Sunday, 20 September 2026

Stuck by the Jams (Session 343)

SESSION 343: Wiz Upgrade but mostly wasting time

Well, fire did the job. Back to our previously scheduled slinkin’.

 

Day 860 Continued II (Still Under Dry Gulch): Fatigue was soon to set in. The gang had to resolve the obstacle or, likely, overnight in the sewers. In truth not really an unusual challenge for our core group, shit happens when you are delving. However, Dolec’s having gills issue seemed like something the Green Messiah should look at. 

“Hey. We have not tried fire have we?”.

“..No we have not, and it is often the great cleanser”. 

With that Chung-Li and Dolec had a plan to address the ochre coloured horde of ameboid things. 

Fire worked real good. Twenty or so minutes later the gang had successfully made the rush back to the base of the wizard’s tower. 

Grandeal was very concerned with the whereabouts of Suzie. Quickly kicking out the hobos before discovering that dream girl wizard had made it back from the under-town with just a bit of upset stomach.  

 

Day 861 (Dry Gulch): Day of rest*. Dolec used this time steal away Miss Hotpants from the community contenders. Fortunately for him his gill mutation seemed to have receded overnight really helping his cause. None of saw nor heard what Dolec did but the end result was hook, line and sinker. Smitten they were.

 

Day 862 (Under Dry Gulch): Back to work with our new hot wizardess as the news had gotten out about Dolec & Suzie – K-I-S-S-I-N-G!

Grandeal would not be playing with us anymore. No one seemed to mind. Suzie was the superior magician in all the best ways. 


The mob slunk their way back to the base of the pit trap and made the way back up to the ‘first floor’. 

Now what?

 

Team UG (you figure it out): Dolec, Chung-Li, Biff, BoB, Katre, Charles, Gord and Grandeal the Grey Suzie Hotpants!

 

ROLECALL (Bosses in Training)

 

Dolec Da the Hero (F7) 89577 xp +10% <120000> CRT 1d20/IV

            Missing five teeth

Chung-Li the Elven Champion Sorcerer (E7) 144942 xp <250000> +10% CRT 1d8/II

 

The Henchmen

Biff Bartley the Half-Orc Blackguard (HO8) 130990 <MAX> +5% CRT 1d14/II

‘BOB’ the Unseen (N8) 92871 <180000> +5% CRT 1d20/II

Charles in Charge the Champion (F7) 95265 <120000> +10% CRT 1d20/IV

            Franz the Grave Return (Lawful; XXXX) Sword

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Katre Elf-Girl and Swordsman Conjuror (E4) 19223 xp <32000> +0% CRT 1d8/II

Gord the Scout (R3) 7351 xp <10000> +10% CRT 1d14/III

Grandeal the Grey Seer (MU2) 4101 xp <5000>  5% CRT 1d6/I

 

RESERVES (Death Recovery) 

Ramrod the Cloned Thief - Recovering from death (yet again) 846 start (876)

Bimbles of the now creepy electrical eyes– Freshly not dead (881). 

Raul of more facial scars (-2 CHA) – no longer mostly dead (866)

Herbert the Gnome - no longer dead (867)

Elapsed Campaign Time

870 – Everyone Else for reasons.

860 – Carla-Team (at Dry Gulch)   

Domain Days

Gormandia: 20 (Start 838)

Bunnland:?

Join us for session Three-Hundred-and-Forty-Four when we ask the questions:

Is there a larger goal other than just collecting parts?

Does anyone remember we was just killing time between council meetings?

Tale of the Tape

KILLS

Ochre Jelly brigade 

LOOT

-natch-.


Tuesday, 8 September 2026

I'd Buy that for a Golden Shekel (Session 342)

SESSION 342: Just Another Afternoon in a Sewer

That ain’t normal is it? 

 

Day 860 Continued (Under Dry Gulch): Into the large setting pond chamber…Nothing happened beyond a sense of dread. Walking around the edge of the large pool. There was two other sewer lines (a bigger one and a similar to the arrival tube) and a short stairwell leading up to a ‘wall’.  They choose the passage similar to the arrival tube. There were tracks going that way the wizardling pushed to discover the fate of Suzie Hotpants

      told ya she stood out in a crowd. 

       Oh ya!, Dolec and Charles working Grandeal’s dream gal


They came to another settling pond along with another line out. This area did not come with a sense of doom so Charles and Dolec came up with a plan to dredge the pool for loot. The plan was reasonable, if slow, but it did not account for stirring up an occupant. 

It was a mutant fish-man-creature. A sickly white eight foot catfish with four human like eyes, limb like flippers and a gross maw of lamprey like teeth. The two mooks dodged the sneak attack but their valor lead to a complication. On the fish-thing’s second attack Dolec was dragged into the pool. The fighter sank like a lead balloon to the muck covered bottom twenty feet down. Normally this should result in a dead drowned hobo but the things bite had an immediate mutagenic effect on Dolec. Gills sprouted out of his neck from just below his jaw to his collar bone. This would make the present situation far more manageable but the long play is another matter entirely. When the creature was killed it immediately began to break down into a foul goo. The junior seer quickly collected some of the vile stuff into one of his component jars for later investigation.


Dolec did some more sifting of the bottom of the tank and came up with some coin and finding a submerged sewer line before checking out the stairwell on the farside of the circular chamber. 

Once Dolec climbed out of the pool, seemed alright. The gills just sorta closed up and he seemed to be respirating normally. He did however make no attempt to dry himself in any way or get rid of the accompanying sewer stink for that matter.

The stairwell rose twenty or so feet before terminating in a wall. It did not take much to determine that we were on the not-so-secret-side of a hidden door. 

The two fighters pushed ahead into a large chamber. They immediately noticed a change in the air, humid and fetid has become musty- it as a very pleasant change for all except man-fish he was notably ‘meh’. 


The chamber was illuminated (ancient magical lanterns) and was revealed to be a meeting or common room. The central piece was a long table set and ready for a meal that by the dust never came hundreds of years ago. There were two doors and the one on the opposite side of the room was chosen. 


A large, rectangular room covered in dust. The walls painted with frescoes depicting hooded figures hard at work writing and transcribing onto scrolls. An open set of stairs leads up, a closed door is set into the northern wall. Gandreal got excited convinced we had discovered the chambers of the librarian-priests of lost Lisau. He slowed things down facilitating BoB getting her fingers on the opening lath of a secret door. Hidden behind was a wing of the complex containing the sleeping cells of the scribes. Four smaller cells used to house three scribes apiece in cramped, spartan conditions and at the end of the corridor was the chief librarian’s chamber. During the initial exploration they encountered a nearly impossible to discover transparent and possibly intelligent ooze. Katre tried to befriend the goop. It might have worked . They moved on down the line.


Katre gave the door a ‘knock’ to counter the ancient magicks barring entrance.

In contrast to the other four cells it is richly appointed with thick rugs upon the floor and furnished with carved teak-wood furniture: an impressively-sized bed, a massive desk covered in papers, a tall wardrobe, and several stuffed armchairs are arranged around the room. The years have not been kind to the furnishings — moths have eaten the upholstery and rugs, and beetles have chewed the wood until it is riddled with tunnels and held together only by shellac. There was an unlocked box underneath the bed and it was full of loot it just required Charles to open it up like a blockhead. The poison on the needle trap was beyond its half-life aiding with Charles’s body fending of death with ease. Platinum coins, diamonds and an emerald studded necklace the team liked what they saw especially since they realized that they had travelled a good distance from the sewer entrance at the base of Thyber’s tower. 

Returning to the foyer Biff suggested trying one more door they could always use a bit more pay. The door was locked. Seemed like a good sign. Dolec kicked it open. It was both a storage room and the final resting place of an unfortunate monk whom locked himself in (broke the key). The scribe was now a poltergeist which caused some shenanigans before being defeated. The room came up empty for the likes of Biff but the spellcasters were happy to discover a ream of quality vellum and two blank spell books clad in regionally appropriate basilisk skin.


They made their way back to the catfish thing pool and began moving back down the pipe connecting to the dread pool. Dolec-Fish was notably more relaxed in the dank and fetid environment.


They were about halfway back to the ‘dread’ pool when they encountered an ochre coloured ameboid. That moved towards the gang while manifesting (sprouting) a pair of pseudopods that appeared to be made for whacking. The gang paused for a moment to curse not having Raul the slime, ooze and mold expert with them. 

They decided to go with the physical method. 

It did not go according to plan. 


Each impact caused the thing to pop out wee ameboid clones.

“Run Away!”, came the order from Dolec-Fish.

“Reverse Charge!”, Charles went barreling through the ranks spinning them to the new direction of movement. 


Back in the previous settling tank chamber they realized they was now in a pickle. 

 


Team UG (you figure it out): Dolec, Chung-Li, Biff, BoB, Katre, Charles & introducing Gord and Grandeal the Grey 

 

ROLECALL (Bosses in Training)

 

Dolec Da the Hero (F7) 88101 xp +10% <120000> CRT 1d20/IV

            Missing five teeth

Chung-Li the Elven Champion Sorcerer (E7) 143241 xp <250000> +10% CRT 1d8/II

 

The Henchmen

Biff Bartley the Half-Orc Blackguard (HO8) 130139 <MAX> +5% CRT 1d14/II

‘BOB’ the Unseen (N8) 92246 <180000> +5% CRT 1d20/II

Charles in Charge the Champion (F7) 94414 <120000> +10% CRT 1d20/IV

            Franz the Grave Return (Lawful; XXXX) Sword

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Katre Elf-Girl and Swordsman Conjuror (E4) 18372 xp <32000> +0% CRT 1d8/II

Gord the Scout (R3) 6500 xp <10000> +10% CRT 1d14/III

Grandeal the Grey Seer (MU2) 3250 xp <5000>  5% CRT 1d6/I

 

RESERVES (Death Recovery) 

Ramrod the Cloned Thief - Recovering from death (yet again) 846 start (876)

Bimbles of the now creepy electrical eyes– Freshly not dead (881). 

Raul of more facial scars (-2 CHA) – no longer mostly dead (866)

Herbert the Gnome - no longer dead (867)

Elapsed Campaign Time

870 – Everyone Else for reasons.

860 – Carla-Team (at Dry Gulch)   

Domain Days

Gormandia: 20 (Start 838)

Bunnland:?

Join us for session Three-Hundred-and-Forty-Three when we ask the questions:

So where do we go now? 

Does anybody remember what that ochre colored ameboid is/ does?

Any concerns with our now fish-man hybrid?

Where is Miss Hotty Pants?

Tale of the Tape

Dolec has grown gills and beginning to show a preference for being moist. 

KILLS

Mutant catfish-man-thing (Child of Iahoth) 

Slithering Tracker (negotiated!) 

Poltergeist 

LOOT

254 cp

Lanterns of continual light (2) ancient and hooded 7 lbs each

Uncut Rubies (3) 250 gp each

154 pp ancient

Gold necklace encrusted with emeralds 2000 gp

Diamonds (12) 250 gp each

Vellum sheets (34) suitable for scrolls

Basilisk hide BLANK spell books with 60 pages (2) Grandeal took one

Component: Goo of mutant catfish-man-thing


Thursday, 3 September 2026

Death-Stench Effluvium (Session 341)

SESSION 341: Death-Stench Effluvium 

The basics still work, near death around every corner in the undercity 

 

Day 858 Continued (Under Dry Gulch): Turn 27. Mutant frogs attack


    Frogs appear to be larger than real life, sadly…

 

They may have been voracious little buggers but they were actually on the small side, for seasoned hobos, being about three feet in length. The frogs did control the environment tactically but mindless attacks will only get you so far when you is just a froggy. The settling pool that they lived in did hold some treasure that was retrieved but probably not worth the effort. Biff was now smelling well and rank, thanks sewer juice. Exploration continued. 

They took the steps up to the west wing. This chain of chambers had seen better days. Tracks and prints all over. One chamber held the remnants of an owl bear. Looks like it could have fallen to the mutant frogs. The final chamber was a big mess of stone and soil. The back wall had collapsed long ago revealing a tunnel. Maybe it was natural maybe it was not. It was too old to tell. Grandeal recounted that he had heard rumors of a cave system southeast of Dry Gulch this probably connected to it and could easily be a monster highway. Something to consider for a future day, it was time to return to the surface. Biff stank while Gord and Chung-Li were looking unwell, time to see the Green Priestess and get purged of the sewer sickness..

 

Day 859 (Dry Gulch): A day of rest for the explorers. Carla used the day to check out the two temples in town. 

 

The Temple of Nahasha. The primary deity worshiped in Dry Gulch, Nahasha, the Horse Lord, is venerated throughout the Zelaia Plains, due to the importance of horses to the people that dwell there. Nahasa is the lord of the open prairie, of family, and of travelers. 

The Temple is a simple structure, a roof of slate supported by carved columns at the four corners. Each column is fashioned from horse bones, lashed together by woven horse-hair. The current priest of Nahasha, Usir Farseer, dwells in a small hut next to the temple. Ceremonies are held on the 26th day of each month, when horses to be sold or traded at the market are brought to Usir to be blessed. Otherwise, there are no set holy days, with worshipers or those seeking blessing coming to the temple when they are about to set out on a journey, or when their mares are foaling, or when they seek advice or care. 

 

The Temple of TanafarA relatively new deity, growing alongside the increase in mining. A decade or so ago, a prospector stumbled across an especially rich vein of gold in the hills north of Dry Gulch, and that night had visions of a formless shape that whispered the secrets of the earth and stone into her ear. That miner, Axca Halskul, is now the head priest of the Cult of Tanafar, and most miners, when they visit Dry Gulch, leave offerings of gold and silver nuggets at the altar. The Cult of Tanafar has grown wealthy, and with that wealth it has gained outsized influence among the community and Council. The Temple is a medium- sized building in the heart of Dry Gulch. It is sumptuously appointed inside and out, with the exterior clad in delicate pink marble and the interior carpeted with thick rugs and decorated with frescoes and carvings depicting the process of mining. The central temple has several pews, fashioned from rosewood, facing a statue against one wall carved from the same pink marble as the exterior cladding. The statue is abstract yet sinuous and somewhat reptilian in appearance. A large wrought copper bowl is placed before the statue, into which offerings of gold, silver, and copper are placed. 

 

Day 860 (Under Dry Gulch): After a night in bed it the exploration group were more than ready to get back to creeping through the sewers. Returning to the wizard’s tower it was confirmed that Grandreal was allowed to come out and play once again. Master Thyber reminded the crew that the little wiz was one of his favourites and any lasting damage to him would not be well received. Back into the basement passed the series of locked doors and then racing down the long stairwell and past the water weird pool they were once more in the lost sewers. 

They decided to go deeper down the main branch of the system. After bit they came to another settling pool (large) and a bit of commotion was in action. It was another exploration team from the Wiz Tower, this time being overseen by Suzie Hotpants. Charles and Dolec stopped listening to Grandeal after the ‘Suzie’ bit, “Quite the muffin.. no Versa but zing”. She was our little buddy’s dream girl and co-apprentice to Master Thyber. Suzie was with four fighter types and a torch and treasure boy. They were preparing to go deeper down the only pipe leaving the area. Dolec stepped up to display his preeminent Boss in Training-ness. He covered the business and secured a topside meeting with Little Miss Hotpants like a pro. “Well played partner”, came from Charles when he fell back to the group. “Take the bull by the horns” was his response to Charles and obvious sch0ooling towards Grandeal. Suzie and her crew had dibs on the passage so our group would backtrack to the frog zone, there was an unexplored area. They needed something to do and it was about to happen. 

Getting back to the frog pool and then going up the west steps there was three chambers. The first was a dimly lit chamber. Lying face down on the floor of the chamber was a body of a man-at-arms type clearly damaged and with light coming from underneath. Biff checked it out and was double rewarded. A medallion of continual light along with a whole bunch of rot grubs – Huzzah! Leaving the chamber now distinctly smelling of burnt flesh the gang pushed into the final and largest chamber in this zone. A silent and hungry horde awaited the arrival of the hobos. A clan of twisted creatures known as hook horrors. 

 


A horrible combination of vulture, cockroach, bird, bone, and claws; and is one of the worst to ever come climbing out of the Underdark (foreshadowing?). Bring on the extreme violence… It is flesh ripping time. Six in total which started as a hooky handful but once the swords got themselves sorted and in front of the puny weaklings (hello wiz-kids). This would probably have been the end of most exploration teams but we had some razor sharp blades and these things end up being more akin to mobile back scratchers. Once dead they were hacked up for neat parts. This process attracted a swarm of rats.

Eventually they got moving, into the final room in the area. Walking the twenty feet they came to a door it was swollen shut until Charles kicked it in. Beyond was a small candle lined room with a bed. The bed was should have fallen apart ages ago but a mostly rotten chest seemed to be holding it up. Inside was a lotta crap and a small onyx statue of a dog. Cool, folks seemed to know what it was. 

This section of the sewers had now been fully explored. They had three options: Leave, go into caverns, follow Suzie Hotpants. Dolec, for some reason choose number three. It was way to early to surface and going into caverns can lead to mayhem, general exploration in a constrained environment was favoured. 

More mutant frogs attacked on the journey to the next local. From the last settling pool they followed the long sewer passage to a large settling pool. On the way they encountered a dead merc, cause of death was by multiple woundings of unknown origin. This new pool area seemed to have a distinct aura of unease.  

They looked in but did not proceed immediately. 

Darkness obscured the extents of the chamber but they could see an alcove.

They waited for something to happen.

 

Team UG (you figure it out): Dolec, Chung-Li, Biff, BoB, Katre, Charles, Gord and Grandeal the Grey

 

ROLECALL (Bosses in Training)

 

Dolec Da the Hero (F7) 88101 xp +10% <120000> CRT 1d20/IV

            Missing five teeth

Chung-Li the Elven Champion Sorcerer (E7) 143241 xp <250000> +10% CRT 1d8/II

 

The Henchmen

Biff Bartley the Half-Orc Blackguard (HO8) 130139 <MAX> +5% CRT 1d14/II

‘BOB’ the Unseen (N8) 92246 <180000> +5% CRT 1d20/II

Charles in Charge the Champion (F7) 94414 <120000> +10% CRT 1d20/IV

            Franz the Grave Return (Lawful; XXXX) Sword

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Katre Elf-Girl and Swordsman Conjuror (E4) 18372 xp <32000> +0% CRT 1d8/II

Gord the Scout (R3) 6500 xp <10000> +10% CRT 1d14/III

Grandeal the Grey Seer (MU2) 3250 xp <5000>  5% CRT 1d6/I

 

RESERVES (Death Recovery) 

Ramrod the Cloned Thief - Recovering from death (yet again) 846 start (876)

Bimbles of the now creepy electrical eyes– Freshly not dead (881). 

Raul of more facial scars (-2 CHA) – no longer mostly dead (866)

Herbert the Gnome - no longer dead (867)

Elapsed Campaign Time

870 – Everyone Else for reasons.

858 – Carla-Team (at Dry Gulch)   

Domain Days

Gormandia: 20 (Start 838)

Bunnland:?

Join us for session Three-Hundred-and-Forty-One when we ask the questions:

What’s with the unease?

What is beyond our light?

What happened to Suzie Hotpants?

Tale of the Tape

All is well so far.

KILLS

Giant mutant frogs (9) 

Rot grubs 

Hook Horrors (6) 

Rats (50) 

Giant mutant frogs (10) 

LOOT

1 pp

223 gp

15000 sp

Horseshoes of Zephyr

Medallion of continual light (Biff)

Components: hook horror bits x2

Onyx dog figurine of wonderous power