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This is a Dungeons & Dragons blog, covering several different play sessions. Currently the blog is hosting a Adventures Dark and Deep rule set (originally using 1st Edition Advanced Dungeons & Dragons) with our group. In the past we have also played Basic Fantasy and Moldvay Basic Dungeons & Dragons, with some rule modifications.
Thursday, September 17, 2026
Session 236: Needfest
My tale begins as the revelries of Needfest continue. Whimsical masks are made of various materials (cloth, feathers, painted wood) and for one night, townsfolk act in ways that are contrary to the normal social order. Children boss around their parents, farmhands mock their employers, and some high-status villagers behave in wild and uncharacteristic ways that they are sure to deny in the morning. A "Lord of Orlane" was selected to preside over the festival, not by popular vote, but by chance. This year, a single black bean was placed in a bowl filled with white beans and one by one, each villager drew a bean until the black one was pulled. The chosen one was dressed in a garish and oversized cloak and was sat in a "throne" and forced to settle silly disputes and grievances from any who wished to speak up. I, myself have been appointed as Lady of Orlane no fewer than three times over the years. This year the unlucky fellow was none other than Finn Thistlebrook, a jovial lad who has recently taken over the family apple orchard that has been the backbone of many a festival as it supplies the fruit for fine casks of cider and delicious apple tarts. He presided with good humor as he ruled over some matters of dubious import. Celia Wren brought a case against her neighbor Doran Kestral to see if the Lord would stipulate that Doran's noisy rooster was disturbing the peace. Finn thought a moment as he glanced at his cousin Doran and declared that "it is at the owner's discretion". Then, Torvald Whitmore wondered aloud whether the ale that had been sold to him from one of the local vendors could still be called ale when it was clearly watered down. Lord Thistlebrook called upon an expert with discerning taste, Sergius the Dwarf, to make the judgement. Sergius took a large gulp from the flagon and declared the drink nothing more than "flavored water!" A mighty cheer arose and some sidelong glares were cast toward the beverage cart where most of the patrons immediately stepped out of line. Next, Cedric Landry spoke up and complained that Briony Frost had not paid him for his work clearing gophers from her field. Briony stated indignantly that Cedric had spent the afternoon asleep beneath an oak tree and had only killed two gophers. Finn nodded sagely and declared that Cedric was owed his pay because although he had napped, the man had indeed shown up and done the job asked of him. Briony dug into her purse and produced a few coins with a sour expression. Cedric ran off with glee to patronize one of the ale stalls. Lastly, a cry came from somewhere deep in the crowd that adventurers should be taxed for bringing trouble into the town with them. Low murmurs turned into boisterous chatter that then solidified into a chant of "tax! tax! tax!" With a wide grin on his face, Finn declared that all adventurers should indeed pay a tax of five gold pieces each for the burdens and hardships they seem to track back in to town, not unlike dirt on their boots. Gnorcia took great displeasure in this ruling, wondering why she should be punished for her repeated rescue of the town and good work in the barrow maze. Doran Kestral hollered out drunkenly that the adventurers were the reason his roosters were so noisy. Bram Halloway voiced his concern that the adventurers would eventually infect the village with a plague carried in from who knows where. Mayor Zacharias spoke up with a hollow voice that much has been both gained and lost from the exploits of the Saviors of Orlane. That dampened the tone somewhat, but seemed to settle the matter.
Lhoss and Tatania used their skill to identify some magic items. Lhoss examined the cursed spell book that growled at her. To her delight, the growling was simply an affectation and the book posed no ill-will. Indeed, it was an incredibly valuable spell book that was inscribed with every second-level spell known to magic users. It also contained Baltrun's Effusive Blood Boil, Drixom's Purple Haze, Galaxina's Scintillating Spark Shower, and Vitheria's Vengeful Visage. Tatania then examined the lizard scale spell book. It did have a curse which was that it will attract reptiles and reptile-like monsters as long as it is in this physical plane. It was constructed with leather lizardman's scales and had silver fittings. Tatania was delighted to discover that it contained every level-one magic user spell.
Feno claimed the gloves of dexterity. The rest of the group considered their finances and decided to travel to Hochoch in order to sell some items to raise funds for the group. In the meantime, Armatzi, Lalie, Lhoss, and Titus sought out the mayor of Orlane, Zacharias. The mayor's behavior was still somewhat off since his return to town and the group was seeking out a way to help. The mayor received the party in a somewhat detached manner. Armatzi addressed the mayor in an attempt to connect, but Zacharias just stared into the flames of the fire. Lalie cast detect evil, but none was found. After about ten minutes, the mayor turned to Armatzi and shed a tear. Lalie introduced herself and asked Zacharias to share what he experienced during his departure from Orlane. The mayor absentmindedly got up and stirred a pot of porridge. Titus asked the mayor if he has permission to cast a spell. The mayor began to protest the need for such a thing but then trailed off. Titus, taking control of the situation, cast remove fear. Slowly, some life seemed to come back to Zacharias' eyes. He seemed to remember his manners and invited the party to sit and eat with him. Slowly, he began to regain some spark of personality and chatted about the festival. Lalie once again asked about his experiences away from Orlane but he declined to elaborate. Zacharias gave Titus a heartfelt thank you and invited the holy rollers (plus Lhoss) to visit again. He seemed much improved, even if he's not completely recovered.
The next morning, the entire group set off for Hochoch. They traveled through a cold early Fireseek day and encountered a group of trappers on the road. Lalie approached them to inquire about their wares, but they were standoffish and brisk. They seemed unwilling to sell their pelts which made Lalie suspicious so she cast detect evil on them. She didn't sense that they were evil, but based on their demeanor, she gave up and left them alone. They quickly moved on. Then the party heard some hoof sounds headed toward them. They made way for three mounted messengers headed swiftly to Orlane. Lalie hailed them and while they took notice of her, they pressed on. The party continued in their own direction toward a hostel where they will spend the night.
Now, I am still worn out from the frivolities of Needfest, so your old storyteller is off for a nap! I remain your humble servant,
Vilma
Thursday, July 30, 2026
Session 235: Bathtime
Lalie and Aila, Gnorcia and Pella, Lhoss, Tatania, Feno, and Sergius find themselves with the decision of whether to explore the two greenish-brown pools within the barrow. All of the remaining areas have been explored and cleared, so there are no excuses to put off the decision any longer. Lalie is intrigued by the waters and takes off her glove to test the temperature with her hand. Gnorcia, seemingly emboldened by Lalie's action does the same. The two comment that they don't feel any different, but Tatania notes that they are still fully clothed. While Gnorcia and Lalie discuss whether it would be wise to test the waters, Lhoss looks on idly and comments that she would never be brave enough to strip down as is depicted in the murals and bathe in the murky water. Lalie seems to interpret Lhoss' offhand comment as some sort of challenge and orders Feno and Sergius out so she can run a proper experiment. Feno dutifully disappears into one of the rooms and shuts the door. Sergius walks into another room, but keeps peeking his head out until the women all shout at him to give them some privacy.
Lalie immediately strips off her armor and clothing and submerges herself in the lower pool with Gnorcia hot on her heels. The effect is immediate and noticeable to both the bathers and onlookers: an eye that appears less keen and a jaw that is slightly more slack; these two seem to have lost a shade of their intelligence! Gnorcia declares that she is feeling a little dumb, so why not do something a little dumb? She scrambles out of the lower pool and immediately plunges into the upper pool. It is as though a cobweb is immediately swept from the corner of her brain as Gnorcia seems her old self again. Except, she seems shinier somehow? I mean, she's not attractive, but for a gnome, she's slightly comelier. Lalie joins Gnorcia in the upper pool and exhibits the same mini transformation. It's difficult to pin it down, but Lhoss has an increased level of trust and respect for Lalie.
Tatania may have been reluctant to be the first one in the water, but after seeing what has transpired, strips and dunks herself in the upper pool. Unfortunately, she sees no change in herself from the experiment. True to her word, Lhoss does not even consider the task. The men are called back into the main chamber and the women recount their success/failure from bathing. The men declare it is their turn and shoo the women out of the room. Sergius climbs into the upper pool and Feno the lower one. They experience nothing. They switch pools but still feel nothing. Feno notices that the mosaics that had depicted bathing figures have disappeared, leaving blank walls behind. Disappointed, they dry off and all head back out into the marsh.
The party walks around the barrow marsh, looking at mounds they haven't explored before. They find a covered mound that would take too long to dig out. Next they encounter a sealed tomb but are perhaps too afraid to attract unwanted attention with the noise that breaking down the door would cause. They then come upon a cover stone that appears to have been removed with a rope and horse (judging by the drag path and horse tracks left behind). The group peeks in and observes a 15' x 15' chamber with a disturbed sarcophagus and a mummy lying face-down on the ground. Gnorcia nudges the mummy with her toe with thankfully no response and Lalie uses her skill to passively detect evil and, even more thankfully, senses none. Tatania is clicking her tongue at whomever left the mummy in such a disrespectful state and is contemplating restoring the mummy to its sarcophagus when Lhoss catches a glint of gold. She carefully scoops up a gold ring on the tip of her dagger, Gary, while Tatania casts detect magic and, unfortunately, detects none. With this small treasure, they all decide to head back to Orlane.
Feno has caught word that Alan Clayborne has returned from his journey to find the Mayor. Feno and Lhoss head to his house to speak to him, but he is not home. They first try the Slumbering Serpent as it's the closest inn to Alan's home, but he isn't there. Lhoss visits briefly with Belba, largely to assuage the side-eye glances from the inns' patrons. Belba kindly informs the two elves that Alan generally frequents their own Foaming Mug Inn. Of course! Sure enough, Alan and his wife are in the common room of the Foaming Mug. As Lhoss and Feno approach, Alan seems eager to share is news but hesitant because it's not exactly good news. Alan found the mayor, but something seems off. The mayor was willing to speak to Alan and even come back to Orlane, but he had a strange emotional detachment. He didn't smile and there didn't seem to be any light behind his eyes. What strange depression, ennui, or trauma is tormenting the dear mayor?
The next morning is the beginning of Needfest. The party decides to stay in town for the holiday. Townsfolk are buoyed by the festival with all sorts of gatherings and celebrations. They mayor even joins in, though his demeanor is not much changed. The children of town put on a play portraying the brave actions of the Saviors of Orlane. Feno is pleased his own depiction while Lhoss is positively delighted to be shown in such a glowing light. Each afternoon, Lhoss and Tatania meet up to dig through the bag of holding and identify a few of the magic items. On one evening, seemingly all of Orlane gathers for a potluck where everyone contributes what they can to the feast. Lhoss assists in baking some bread, Feno contributes a delicious wheel of cheese, and even Gnorcia uses a freshen cantrip to crisp up some apples that had started to go a little soft. It is a cheerful night filled with food, drink and dancing. Your old Velma had her fill of wine and cut a rug. With that joyful memory, I leave you until next time,
Vilma
Session 234: Hair today, gone tomorrow
This report chronicles the events of the expedition into a barrow within the Barrow Marsh on the 28th day of Sunset, between the hours of 9:30 and 11:00 in the morning.
The golden goblet called to the party from the short pedestal. It looked enticing, yet menacing. Lhoss inspected it for traps and Niki tested the liquid inside and determined it was not poison. It also did not appear to be evil in nature or possess any magical enchantments. The liquid inside was viscous, green, and familiar. Lifting the goblet to transfer it into a glass bottle that could be sealed, it became evident to the party that they were dealing with that substance well-known to them: green slime. To be sure, Tatania sprinkled a few crumbs of bread into the goblet. The slime reacted instantly. It bubbled up violently, doubling in volume. The goblet itself was appraised to be worth 345 gold pieces and featured a unique non-metallic interior coating that seemed to resist the slime’s corrosive properties.
The party quibbled a bit about how best to handle the situation. They had obviously dealt with green slime numerous times in the past and were being overly cautious about handling it and making sure that the vessel they intended to transfer the glop into would be capable of safely containing the dangerous liquid. The room seemed to grow impatient with their slow decision-making. Suddenly, it began to rain indoors, causing the slime to grow further. Several members of the party retreated outside of the room, but a stubborn few persisted, trying to find a way to decant the slime and recover the goblet. Soon after, the temperature skyrocketed, reaching intense, furnace-like heat. As the rest of the party retreated and closed the door to seal off the heat, they witnessed the glass bottle shatter and the golden goblet melt into a bubbling pool of gold. It almost seemed as though some trickster had set a supernatural trap that sprung when the adventurers tried to claim the goblet.
Continuing north through the marshy interior, Gnorcia accidentally stepped into a pool of peat water but was dried by a companion's magic. The party encountered a locked northern door rigged with a thin wire trap. Lhoss climbed the wall to disarm the mechanism, which triggered a massive four-foot stone block to slam down on the opposite side of the portal. Once the door was unlocked and the block bypassed, the group entered a large crypt.
The new chamber contained numerous burial alcoves and two large wooden statues with antlers. While the party began searching the alcoves, an evil presence was sensed behind a western door. Suddenly, the door burst open, and two sons of Gaks (horrid, worm-infested creatures) attacked. The monstrosities were swiftly vanquished through a combination of magic missiles, martial prowess, and a holy mace that reduced one to a puff of magic.
Peace was short-lived as an explosion rocked the southern end of the tomb, and smoke began pouring into the chamber. The southern door was incinerated, and a funeral pyre zombie emerged. During the skirmish, the zombie was levitated into the air by Lhoss to neutralize its mobility. When struck by magic, it burst into flames, burning away its flesh before being shattered into bone fragments. Simultaneously, the two wooden statues in the room animated into wood golems. In the ensuing melee, the golems were destroyed, though the dwarf Sergius unfortunately had his beard singed by the flames of the burning constructs.
Following the battles, a thorough search of the eight rotting wooden sarcophagi revealed several notable items: a suit of dwarven-sized chain mail, a winged helm, a longsword and a medium-sized kite shield bearing a red, white, and blue chevron, a pair of rusty silver thimbles, a sunflower statuette, a picnic basket, a scandalous piece of black lingerie, a bag containing 45 gold pieces, a potion of extra healing, and a small red bottle containing a "hair restore tonic". Sergius was quite distraught over the reduction of his magnificent beard and seemed distrustful of the tonic. It took much convincing from the rest of the group, but Sergius applied the magical tonic to his damaged facial hair He was much relieved when it successfully restored his beard to its former flowing glory.
Thursday, July 23, 2026
Session 233: Lhoss and Tatania expand their powers
It is Day 27 of Sunsebb. Lhoss and Tatania find that spells have been acquired by the group that allow them to cast the Identify spell (provided they transcribe the spell into their spell books and have the requisite components - which they do and they buy). As they are both more skilled spell-casters than Duerom, they are able to cast the spell more times with greater accuracy. The duo sets to work identifying a backlog of magic items.
The first identified item was Gauntlets of Dexterity, which increase the wearer's dexterity score. They also examined a magical hand axe, though its specific combat bonuses were not fully revealed during the session. The party also identified several potions: two clear potions were identified as Potions of Health, which completely cure diseases like mummy rot, blindness, and infection but do not restore hit points; a golden liquid with silver flecks was identified as a Potion of Treasure Finding which allows the drinker to locate large treasure hordes (at least 10,000 coins) within a 240-foot range; lastly all iridescent blue liquids in the group's possession were confirmed to be standard healing potions.
Next, Lhoss picked up some scrolls to cast Identify on them, but it was unnecessary as she was able to read the spell names and identified several one after another. The first discovery was two powerful clerical scrolls. One contained four 7th-level spells (control weather, conversion, exaction, and holy word), and the other contained two 4th-level spells (sticks to snakes and imbue with spellability). Next, a scroll containing magic missile was identified, written at a 7th-level caster power. Lastly, a Scroll of Protection from Undead was identified. This scroll specifically protects the reader from zombies. Pity, as this is a fairly low-level undead creature that the group doesn't seem to have any trouble handling on their own.
Finally, Lhoss turned her power to identify a spell component (some gray dust). It was identified as Dust of Disappearance. The party has three packets of this dust, which makes creatures almost entirely undetectable and grants significant combat bonuses. I was thrilling to discover the true value of so much treasure being unknowingly hauled around in the bag of holding.
Lalie returned to the group in Orlane after being resurrected by her family in Veluna. While she appears unchanged, the "cost" of her resurrection remains a secret she is unwilling to share.
On the cold morning of Day 28 of Sunsebb, Feno, Sergius, Gnorcia, Tatania, Lhoss, Lalie, and Aila headed out to explore the barrow mound. During their travel back to the barrow marsh, the party noted that the decay in the Dim Forest has halted or slowed significantly. They observed a bizarre magical pattern: exactly every 10th tree appeared restored to complete health, while the others remained rotted, except for every 10th 10th tree (or 100th tree) which was not restored but rotted. Strange.
The party decided to dig out a mound and spent several hours excavating the entrance. Both Lalie and Aila pronounced the task to be below their stations. While shoveling, Feno "accidentally" flung some dirt in their directions. The task was most exhausting, but upon entering the dry crypt, they discovered two pools of brown, peat-colored water that radiated strong magic. Wall frescos depicted people removing their clothing to enter these pools. Sergius contemplated whether to reenact the pictures, but the group convinced him to explore the surrounding areas first.
The party first explored a side room. Inside, they found a golden jeweled goblet sitting on a pedestal, near an alcove containing skeletal remains. It was a tempting sight, but the vision of the adventure ended before anyone could decide how to approach the situation.
Thursday, June 4, 2026
Session 232: The Sealed Tomb of the Barrowmarsh
Thursday, May 21, 2026
Session 231: Further exploration of the Barrow Marsh
Tatania, Arnd, Feno, Lhoss, Gnorcia, Sergius, and Armatzi found themselves in the common room of the Foaming Mug in contemplation about what the day would hold. Gnorcia made a quick trip to the Temple of Merika to check in on Priestess Misha's findings about the rotten samples from the Dim Forest. Unfortunately, Misha has been quite busy and had no updates. The group decided to travel to the Barrow Marsh. Interestingly, the corruption in the forest hadn't seemed to progress significantly in the eight days since they had last visited.
The idea was to find the room in the Barrow Maze where the Beholder was defeated and search it for treasure (it was not exhaustively explored in the past). The problem was that the group had originally found the location with the help of the Font of Knowledge, and had no memory of its exact location nor any help in finding it now. For several visits, they have been wandering somewhat aimlessly and have not struck upon the location. Even approaching the Barrow Maze, the group was somewhat at a loss as to which entrance to start from. Tatania decided to meditate and use her compass box to divine some direction. The golden cube responded thusly: it spun, pointed northeast, shuddered, then exploded! Tatania was devastated. The group decided to honor the tool's last piece of information and made their way northeast, in the direction of Eliwin's barrow.
They found two barrows: one was deeply covered in earth and sod and the dwarves indicated that it would take many hours of digging to uncover. The other was a collapsed mound. The group moved on and saw a third mound with an embossed bronze door covered in verdigris. It could not be made out what was depicted or written on the door. Lhoss cast a clean cantrip and the group was able to see a vile skull of Nerul and pentagram designs. There was also a small keyhole. Gnorcia pulled out and examined her collection of found keys, but none seemed to match the keyhole. Armatzi cast detect magic on the lock and discovered that it is highly magical. He tried to dispel the magic with a spell, but he found that it was protected by deity-level powers and Armatzi was unable to affect it. That was enough of a warning to get the adventurers to move on from this place.
They found a fourth mound that was sealed, but would only take a short while of bashing to open it. Feno and Sergius used sledge hammers and broke it down. No undue attention was attracted, thank goodness. They uncovered a five-foot staircase descending into a dry stone crypt. From the base of the stairs, the party could see five eight-foot stone statues of beautiful women set around the perimeter of the room. Arnd noticed that their shining red eyes, while startling at first, were actually gems. He swept the floor with the 10' pole and the rest of the party moved in to look closer. Niki and Armatzi cast detect magic on the statues, but they were not magical. Armatzi also cast detect traps on all the statues and indeed found one trap on the statue at the far end of the room. It had opals for eyes, where the rest seemed to have rubies or garnets. Gnorcia climbed up the trapped statue to examine it further and noticed a small pipe set into the mouth, possibly a vessel to expel poisonous gas? Niki cast stone shape and blocked off the pipe. Lhoss, Feno, and Gnorcia then went to work to pry out the gems, eight rubies and two black opals.
Tatania keenly spotted a latch. Arnd opened it to find a horde of giant rats. Lhoss climbed above the doorway and dropped a vial of oil and then a lit vial on top of the oil splatter. The result was a conflagration that killed six rats. Arnd then threw his mighty hammer and killed another one. The rest scattered and by the time the fire had died down, there was no sign of the vermin. There were a few coins in their rat nest as well as a sealed arcane scroll tube with a tantalizing blue luster. Tatania looked at it with interest, but contained her desire to inspect it. Lhoss, on the other hand, grabbed it and opened the tube with a sort of reckless abandon. She identified three scrolls with magic-user spells: magic missile, floating disc, and web. Lhoss was particularly interested in the web spell and decided to share and give the floating disc spell to Tatania. The group retreated back to the marsh and looked for another mound to explore. They came upon a sealed mound and decided they would bash it in. That is where my vision of events fades to darkness. I will be sure to follow and report on what is found within, for I am your humble storyteller,
Vilma
Thursday, May 14, 2026
Session 230: The temple of Heironeous and the strange and mysterious Fire Maple Druids of Hookhill
It is day 20 of Sunsebb and Tatania has rejoined the group. When told of the identify spell scroll, she happily claims one. She is eager to acquire more skill and knowledge and, in fact, already has the requisite magic ink to scribe the spell into her spell book.
The group had planned to visit the temple of St. Cuthbert, but as their cleric Armatzi is nowhere to be found, they instead venture to the temple of Heironeous. Feno is particularly interested in this deity which may more closely align to his ideals. As they approach the impressive structure, they are greeted by an acolyte. He needs to be persuaded, but eventually fetches a cleric. A harried cleric is brought out but she seems put out to have to deal with this intrusion on her time. In a disinterested tone, she asks what the party has for her to look at. The party sets out the several books and scrolls they had acquired in the barrowmaze. At first, the cleric is unimpressed. But upon closer inspection, her eyes widen and she emits a small choking sound. She scurries off and another higher-ranking official emerges to evaluate the writings. She too is astounded by the books and asks where the party had come across what she dubbed the "unholy relics of Incabulos". Tatania and Veyda explain the provenance of the items. The cleric wishes to study and then destroy the items and offers in exchange either gold or scrolls. The party chooses scrolls. She offers any four of the following: cure serious wounds, cure blindness, neutralize poison, or cure disease. The group decide on two cure serious wounds, neutralize poison, and cure disease. The group also offers the recovered lizardman scales and doppelganger books. The cleric notes that these two are cursed and will not study them before the curse is lifted. She will charge 2,500 GP to remove the curses, but the party demurs.
Meanwhile, it seems that Niki has somewhat forgotten about the plight of her poor cat Jack, but fortunately, Veyda has not. She brings the cat to a druid grove. A priest identifies himself as a representative of the Fire Maple Druids of Hookhill. The priest is deeply concerned for the cat and promises to heal him to the best of their abilities, but it will take two weeks, not including the upcoming festival. He should be healed by day 5 of Fireseek, but no one needs to hurry to pick him up as Jack is welcome to stay with the druids. Veyda is interested in learning from the druids and asks if she can stay with Jack until he is healed. The druid agrees. Tatania then steps forward and offers diseased samples from the Dim Forest for examination. The priest is dismayed. The Fire Maple Druids were unaware of this evil corruption and promise to send emissaries. For sharing this knowledge, Tatania is rewarded with a prized pinecone. Then the priest grows somewhat grim and proclaims that Orlane should be purged of its humanity so that it may return to nature. This shocking statement catches many in the party off guard and they quietly dismiss themselves, leaving Veyda with this questionable group.
The return trip to Orlane is relatively uneventful aside from running into a patrol group. They stop the party to inspect their newly-updated adventuring charter and inform them of a strange sickness to the east. The group remembers overhearing some other travelers talking about this, but don't have any additional information. The patrol group asks the adventurers to warn any travelers they see away from eastward visitations. The party also notes additional rot and mushrooms in the Dim Forest.
Back in Orlane on Day 25 of Sunsebb, the party gives Myr his foodstuffs and checks in on their advertisements. They decide to hire a cart driver and laborer to fetch regular food shipments. In addition, Gnorcia decides to enlist Pella Reid (an orphan from the battle of Orlane) as a hireling. Let's hope she can be kept safe during the many adventures of the Saviors of Orlane. Otherwise you will have to hear about it from me, your faithful storyteller,
Vilma
Session 229: Hookhill shopping trip
It's a fine morning at the Foaming Mug Inn where Feno, Sergius, Maeve, Niki, Armatzi, and Dwerom contemplate their next move. Niki had sent a runner to nearby towns to inquire about supply costs to construct a greenhouse. A wooden structure would be the least costly option coming in at about 300 GP and 650 man-hours, while a stone structure would cost 500 GP and 1,300 man-hours. The real expense, however would be the glass itself as it costs 625 GP per 10x10 foot pane. Niki does not seem discouraged, however! She is intensely interested in being able to grow fresh produce year-round. Such an innovation could be a real boon for Orlane and a draw for a town whose greatest pride is their harvest and good food.
Speaking of food, the party negotiated a permanent contract with Myr to supply him 6 GP worth of fine food per day. They decided to journey to Hookhill and gather some of Myr's chosen provisions (among other tasks). To keep the mimic sated, the party pre-paid 60 GP to the inn for 10 days of food to cover him while they traveled. This is an acceptable short-term solution, but if they didn't come up with a way to support long-term food deliveries for Myr, the party would simply be continuously traveling to feed the hungry creature. So they posted job notices for a general laborer in the three Orlane inns. This way, they could hire out helpers to gather a variety of foods from nearby towns while the party did their adventuring. They will soon be managing quite the small business. Huzzah to the saviors of Orlane: job creators!
On the morning of day 16 of Sunsebb, the party departed Orlane and headed toward Hookhill. Feno attempted to hunt, but was unsuccessful, partly due to the season but also to the forest corruption. The rot seemed to subside about one mile outside of Ironguard Motte. As they traveled along the road, the party met up with the Gran March militia, a group eight strong. Showing deference and respect, Feno spoke to Captain Mookie. Feno reported the necromantic corruption in the Dim Forest. Captain Mookie addressed Armatzi and inquired of him what he thought the source of the corruption might be. Armatzi replied that he thought the source was from some evil withing the barrowmaze, which the adventurers are valiantly trying to cleanse. Captain Mookie praised the party and advised them to renew their adventuring charter, report to the magistrate in Hookhill, and visit the temple of St. Cuthbert. He then inquired about the state of Orlane and asked if they could use some reinforcements. Feno relayed that Orlane was a town in recovery and could always use support. With some additional pleasantries, the two parties went their separate ways.Further along the path, the party observed a roadside shrine dedicated to Heironeous and attended by Sister Cauldrath Vale, a proud and fearsome woman. She seemed to stare into the very souls of the adventurers. After a brief, but meaningful interaction, a few of the party left offerings of rations and coin.
The next morning, the group set out to purchase some groceries for Myr, including some fine ale and a wheel of cheese. Dwerom took the time to cast an identify spell and identified a dagger with magical properties. Even though Dwerom is a skilled magic user, he only gets so many attempts per day to identify the magical properties of the artifacts the group collects and things are beginning to pile up unidentified. Instead of spending gold every time they need to identify an object, the party wisely invests in some scrolls that will allow two additional magic users to learn the identify magic spell so they can potentially triple their magical potency. All it will take is some magic ink. Oh yeah, and some carp. Gulp!
Next, the party found a merchant shop where they bought a few supplies and sold some amphorae that they had collected for exactly 1,000 GP. Wow, I may be able to see far away events of the present, but someone accurately predicted the events of the future!
Session 228: Wherein the party knows the way to a mimic's heart is through its stomach
The sun rises on the 15th day of Sunsebb, cold but promising. The party, consisting of Feno, Arnd, Dwerom, Veyda, Tatania, and Sergius, began their morning in Orlane before deciding to travel to the Barrow Marsh.
During the trek through the Dim Forest, the party noted that the forest appeared to be rotting away, with vegetation succumbing to a "fill force" that particularly disturbed the elves. Tatania used a gold compass box to seek guidance on how to help the forest; the needle pointed southeast, leading the party to conclude they should consult the priestess of Merika in Orlane. Before leaving the forest, they collected several samples—including waxy, out-of-season mushrooms and "stained" bark—to bring back for study.
The party decided to explore the area further. After clearing a brick wall, the party found a western chamber containing two sarcophagi. The south sarcophagus was found to contain green slime. Feno accidentally broke the lid while being startled by the slime, which the party identified as a hazardous substance that dissolves organic matter and metal. They have extensive experience with the matter and have good reason to be wary of it. The north sarcophagus radiated a faint magical emanation. After sliding the lid from the north sarcophagus over the south one to seal the slime, the party recovered a bone scroll tube and desiccated remains.
Returning to the glowing boat, Armatzi used dispel magic on the blue aura surrounding the ship. This caused six mimics to appear, which immediately demanded "dinner" from the party. Rather than engaging in combat, the group successfully negotiated with the creatures by using the create food and flavor spells (along with standard rations) to placate the hungry mimics. In exchange for a bottle of fine wine and dried cinnamon apple slices, the mimics allowed the party to take the treasure from the boat. The party acquired two clay pots containing 75 platinum pieces and 500 electrum, a Helm of Frost Resistance, a magical dagger, and a magical hand axe. The party then departed for Orlane.
Upon returning to Orlane, the party encountered Myr, a mimic they had previously hired to guard their treasure. Myr was grumpy and demanded more food, leading the party to discuss hiring a runner to travel to Hookhill for specialized supplies like "crunch worm" and "soft chew" to keep the guard satisfied.
Thursday, May 7, 2026
Session 227 - Frost and the Barrowmarsh
Deep Frost and Dead Men’s Dust: Tales from the Barrowmarsh
Gather 'round the hearth, dearies, and mind your elbows—old Vilma’s got a fresh story to spin, and this one’s got a bit of a chill to it. No, not just the draft coming off the duck pond, but the kind of cold that settles in your marrow when you peer into places best left forgotten.
Our lot—Feno, Arnd, and the rest of those brave (or perhaps just foolish) souls—spent their morning at the Foaming Mug. Now, Feno’s a curious one; he spent his breakfast figuring out why Orlane needs three inns. It’s all about the coins in your pocket, he says. If you’re a fancy officer, you go to the Golden Grain Inn; if you’re a merchant, the Serpent. But if you’ve got mud on your boots and a bit of iron in your hand, the Foaming Mug is where you rest your head.
But it wasn't just ale and town gossip. There’s a sadness in the air, my loves. Jack the cat—aye, the little three-legged fellow—was looking for more than a scrap of fish. Through young Nikki, the poor beast spoke of a cursed ring and a missing paw. Veyda and Nikki have taken up his cause, bless them. It’ll take a trip to a Greater Druid Grove to set that spirit right, and a reckoning with some nasty necromancers to get his trinket back.
The Crispy Road to the Tomb
They set off at eight bells into air so cold it was "crispy," as they say. But the frost wasn't the only thing bothering the bones. All along the road, the farmers were doubling over with a dry, staccato cough—a sound like snapping dry kindling. Even the Dim Forest is feeling the rot; limbs falling without a wind and the trees weeping sap that smells of old graves.
By midday, they reached the Tomb of Incubalos. Now, you’d think a group of seasoned adventurers would know better than to settle down for a quiet lunch on the steps of an ancient barrow, wouldn't you? But there they were, Veyda lost in her crystal meditations, when a Giant Scorpion decided it wanted a taste of Armatzi!
It was a short-lived scuffle. Armatzi shrugged off the sting like it was a common wasp, Nikki landed a solid thump, and Sergius—oh, that boy moves like a shadow—slipped behind it and ended the thing before it could blink its many eyes.
What Lies Beneath the Stone
Once they stepped inside, the air got heavier. They found the sarcophagus of one Varius, a high priest of that nasty Cult of Incubalos. Arnd stood ready, cloaked in prayers and protection, as they heaved the lid aside.
Out burst a Barrow Wight, all thin, puckered white skin and the color of a fresh bruise. It tried to lock Sergius in its gaze—to freeze his very blood—but the boy’s got a strong will. Arnd and Sergius laid into it with steel and grit, and finally, Feno and Arnd delivered a blow that crushed the life (or the un-life, I suppose) right out of the wretch.
They didn't come away empty-handed, mind you. They found an old leather scroll and some fine vases. Deeper still, in a chamber where four mummies sat watching in the dark, Arnd used a clever bit of luck and a ten-foot pole to fish out a bowl of platinum. Thirty-five shining coins! And thank the stars, the mummies decided to keep their long nap.
A Cold Return
By the time they trudged back into Orlane at seven, the frost had settled thick. The town is still coughing, poor souls. Feno tried to get the local smith to fashion a "respirator" to filter the stench and the sickness, but our smith is a man of hammers and horseshoes, not tinkery. They’ll have to head to Hookhill for such magic gadgets.
But it’s not all doom. Feno’s put a tidy sum of platinum toward Arnd’s forge to craft a suit of jousting armor. A fine investment, if you ask me—gold is good, but thick steel is better when the world starts to rot.
So, drink up, lasses and lads! Be glad you’re in here by the fire and not out there dodging scorpions and breathing the dust of Varius. Tomorrow is another day, and I’m sure the mists will have more secrets to tell.
Thursday, April 16, 2026
Session 226: Books, bottles, and Sergius is poisoned (again)
There are seven slain coffer corpses on the ground and Sergius wants to check them for loot. Unsurprisingly, there is none to be found. Tatania, Arnd, and Sergius look at Titus, Maeve, and Veyda and decide that the party is perhaps not equipped to enter the highly dangerous barrow mounds. The party decides to explore the marshes instead and see if there is an unexplored mound that might be more their speed.
Dwerom and Niki join up with the crew and together they move southeast. They encounter a tall cliff wall that looks inhospitable to climbing. Next they find an unexplored barrow that is covered in dirt. The dwarves examine it and declare that it could be unearthed, but even with their exquisite skill, the task would take hours and might attract some unfriendlies with the noise. As Arnd is debating the merits with the group, Sergius circles the mound to make sure there are no alternate points of entry. Titus muses that it looks like Sergius is doing a pee-pee dance. This gets a chuckle out of everyone else and they decide to pass on this particular mound today. Moving further east, they encounter another mound, this one also sealed, but not so thoroughly. It can be unearthed in just a few minutes. The dwarves get down to business and do just that. Luckily, it is such quick work that no unwanted attention is attracted. A short stone staircase is revealed. Torches are lit and the party descends into the darkness.
Veyda and Maeve wonder aloud if this will be a good burial mound or an evil one. Soon enough, that question is answered in the form of walls decorated with horrid murals of rot and death. Niki notes that this place is dedicated to Incabulos, the deity of pests, famine, nightmares, drought, and disease. What a rotten deity to worship when you could instead look to the bounty and nourishing gifts of Merrika!
Further exploration presents a passageway that smells a little gross. There is a door that Sergius willingly opens to reveal a room fitted with bookshelves. The shelves are filled with small to medium books, scrolls, and large tomes. Most of them are treatises to Incabulos. Arnd sets up as a guard outside the room while the rest set to examining the shelves for anything useful. Sergius finds a book with pictures. Veyda inspects it and decides it could be useful as a means to gather information about repelling Incabulos. The party takes a break to eat and hear scratching noises in the distance. They are set upon by giant scorpions! Sergius is struck with one of the creature's poisonous tails. He begins to froth at the mouth and takes on a pale greenish pallor. The scorpions are slain by the rest of the party and Niki rushes in to cast neutralize poison on poor Sergius. He coughs up some dark sputum and seems his old self. One wonders what can be done to keep the lad from being poisoned so often. Perhaps nothing.
Arnd sets up outside of the room again to act as guard while the rest search through the shelves once again. Arnd hears a schlopping noise, like wet feet on the ground. Before he can even send out a warning, he is beset by a pair of giant toads. Has the God Toad sent more of his children to seek revenge? Arnd retreats to the safety of the room to set up an attack with his fellows. The toads are unable to harm him as he deftly escapes their terrible tongues. In proper formation, Niki slays one toad and Arnd the other. Dwerom disembowels the giant toads, but doesn't find anything of interest in their bellies.
Veyda insists on an exhaustive search of the room, which yields three more discoveries of valuable treatises, including one that details constructing mummies and imbuing them with undead force and using slime in combat. With the entire room checked, the party moves on.
They encounter a room with a large ornate sarcophagus, broken and rotting baskets, and urns. There are unholy symbols on the sarcophagus and after the book they just recovered about creating mummies, more than one member of the party is hesitant to touch the sarcophagus or any of the accoutrement in case a dangerous mummy is is within. It's unknown if this party could fight off such a lethal foe. Instead, they turn their attention to another door. Sergius opens this one as well and reveals another room of shelves. This one, however, houses all manner of jars and bottles. The group does a meticulous inventory and collects four interesting specimens. There is a vial of ointment, a jar with gray dust, a jar with lighter gray dust, and a long jar with four sticks. Dwerom casts identify on the sticks and discovers that they are meditation sticks that can be used by clerics and cleric subclasses to intensify and maximize their spells. Maeve is weary of any objects found in this evil place, but that doesn't seem to persuade those who could actually use them. Niki, Veyda, and Titus are all very interested in trying out these new magic items when the time is right. The other items will have to be identified another day, because it is now time for the adventurers to come home to see me, the faithful storyteller,
Vilma
Session 225: The price of shirking your duty
It is the late afternoon of Day 11 of Sunsebb and the adventuring party of Tatania, Aila (carrying the body of Lalie), Armatzi, Sergius, Maeve, Veyda, and Titus find themselves in the aftermath of the battle with the giant toads. The God Toad, a giant spectral amphibian, hovers above the group, lets out a low "ribbit" and disappears. The party finds themselves unsure of what that might portend, but decide to head back to Orlane.
As they make their way down the familiar path through the dark forest, several members sense a dark presence to the north. Feeling weary and bloodied from their harrowing battles (and one party member down), they decide to ignore the looming evil and press on back to town. Everyone feels a collective and oppressive force fall upon them. Their feet feel a little heavier, their minds a little slower. It's unknown if they realize it, but old Vilma knows that a Curse of Misfortune has been placed upon them for ignoring the evil presence they had felt.
Back in Orlane, Aila sets about preparing the body of Lalie for travel back to Veluna. Veda runs off to fetch Colette, the lady's squire, and a ceremony is cast on the body to preserve it to travel home. Aila and Colette wash up, and say their goodbyes to the party as they plan to leave at first light. The journey will be a long and no doubt somber one.
After a good night's rest (and a round of healing spells from their cleric) Veyda, Tatania, Maeve, Sergius, Titus, and Armatzi meet up with their funny friend Myr. They present to him a variety of food and drink that they have collected for him as repayment for guarding some of their treasure. Myr seems most pleased with the spread and immediately tucks in to a rather fancy meal.
The group decide to take a day restocking supplies and relaxing for a day in town. Slowly, they feel themselves unburdened by the Curse of Misfortune. Fortunately, it was somewhat short-lived. This time.
Come the next morning, they recruit Arnd to join back up and head toward the barrow marsh. Once again, they feel a disturbing presence. Instead of fleeing, the party brace themselves for battle. Out of the forest emerge seven coffer corpses. Maeve attempts to injure one with a dart. The dart hits and sticks in the shoulder of one of the corpses, but the undead creature seems to take no damage. It is quickly deduced that these brutes can only be harmed by magical means. While the monsters present a challenge to the party (one manages to grasp Arnd by the neck in its strong grip), there is enough magic present in weapons and Tatania's magic missiles to dispatch all seven with no casualties.
What a thrilling end to the vision witnessed by your faithful storyteller,
Vilma
Tuesday, March 31, 2026
Session 224: To Every Undead: Turn, Turn, Turn
I see them, my beloved Saviors of Orlane. But are they the Saviors of Orlane? The members of this adventuring party are ever changing and there is not one among them that were responsible for slaying the vile Naga Explicitca Defilus. However, I do spy one who was present at the battle of Orlane and helped to repel the necromancers and their ilk. Regardless, this heroic bunch ever pursue the quest of vanquishing evil and sending the undead back to their realm. So I am happy to call them and any who join in their cause the Saviors of Orlane.
My heart is heavy as I behold Lalie on the ground lifeless. Her companion, Aila, seems wholly focused on recovering her body. I suspect she knows that Lalie comes from a wealthy family who will pay the high cost to have her resurrected. I hope we do see the cavalier again, reanimated with the breath of life. I hope she will take care in the future though, because who can tell the limits of magic and what multiple returns from the spirit plane would do to a person?
The remaining heroes (Titus, Veyda, Tatania, Maeve, Niki, Aila, and Sergius) dig deep to fight the evil undead. Titus and Aila both attempt to turn the undead and send them fleeing. Unfortunately, they are young in their powers and unable to do so. Tatania, however discovers she is quite adept at slaying creatures with her staff sling. A hurled metal bullet tears through one creature, slaughtering it immediately. Sergius takes a nasty bite from one of the foes and becomes paralyzed. The filthy creatures see him as an easy target to attack. In a stealthy move, Veyda pulls Sergius away from the fight and mortal peril. Dwerom appears and aids in the battle. Then from deep in the barrowmaze, a horde of zombies push up against the back of the evil undead and the odds become more bleak. A vial of lit oil is tossed onto the zombies, but they are terrifyingly immune to flames. The group is making some progress against the enemy, but there begins to be talk about abandoning the fight and fleeing to see another sunrise. However, the grim reality is that they would not be able to retreat swiftly enough while carrying two bodies (one dead, one incapacitated) and sacrificing their lives (or second life, in Lalie's case) was too high a cost. In a moment of desperation and despair, a familiar glow is seen from the rear of the party. The holy light from the gauntlet of St. Cuthbert is a beacon of goodness that lifts every heart. With a mighty and authoritative voice, Armatzi commands the undead to flee from before him. Only one creature is affected, but it seems in turning its back, the battle also begins to turn. Maeve strikes an enemy with her axe and Tatania hits again with her staff sling. On his next attempt, Armatzi is able to turn eight more creatures. This creates an interesting standstill as the fleeing enemies and the engaging zombies effectively block each other. The party is able to hack at the backs of a few creatures. When Armatzi's third turn undead spell fails to reach any further creature, the party decides to retreat while the dangerous villains are held at bay and before the magic wears off.
A hasty retreat leads the party to the gloomy barrow marsh. Armatzi has a spell that lifts the paralyzed condition from Sergius. And just in time, too! The group finds themselves being surrounded by a group of hungry giant toads! Niki casts an extremely powerful lightning spell, which slaughters two immediately. Maeve uses her rope to entangle a toad that is then killed by Dwerom and Titus. The rest of the toads are taken care of handily and the group finds themselves tired and more than ready for the journey back to Orlane.
I will recount these visions as often as they appear. Until next time I remain your faithful storyteller,
Vilma
Thursday, March 26, 2026
Session 223: In a fight for their very lives!
Back again, we are, in the barrowmaze. It is a gloomy place and fills me with dread to experience it. Titus, Lalie, Aila, Armatzi, Maeve, Tatania, Sergius, and Veyda are all present and prepare themselves well for whatever it is they may encounter behind this brick barricade. They know it will be something terrible, based on the awful moaning they can hear coming from behind the wall. Sergius and Aila grab sledgehammers to bash through the brick while Armatzi casts prayer and Veyda casts bless. With each swing, the moaning and thrashing seem to intensify. The wall comes down to reveal a disgusting zombie and two ghasts. Quickly, Maeve dispenses the zombie with her axes. The ghast gives off a noxious and ghastly odor that effects Titus and makes him nauseated. Sergius is attacked physically by one of the remaining ghasts and is paralyzed. Lalie dodges an attack by the other and in turn swings on it with her holy mace, aptly named Grace. It is such an effective weapon against the evil ghast that one hit causes the creature to be destroyed in a puff of holy flame. What a display! Armatzi attempts to turn the remaining ghast, but is unsuccessful. Tatania blasts it with her unerring magic missiles. Maeve attempts to hit it with a dart, but strikes Sergius by mistake! Feeling terrible, she retreats from throwing missile weapons. Lalie moves in with Grace and deftly dispatches the ghast in another burst of holy flame. Armatzi heals Sergius of his paralysis and the party moves on.
Niki and Dwerom join the group. The party seems somewhat aimless and meanders around into places that some swear they have already explored. They encounter a worship room with a stature of Nerul (ugh) and another room that had once held a plinth dedicated to Polis, but is now nothing but blackened and shattered debris (oh dear). Maeve points out a room she wants to explore. It is in disrepair with crumbling walls. The group does not move fast enough, and a large chunk of ceiling collapses. All of the party sustain some damage, but Maeve is completely crushed and loses consciousness. She is revived by the healers of the group, but begins to act strangely. She is babbling incoherently and has a wild look in her eyes. The party tries to question her about her behavior, but Maeve becomes very defensive and shuts them down. Nobody in the group has a good handle on what her typical behavior is, so they chalk it up to her being a little odd (she is wearing the motley clothing of a jester, after all).
The group next encounters an archway dripping with ooze. They discuss how best to navigate the situation when Lalie just goes for it. She gets a little slime on her arm, but is not negatively affected in any way that anyone can perceive. So, the rest of the team walks through with some getting "slimed" and some coming out clean. Regardless, there is no harm done to anyone. Lalie pauses and detects evil coming from behind two closed doors, one to the right and one to the left. The party forms a plan to hide out in two rooms further up the hall and send one person to draw out whatever is in the rooms back so that they will be forced through the bottlenecks of the doors, as there is insufficient room to battle more than two across in the hallway. The flaw in the plan is that Lalie volunteers herself as the "bait" to draw out the creatures. She is clad in heavy armor and therefore moves quite slowly. The folly of the plan becomes apparent when the doors burst open and Lalie is met by a horde of evil undead. She attempts to draw them back to the rooms where the rest of the group lies in wait, but is quickly overtaken by the swift moving creatures. She raises a cry and the adventurers move out to assist, only to see her paralyzed and killed. Their initial plans scuttled, the brave band engages with the evil undead horde. Will they rise to the occasion and avenge brave and righteous Lalie? We shall see!
Your faithful storyteller,
Vilma
Session 222: Charity and Kindness
It happened again. Sometimes it happens multiple times a day. Sometimes days or even weeks pass without it happening. But every time, it is the same. For me, it's not unlike the sensation of falling asleep, this strange power I have been given. The noises around me dampen, my attention drifts, then I fall into a reverie and see a scene before my eyes, the exploits of our dear Saviors of Orlane! It is so real: I can smell odors, hear sounds, sometimes even taste flavors! I have been told that my appearance looks odd to observers. My head lops to the side slightly, my mouth droops a little, and my eyes slip out of focus then go completely white. I don't know which deity has bestowed me with this gift, only that it feels divine and important to share what I see. So I retell it to any who will listen. Such as yourself...
Although our heroes are far away in the city of Hochoch, I can still see their goings on (even when they are not very exciting). I perceive Armatzi, Niki, Lalie, Titus, Lhoss, and Gnorcia. They are buying fancy food and drink for their treasure guard, Myr. Myr is a funny little creature. I have come in contact with him only a couple of times, but he is shrewd and all business. Finished with their business in town, Armatzi, Niki, Lalie, and Titus head out for Orlane (after Titus purchases a horse to ride out on). Lhoss and Gnorcia stay behind to train in their chosen specialties.
Along the road back to us in Orlane, the party happens upon a group of downtrodden refugees. They are fleeing after a giant attack in Geoff. The poor dears ask to be accompanied on their journey to Ironguard Mott. The gracious and generous Saviors of Orlane oblige and then show themselves to be true heroes. Titus notices a man with a broken leg and cures it. The man is much relieved and quite thankful. Armatzi casts a spell to create food for all of the weary travelers and Tatania offers them some dried fruit from her stock. They all accept and eat their fill. Armatzi then offers a gold piece to each adult in the party which causes the grateful crowd to burst into hymns of St. Cuthbert. Tatania offers a glass bead to each child. Their spirits bolstered, the remainder of the journey passes with much more optimism that had been felt before encountering this benevolent group.
Back in Orlane, the group decides to venture out to that old place of death and danger: the barrowmaze. Upon departure, they are joined by two new party members, Maeve and Vayda. This group is a mix of seasoned and inexperienced adventurers. What horrors await them?
Midway through the Dim Forest, the group hears the distinct sound of footsteps. Not those of an animal or a large troop of people, but a disturbance in the brush from... who can say what? Lalie is able to detect evil at any time, simply by concentrating. And by Jove, she detects evil in this place. The sound of movement comes and goes. Lalie is determined to investigate, so she moves in the direction of where she senses the evil. Overhead, some branches break from their trees and ooze off. Lalie feels a wave of nausea at the sight. She momentarily loses her balance and drifts to the side, attempting to catch herself on the trunk of a tree. Instead of a solid tree to brace against, Lalie's hand pushes through into a rotten center. She pulls her hand out to find it covered in writhing maggots. Absolutely horrified and disgusted, Lalie shakes off the insects and rejoins the crew. She directs them to leave this place and move on to the barrowmaze.
Seasoned party members direct the newcomers to an entrance, but make no effort to show anyone how to solve the little puzzle that would allow entry. Maeve is a curious little jester and steps to the front. With a little manipulation of a prominent skeleton head, she reveals a staircase. After some walking, the group encounters a bricked off wall with loud moaning behind it. Lalie, the righteous cavalier, is determined to bash down the wall and face whatever is behind it!
The vision departs and my normal sight returns. I will go about the rest of my day, but I shall forever be your faithful storyteller,
Vilma
Saturday, March 14, 2026
Session 221: Whispers from the Hearth: The Light and the Soot
Day 6 - 7 Sunsebb CY 576
Gather ’round, if your boots aren't too muddy and your ears aren't too full of the winter wind. Old Vilma has seen the shadows lengthening over Orlane, and oh, how the "watchful and strained" air of our little village ripples when the restless ones pass through.
The high-and-mighty ones have moved on, their horses’ breath steaming in the sharp morning light as they rode for Hochoch. But before they left, there was quite the stir at the Slumbering Serpent. The new one—the Paladin, Lalie, refused to share a roof with the "Fearsome Five". She says she detected a foulness in them, an evil that would not let her sleep. She’d rather tuck into the Golden Grain than breathe the same air as a black soul, and so she moved her retinue in the dead of Sunsebb.
They’ve reached the stone walls of Hochoch now, a place that feels stable, though perhaps just as strained in its own way. They’ve been frequenting the Green Dragon, where the floors are swept but the eyes are just as guarded.
Yet, where there is brilliant light, there is always soot. Armatzi, that cleric who usually knows better, has draped himself in darkness. He wears cursed plate mail now, a black skin imbued by necromancers. The Priestess says it’s a magnet for the enemy — that the dead can see him through it, like a beacon in the night. He’s walking a narrow bridge, that one, needing to slay twenty "enemies of the cloth" just to atone for his vanity in putting on a suit of mail without asking the stars what it was first.
And then there is the fire. Lhoss has laid claim to a staff that once belonged to a pyromancer named Pinto. It’s a hungry thing, filled with fifty-three charges of "burning hands" and "continual flames". It even tastes of gold — requiring a heavy price in coins and materials just to keep its fire fed.
The party grows heavy with treasures — rings of protection and books of fire. But even as they sharpen their steel in Hochoch, the Barrowmarsh still thins its needles and peels its bark, waiting for the corruption to spread.
Be careful, travelers. A mace may break a bone, and a staff may light a fire, but the shadows of the maze have long memories. Now, leave an old woman to her tea. The fire is getting low, and the wind is starting to howl.
Session 240:
place holder
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To the southeast we could see another barrow that seemed to be a stony hill with a little bit of grass. Arnd and Armaziti approached careful...
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Well now, gather 'round, you little sparrows, for old Vilma's got a tale for ya, fresh as a daisy – though maybe a slightly moldy on...
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Tatania, Gnorcia, Lhoss, Yldarb, Armaziti, Chaklboi, and Hilja were watching Arnd dig away at the grassy mound when Yldarb noted the slight ...
