Wednesday, 5 November 2025

Trollopulous Adjusted Session 136 (Machodor #87): The Place that should not be opened

 

"Should we be looting this stuff?"--Sheamus


Timekeeping


This session began on October 30th, 2025with the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 31st (perhaps something spooky in downtime...)

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchman Cedric (C4)


Downtime


There was over a week of downtime between sessions, with the heroes stuck in a cave in a desert-swamp in Brovenloft. Giuseppe, Bishoy, and Tawadros were engaged in alignment/religious discussions with the other dervish. Sever got bitten by his griffon when he took his eyes off it for just a moment.

Late in the week another Dervish group, around 100 men led by the fighter Ishbi, arrived. The group included a high level cleric, "reverend mother" Ramallo.

Session Report

There was some exposition as the heroes questioned the reverend mother, who had quite a bit to say. However, the old woman spoke only in a halting common, lapsing often into words Ishbi was required to translate for the adventurers.

longhouse vibes

It transpired that, having escaped the surprise night attack by the Grothak (Frogmen) and going into hiding with the survivors, Ramallo had used a Commune spell to find out certain pertinent facts:

  • The Grothak have a magic item that turns desert into Morkul (Swamp)
  • This Vreshka (Swamp generating magic item) must be destroyed to return the land to normal
  • The Grothak have inadvertently opened "The Place that should not be opened"
  • The Grothak army includes a Nathruk (giant amphibian monster)
  • The prophecy of "Those who had forsaken their brothers, will return to save them (a clear reference to Bishoy and Tawadros)" is at hand, and also where to go to find them.
With this knowledge gained from the spell, she set out with the able bodied survivors of the initial attack on horseback, leaving the wounded and camels in a hidden Sietch (place of assembly in time of danger) to join the dervish and adventurers here at the hidden supply cave, but:
  • Their force were attacked on route by Frogmen riding Fralnix (giant frogs). 
  • It is clear that the Grothak were encamped inside the Skalrath (Sacred Tomb, i.e. "the Place that should not be opened") and have made their Threxil (swamp lair) there.
  • This army pursued the dervish all the way here and are camped outside right now.
  • Ramallo was wounded on the journey and won't be able to cast spells and such for a week.
Additionally
  • The dervish had a device that would alter the portal destination from Trollopulous so that it would send any reinforcements from that temple to the cave they were in. The portal opened, admitting Gurt and his henchman Cedric to Brovenloft.
  • When pressed about the danger of the Skalrath, Ramallo intoned that some weapon was buried there that could threaten all of Brovenloft. Sheamus openly spoke of recovering the weapon for use by the Irish!

Ramallo offered the services of her younger sister, Sadros (NPC Cleric Level 5), who the players quickly referred to as "Sheena". Sheena could lead them to the the Skalrath using her holy symbol (a tooth-like long dagger) as a guide. The players agreed, whether they bought the prophecy business or not, they all had the same frog—erm, Grothak—problem that needed to be dealt with. 

The next issue was: how to leave the cave without being immediately attacked by the Grothak army camping outside; in the swamp, the enemy had the unique ability to besiege them while being largely hidden themselves. There was an alternate exit to the supply cave, but unfortunately its entrance must now be under the surface level of the swamp, as the entire passage leading to it had been found to be filled with water. 

Fluid considered bringing out one of his big guns: Insect Swarm, but was this spell truly an appropriate one to use against frogs, Sheamus pondered? When I told them that I had considered this very point and had determined how to adjudicate what would happen, Fluid demurred. Too bad really.

Instead, Sheamus stepped up and suggested using his hawk man wrist bracer—with its ability to generate a field of Invisibility in 10' radius around them—to leave undetected. This met with general approval and the small party of five set off. With the sounds of thunderous croaking around them more than covering their own, the invisible party made their way north without being detected. After a turn elapsed Sheamus deemed it safe to become visible again (unlike the spell, his bracer used 5 charges per turn, out of a maximum 40, so it can only be used sparingly). They took cover and confirmed that no attack came as they did so, then, when nothing happened, moved on. An hour later they ran into something perhaps even worse than frogs, huge creatures lumbering through the swamp from the east towards them.

Encounter#1: 5 Hippos

Rounds: 0

Result: Party evaded

Highlights: The adventurers experienced a full on fight or flight response in the face of the approach of these obviously powerful—but at that point unidentified—creatures. When they were revealed to be hippos the party opted to let them pass if they would, and with a good encounter check, they did so.

After this encounter Sheamus checked the power on his hawk man bracer and confirmed his suspicion; just like the Rocket Cycle, it was also out of range of the recharger—in another plane back at Castle Irish—and so it had not recharged at all from that first use of Invisibility 10' Radius. He had enough power remaining for more uses, but not that many more. 

The party kept on slogging through the marsh, trying to stick to the terrain that was easiest to walk on. Even with Sheena to guide them, they were forced to switch back and forth many times, it was a difficult march. After another hour of this they were ready for a break. When Fluid spotted a large snake-like creature pushing through the murky water nearby, he took it to be like others that he could converse with—as had happened a few times recently. Using Speak with Animals, he intended to use his charm to extract information. When, instead, the creature that responded to the spell was revealed to possess the face and hair of a human woman, he switched to a different kind of charm.

"Don't be like that, baby."
Combat #1: 3 Spirit Naga

Rounds: 2

Result: Party evaded

Highlights: The naga ignored the druid's advances and tried to charm him in return, but fortunately for Fluid his druidic powers saved him. She then cast Mirror Image. Fluid went for Faerie Fire. Sheamus and Gurt pushed to the water's edge and tried to chop the creature's head off; but they succeeded only in hitting her illusions, though by the end of the first round they had gotten all of these. When Fluid's spell went off it revealed two more naga that had been hiding nearby, casting defensive spells of their own.

Next round a panicked Cedric cast Chant (mixing up the difference between 1 round casting time and 1 turn casting time and earning an S grade). Sheena cast Silence 15' Radius, the naga made its save, but that still left both in the range of the spell effect; while the naga on Fluid backed off into deeper water, was covered by his Summon-ed Insects and also was Silenced for her troubles. Neither Sheamus nor Gurt were prepare to pursue her into the unknown depths of the water, and things were briefly at a stale mate.

That's when the adventurers decided to evade. I consulted the DMG rules on outdoor evasion, and they ended up with a 50/50 chance, the roll worked out in their favour. I'm sure the monsters will forget all about it and not try to get revenge at some point.

Finally, after another two hour slog, Sheena indicated—with the point of her dagger, that they were approaching their destination; a sink-hole like depression, in which a dark pool of swamp water was draining. Within the hole could be seen stone-carved stairs, over which the water ran down into darkness. There were two approaches that made it possible to reach the stairs without wading through water, and the party took the direct southern approach. Just as they were about to head in, they were oh-so-lucky not to be surprised by the frogmen guards waiting for them in the water.

Combat #2: 5 Frogmen

Rounds: 2 rounds

Result: Party win

Highlights: "Ware! Grothak!" shouted Sheena. The Frogmen executed well performed leaps into the party's ranks, but lost initiative and were killed before they could manage to back into the water for another try. 

Although they carried no more than a few coins each, Sheamus was very interested in collecting more primo griffon food, and soon had the frogmen prepared and stacked up nearby, to be picked up on the way back from exploring the sink hole (assuming they made it back out alive).

The carved stairs descended into a natural passage that curved this way and that, before passing a worked alcove on the way down into a large triangular area. The water from swamp followed the path down, mostly filling the edges of the area with vegetation debris, and continued out the far points of a triangle shaped chamber. Here and there the walls were worked smooth, and had rows of niches carved into them. There were also markings that appeared to be writing, but no one could decipher them. Sheena could only say that Ramallo had told her that the place was built by a people of surpassing evil—precursors to those who once worshiped Kangsta Wrapper's ancestors—who lived in the distant past and buried their dead here. The walls also showed signs of prior damage, possibly from earthquakes or the like, as did the floors.

A huge, wheel-like rock up against the west wall was definitely "giving door vibes" as my daughter might say, and after two tries Sheamus and Gurt were able to shove it aside, revealing a properly worked L-shaped tomb area beyond. The adventurers had just taken up position in the room when they were attacked by undead—that had apparently just climbed out of sepulchre in the walls to meet them.

Combat #3:12 Skeletons

Rounds: 5

Result: Monster beat down

Highlights: Between two clerics and a paladin, these skeletons were no sooner in formation than they were trying to run away, but they had nowhere to go. Sheamus and Gurt advanced on them, and nearly fell through a weakened section of the the floor in their attempt to beat down the turned skeletons.

Below the fallen floor they could see a passage leading southwest, so they jumped down to investigate, finding it to be any easy less-than-ten-foot drop. 

On the lower level the heroes found a series of rooms and corridors—many with more sepulchre niches, and explored in a fairly hap hazard fashion. They did manage to collected some items of apparent value, and also noted down some markings for future reference, but with their camp some hours march away and a night march through the swamp not to their liking, they chose to return before making any significant progress.

Back out in the triangle room they heard the tell-tale sounds of Frogmen echoing into the area from the south; it was apparent that more of the creatures were down there, and they reflected that they'd found no sign of the Grothak past the tomb entry; perhaps they could not move the rock? With this thought and in the nick of time, they rolled the rock back and left before they could be discovered.

The return trip was faster. With another use of Sheamus's hawk man wrist device, they passed invisibly through the sunken ranks of the frogman army undetected, although there was a close call with a curious giant frog, the adventurers made it safely back into the dervish cave by nightfall.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: 10/31
Combats: 3
Rooms mapped: 8
Combat rounds: 9
Losses: None

Treasure & Items
40 cp
65 sp
22 gp
Gold trinkets and coins ??
4 Vases ??
4 Canopic jars ??

Monsters
5 Frogmen 300xp
12 Skeletons 240xp

583 XP & 25 GP Assignment
Fluid (E) 167xp & 7gp 19sp 16cp
Sheamus (E) 167xp & 7gp 19sp 16cp
Gurt (E) 167xp & 7gp 19sp 16cp
and Cedric (S) 83xp & 3gp 13sp 5cp

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3), killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe to the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39





Thursday, 30 October 2025

Trollopulous Adjusted Session 135 (Machodor #86): A Call from Brovenloft

Sever, Fluid, Giuseppe, and Sheamus in the Temple of Kangsta Wrapper
  

Introduction


In the grand tradition of the Trollopulous campaign, October is a special month. Some of the norms of play are relaxed, and these generally work out as a bit of a headache to DM: anyone can enter Brovenloft in October—using the various means of planar travel, but no one may leave the demi-plane of dreads until November 1st. In today's session that meant several characters whose players were unavailable were left behind, will they miss out on Brovenloft entirely? Only time will tell.     

Timekeeping


This session began on October 16th, 2025with the player characters adventuring until the end of the 20th. Downtime for these characters begins on the 21st.

Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Thomas (C6), and Rabbit (FMT 445)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)


Downtime



Having reached Fluid's treehouse camp at the end of last session by nightfall, the night passed uneventfully—except for a few attempted advances on the party's paladins by two of Fluid's more brazen wives—but these were rebuffed without any loss of paladin-hood (or catching anything for that matter).

Session Report

The heroes set off to retrace their route to Trollopulous and passed the day in silence--still brooding over the fake treasure map.

Next morning they were wakened by the approach of what turned out to be a large group of grugs, after a brief exchange of information the party continued, reaching the outskirts of the Trollopulous without incident. There they found Bishoy and Tawadros with the Manticores (Giuseppe's mounted crossbow men) well dug in to a nice little spot that was now also occupied by guards from the city who were trying to impress the paladin with their dedication (and through him the Overlord).

The two dervish were happy to see their lord, who they had faithfully served for two years since converting to Lawful Good alignment, but they were also agitated over a shared dream in the night. They believed the dream to be a real communication from their brother dervish back in Brovenloft, most likely using the temple in the Street of Gods as a conduit. They implored Giuseppe to go there and investigate.

Even though this was also something the Overlord had asked of them, the heroes were a little bit unsure of the wisdom in taking this course of action, but they entered to the city (without tipping the "Erinyes" guards, to their disappointment) and made their way through the evening streets of Trollopulous to the Temple of Kangsta Wrapper. Here men who had bound themselves head to toe in linen bandages were handing out fliers and rhyming very poorly.

Sever greeted this with a sneer.

Though the deceased mummy himself had been evil, it seems that he had made a good impression on at least some of the survivors in Trollopulous and these worshipers, and the people as a whole in fact, were not themselves evil.

And once the powerful adventurers had indicated an interest, the priests were very happy to put them up for the night and allow them to use the portal—which they explained was the source of the commotion, in the morning.

During the night however, some drunken revellers (off-duty city watchmen in fact) woke everyone up banging on the front doors of the temple with rhymes that even the priests would disown. This encounter was neutralised—after a fashion, when Sever punched out the leader, a sergeant. City watchmen sergeants can be 3rd level you know, so this one survived to tell the tale, but only after he and his friends decided to take their fun elsewhere.

In the morning the party filled up on supplies made other such preparations. The Manticores, having not seen any action for a while, indicated that they were very happen to accompany Giuseppe on this planet hopping mission, and it will be interesting to see if any of them make it back alive.

The portal activated with a whoosh, and the party rode through, finding themselves in the oppressive heat of the dry domains, south of the deep desert, but still a desert with all the discomfort that entails.

There was no dervish contingent to welcome them, but there were broken weapons and other signs of battle. The ground nearby was inexplicably damp, and large webbed footprints were evident—these were all heading in a north-north east direction, so the party set out to follow them.

Sever sent up Rabbit to reconnoitre invisibly, the half-elf returned after an hour with a report of a dark area of vegetation ahead of their line of march. Also, flying creatures could be seen over the same area, though they were too far away for him to identify.

It was about this time that Sheamus made a disturbing discovery, planar travel had broken the connection between the rocket cycle and the recharging energy station at Castle Irish, and the battery was no longer getting its remote top up of power. He would have to be very careful not to exhaust the battery while still in the desert.

The party kept heading north, and after some hours the dark area of vegetation identified by Rabbit had grown to block the horizon. It was a swamp, yes a desert swamp! Not only that, griffons were nearby and—with the wind coming from an unfortunate angle—they could smell the party's horses.

Combat #1: Ten Griffons

Rounds: 5

Result: Party win

Highlights: The Manticores turned out to be very handy, in that their horses provided a focus for the attention of the attacking griffons, four were killed and carried off by the second round of combat. The remaining griffons engaged the likes of Sever, Sheamus, and Giuseppe, with the former two battering the great beasts into unconsciousness, while the paladin showed no mercy to the one which savagely clawed Bonecrusher.

Somewhat side-tracked by the prospects of a captive griffon, Sever and Sheamus spent some time repeatedly beating the creatures senseless until they finally quieted down and deigned to eat some of the humans' rations. These were not exactly to their taste, but between the ropes and rough handling they gave up trying to escape, for the moment.

With night approaching they reached the edge of the swamp. Fluid made a very careful effort collecting samples to create an Hallucinatory Forest that matched the make up of the trees in the swamp. This would pay dividends in more ways that one.

Combat #2: 10 Frogmen

Rounds: 2 Surprise segments, 3 rounds

Result: Party win

Highlights: Sheamus was on watch, but the frogmen achieve surprise with their mighty leaps. They didn't all concentrate on the Irishman though and attacked targets sleeping nearby, those with dexterity reaction adjustments were safe once they were awake.

The creatures started well—getting the drop on the Irishman, but were immediately on the back (webbed) foot once the party were up and fighting. They attempted to withdraw, but found that—to their great surprise—they were no longer on swampy ground, Fluid's ruse had convinced them otherwise; and so they could only withdraw at their slower speed of 3" a round. The party overwhelmed them—all the ones to be seen at any rate—before they could recover from this mistake.

Rejecting a hot pursuit into the swamp at night, the heroes instead chose to wait until morning. Someone had the idea of feeding the griffons the dead frogs and, by the magic of reaction rolls, it turned out that they LOVED eating frogs, the beasts became much more manageable. But then, as the next day dawned, the random weather generator took a hand and bad weather struck, a terrible sand storm blotted out the sky. They couldn't take to the air even it they had wanted to (neither could their griffons, which was a silver lining). The choice was to either hunker down in their camp and wait out the storm, or proceed into the swamp; they chose the latter.

The party readied themselves, Sheamus tethered his captured griffon in front of the rocket cycle; using the beast to save battery power. Bonecrusher, healed from the previous fighting, stood by impassively, knowing its magic horse shoes would be a boon in either terrain. Fluid changed shape into a Poodle, which I had no idea was actually a good idea. Once they were ready they plunged into the swamp.

DMG p49

From here they were able to continue in a roughly north east direction, risking getting lost; but, in a great piece of fortune, encountered "Men" in the swamp before this happened. This encounter result could only mean one thing, a remnant of the Dervish force even I didn't know about! There were 50 men, on foot, trudging through the swamp, led by cousins of Bishoy and Tawadros—named Tawbish and Shoytaw, and they were very happy to find their relatives here. 

The dervish troop had been searching for fellow survivors after the frogmen had defeated them in battle. They told how one moment they had been camped in the desert, and that night had awoken with a swamp right next to their position, and from it Frogmen attacked in great leaps, some of them themselves mounted on giant frogs! Many horses and camels, not to mention men, had been lost, but many also escaped, including their cleric and magic-user. The group had been attempting to find the others, but had been just about to turn back when they stumbled on the party. They gave the captured griffons, and rocket cycle, a wide berth, and led the adventurers back via a blazed trail to their camp; a hidden supply cache in a rocky outcrop just above the water level.


Session Statistics: 


Wilderness travel:  Infinity+14 Miles
Downtime begins on: 10/21
Combats: 2
Rooms mapped: 0
Combat rounds: 8
Losses: 4 horses

Treasure & Items
120 cp
111 sp
40gp

Monsters
4 Griffons 2784xp
10 Frogmen 300xp

3,126 XP & 42 GP Assignment
Sever (E) 521xp & 7gp 
and Thomas (E) 260xp & 3gp 10sp
and Rabbit (E) 260xp & 3gp 10sp
Giuseppe(E) 521xp & 7gp 
and Bishoy (E) 260xp & 3gp 10sp
and Tawadros (E) 260xp & 3gp 10sp
Fluid (E) 521xp & 7gp 
Sheamus (E) 521xp & 7gp 

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3), killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe to the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39






Tuesday, 28 October 2025

Trollopulous Adjusted Session 134 (Machodor #85): The Treasure Map

 

The map, fresh from the Tomb of Acererak Kistomerces
  

Introduction


"...a map showing a location several hundred miles away which supposedly has a rich treasure (it is a fake, naturally)" -- Gary Gygax, Tomb of Horrors

In today's session a throw-away line from Gary turns into a long and arduous adventure for the heroes of Machodor, and one of them rues getting his clues mixed up. Creating the dungeon at the end of the map was an interesting experience, as I wanted it to be full of traps and danger, but ultimately lead to a dead end that made it abundantly clear the party had been had. To do this I set up a very linear dungeon, with rooms having one entrance and one exit, each connected by corridors of varying size and direction--to give the illusion of less linearity. I also decided that the entrance to the dungeon had only opened when the party had "defeated" the "lich" in the Tomb of Kistomerces and obtained the treasure map. This allowed me to start a new dungeon with its traps intact, combined with a kind of restocking exercise to work out how the local flora and fauna responded to this place opening for the first time.     

Timekeeping


This session began on October 9th, 2025with the player characters adventuring all the way until the 16th. There is no downtime for these characters before the next session.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6), and Rabbit (FMT 445)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax)
with henchmen Cedric (C4)
Connor (Level 1 Fighter, and dog)


Downtime


With an offer on the table from the Overlord of Trollopulous, Radomix Kistomerces, of 45,000 gold rilks for the couch the heroes were holding onto in Minas Mandalf, Giuseppe was keen to seal the deal. There was only 1 full day of down time available, however. In his favour was the availability of Sheamus and his rocket cycle to carry the couch, and Sever with his Pegasus scouts for support. Neither were present in last week's session, and that fact turned out to be important later.

The gold and XP adjudication for this was a little tricky, as it always is when a treasure is not immediately liquidated. In this case I had allowed 25,000xp to accrue to the adventurers who had obtained the golden couch when it had been brought safely to Minas Mandalf, as that was what the Adventurers Aid Society had offered to pay for it. Now it had sold for a tidy 45,000gp, I ruled that the same characters shared and additional 20,000 XP and 42,750 gold machos obtained after a 5% charge for currency conversion. This sum allowed Giuseppe's henchmen to train for the next level. It also allowed Sheamus to finally purchase the first of his chicken-cockatrice hybrid mounts, after which he sent McScales off in search of riders for them. 

Session Report


The heroes, now considerably richer—though even sums such as this did not spread as far as could be hoped—were ready to take on a new challenge. There were two main ones they knew of in the area: the disturbance in the Street of Gods in Trollopulous, with a likely Brovenloft connection; and the treasure map Giuseppe had been examining, which they had looted from the Tomb of Kistomerces some weeks ago. I reminded the players of the prevailing conditions in Brovenloft: ever since the Pope's Wish in 2022; though magical means can be used to enter the demi-plane, none can leave during October; and with that the treasure map was chosen for the session.

The scale here is 30 miles per hex.

Giuseppe had been able to create a version of the map from the tomb that incorporated current day landmarks. Even with the Rocket Cycle and Sever's Pegasus, they could cover about one hex per day, so it was going to be quite a trip. Each one of these hexes is about the size of the entire Bandit Mountains map!

Day 1: October Ninth 
Weather: Clear
Terrain: Plains

The party experienced an easy flight up to Nummi's tower from Minas Mandalf. Preparations began for the ground approach.

Day 2: October Tenth
Weather: Clear
Terrain: Plains

The adventurers reached the outskirts of Trollopulous. They chose not to camp inside the city and risk city encounters, but were still encountered by a patrol as they were setting up camp. The patrol leader—one captain Farius, was initially uncooperative; but when Giuseppe showed his wand of authority, that plus his Charisma and a very positive reaction roll had the man falling over himself to offer his services to this "Friend of the Overlord". The paladin strove not to take advantage of the situation.

Day 3: October Eleventh
Weather: Clear
Terrain: Plains

Giuseppe ordered his henchmen and Manticore mercenaries to wait at the camp and patrol the area while he was away. Taking to the skies, the group crossed the nearby river and flew north across the plains. Fluid cast Hallucinatory Forest as the party camped at the end of the day, which created a little safe zone for them. They encountered wandering adventurer Connor with his dog—a new player who joined unexpectedly mid session. I combined this event with the rolled encounter of 250 Orcs, with the result that the Orcs avoided running into the party, probably lucky for them.

Day 4: October Twelfth
Weather: Clear
Terrain: Hills

With a choice of direction, the party travelled over the hills instead of the jungle and had no encounters.

Day 5: October Thirteenth
Weather: Clear
Terrain: Jungle

Now the the jungle trek started.  They encountered only safe, non-flying wildlife—like dinosaurs. As it happened, Fluid’s tree house compound was in the same approximate area and would make a suitable spot to camp at the end of the day. Fluid informed the newcomer how he had been gifted five wives for his part in defeating prince Elric in battle, and now had upwards of fifteen children by them. If the druid had any qualms about revealing in detail the most long-term 1 to1 time domain builds ever attempted, he showed no signs. Fluid’s family entertained the party that night.

Day 6: October Fourteenth
Well, they looked like this.
Weather: Cloudy
Terrain: Jungle

The weather turned cloudy just as accurate aerial scouting was needed, this complicating their progress, but nevertheless, using Fluid's local knowledge combined with Giuseppe's maps they located what had to be to spot an opening in the hills.  As the heroes landed they could see a cave entrance—carved so as to resemble a pug man's head with an open maw—was being guarded by two cave men mounted on gigantic Paleoscinesus dinosaurs. What did these men look like?

The grug in charge, one Grugory, announced that no-grug was allowed to enter the cave, by the order of UCF (United Caveman Federation) Cave 6 Chief Fugg. When pressed, Grugory added, "Pug face opened, grugs go in—not come out. Grugs' friends go in, not come out. Chief Fugg say—no more!"

It transpired that runners had already been sent to alert Fugg to the presence of the adventurers. So they could just wait until Fugg sent a reply, at jungle speed it would take a few days. Sever fidgeted thoughtfully with his sword, while Giuseppe negotiated.

This encounter saw a lot of back and forth in cave-man-common, but ultimately it went well for the party once they (finally) made it clear that they hailed from Machodor, and so were not subject to Chief Fugg's prohibition on entering the cave. With the day drawing to a close, the grugs allowed the adventurers the use of their camp, so as to be fresh for the morning.

Day 7: October Fifteenth
Weather: Windy
Terrain: Dungeon

The party awoke in the relative safety of the grug camp, then entered the pug-faced cave’s open maw in search of treasure. 

With the combination of Fluid's and the clerics' trap detection spells, the party advanced and avoided a number of traps, some of which had already been set off by unfortunate grugs, and others which were still deadly.

One room was filled with mirrors and runes of various strange glyphs. A stone headed club lay on the floor, a sign that grugs had been there. It turned out the the center section of the floor of the room was illusionary and covered a large pit. Not only that, a questing giant snake had found its way here previous and had fallen in. It was not big enough to escape but the creature was big enough to be able to reach out a ways from the pit and attack passers by. The adventurers spotted it first though, used Speak with Animals got some information out of it, and decided to let it be.


A length they reached a long corridor with many carvings depicting people going about various activities, this was similar to one they had seen in the tomb previous, although in a different style. 

One in particular stood out.

Were'shbane, who could parse "Special young readers hieroglyphics", the lingua franca of the Dry Domain of Brovenloft, suggested it was some sort of homage, and not the real deal. Rabbit's thief intuition (read languages) suggested to him that the writing was some take in Old Trollopulean, the words "Hand" and "Speech" were involved in the meaning, but that was the best he could do.


All this was to facilitate my use of this trap by @PathsPeculiar.



To tilt the odds back a bit after giving out a clue in the previous corridor, I added an extra secret door in front of the hand so it wasn't immediately visible. I also changed the rope-ladder to one made of steel cablesince it was supposed to have been here for many decades, and of course I replaced the treasure beyond the original secret door. I also removed the door past the rolling ball at the top of the slope and made it a blank wall, as there could be nothing beyond it. 

Once again, the players were very careful, they certainly had brought all the caution and respect—previous learned from the Tomb of Kistomerces—to this place. They were also down to their last Find Traps spell, and were loath to use it initially. Eventually though, they managed to find and open the secret door hiding the "Hand". By "talking to the hand" they found it knowledgeable about it's operations—resetting the trap, opening the secret door, etc—and were able to free several grugs who had been smart enough to open the secret door but had then been trapped in the room beyond when the door closed. As long as someone stayed with the hand it was possible to prevent the same thing happening to them.

Behind the grateful grugs who rushed out at them, written on the wall at the far end of the hidden room was a message for the party"X MARKS THE SPOT, FOOLS!"
The true trap in this dungeonone that cost the most precious of assets, timewas revealed at last.

Not content with this outcome, the heroes now engaged in quite a bit of experimentation, spell casting, and fruitless search before they accepted the truth, which must have been clawing at them for some time, the treasure map was a fake. Fluid left his mark as a sign of defiance, and then they retraced their steps with the freed grugs and reunited them with their fellows. 

They had saved the lives of grugs and will be remembered for that; but, naturally still downcast, the adventures again took to the sky and returned to Fluid’s treehouse-camp by nightfall, concluding the session there rather than pushing on to Trollopulous. This was a pretty good move as there was no real benefit in using up the travel time in this session.

Session Statistics: 

Wilderness travel:  270 Miles
Downtime begins on: N/A
Combats: 0
Rooms mapped: 8
Combat rounds: 0
Losses: none

Treasure & Items
None

Monsters
None

0 XP & 0 GP Assignment
Sever (E) 0xp & 0gp 
and Thomas (E) 0xp & 0gp 
and Rabbit (E) 0xp & 0gp 
Giuseppe (E) 0xp & 0gp 
Fluid (E) 0xp & 0gp 
Sheamus (E) 0xp & 0gp 
Gurt (E) 0xp & 0gp 
and Cedric (E) 0xp & 0gp 
Connor (sp?) (E)  0xp & 0gp 

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3), killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe to the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39





Tuesday, 21 October 2025

Downtime between Machodor sessions #84 and #85: Cashing in with the Couch

Heroes' Feast with the Macho King

Introduction

1 to 1 time often requires little events like this one. By adjudicating over discord, it is possible to tidy up loose ends, rather than waste time with them in a real session. Although it may appear no real risk was involved, that is not the case, and the players know virtually anything can happen, as in an actual session. 

Downtime Actions

On the seventh day of October, Giuseppe and his company returned to Machodor from their perilous ventures abroad, worn but triumphant, having defeated a demon, and having secured a buyer for the golden couch—Radomix Kistomerces, Overlord and master of the rebuilding Trollopulous. Giuseppe, never one to let an opportunity tarnish, proposed a swift delivery by Rocket Cycle, with Sheamus at the controls. Sever, the ever‑vigilant Ranger, would ride above on his pegasus with a small retinue—Rabbit, Poindexter, and Thomas—shrouded by invisibility.

They departed at dawn on the eighth, a brisk October sun cutting like new coin over the eastern hills. The Rocket Cycle’s engine droned with metallic longing, eating mile after mile of clear sky. Five hours later Nummi’s Tower appeared below, crouched like an ancient beast in its crater. Then two shapes coiled from the southern horizon—great copper dragons that turned the sunlight to bronze as they wheeled toward the tower. The elder, vast and dignified, was Nummi himself, the younger his impetuous son. They passed near, immense and unseeing, while the invisible adventurers thrummed past with hearts hammering.

By noon the dragons had dwindled to motes behind them, and Trollopulous lay ahead—a shrouded skeleton of a city, its broken towers masked in mist. But Giuseppe knew the truth: the veil of ruin was a myconid glamour, woven to mislead foes. Beneath the fog, the city lived again. Sheamus banked the Rocket Cycle low toward the palace whose towers thrust up like blackened knuckles, while Sever circled above, muttering distrust. 

Giuseppe called out, voice thick with urgency: “It’sa no ruin, Sever—the myconids weava the illusion, spores to scare off foes, but beneath lies the real Trollopulous, alive and rebuilding.” 

McScales agreed, “Mesa believe him, boss!” Sheamus chuckled low, “Aye, and if the Overlord’s palace is real, this Radomix will pay for the couch and I can pay for me chickens.” 

Sever relented and the group circled down. When the fungal mist parted at last, the true palace of Radomix Kistomerces stood revealed—its marble bones reset, a monument both splendid and foreboding.

The Rocket Cycle landed in the Overlord's palace courtyard, the engine's rumble dying to a hiss and the invisibility faded, revealing the golden couch lashed behind Sheamusa like a gaudy trophy. The Irisman hopped down with a grunt, McScales uncoiled with a gleeful “Yippee, we-sa landed!”, while Sever guided his pegasus to ground in silence. Ever cautious, the Ranger remained invisible, along with his henchmen. 

The courtyard erupted in chaos—guards in browned-iron mail levelled halberds, servants scattered with cries of “Intruders!” and “Dragon!”

A pair of archers nocked arrows from the battlements, their shouts cutting the air: “Halt...sky-thieves!” Giuseppe, Dragonslayer sheathed, but shield up, raised his voice, “Peace, amici—we come in trade, nota war!” He waved the wand of office before him like a talisman.

The commotion swelled until the chamberlain in black toga pushes through the guards, his wand of office waving, eyes narrowing as he scanned the group with a hawk's gaze, then barked orders to stand down. “By the Overlord’s grace Giuseppe, you could have mentioned your mode of locomotion, who dares the skies with such a bauble?” he demanded, gesturing at the couch.

Through corridors heavy with the scent of damp marble they were led to the audience hall, where Radomix Kistomerces reclined upon a couch twin to the one they brought—in design, if not in materials. At sight of their cargo his delight was almost human. “The throne of my ancestors,” he murmured. “Recovered from the dust of ages—there can be no mistake.”

Gold lay stacked in chests about him—five oaken boxes, heavy with forty five thousand rilks, each the equivalent of a gold macho. The Overlord’s fingers caressed the couch’s arm, then waved in command; servants bore it reverently to its place beside his own. “Payment as agreed,” he said. 

Giuseppe noted with some relief the absence of the two thieves who where present the last time—apparently well favoured by Radomix, the tall red-head with the huge sword, and the small man wearing grey leather. Slippery Pete had warned him to be wary of those two.

As though that thought summoned its like, Radomix said, “Where is Slippery Pete, that sly fox? I savour his humorous asides.”

"He's probably looking out for the next score. Ha!" the paladin offered.

"Oh yes, like Fafhrd and the Gray Mouser I should think. They left seeking a 'big score' not long after you defeated the demon. As long as it's in accordance with the thieves' guild charter mind you,” he winked.

When the bargain was sealed, the adventurers paused at the chamberlain’s suggestion to visit the Prancing Umberhulk—an inn repurposed into spore‑drenched mycelium halls. There the Fungus King awaited, a towering myconid whose mind touched theirs in silent harmony. He gifted them vials of glowing spore‑essence to guard memory against Trollopulous’ mutable veil, and to Giuseppe he entrusted two flasks: one etched with runes for Macho Mandalf himself, another green‑lit to mark the bearer friend to myconid kind.

Before departure Sever’s ever‑suspicious senses swept the treasure with magic—nothing false shimmered within. The rilks were genuine. The return flight was long but peaceful, dusk chasing them to Minas Mandalf's walls.

By dawn they had divided the gold, each throat dry with fatigue yet warmed by triumph. Word reached the court swiftly, and Macho Mandalf himself summoned them to his table for a Hero’s Feast—a rare honour, said to provide powerful benefits. Over eggs and Slim Jims, the tale of the golden couch was told and retold, each retelling truer than the last. And when it was done, the Macho King smiled the smile of one who knows such victories are but preludes to greater perils. 

20,000 XP & 42,750 GP Assignment
Sever (E) 2,500xp & 5344gp 
and Thomas (E) 1,250xp & 2671gp 
and Poindexter (E) 1,250xp & 2671gp 
Giuseppe (E) 2,500xp & 5344gp 
Fluid (E) 2,500xp & 5344gp 
Sheamus (E) 2,500xp & 5344gp 
Gurt (E) 2,500xp & 5344gp 
and Cedric (E) 1,250xp & 2671gp 
Bumblebore (E) 2,500xp & 5344gp 
and Gilthaniel (E) 1,250xp & 2671gp 



Tuesday, 14 October 2025

Trollopulous Adjusted Session 133 (Machodor #84): Return to the Ruins of Trollopulous

Slippery Pete leads the way.

Introduction


For those coming in late, or who need a reminder, the city of Trollopulous is where it all began back in the year of our Lord 2020. In 2021 the city fell on hard times: first, its ruler—Prince Elric, was killed fighting the grugs of the United Cave Man Federation. Then a certain druid introduced a series of plagues that...erm, plagued the city and its populace. At the same time as the plague an army of weebs, 40,000 strong, invaded the lands and sieged the place, eventually taking over for a time, and then leaving—but not before using their explosive black powder to blow up the sewers of the entire city. And these are just the headline calamities! When last explored in early 2023 the place was in ruins and brimming with evil too powerful for adventurers to handle, so they didn't.

Thanks to this and other history, there are many 1 to 1 time pay offs in this session, making this write up very different to normal. It's going to look a bit like a story game; but remember, it's not a story game, it's an Appendix N game. If you look, you'll also find hints in this session of an example of Total Non-stop Braunstein in action.
     

Timekeeping


This session began on October 2nd, 2025with the player characters adventuring until the end of the 7th. Downtime for these characters begins on the 8th.


Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
and henchmen Bishoy (F6) Tawadros (F6) Steelvein (F4) and Rhoikos (M4)
Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Bumblebore  (Level 7 Magic User of Machodor, wielder of the Wand of Paralysation) with Firedrake Familiar O'Malfoy and henchman Gilthaniel (elf F5/M8)

Downtime


Sever and Sheamus brought the golden couch, captured in the previous session, to Minas Mandalf and found that it was indeed worth a fortune. More, they learned that it was associated with a noble family in Trollopulous, a place steeped in mystery, and the Adventurers Aid Society offered them a mission to go there and attempt to make an even larger profit. Slippery Pete returned from what ever he has been doing since being kicked out of the party by Giuseppe in May. The thief had a knowing look on his face, but the Paladin let it slide. Both had reasons for putting aside their prior differences, for a time.

Session Report


Even if they had wished to take it with them into possible danger, with no means of easily transporting the golden couch—both Sever and Sheamus were pursuing other goals, they were forced to leave it behind. After waiting for a terrible storm to pass, a small group of heroes—supplemented by a unit of Giuseppe's horse crossbowmen—set off from Minas Mandalf and followed the road in the direction of the Ruins of Trollopulous, and the unknown. 

A passing pegasus patrol waved them on as far as Nummi's tower, a stark edifice rising from the centre of a vast crater. The copper dragons' lair—built in accordance with the treaty between them and Macho Mandalf—loomed over the landscape, a watchful sentinel against whatever evils may still fester in Trollopulous’ shadow. 

Pete was keen to look in on the Dragons, but to his disappointment they were elsewhere today. He did attract the attention of the Machodor aligned pug men who lived at the tower, and after some mutual bonding, a group of seven of them decided to join the party the next morning.

The seven pug men

With the enthusiastic, but unmounted, pug men with them on the ill kept road beyond Nummi's tower, the remaining journey took most of the next day. Finally, with the air growing heavy, thick with the scent of decay and damp stone, they regarded the walls of Trollopulous through a rising evening mist. Here they halted, staring at the crumbling ramparts. As per the rumours, the once mighty city now lay in desolation. The gate was guarded by devilish Erinyes, who leered at them as they approached.

Somehow Slippery Pete, who, it transpired, had spent some of his months-long down time here, felt confident he could get past the guards. He trotted forward on his well-travelled horse, Pepper.

"My lovely ladies, I have business within. You seek evil-doers to drag down to the infernal regions, and I am not that."-- Slippery Pete

He gave a gem and a kiss on the hand to each, and they let the party through just like that.

Leading the others, Pete guided Pepper through the shattered gates of Trollopulous in the fading light of evening, and, like a torch flaring in the dusk, a sudden clarity pierced their minds. The oppressive weight of the ruins, and the menacing Erinyes unravelled into a startling truth. 

The Erinyes were no devils, but human soldiers clad in browned-iron mail, their faces now visible in the torchlight. The men chuckled, holding up the gems Pete had given them, and holding up their hands he had kissed, their laughter echoing softly. 

Glancing up from the gates, they saw clouds of spores swirling from towering, mushroom-like figures silhouetted against the darkening walls, their fungal forms glowing faintly. 

Details of his previous visit returned to Pete, the spoors from the mushroom men (remnants and descendants of the funguys from July 2021) were the source of the illusion, and he explained to his confused companions that leaving the city will trigger an effect from the spoors to make them forget the true nature of the place and only remember the illusion. Some immediately started taking notes.

The city around them, though a shadow of its former glory, was alive and rebuilding. Fresh timber braced sagging buildings, and a few children scampered through alleys. Yet, the scars of Trollopulous’ fall remained—cracked stones, boarded windows, and a faint whiff of decay from the undead quarter. And, in the distance, the Tower of Ultimate Evil loomed, clawing at the starless evening sky.

The thief led them to the same inn he had stayed at previously, the Tall Mug. The four story building was a somewhat noisy establishment, but big enough to put up the the heroes, their troops, and their horses for the night.

The next morning found the entire inn surrounded by troops. Someone had dobbed them in. At the head of the procession rose a blast from six trumpets. Giuseppe, Bumblebore, and Slippery Pete—discretely behind the Paladin's shoulder, went down to see what the fuss was. 

The trumpeters wheeled to either side. A line of pike-men behind them executed the same movement, and there strode forward a venerable, clean-shaven, stern-visaged man in a black toga narrowly bordered with silver. 

He raised his hand in a dignified salute, and announced gravely, "I am the chamberlain of Radomix Kistomerces, Overlord of Trollopulous, and here is my wand of authority." He produced small silver wand tipped with a five-pointed bronze emblem in the form of a starfish.

He then drew a scroll from his toga, unrolled it, scanned it briefly, then looked up. "Are you Giuseppe, Paladin of Machodor?"

"Yes, I ama Paladin of Machodor anda Broventloft," he answered.

The chamberlain turned towards Slippery Pete. He once more consulted his parchment. "And you are—your pardon, but it's written here—that long-suspected burglar, cutpurse, swindler, and assassin, Slippery Pete?"

"Hey, I'm no assassin," he answered.

As if those answers settled everything, the chamberlain rolled up his parchment with a snap and tucked it inside his toga. "Then my master wishes to see you. There is a service which you can render him, to your own considerable profit."

They were then escorted to the newly rebuilt Overlord's Palace, and ushered into the presence of Radomix Kistomerces. The guard leader halted and announced them, his voice booming off the vaulted ceiling: "Hail, Lord Radomix! Western adventurers from the Machodor border, as per your orders!"

Radomix Kistomerces lounged upon his divan—a couch of polished oak and velvet, its frame a match for the one the party wished to sell. It had the same sweeping curves as their golden lounge, though it lacked the gleam. To his right towered a hulking barbarian, red mane spilling over mail, a massive sword slung across his back. To his the left sat a smaller, hooded figure in gray leather. These looked on curiously at the conversation which followed.

"This Slippery Pete is quite the wit, wouldn't you agree Mouser?" -- Overlord Radomix Kistomerces

It transpired that not only was the Overlord, a descendant of Acererak Kistomerces who described himself as having arrived from another "world bubble" to set things right in the city, interested in paying a vast sum for the gold lounge, he also had a problem only a Paladin could help him with.

With a wave in the direction of the Tower of Ultimate Evil, and the graveyard which surrounded it, he began. "The Kistomerces crypt, guardian of relics and bones. Weeks past, a dread took root there. Fear pours from its gate. The inner chamber once held the tomb of Acererak Kistomerces, my kin's shadowed progenitor. Now a void yawns in its place—a pit of absolute black, twenty feet across, exhaling this terror. You job is simple; enter, discover its source, and end it."

The party agreed and marched off to the graveyard, starting with an escort of 100 pike men and a hoard of onlookers. However, as they got closer to the Tower, these hangers on began to drop off, until scarcely 10 pike men remained to help them open the gates and point out the columned crypt, then they too fled.

The party found that as long as they stayed within Giuseppe's paladin aura, they could withstand the feeling of dread. They advanced into the grave yard and used the Overlord's own key to open their way into the mausoleum below. They explored cautiously, and finally found themselves at the far end of a long series of burial chambers, with one conspicuously isolated door ahead of them.

Beyond was a 20' square room with one entire wall dissolved in some sort of "non-reality" substance. When Trollopulous was subject to nuclear attack in 2022, a magical failsafe had activated, which sent the rest of the Tomb of Acererak Kistomerces far to the south. But this field was an indication that the tomb's magic was not entirely disconnected from this entrance they stood in.

The feeling of terror was clearly emanating from here. 

Just in front of the insubstantial wall was the only decoration in the place; a plinth holding a lion, head turned towards them, and the lion had one of its paws placed delicately over a sphere of some kind of metal a few inches in diameter. Giuseppe wanted to grab this immediately, but he had not shared that with Bumblebore, who ordered his henchman Gilthaniel to cast Push. I rolled initiative for both of them and the Push spell went first, causing the sphere to leap out of the grip of the statue, evade Giuseppe's grasping hand, and disappear into the void beyond.

Did someone say, "Fetch!"?
There was a moment when the two player characters gave each other a look, then the void then began to quiver and take shape, as a familiar creature (the demon that escaped them some sessions ago in the Tomb of Kistomerces) stepped forth--holding the sphere in its dog headed jaws!

Combat #1: Type III Demon

Rounds: 5

Result: Party wins

Highlights: This void was indeed connected to the rest of the Tome of Kistomerces in the Bandit Mountains, and the demon used that connection to travel here and recuperate after being brought down to 1 hit point by the heroes in their last encounter. Now it was ready to smash the underpowered party, starting with Giuseppe!

Before the demon could attack, Giuseppe lifted his sword and called to the orb, which by some instinct he felt would respond to him. It flew out of demon's mouth, sailed over to the Paladin, and attached itself to his shield with a gleam of magical power. This angered the demon, and it made a b-line for it, but Giuseppe's Protection from Evil kept it at bay. His henchman now weighed in, and so the demon took its frustrations out on them, nearly killing Steelvein. 

Bumblebore let fly with Macho Mandalf's Flying Elbowand I ruled in the first round that the spell was subject to the magic resistance of the demon, and subsequently all four elbows the seventh level magic-user could evoke failed to over come it. 

Next round Giuseppe voided the protection zone and attacked with his Dragonslayer, the paladin being the only one to get a hit in. With the demon returning 5 attacks a round, the equation was not looking good for a party without Sever and Gurt.

Not to be discouraged, Bumblebore let fly with another brace of Macho Mandalf's Flying Elbows. This time I remembered; the summoned elbows count as a non-magical attack, and therefore should not be subject to magic resistance. This fact, in combination with the demon's lack of resistance to normal weapons, actually makes this a killer spell against them. He now rolled for 8 successful pummelling attacks against the demon's dog-like head, though I ignored the non-lethal portion of the damage, the real damage added up and the monster howled in pain.

The magic-user's success was just as well as the henchmen, even with their magical weapons in some cases, were unable to overcome the very strong AC of the demon.

Slippery Pete snuck around and managed to get a good shot in with his dagger, but the place was so well lit that the demon saw him out of the corner of its eye and no backstab was possible.

Having expended his quota of Elbow spells, Bumblebore now rolled out some custom spells of his own.

First: Bumblebore's Inconvenient Sphincter 

Result: stopped by magic resistance.

Second: Bumblebore's Backpack of Getting Carried Through the Dungeon Again

Result: sadly this last one took effect too late to see what it did, as Giuseppe struck home with his blade and the creature collapsed back into the stuff of the chaotic void. They stared at the void, it stared back at them, at length they decided to let it be.

The heroes returned in triumph to the Overlord's Palace and told Radomix of their victory, then bantered around a bit with him. He paid them for their efforts and the party were readying to leave. Knowing the effects of the fungus spores, they had been scrawling down every detail on paper in the hopes of referring to it later. But now Giuseppe had the brilliant idea of sharing this problem with the Overlord, who, through his chamberlain, offered a much better solution: go to the Myconid Kingwho lived in the old Prancing Umber Hulkto obtain from it a special flask of spores, which when inhaled would allow them to keep their memories!

Now this king began as an emissary that arrived in Trollopulous in July 2021. He was given asylum by Macho Mandalf. This quote from Jeffro has finally paid off four years later!

All that is left of the Mushroom Man faction is the two little diplomatic missions they sent out… which currently do not even know the fate of their king and their people. (Of course, there might be a few spores popping up here and there later on. And if Mushroom Men are not classified as changelings, The Prancing Umber Hulk may well end up getting a potion brewing sideline.)

By the magic of 1 to 1 time, these few spores have turned into a major faction within the city of Trollopulous.

The Prancing Umber Hulk

The party were given a "wand of authority" which indicated their relationship with the Overlord. Even the troops would snap to attention when Bumblebore waved it in a flourish. The spores were  then obtained without any problems. 

With arrangements made, the party returned to the Tall Mug, collected the troops, and started to turn for home. And it was about this point that they realised no one had seen the pug men since last nightapparently the former Trollopulous residents were last seen lifting a drain-hole cover.




Session Statistics: 

Today's session brought to you by Fritz Leiber's "Swords of Lankhmar", the letter S, and the number 1 
Wilderness travel: 183 miles
Downtime begins on: October 8th
Combats: 1
Rooms mapped: 3
Combat rounds: 4
Losses: none

Treasure & Items
5,000 gold rilks (5% conversion fee to machos)
Reward from Adventurers Aid Society for info on Trollopulous 2000gp 
Magic sphere attached to Giuseppe's shield 1000xp

Monsters
Type III Demon 3,240xp

11,240 XP &  6,750 GP Assignment
Giuseppe (S) 2043xp & 1,227 gp
and Bishoy (E) 1022xp & 614 gp 
and Tawadros  (E) 1022xp & 614 gp 
and Steelvein  (E) 1022xp & 614 gp 
and Rhoikos  (E) 1022xp & 614 gp 
Slippery Pete (S) 2043xp & 1,227 gp
Bumblebore  (E) 2043xp & 1,227 gp 
and Gilthaniel (E) 1022xp & 614 gp 

Slippery Pete didn't try to steal enough, Giuseppe wasn't worried about him thieving enough.

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3), killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe to the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39





Trollopulous Adjusted Session 136 (Machodor #87): The Place that should not be opened

  "Should we be looting this stuff?"--Sheamus Timekeeping T his session began on  October 30th, 2025 ,  with the player characters...