Nature interlude, a few hundreds meters from our home in Québec City. No Giant Slugs were slain on this specific expedition.





And now, back to our program:
Some negociations, some shopping, a big fight and that’s all the Battle Brothers could squeeze in this session.
2 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: adventuring in Gunderholfen
- The Protectors: leisure in Longfelt, Delevan convalescent
- Black Axes: somewhere in Ganfal swamp, lost?
- The Musers: in Longfelt, resting
- The Ravens: adventuring in Gunderholfen
Longfelt
- The next morning at the Hare & Hound inn, the Battle Brothers find out that Dominguos (with some of his men and a woman named Phrynia) was waiting for them in the common room.
- Dominguos talks about starting on the wrong foot but offers to come to some kind of understanding with the adventurers. How about they share some of the plunder if his gang don’t interfere with their investigation? The Battle Brothers accept, not committing to any set share though.
- The PCs go find their thief friend Tlali, now mostly cured from her rat-form curse, and ask her if she could discreetly find out if the window form which they got out the day before (and left not quite closed) was still the same. It was still open, but it was also trapped with poison needles (which she removed).
- Forka orders a custom, a bit heavier, warhammer from a local blacksmith used to provide for adventurers. Half the money now and should get the new weapon in three days. The PCs buy a crowbar and some other gear.
The Mansion of Uzul Balashi
- The Battle Brothers reach the wizard’s manor and enter the front courtyard and ask Dominguos if they can explore his gang’s side of the manor. He reluctantly agrees and shows them around except for his own room (that he shares with Phynia). The adventurers manage to spot a secret door that the bandit leader swears he knew nothing about. Unfortunately the door doesn’t seem to open from this side and there doesn’t seem to be another way to access the rest of the manor from this aisle.
- The PCs are tempted to break the door open but finally opt for the window.
- Forka is the first to enter into the dining room and is surprised to find a strange creature already there: a Giant Slug!
- Forka’s 2h hammer don’t seem to do much against the slug but piercing and slashing attacks from his companions, and fireballs from Grimoire, ultimately do the job of slaying the beast. The monster did spit acid on Forka, hurting him (but his magic chainmail was okay). It also produced a powerful lighning bolt that downed Torch and badly hurt Jedri and Grimoire at the same time. Once the Giant Slug was slain Grimoire proceeded to heal his companions with his magic. The Battle Brothers chose to be cautious and leave the manor without further exploration.
Closing Comments:
- The Battle Brothers rested for the night at their usual inn, a big advantage of adventuring in the city proper for sure. But their habbit of using always the same inn also means that ther’re easy to find if someone wishes so… Plus, they were followed by a footpad.
- The eponymous Giant Slug was obviously a big deal, could cast some spells (in my modified Dragonbane version) and was hard to defeat. It had 8 possible starting locations (and moved around afterward), at random, here it was at the dining room, their chosen entry point.
- 3 days for this mission to date and more to come as they still don’t know what happened to Uzul Balashi.


















