarven-made elevator at the ready and they use it to get all together at the bottom.
  • They seem to be in another part of the dwarven city. There’s a big, lighted room ahead. And a lot of bones on the floor…

Closing comments:

  • Not a lot happening on this session, some easy fights (they were on Level 1-2 after all), a bigger one against a dangerous Basilisk that went well. A lot of head scratching as they tried to figure out what the Ravens were up to. Quite fun for me.
  • My sons, Isaac in particular, really hate the Ravens, what with their bullying and the traps they left behind them and their FAST progress. Sure to lead to high drama some day.
  • I’ve said it before, but a good nose and good ears, are quite a must in a large dungeon.
  • The (this) vertical shaft isn’t in the module. From the beginning I had decided to replace an alternate entrance to the dungeon in order to graft another dungeon to Gunderholfen. The whole, together, is linking Level 1 to Level 5 ultimately.
  • I have a timeline at the ready (where the Ravens are at each time) and 2 days is a big head start. Rushing things in order to catch up with the Ravens would be risky in an unexplored area though. We’ll see how it goes next session.

Slug House – End of Investigation (session 26)

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.

Gunderholfen – He died a hero’s death (session 22)

Lightning struck a transfo nearby early in our session and we finished it at candlelight. Not bad for the vibe!

2 hrs session

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he 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: training in Longfelt
  • The Protectors: Resting in Longfelt, resurrection of Delevan succeed (convalescent)
  • Black Axes: somewhere in Ganfal swamp, lost?
  • The Musers: adventuring, left Longfelt but kept quiet on their objective
  • The Ravens: newly-arrived in town, reputation for being brutal veterans

This session’s main goal: Search the Great Cave, the lair of the defeated orcs

Level 4A

  • After a rest at their Level 4 outpost, the Battle Brothers are ready to pay a visit to the orcs and see if those have accepted their (harsh) terms. They get to the Great Cave without any problems and announce their presence to the orcs. The orcs still have guards in place but the PCs can see that half of them look like barely-trained teenagers.
  • The orc sub-chief arrives to meet them and anoiunces that the tribe accept the terms, paying a tribute of 100 gp immediately. He then proceeds, dejectedly, to show the adventurers around starting with the western part. The PCs look briefly at the food storing area and move on. They arrive at a living area where there’s some training of youngsters going on, not nearly a show of strength. Then they enter a larger living area where’s there some wounded warriors and some female tending to them. The next area has more female orcs and many kids, some crying, all very much terrified by the (bloodthirsty) adventurers.
  • They’re in a loop circuit that joins back the Great Cave from the North-East and have seeminlgy visited it all but then Aracyne asks to see where the dead chief lived. The sub-chied reluctantly brings them back to a living area with an open dormitory and points the chief’s place. There’s a rudimentary chest there and Aracyne opens it and takes the remaining gold (46gp) of the tribe. The orcs are now destitute.
  • As his leader is busy stealing from the orcs, Jedri searches the area a bit more and finds a paler spot on the western wall and, pressing it, opens a secret door!
  • It leads to a brick corridor, the air is stale, there’s no sound of anything but they can see a strange statue at the limit of their vision. The PCs coerces the sub-chief into going first. Approaching, they see that this is representation of the Bat-Toad god Tsathoggua. It has topaz for eyes.
Idol of Tsathoggua by The Lone Animator
  • Just as they decide to ignore the temptation of the precious stones, the statue suddenly animates and sucker punches the orc sub-chief with a powerful backhanded slap, sending him sprawling several meters away.
  • The statue then stomps the ground mightily, sending several of the PCs to the ground as well. Jedri didn’t fell though and he attacks with his two weapons, his sword not doing any damage but his morningstar connecting with a good hit. Forka hasn’t time to attack before the statue slams its head into his face, wounding and dazing him. The dogman knight is disheartened but still manages to attack right after with a mighty blow of his 2-h hammer that does suitably impressive damage. Grimoire then does his part with a very successful (crit) Mental Strike that slams the statue onto the back wall, pieces of it flying all over the place. It still stands though but Jedri the ratman finishes the job with another well-placed morningstar blow.
  • Aracyne picks up the topaz from the broken statue. He then sends back the wounded orc sub-chiefs but asks for another orc to accompany them and the orcs reluctantly sends another.
  • They continue their exploration of the secret area, going west and north, with a slope further north. The new orc, the first in line, suddenly stop and makes an odd gurgling sound. He’s got a spear through his throat, from a trap, and he’s very dead. Congratulating themselves for having put cannon fodder in front of them, the PCs get back to grab another orc for the task, much to the dismay of his fellow tribesmen. « Don’t be sad, he died a hero’s death » says Aracyne to the wide-eyed orcs.
  • The adventurers resume exploration and get past the « heroic » dead orc still on his spear and get into a room with a large stone sarcophagus flanked by two (smaller) statues of Tsathogga. Forka immediately smashes one statue with his large hammer, and the other. They then order the orc to open the sarcophagus but he only manages to move the slab a few inches. Forka helps him and the two together succeed in movind the slab aside. There’s a human skeleton inside, wearing a black chainmail visible through his tattered robes and holding a scepter (of Tsathogga) made of copper and ivory. The adventurers orders the orc to take everything, which he does (with some efforts to take off the chainmail from the corpse). They also take the 4 emeralds that served as the statues’ eyes. Nothing bad happens.
  • Having finished over there, the PCs go south until they reach an impasse. Close inspection reveals another secret door, it leads very close to the stairs going up to Level 3. Aracyne ponders the irony of having a way to attack the orcs so much easier and so near all this time…
  • They get back to the orcs for one final speech by Aracyne: « thank you for your cooperation, thank you for the gold, much appreciated, sad for the dead guy *snickers*, necessary sacrifice and all that… See you soon. Yes… Rest assured, we’ll come back! » *silence (except for crying babies) and horrified stares*
  • Leaving the Great Cave behind, the party still in good shape, Aracyne decides that now’s the time to eliminate another annoying threat in the vicinity: the Giant Cave Lizards nearby. They walk in their lair and sure enough, there’s three of the beasts, one with visible wounds on it. Grimoire is first to do violence, he hurls 3 fireballs at the wounded lizard, wounding him further. Jedri finishes it. Aracyne shoots another with his bow. Forka hits this one too. They’re tough cookies though, they don’t go down easy. One try to bite Forka but don’t get through his armor. The other one charges Jedri but the latter evades and then achieves a killing blow. Two good arrows from Aracyne soften the surviving one. It’s killed soon after. The adventurers search through the bones and excrements afterward and get a surprisingly good haul (gold chalice and gold pieces) for their troubles.
  • The Battle Brothers decide that they should go back to Longfelt. They talk briefly with two ogres fetching water on Level 3, telling them a bit of their recent successes . They make a quick stop at the gnomes’ shop on Level 1 and buy a few consumables, and then leave the dungeon.
  • Trip through Ganfal swamp goes well even if the place seems more menacing by the day.
  • They buy some food to farmers near town.
  • Back in longfelt they go enquire to the Protectors, Bayard’s guild, and find out that Delevan has survived the ritual of resurrection. They also learn that there’s a new adventuring guild in town, the Ravens. Not rookies at all. Experienced and a ruthless bunch if the rumors are true.
  • They sell the Tsathogga scepter to Calmund, a rich collector in town, for 40gp.
  • Forka asks around for maybe the eighth time if there was any magic helm to be bought in town (to go with his excellent new magic chainmail). There was none. But there was a possibility of doing a mission in town, in a wizard’s tower, where something went awry, and gain such an item in the process…

Closing Comments:

  • Very profitable session for the BBs this time, reaping the benefits of having defeated the orcs.
  • Yes, turns out this a game with orc babies, and orcs with emotions. But also, orcs that would have been ruthlesse themselves if the situation have been the other way around. I found my son’s speech to the orcs funny as hell.
  • Level 4A is the more thorouhly explored level of the dungeon to date.
  • The new adventuring guild in town means trouble, I made it obvious, and Edmond wants to fight them as soon they meet them in the dungeon.

Gunderholfen – Counter-Attack! (session 21)

Another short session, much like the last one, with some planning at the beginning and then one big fight happening.

1h30

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes 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)

This session’s main goal: Invade the Dark Creepers’ village

What the other adventuring guilds are doing at the moment:

  • Green Imps: training in Longfelt
  • The Protectors: adventuring in Gunderholfen, joined the Battle Brothers at Level 4’s outpost
  • Black Axes: adventuring, try to find a lost tower in Ganfal swamp
  • The Musers: adventuring, left Longfelt but kept quiet on their objective

Level 4a

  • The Battle Brothers and the Protectors take a meal and talk together at their shared outpost. They evaluate the benefits and risks of adventuring jointly (1) and decide not to do it this time.
  • Aracyne examines his maps and hesitates on what his guild should do next, finally leaning on fighting the Dark Creepers. But before they’re ready to depart MAYHEM suddenly erupts on the outpost: the Orcs (around two dozens) are attacking!
  • Making short work of the main doors with a makeshift battering ram, the Orcs get inside! The adventurers, the two guilds together, with no way to escape, will have to fight for their lives.
  • The adventurers are outnumbered but at least won’t be outflanked in the corridors and they quickly get in position to fend off the attackers. Forka and Bayard, both heavily armored, will be frontline. Torch will be behind Bayard and will attack with his spear, Grimoire will cast spells from between the legs of Forka or something like that.
  • Orc archers (and one crossbowman) shoot at their enemies to start the fight, Forka is wounded by a well-aimed (crit) arrow. Grimoire does a Mental Strike on the crossbow-wielder, hurting and making him fly backward several meters away to crash into his fellow Orcs.
  • But then warriors with falchions or spears swarm inside and get into melee. One orc goes down almost immediately after getting hit by a spear thrust from Torch and a mace blow from Bayard.
  • A moment later, Aracyne, with fellow hunter Adalbert and Delevan the mage, attack from a side-corridor, with 10′ open pit-trap, half-filled with refuses, between them and the Orcs. Letting go of arrows and fireballs, the trio inflicts much pain (two more kills in this second round) on their opponents.
  • But things on the main corridor gets a little hairy as Forka is severely wounded by two consecutive blows. The Dogman manages to kill the Orc in front of him and then he retreats behind the fighting line while Jedri quickly takes his place. Efram, the other Protectors’ mage, begins to heal Forka. (Both Jedri and Efram were put in reserve but were quickly put to good use)
  • Grimoire hurls two fireballs and kills one Orc. Jedri Taunts an Orc into attacking him and then swiftly kills him with his two-weapons attack. Just as things start looking good on this side, the Orc Chieftain jumps over the pit-trap and badly hurt Aracyne (who failed to evade) with a big swing of his bardiche. The two Orcs following him are a bit short on their jumps though and sink thigh-deep into the pit-trap’s refuses and will lose some time getting out. The Orc Chieftain is on the receiving end of several arrows and fireballs but is still in fighting shape.
  • Orc archers support their leader from the entrance and one arrow grievously wounds Delevan the mage and he’s down.
  • Jedri and Bayard kill two more Orcs and Forka, fully healed now from Efram’s efforts, charges between them, killing another one. The few remaining Orcs on this side have had enough (failed morale check) and flee!
  • The Orc Chieftain swings his bardiche… at the proned mage on the ground and finishes him! The killer doesn’t enjoy this success very long though and Adalbert, the mage’s companion, slays him with another arrow. Following this the Orc archers turn tail also and the Orcs that just got out of the pit-trap surrender as they’re now surrounded.
  • This is Victory!
  • The Protectors gather around their fallen comrade and will leave the dungeon soon to bring him back in town and pay for resurrection.
  • Aracyne deals with the two Orc prisoners and tell them his conditions for peace to convey to the surviving sub-chief back at their lair: a tribute of gold and also, free passage inside their territory.

Closing comments:

  • The (randomized) arrival of the Protectors was really fortuitous to save the PCs from the Orcs’ counter-attack I must say. And the NPCs were the ones to pay the price!
  • After the recent events, I had created a quick random table for how the Orcs would be reacting to the PCs multi-sessions aggression. The roll resulted in a counter-attack (instead of leaving the area or being defensive), a further roll told me when it would occur, a good process I think. That’s nothing extraordinary, I know, but I’m still learning how do to this properly.
  • (1) Adventuring with more than 6 characters (6 being the arbitrary number from the Wizardry crpg that I’m taking for my own use) doubles the dice of random encounters, with two 6 rolled meaning a dangerous special encounter. This is due to a larger group being less discreet but also, somewhat abstractly, to the disturbance created by too many adventurers together in the dungeon and it (or its master) reacting to this in some way.

Gunderholfen – Repelled by the orcs, again (session 20)

Short session with one big fight taking a big chunk of it. Very dangerous situation that they got themselves into and the PCs had to flee again.

1h30

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes 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)

This session’s main goal: finish the orcs

What the other adventuring guilds are doing at the moment:

  • Green Imps: training in Longfelt
  • The Protectors: adventuring, left Longfelt for Gunderholfen
  • Black Axes: adventuring, try to find a tower in Ganfal swamp
  • The Musers: adventuring, left Longfelt but kept quiet on their objective

Gunderholfen – Level 4A – Great Altar Cave

  • The Battle Brothers have just killed the 10 orc archers that were guarding the entrance of the Great Altar Cave but now they hear many more orcs coming from around the corner to the north west. Two orcs with heavy crossbows come first, one shooting at Forka but the crossbow bolt bounces off his armor, and the other misses Torch. Two other crossbowmen run across the nearby rope-bridge in order to have a good shooting angle.
  • Aracyne makes a risky leap to the eastern cliff and manages to climb up to get atop the promontory. He quickly takes his bow and kill one crossbowman with two arrows (twin shot). The other plunges to his death after Grimoire attacks him with a Mental Strike (telekinetic push).
  • But more orcs move to attack the outnumbered adventurers, five brandishing falchions and five with spears attacking from behind, all wearing chainmail. Forka attacked one with his two-hands hammer, killing him with a massive blow but then the spearmen jab him several times and wound him badly. Jedri jumps into action with sword and light flail and kill an orc with two well-aimed blows.
  • Fearing for his life, Forka shove the falchion-wielding orc in front of him, sending him crashing into the back rank, and he gets out of his near-encirclement. Torch takes care to guard Forka’s flank and stab an orc with his spear, hurting him lightly. Jedri manages to dodge several attacks coming his way.
  • Aracyne does an headshot (crit) to an orc spearman, killing him instantly. A crossbowman aims at the goblin mage and hits him, inflicting a severe wound (1 hp remaining!), the other aims at Aracyne but the elf manages to dodge the incoming bolt. Forka kills another falchion-wielder. Grimoire avenges himself with another Mental Strike, pushing the two crossbowmen off the promontory to their deaths.
  • The adventurers have now the upper hand as they manage to kill several other orcs but they can hear yet more orcs coming from the same direction and only Aracyne is unscathed among them. Torch is okayish but Grimoire and Forka are both severely wounded, Jedri only lightly but is exhausted (no more willpower pts, can’t fuel his heroic abilities anymore). Grimoire does a Levitate on Torch to bring him on his side of the cave, at the entrance beyond the cliff. Forka and Jedri jump over there. A bigger group of orcs is now in sight with its bardiche-armed chieftain in the middle. Several orcs throw spears at the retreating adventurers but none hit their targets.
  • The Battle Brothers run to the west to go directly at their outpost. The orcs have no way to follow quickly and press their advantage.
  • En route, Jedri is attacked by a Giant Cave Lizard coming from the south but he slays it efficiently with his two weapons.
  • They reach their outpost and barricade themselves so they can rest safely. Not long after, they can hear some orcs looking for them close by, probably checking. the stairs to Level 3. The orcs still doesn’t seem to know that the PCs have taken over the Ogres’ den (and aren’t eager to inspect the place as they had been enemies).
  • Five hours later they hear a knock on the door, its Bayard’s guild, the Protectors! Aracyne asks if the allied guild would be so kind as to offer healing and Bayard answers that it wouldn’t be free: how about 80 gp, the amount that Aracyne once asked to the at the moment hard-pressed Protectors? No deal. But still, the allies are glad to see each other.

Closing Comments:

  • The PCs had decimated the orc archers with ease the previous session but now it was a very, very close fight, with character death looming just a step away. Aracyne and Grimoire were very efficient with arrows and telekinetic pushes respectively but the three melee fighters were in a perilous situation. Good armor and good evade ability have its limits when against 3:1 numerical superiority with a back rank able to reach.
  • The orcs have once again repelled the adventurers but it’s clearly a pyrrhic victory for them, having lost 21 warriors between the two sessions and 6 more if we count the first assault. They still have a decent fighting force but they’ve been weakened for sure, probably enough to warrant a change on how they defend their territory.

Next session

Gunderholfen – Bad Neighbors (session 19)

Edmond had this idea of acquiring some sort of ballista on wheels and I had to explain the impracticality of it inside a dungeon environment sadly. Could have said yes and he wouldn’t have get past the chasm and rope bridge of Level 1 and crushed his dreams that way…

Short session: 2 hours.

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes 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)

This session’s main goal: kill the orcs’ first line of defense

What the other adventuring guilds are doing at the moment:

  • Green Imps: training in Longfelt
  • The Protectors: exploring Longfelt’s underworks
  • Black Axes: adventuring, try to find a tower in Ganfal swamp
  • The Musers: left Longfelt but kept quiet on their objective

Longfelt

  • The Battle Brothers stay the night at the Hare & Hound Inn. They buy some field rations. Jedri pays to repair his morningstar. Torch would like to buy an oversized crossbow but finds it too expensive. Forca pays some rounds in taverns and listens to rumors: « The Wizard Balfour’s tower is rumoured to hold great treasure. » And: « A group of bandits is operating out of Prickly’s End Forest. They have so far been able to evade the Baron’s forces. Their leader, Uthbarth the Pike, is wanted, dead or alive. »

Ganfal Swamp

  • On their way to Gunderholfen they encounter a group of four hostile Ogres and have to fight them. Forca got hit by a powerful blow and barely stands on his feet but Grimoire heals him back to health after the fight. They find suspicious meat, foul-smelling tobacco, smoking pipes and a few coins but not much else.
  • Closer to the dungeon they spot some broken statues of hobgoblins in awkward poses. The elf hunter can see oversized chicken feet tracks all around. The « statues » are the work of a Basilisk it seems, but fortunately it’s nowhere in sight.

Gunderholfen

  • They make a stop at Fryniwyd’s new shop. They chat a little and buy a vial of paralytic poison extracted very recently from a local cave scorpion.
  • They go down via their usual shortcuts, have reached Level 3 and only have a few rooms to go to the stairs leading to Level 4 but… they can see that the series of doors leading south are all open! That means… Yes, there it is, you can see it, can you? The floating sword! The Gelatinous Cube is upon us! Torch the goblin reacts quickly and burns it with his torch and it seems that fire work amazingly well against it. The Cube counters on Torch, firing a big ball of corrosive slime but most of it didn’t touch the goblin (minimum damage). Forka is reluctant to get close to it, Aracyne let go of two arrows, doing very good damage. Grimoire channels maximum mana into a spell to send 3 Fireballs at once into the Gelatinous Cube and slays the big slime monster! The freed sword clanks on the ground. Jedri takes it, remove the scabard and everyone can see a dim purple light emanating from the blade. There’s writing on it, its name is Perseverance.
  • This done, they go directly to their Level 4 outpost. It hasn’t been disturbed in their absence apparently. They add another barrel of dry meat to their emergency food stash.
  • Thence, they go south and east to reach the great cave inhabited by the orcs. Exactly as the previous time there’s 10 orc archers, 5 sentries on each side of the cave entrance, on higher grounds than the invaders. The orcs act first and fire a volley, no questions asked, inflicting a few wounds on the adventurers but nothing too bad. Grimoire casts Levitate on Forka who lands on the western promontory and immediately kill an archer with a massive hammer blow. Aracyne kill two orcs with arrows. Torch wounds another with a thrown spear, finished by a thrown dagger from Jedri. Now five against six, the adventurers continue the onslaught as Jedri joins Forka with another Levitate, and kills an orc with his new magic sword. Aracyne kills another orc but then his bow almost breaks in two and is damaged. Grimoire the goblin mage is the target of a deadly arrow but he is saved by his fellow goblin companion who takes the hit instead on his armored self, with lesser consequences. The adventurers have the upper hand and finish off the orc archers who chose to fight to their bitter but swift end, their calls for reinforcement not yet answered.
  • The PCs can hear a lot of commotion from further north and west. The orcs are far from defeated.
  • TBC…

Closing comments:

  • The past few years I’ve slowly learned to embrace random tables as a Dungeon Master, having « learned » my trade (if we can say that) in the 90s when it wasn’t a popular thing to do at all. Random encounters are simple enough to use or design, and a staple of dungeon-delving and understandably a main component of OSR gaming. But I’m still trying to improve my homebrewed random tables, specifically for the other adventuring parties’ actions. I could easily decide by myself what they’re up to but that’s not the point. Impartiality is the point. Emergent story is even more the point I should say. Anyway, a work in progress it definitely is.
  • For the Gelatinous Cube I’ve used the statblock of the Giant Amoeba from the DB Bestiary, simply added a camouflage ability. It’s a pretty powerful monster in fact with 64 hp and ferocity 2, but takes double damage from fire, which fortunately the players exploited almost immediately.
  • Isaac had the idea of hiring mining folks to dig a tunnel to reach the orcs from a less unfavorable direction, but he changed his mind after I said it would take at least 10 days of digging, maybe a month, with something like 6 gp per day to pay the crew in salary and food. So it had to be a frontal assault instead. Their characters are better equipped and stronger than last time but the orcs are a lot more numerous than the players suspect.

Next session

Gunderholfen – City of the Dead Dwarves (session 18)

Our family just did a no-screens weekend as a kind of mental detox. No computer, no tv, no cellphone, no nothing. And it went so well that the kids would do it again every other weekend!

And guess what doesn’t need any screen? You got it.

3 hours session

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes 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)

This session’s main goal: exploring more than half of the « dwarven city »

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring but not in Gunderholfen
  • The Protectors: resting/recuperating in Longfelt, Bodil is concussed, Bodil and Efram have infected wounds
  • Black Axes: adventuring in Gunderholfen, Level 2 and 3
  • The Musers: leisure in Longfelt

Level 4A outpost

  • The Battle Brother did not leave the dungeon last time but rather, they’d rested in their Level 4A’s outpost and did so without any disturbance. Rejuvenated they went back directly to the cavern of the flaming bats, the two surviving ones were in no mood to fight.

Level 4B

  • From there a passage leads to a cave with an obelisk in the middle with writings in dwarvish. Nobody can read it but Forka knows (myth & lore check) that this must the entrance to Nharzed, the City of the Masons, a place renowned for its craftsmanship before the War of the Long-Lived.
  • A slight breeze is coming from the south, bringing an awful stench of death to the adventurers’ nostrils.
  • There’s a set of large steps leading up and a high crenated wall a bit further with a broad entrance from which mist furtively enters.
  • The PCs start to climb the steps but then a stocky humanoid gets out of the shadows, a dwarf but with dead flesh crawling with maggots: a Plague Zombie. Its stench is overhwelming and its presence is frightful to behold. Forka cannot will himself to attack it. Aracyne shoots two arrows, hitting the undead square in the chest but with no great effect. Grimoire pushes it with a Mental Strike, sending it tumbling violently backward almost thirty feet. But the undead gets up, and it is fast, and dashes toward the nearest adventurers and get into melee against Forka and Jedri, who both manage not to flee. A Fireball from Grimoire finally seems to do some real damage to the monster. Forka has a hard time with the awful stench that is even worst for his acute sense of smell and he gets wounded by a claw attack. One more Fireball from the goblin mage and then Jedri gets wounded but counters with a mighty hit (crit) to the dead dwarf’s head with his morningstar, splitting its skull open, slaying it to everyone’s relief.
  • Grimoire casts Treat Wound on Forka and Jedri and after that the party enters the City proper:

« Crumbling buildings from a forgotten age and cracked, worned streets stretch away through dim, gloomy mists.The cavern walls soar upwards out of sight, the space ahead vast and foreboding. Fallen walls, piles of rubble and shattered stone line the streets, the air heavy with the stench of fear. »

  • The PCs are exploring the nearest buildings and attract the attention of a group of ten skeletons. Forka, Jedri and Torch gets into melee, trying not to be surrounded, and get to work. They slay the skeletons without too much troubles, Jedri needs healing from Grimoire again but Forka and Torch only have a few scratches.
  • They continue exploring, see another group of undead east through crumbled walls and decide instead to go west and south. They enter an empty building and go to the next but are welcomed again by undead, this time eight Living Dead. At one point in the fight, Forka was forced on the ground and threatened by several hungry Living Dead but his companions helped him back up and the undead were defeated. They find a golden locket and silver lyre among the rubble inside the building.
  • They go east and get near some kind of temple but Forka can tell that the smell of death is even more awful in this place and they decide to go elsewhere.
  • Thence they go directly to a kind of central plaza with large standing stones that they can see further south and east. When they arrive there though all hell break loose as a pack of skeletal animals, 6 ghouls and 6 civic officer-garbed undead get out of several nearby buildings, mostly from the south, and all converge on the PCs. The latter choose to make a tactical retreat and run back to the building they’ve just cleared in order to benefit from the protection of mostly intact walls. Aracyne quickly perch himself up on top of a wall as the building is roofless, and start to rain arrows at the ghouls, wounding two severely, making those flee. Forca and Jedri block the entrance and fight the skeletal animals, with Torch using his spear to attack from behind. Aracyne shoot another ghoul, hurting it badly, and now the ghouls collectively have enough of the whole getting shot at thing (failed morale check) and all flee. The three fighters finish off the swarm of skeletal animals and get into melee against the « civic officers » undead but those don’t prove to be that fearsome and the adventurers have the upper hand ultimately. The fight finished, Grimoire heal the wounded.
  • The PCs decide to clear the northern area of the undead they saw earlier and soon get into a fight against ten more skeletons. Aracyne put his bow aside as it’s not that useful against skeletons, and get to work with his short sword alongside his companions. Grimoire, who was staying back, spots three ghouls (some of the group they saw earlier) that were trying to sneak up on them. He incinerates a ghoul with a big fireball and burns another with a smaller one. The two remaining ghouls flee again. Meanwhile the fight against the skeletons is under control, the adventurers got a few painfuls stabs here and there but they managed to win again.
  • Grimoire uses his last reserve of mana to heal the wounds. All of the adventurers are quite exhausted by the successive fights by now (depleted willpower points) and Aracyne, the guild leader, call it a day. The Battle Brother leave Nharzed behind, and go up, by their usual method of shortcuts, all the way to Level 1 where they make a short stop to talk the newly-installed gnome merchant Frinywid – who tells them that he saw another party of adventurers a bit earlier, the Black Axes. He wasn’t sure if they were going to rob him or worse at the time as they look like a bad batch he says, but they didn’t. They’re probably somewhere in Level 2 by now.
  • The Battle Brothers leave Gunderholfen, the trip through the Ganfal Swamp is fortunately uneventful and they reach Longfelt before the end of the day.

Closing comments:

  • Nothing happening while they rested at their Level 4 outpost between sessions. Rolled at random of course. There’s a countdown going on though (random too, but chances are increasingly higher the more time goes on), as the orcs will understand sooner or later that the ogres aren’t there anymore and they’ll want to look into their former den. The orcs, or maybe someone or something else will.
  • Several big fights in this session, there’s no xp for combat so I’m not sure that it really served the purpose of the players (apart from having fun) not to try evade them. They can certainly be systematic about it and clear one area after another but this will take a lot of time.
  • Level 4B, Nharzed, is a cool place, spooky and all. There is several special locations in the area but the players didn’t explore any of them this time, instead they explored one building after another full of rubbles. I think a random table of stuff to find in abandonned buildings or things happening or whatnot, would be great to make the area even more interesting. I may do just that for the next time they go there, we’ll see.
  • Crossing the Ganfal swamp in their depleted state was a bit risky, another big fight like last time could have doomed them.

Next session

Gunderholfen – Hot & Steamy (session 17)

Hey, what do you mean my title made you expect something else? HOT. STEAMY. I mean, basic vocabulary…

Short session, 2,5 hours.

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes 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)

This session’s main goal: find the « dwarven city »

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring but not in Gunderholfen
  • The Protectors: resting/recuperating in Longfelt, Bodil is concussed, Bodil and Efram have infected wounds
  • Black Axes: leaving for Gunderholfen soon
  • The Musers: leisure in Longfelt

Longfelt

  • The BB buy a lot of food rations, put them into a small barrel, with the idea of leaving it inside their newly-acquired Level 4 outpost.
  • While taking their breakfast at the Hare & Hound Inn they are visited by a gnome merchant (and magic-user) named Frinywyd who has an offer for them. He wants to open shop into the liberated Level 1 of Gunderholfen and asks for the BB if they would escort his caravan to get there and they gladly accept.

Ganfal Swamp

  • The crossing is slower than usual, leading the caravan on the treacherous road half-eaten by the swamp. Halfway through, one side of the cart slides into muddy waters and it takes great effort from the group to get it back on firm land. (Forca get disheartened in the process)
  • Fortunately they reach their destination without further hindrances.

Gunderholfen

  • The BB advise the gnome merchant to occupy the room of the late goblin chief in Level 1B and he does so. They also take a look at his wares and Aracyne buys an amulet of spell focus. They see that the gnome sells bottled elementals that can help in fights but the asked price is a bit too steep.
  • They then go down to Level 2, have to defend themselves from several hungry Stirges and then take the secret ladder to Level 3. From there they cross the dead kiigoths’ territory and go down (very cautiously) the slippery stairs to Level 4.
  • They find their outpost undisturbed, door still staked, and they leave their rations inside. They write a quick message on the door: « The Battle Brothers are here » with a cray and leave to explore.
  • They first go nearby, just south of their outpost, and entered a warm area with low visibility due to steam. They hear a high-pitched laughter and a loud PLOP and see, barely, a small winged creature flying above them – a steam mephit. Aracyne has time to shoot an arrow at it and manages to hit it despite the obscuring vapor. Forca is convinced that the nearby stalagmite is a creature and hits it with his hammer, breaking a chunk of it but with no further result.
  • The wounded mephit avenges himself by creating a rain of scalding water on everyone below. Torch protects himself with his shield but the other adventurers are wounded (fortunately I rolled very low on damage). Another mephit sends a jet of hot water at Jedri, who fails to evade and is wounded. But then the PCs act. Aracyne finishes the wounded mephit with another well-place arrow. Grimoire casts a fireball at the other, hurting it ligthly. He then casts Levitate on Forca who smash the mephit with an hammer blow and kills it. With no further threat, Grimoire casts Treat Wound on Jedri and then PCs search for treasure and it takes some time but they finally find some ancient dwarven coins (10 gp each) that were stashed on top of a stalagmite.
  • Thence they go back at the intersection and go south and soon get in another fight despite their attempt at stealth, this time against a juvenile ankheg. An arrow from Aracyne is deflected by the insectoid’s carapace and the creature try to hit Jedri with one leg but he evades. The ratman then counters with two powerful hits from his light flail and morningstar, wounding the ankheg. Next, Forca delivers a massive blow of his hammer, so powerful that it detaches the monster’s head from its body, killing it instantly. The close by lair lair of the ankheg is littered with bones but nothing else.
  • The PCs continue on the path that they’ve been told leads to the the dwarven city, going east and south generally, and after that west, inside a long and warm natural passage that debouche in a large, even warmer cavern. The air is dense with mist.
  • Forka the dogman, even with his helmet on, hears some kind of high-frequency sounds emanating from somewhere above and, through the mist, the PCs can see several glowing spots. They soon see what’s the meaning of all this when creatures plunge towards them: Flaming Bats!
  • 5 Flaming Bats (with some other « warming up » above) get near the PCs. Two of them belch clouds of black smoke, partially obscuring the adventurers’ vision. Another try to rake Aracyne but he dodges. Same with Jedri. Another let go of a jet of fire on Forka but his armor protects him. The adventurers make quick work of all but one bat, but 3 more are coming to the fight! One makes a fiery dive towards Jedri but he dodges. One comically latches on Forka without managing to hurt him in the least and the knight body slams the bat on the ground (brawling attack), crushing it under him. Meanwhile, Aracyne concentrates his shots on the bats flying too high and kill several. Jedri kills a bat but then he inadvertently throws his flail several yards away and also bends his morningstar (two mishaps in a row)! Grimoire casts Levitate on Forka and the latter smashes another bat midair. A bat bites Forka and this time, pierces the armor. Another one painfully burns Jedri with a fire jet. But before long there’s only two Flaming Bats remaining, still on the ceiling, that seem more interested in perpetuating the species than to fight.
  • Victorious in this big fight, the adventurers have a look at the passage to the south, a bit further peek at the gate of the dwarven city and call it a day, having numerous wounds and depleted willpower for almost every PCs (and some conditions) and return to their Level 4 base to rest.

Closing Comments:

  • Escorting the caravan meant increased chance of random encounters but none occured, only a DB ‘s journey mishap.
  • I did not really convert the steam mephit for DB but it worked fine nonetheless, with the first mephit summoning another and then trying to keep away from the PCs and attack at range.
  • Forka’s heavy armor is very handy in fights, no doubt about that, but that makes sneaking for the group virtually impossible (they could still split and scout ahead). I like how it balances overall.
  • The fight with Flaming Bats was finished within 6 rounds, a pretty big fight and really fun I’d say. I made it easier because I ruled that 1d6-1 bats joined the fight each round, so not the whole14 bats of the room all at once. But it was challenging and the PCs had to spend a lot of ressources to win so I think it was good.

Next session

Gunderholfen- Peril in Ganfal Swamp (session 16)

I’ll try to have something like a weekly session, at least bi-monthly, of this campaign with my kids for the coming months until summer, we’ll see if I manage to do it.

Short session, 2 hours.

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)
  • Grimoire, Goblin Mage, frail but smart (me)

Gunderholfen

  • We start in Level 4, with the Battle Brothers and Protectors in the ogres’ den. Having slaughtered most of the adult males and ordered the survivors away, the adventurers clean up the place, using the open pit to good effect, to make it, well, less of an ogres’ den.
  • After that, they block the door and camp there for the night. Forka, in his turn to keep watch, hear footsteps nearby and whispering voices. There’s the smell of orcs. But they seem to turn back the way they came.
  • Next day they begin together their ascent towards sunlight. They tie themselves together with rope for the slippery stairs to Level 3. Reaching Level 3, they do a small detour to see Grom the ogre and ask him some questions. They give him a 50 gp gem and learn from him of the quickest way to reach the « dwarven city » (going south of the ogre den in Level 4, then south-east and then west in a long, noticably warmer passage into a large carvern and then south to reach their destination).
  • They encounter a patrol of ant workers in Level 2 busy transporting dead giant rats and neither side is interested in fighting.
  • They reach Level 1C, into what was the hobgoblin area and got to a portcullis that was always closed to them in the past. They opened it and, a bit further, got to a deep vertical, artificial shaft with chains dangling but no easy way down.
  • They backtracked and then reached Level 1B and got out by the « goblins » door.

Ganfal Swamp

  • Aracyne leads the group competently through Ganfal Swamp and they make good progress despite the harassing environment but then, several hours in, they see a dozen or more humanoids in ragged clothes emerging from behind an outcrop: ghouls!
  • The adventurers fire a salvo of spells and arrows on the howling undead and four of them are slain and another immobilized by a spell of ensnaring roots. But the ghouls are now in melee. Bodil gets hurt by a claw attack and then tackled to the ground and is in great danger. Efram the Mage gets vomited on by a ghoul and then flees not long after, demoralized by the terrifying howling. Aracyne is dishearthened but stands his ground.
  • Two more ghouls are on the approach. Bodil the elf is badly hurt and unconscious. The Hunter Adalbert also flees after another howling near him. Two ghouls are avidly pursuing Efram and Adalbert. Bayard smashes a ghoul’s face in with his magic mace and it’s killed. Jedri drops his flail inadvertently but has a dagger to continue fighting two-weapons style. Grimoire the goblin Mage casts 3 small fireballs and efficiently finish 3 already wounded ghouls. Forka team up with spear-wielding Torch to slay another. The mage Delevan cast Levitate on the ghoul on top of Bodil and throws it away, hurting it in the process, then he goes to help his fleeing companions.
  • Twelve ghouls have been slaughtered, two surviving start to run away, one is stuck in place by Ensnaring roots and is finished by a big hammer blow delivered by Forka. The adventurers have won, with one casualty among them: Bodil is concussed and has infected wounds. Adalbert and Efram also have infected wounds. Fortunately they soon get out of the swamp, into the farmlands, talk to some peasants on the road and reach the city of Longfelt.
  • The two adventuring guilds make a vow of friendship, decide to leave each other signs (cray writings) in the dungeon if they go separately and then say farewell to each other.

Closing Comments:

  • Grom has gotten back his leadership of the ogres thanks to them, there’s that, but he thinks of the adventurers as dangerous and untrustworty and won’t be a true ally. Giving information in exchange for money to the PCs so they go explore a dangerous area is the most he’s ready to do in my mind.
  • The Level 1 mining shaft isn’t there in the book (it replaces an exit to open air), I added it for some unscrutable reason…
  • Rolled an encounter in the swamp and was tempted to just pick an appropriate monster in the Dragonbane Bestiary but instead I’ve rolled on the d20 table and got 20, ghouls.
  • Ghouls in dragonbane don’t have any paralysis abilities as the D&D ones but, as monsters, have a d6 table to roll on to determine what they do, and also, as monsters, they always hit (it’s up to the target to try to defend if they wish). I rolled for each ghoul separately and it went smoothly enough.

Next session

Gunderholfen – Bullying the Ogres (session 15)

First session of Dragonbane/Gunderholfen since september of last year. Shame on me.

Last session the Battle Brothers had persuaded Bayard and his Protectors to make a temporary alliance and fight together against the denizens of Level 4.

Short session, 2 hours.

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

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)
  • Grimoire, Goblin Mage, frail but smart (me)

Level 4

  • The two adventuring guilds, ten strong, descend the long slippery stairs down to Level 4, taking their time to decrease the risk of falling. They also devise a plan to fight the ogres which they already know reside very near the entrance of Level 4.
  • Upon arrival they go east and get to the door leading to the ogres’ den. First trying a quiet approach, they try to open the open door silently but it’s blocked from the other side. Letting go of subtlety, Bayard and Forka, the two strongest characters push the door open, displacing a large rock and a wooden beam, the latter falling to the floor with a loud bam. The PCs hear ogres nearby shouting to each other and get ready for a fight.
  • Getting back quickly to the first room, the adventurers get in formation, with 4 of them frontline and mages and archers (and Torch) behind. The first two ogres in are not very efficient (one good hit to heavily-armored Forka) and are assaulted by weapons and magic and are killed just like that. The following ogre is a bit more successful as he rushes in and rams into Bodil the Elf, tossing him aside on the ground while another ogre misses Jedri the Ratman with a big swing of his club. Aracyne hurts the ramming ogre with two arrows to the chest, wounding him badly and Jedri manages to finish him with a deadly two-weapons combo. Efram, one of the Protectors’ mage uses magic to make one ogre fall asleep and now there’s only one left from the five that were coming at them. The last one still has the will to fight though and wounds Bayard with a big hit but get overhwhelm quickly after.
  • They hear a door slam somewhere close but no other ogres are coming for the moment so the mages have time to do healing magic and everyone is healthy anew.
  • There’s three corridors, with the one in front being were the 5 ogres got out. There’s nothing interesting northeast, they go south and walk close to the wall to get past a (non-hidden) pit trap.
  • They see a room full of refuse, inspect a storeroom (nothing but food & water) and then get in front of double doors, there’s a faint odor of woodfire smoke (along with strong body odours and other unpleasantness).
  • The adventurers bash the doors open and see a big room, something like a cooking area, two teenager ogres were ready for them and immediately kick the burning logs, spraying embers directly on Forka and Bayard. Neither of them were quick enough to evade and lose a round removing the painful embers. The two young ogres don’t stand a chance though and after one is killed the other surrenders and pleads for his life. Bodil would have killed him but Aracyne his in a merciful mood and spare hime in exhange of information. They thus learn of some of the closest areas in this part of the dungeon, not much, the young ogre says that their ex-leader, Gorm (from Level 3), knows a lot more more.
  • The adventurers then proceeded to round up the surviving ogres in the other rooms (in this self-contained area) consisting of: 2 adult male ogres, 5 adult females, the teenager and 2 other youngsters. Aracyne tells them to leave Level 4 and get to Gorm in Level 3 if he would take them. They agree to leave on the condition that they could take their stored food and water with them and the adventurers accept.

Closing Comments:

  • Not much exploration this session but a big step accomplished in removing the ogres, as their presence near the entrance of the Level was always going to be a problem each time they passed.
  • 10 adventurers together are certainly a force to be reckoned with. I’m thinking that they must attract more attention than a smaller group obviously and, at the very least, I will adjust encounter rolls to reflect so in the future. Otherwise, in a non gold-for-xp system there’s just no much disadvantage in being that numerous.

Next session