Tuesday, 23 June 2026

Trollopulous Adjusted Session 146 (Machodor #97): The Lair of Lord Inferno

Spoilers
  

Introduction


In session 96, the party travelled to the firenewt city of Cthugarak. They used captured brooches, an introductory letter, and Sheamus disguised as a Fire Giant to gain entry and participate in the monthly sacrifice to Lord Inferno, ending the session in a cube in area 1 of his lair. As noted in that session report, timing was an important factor: the sacrifice corresponded with the full moon on the real-world calendar. For the first time, I allowed only the days actually used for downtime to pass before the next session began; the party was effectively in a bubble, and there was no reasonable explanation for their waiting around for the exact day of this session. By the same token I had secretly decided that, had a major fight been unable to conclude within the session, I would pause time between sessions and allow the fight to conclude next session. In the end this contingency was not required, and the gods of the BROSR were not greatly offended.

The roster meant that the players of Fluid, Sheamus, and Giuseppe each had two characters present. With the prospect of a significant haul of treasure, this was no trivial matter; it was resolved by allocating various secondary tasks to the additional characters. A player absent the previous session was offered a character from the human prisoners in the cube and graciously accepted.


Timekeeping


This session began on February 5th 2026with the player characters adventuring from the 3rd of February. Downtime for these characters begins on the 4th of February.

Player Characters Present


Sever the Wrathful (Level 10 Pegasus Corps Ranger Lord of Machodor, wielder of Were'shbane and the Rod of Lordly Might, wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C7), Poindexter (M6), and Rabbit (FMT556)
Slippery Pete (Level 10 Master Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)
Sheamus (Level 9 Irish Fighter Lord from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of Sanctus Draconis Interfector and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy (F6), Tawadros (F6), Steelvein (F6), Rhoikos (M6)
Karshe (Fighter Level 6, wielder of the Military Trident, Machodor order of the rising sun)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick and the Aegis of the Dire Wolf)
Marco Valtieri (Fighter Level 4, formerly of Sir Troland's guard at Castle Irish)


Downtime


While confined to the cube for several days, the party investigated and interrogated their fellow sacrifices: a group of humans and three Firenewts from disparate noble houses — Thalrek, a disgraced Ignisalam priest; Ssethkar, a Scorchviper slave from the outcast quarter; and Vesthra, a female Pyrotoad alchemist.  The heroes left no method of interrogation untried: Sever used intimidation, Giuseppe persuasion, Sheamus conversation, and Fluid flirtation.

They found that summoning magic such as create food and water did not function inside the cube, if they did not get out they would starve. At one point they overheard a one-sided battle taking place somewhere beyond the cube's walls. Vyrisara tormented Giuseppe with nightly visions, though the paladin kept this to himself.

Karshe passed along intelligence gathered by his henchman I.T. — wrung from the robot head looted from the Pizza Slice of Doom — concerning the association of various characters with elemental affinities, particularly fire. It sounded important, but what did it mean?

Finally Thalrek provided information that led them to remember this from Machodor session 13.
"That fungus, which until now the PCs had been very careful not to let touch their skin, was landing in clumps all over the place… the fungus immediately sank into any exposed skin; but the only effect they could notice was a reduction in any surface abrasions they may have already had. Then the penny dropped: the fungus was healing them… somehow, exposure to the magical living fire had granted the fungus these unusual properties."
The key discovery was that Sever, Slippery Pete, Giuseppe, and Sheamus each possess an affinity with the Living Fire — traceable to that long-ago exposure to the fungus — which allowed them to step into the brazier of living flame in the cube, transport back to Cthugarak's Island of Sacrifice, and return. They also discovered they could share this ability with another person by holding hands at the moment of entry.
Sever: "Sever will try to hold hands in a very masculine and non-gay way and escort his henchmen through the portal."
DM: "This works! You immediately release hands and avoid eye contact."

Session Report


Thalrek, eager to make himself useful, explained that only the "rubes of the Bandit Mountains" thought that "Lord Inferno" was a name that referred to the red dragon. It was actually a title that belonged to the dragon's master, the efreeti prince Za'rathul. This worthy had not been seen for over a century but was reputed to be the founder of Cthugarak. The name of the dragon they had spent so long hunting was in fact Vyrathax.

After taking all that in, they were still trapped in the cube and so put their minds to that issue. Realising that they had seen far more sacrifices than were here with them, they concluded that there must be more than one such cube. So, the characters travelled back down to the island once again and tried to "will" themselves to appear elsewhere in the lair. It worked, they found themselves in a cube — but a different one. Here they found a similar assortment of humans and other creatures, and the adventures brought the humans back to their cube. Karshe was put in charge of keeping watch for those who might prove hostile.

They repeated this process until they arrived in a cube that was empty. One wall, however, opened onto a larger area beyond; at the far end, the wall was pierced by what appeared to be a "door" of living fire.

The dimensions of the open area — about 100 by 100 feet — implied that all six cubes had one face bordering it. The previous occupants of this cube had gone through the opening and had been killed and eaten in the open area; it called to mind the sounds of one-sided battle they had overheard from within their own cube.

 Za'rathul the Efreeti Prince
Giuseppe and Sever approached the "door" and examined it before attempting to go through. It seemed that their affinity with the Living Fire allowed them to pass. Beyond was a cavernous hall (area 2), the far wall of which was a continuous vertical river of molten lava. Vast basalt pillars rose to an unseen ceiling. At the exact centre stood an enormous throne of obsidian and hammered gold, twenty feet tall. Before the throne burned another brazier with living fire.

On the throne sat a powerful efreeti. The figure looked directly at them but gave no sign that it saw them — at first. Was this Za'rathul?

"Mortal offerings," his voice boomed, echoing from stone and lava alike: "You stand before Za'rathul, Lord Inferno and Herald of Cthugha. Kneel… or burn."

The figure took no further action. They retreated to tell the others what they had found.

Unsure what to do next, Giuseppe attempted to issue a mental challenge through Sanctus Draconis Interfector, daring Vyrisara to come and face him.

This alerted Vyrisara, who knew that Giuseppe possessed a connection with Echellet and herself via one fragment of the holy sword — but not that he now carried it whole. She came out of area 5 through a secret door into area 2 and set up to attack them, hiding behind a pillar and using audible glamour and phantasmal force to create a convincingly real image of Echellet standing before the doorway.

Invisible, the party came back into the throne room ready to fight. Before we went on, I realised that a misconception required clearing up: the heat cloaks obtained from the Firenewts did not provide true protection from fire, as resist fire or protection from fire would. The cloaks were sufficient to dull the ambient heat of the city, but no more than that. With two mid-level clerics and a druid, they had plenty of such spells to go around. With this correction out of the way, the adventurers ensured that everyone — except, tragically as it would turn out, Marco — had this protection.

Returning to the throne room, Giuseppe was immediately confronted with the illusion of Echellet, pleading with him to hand over his sword: "...and it will all be over." The heroes were not persuaded to buy what she was selling.

I missed an opportunity here to play this enemy more effectively, Vyrisara could have had fire charm running on the throne room brazier at the outset, which would have dramatically complicated the party's approach. Instead, I gave them a 1-in-6 chance of spotting where she was hiding; one character succeeded, and her ruse was over.

Giuseppe brandished Sanctus Draconis Interfector and Vyrisara recoiled: 
 
Combat#1: Vyrisara 
Rounds: 1 
Result: Party win
Highlights: “It cannot be! That sword… it was broken! Luigi’s bane lies in fragments! How… how do you wield it whole?! 
The main front line of Sever, Giuseppe, and Sheamus charged Vyrisara. Giuseppe used his holy sword's ability to excorcise the connection between the dragon and Echellet, while the others slashed away at her suddenly soulless husk. 
 
It was over in one round; but a very damaging round it was, the dragon was wreathed in living fire, which acted like a fire shield spell — inflicting double the damage received on her attackers. Even with their fire protection spells, the heroes were taking damage equivalent to what they were inflicting.

During the fight Rabbit tried to backstab the efreeti and realised that the seated figure of Za'rathul was only an illusion. 

After sufficient healing, Giuseppe concentrated and Sanctus Draconis Interfector indicated the presence of a dragon directly ahead, in the direction of the lava wall. Perhaps there was a room beyond? To reach it they would need to pass through either the living fire door to the east or the open secret door to the west. They chose east and passed into area 3, the laboratory. The heroes decided not to investigate the laboratory itself, which was behind a locked door and in the opposite direction of the dragon signal, but pushed on through the next fire door into what was clearly a great treasure room (area 4).


"Steps lead down from the doorway into a veritable lake of coins, depth unknown: there must be millions of them. Scattered among the coins are statues, weapons, chests, and countless other items. Directly ahead, atop the hoard, reclines a colossal red dragon — scales like fresh-forged armour, wings folded, eyes closed in sleep. The dragon's chest rises and falls in slow, deep rhythm."
Already alert to illusions, Giuseppe was not taking the scene at face value. He once again used his sword and sensed a dragon ahead, but further ahead than the one he could see. The treasure room consisted of six interlocking caverns, any one of which could hide the dragon. A d6 roll had determined that Vyrathax was sleeping at the furthest reaches of the chamber — in a straight line with Giuseppe and the decoy illusion.

The heroes fanned out but found the footing treacherous, the coins shifting underfoot with every step. Per the standard dragon rules, each round brought a 1-in-6 chance of Vyrathax waking. But the party yelled a challenge; the dragon awoke and cast ventriloquism, then proceeded to taunt them while continuing to build his defences: mirror image, enlarge, haste. Slippery Pete snuck around to where the voice was coming from but found nothing. The psychological battle was going the dragon's way. 

Then Sheamus yelled out: "We killed your *@%&$!"

I rolled 2d6 to determined the success of the taunt. With a result of 12, the dragon reaction was fury.
 
Combat #2: Vyrathax 
Rounds: 5+1 
Result: Party win
Highlights: “My mate. My queen. The Ashen Queen lies dead!? You shall all burn in the everlasting fire!” 
With that, Vyrathax sprang from beneath the treasure pile and attacked. Then everything happened at once — initiative was tied. What looked like four enlarged dragons launched themselves into the centre of the room and filled the area with flaming breath. Protection spells saved most from instant immolation — but not Marco, who was burned to ash where he stood; incoming arrows were incinerated in the same breath. Giuseppe's sword provided complete protection.

Attacks from Sever, Sheamus, and Giuseppe rained down, but the mirror images did their job and much of the damage was wasted. From the flank, Slippery Pete hurled a flask of toxic material recovered from the Pizza Slice of Doom. A desperate throw at long range; he rolled a 20, only for the flask to sail through a mirror image and splash harmlessly below. That image was gone, however, and that proved decisive; the follow-up attacks from Giuseppe, Sheamus, and Sever brought the dragon to zero, while the Living Fire's damage shield simultaneously drove the party's own hit points to critical lows. The fight was over in a single round. Had there been a second, several heroes would not have survived it.

Giuseppe, forewarned of terrible traps in the area, advanced into the next room. There lay the real Echellet, on a bed near a strange gem suspended in a crystal container. 

Her eyelids fluttered open: "Giuseppe…"

So ended a sequence that had begun with Echellet's capture in 2024. This session was the culmination of many threads and no small amount of downtime. It felt good. The campaign story would continue, of course; at a minimum there was treasure to loot. With no prospect of returning to civilisation after the trials of the day, the party occupied the chamber and rested.


Session Statistics: 

Wilderness travel:  0 Miles
Downtime begins on: 05/02/26
Combats: 2
Rooms mapped: 4
Combat rounds: 7
Losses: Marco 

Treasure & Items

Monsters
Vyrisara
Vyrathax

Rating (E,S,F,P), 0 XP & 0 GP Assignment
Sever (E)
and Thomas (E) 
and Poindexter (E) 
and Rabbit (E)
Slippery Pete (E)
Fluid (E)
Sheamus (E) 
Giuseppe (E) 
and Bishoy (E) 
and Tawadros (E) 
and Steelvein (E) 
and Rhoikos (E) 

Graveyard


Marco Valtieri (Fighter Level 4), immolated and burnt to a crisp by Vyrathax in Lord Inferno's Lair in session #146

Oblate (Illusionist Level 3), killed and eaten by the Nathruk in the Skalrath in session #140

Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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


Sunday, 14 June 2026

Trollopulous Adjusted Session 145 (Machodor #96): Cthugarak, City of the Firenewts PART 2

 
Make sure you have your heat cloaks

      

Introduction


I mentioned in Part 1 of this session report that it seemed unlikely anyone was wondering why the party had not returned to the firenewt city for over two years. In contrast, I would be interested to know if anyone has been wondering why nothing has been done about the fall of Castle Inferno, formerly Irish; the monsters have it now, so they get to name it. Knowledge of the occupation had reached the heroes; yet to all appearances they were ignoring it. 

This is not a conventional campaign with a "story-beat" pre-planned where the heroes retake the castle. 

Something was being done, though perhaps not even all the characters involved fully understood it. The recent sessions had been driven by three aims: obtain the shards and re-forge the holy sword Sanctus Draconis Interfector, find a new route to Lord Inferno’s lair, and, while the firenewts’ forces were stretched across Castle Inferno, strike at Inferno himself.

This session also saw a completely unplanned convergence between the downtime actions of a group of other characters and the party’s exploration of the volcano.

Timekeeping


This session began on January 29th, with the player characters adventuring until the 1st of February. Downtime for these characters begins on the later on the 1st.

Player Characters Present


Sever the Wrathful (Level 10 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and the Rod of Lordly Might, wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C7), Poindexter (M6), and Rabbit (FMT556)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)
Sheamus (Level 9 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of Sanctus Draconis Interfector and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy (F6), Tawadros (F6), Steelvein (F6), Rhoikos (M6)
and surprise guests
Slippery Pete (Level 10 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Karshe (Fighter Level 6, wielder of the Military Trident, Machodor order of the rising sun)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick and the Aegis of the Dire Wolf)

Downtime


Apart from those characters in Part 1, there were other characters whose downtime actions since the end of November became important and relevant in Part 2. Having survived Day 1 of the takeover of Castle Inferno: Slippery Pete, Karshe, Marty O'Tool, along with Karshe's henchman I.T., continued to protect the secret location of the Hawkman technology in the basement of the brewery. It was vital that the energy transmitter kept sending power to their various weapons and items, particularly the rocket cycle of Sheamus, which was top priority. 

Not content with merely playing defence, however, they also went about various missions which I adjudicated using the Spying rules in the DMG. Slippery Pete, using his Hat of Disguise to pass as a firenewt, was very effective here. Gradually as time passed, they found out more about the occupation forces and eventually that human prisoners were being taken back to the firenewt city as slaves. The method was unknown; all they knew was that prisoners brought up to the castle from the town were never seen again. 

This was one update among many, and I had no particular sense of what they would do with the information, or if indeed they would take any particular action at all; but the players locked onto the issue with prisoners being taken away and committed to investigate. 

While thinking on this, they suddenly remembered that in session 10 they discovered that the castle has a secret escape tunnel. It was a treat to read that in the discord channel. The facts supported a hypothesis that the firenewts were using that same tunnel to extract slaves, and quite possibly had used it in their initial attack as well. 

There was a lot of back and forth on exactly how they would investigate and prove this, as any DM can imagine, culminating in the decision to leave I.T. to keep the lights on while the three PCs planned to:

"...wait for nightfall and begin to sneak your way through the town with all your gear, until you reach the gate, then somehow get past that, then up the road past the Arena, all the way up to the heavily guarded castle and inside: then look for the way prisoners are being moved out of the castle."

I evaluated this order as a "difficult" Spy mission, and here is how it went:
Disaster! The spy mission failed and you were discovered and captured! 
 You awaken groggily, heads pounding, the acrid tang of some alchemical gas still burning your nostrils. Your hands are bound tight behind you. A filthy hood cakes your face in sweat and grime, but your ears catch the groans of many more like yourselves, their voices echoing off the close walls of what you sense is an underground passage. You are dragged to your feet and soon realise that you are being marched somewhere, under heavy guard. 
 You begin in what you guess must be the escape passage under Castle Irish. After a while it gets a lot colder, but you do not feel that you are outside; the guards hurry you along and prod you with spears to make the point. Soon, the air warms again. After what seems like hours there is a short break. You are given water and allowed to lift the hoods to drink. You see your fellows looking worse for wear and other prisoners. It looks like you are in the process of discovering what happens to them...
Slippery Pete whispered, "This is great, they are taking us right where we want to go. Just play along with them."

Session Report


Some time later in Cthugarak, the party, in their guise as fire giant emissaries, had settled into adjoining rooms in the Drake's Ember Inn. The casters rested, Sever tasked Rabbit with exploring the city, and Fluid went with some of Giuseppe's henchmen to mingle in the bar.

A note on timing. The players knew at this point that they had a couple of hours of real time left in the session; the characters knew they had one day before the full moon sacrifice on the 1st of February. The real-time pressure would naturally arrive before the in-game deadline, and yet they had barely scratched the surface of the city.

Given the time issue, in my view it was elite play to send henchman Rabbit out to scout the place and pick up rumours. This mission was essentially a session's worth of recon handled by an NPC with a roll on the Spying table to determine success or failure, and then a Brig style 2d6 result to determine the knowledge gained on a success and then the same for Fluid in the bar. Because session time was running short I was happy to use such a method. Though it was not a very difficult mission, it carried real risk and could have resulted in disaster for Rabbit — and might next time.

He returned safely the next morning.

The combined intelligence gathering allowed them to establish:

- The city was abuzz with the imminent full moon sacrifice.
- Slaves were required by sponsors to participate in the sacrifice.
- A licence from the Blazenewts in the Slave Quarter was required to purchase slaves.
- A licence from the Ignisalam priests in Temple Quarter was required to participate in the sacrifice.

Although they knew of two ways to get to Lord Inferno's lair, it was only the Island of Sacrifice that seemed like an achievable option with the information they had, and this remained within reach. They decided to go for it before the session ended.

First they went to the Slave Quarter. And here is where the convergence happened. The party just needed to buy some slaves — any would do.

In Discord I sent this to the Irishtown Underground group chat:

After some more days of travel, finally your hoods are removed in the sweltering heat of a firenewt city!

Now the party of Sever, Sheamus, Giuseppe, and Fluid had a choice of buying the random slaves on offer, or ones that looked rather familiar: Karshe, Marty O'Tool, and, of all people, Slippery Pete. The decision was not instantly agreed upon — particularly by Sever's player, the only one at the table who did not know what was going on.

There were other buyers as well; an Efreeti took a particular interest. The heroes managed to outbid the competition and gathered their "slaves." Now they would need a licence for the sacrifice ceremony itself. This was obtained with some difficulty in the Temple Quarter; Sever literally bumped into a high-ranking priest, who was forced to acknowledge that the ranger's Ignisalam brooch gave him the right to be there.

Finally, the day of the full moon arrived. The heroes, their "slaves," and a multitude of others went out through the Gate of Sacrifice and onto the causeway to the Island of Sacrifice. Once they had shown their pass, all formality appeared to be over. A seething mass of nobles and others, with their slaves in tow, sought to push their way out onto the island and throw them into the pillar of "Living Flame" that climbed from the centre of the island straight up until it disappeared in the heat and some haze above.

Downtime begins here.
Once close, the adventurers observed that the sacrifices had their heat-cloaks removed before being thrown into the flames. Weapons and equipment that might have belonged to them before their enslavement were also thrown into the fire. Apparently the firenewts considered the weapons and such part of the sacrifice as well.

The party made use of the chaos and rushed into the flames as soon as they were close enough to do so. This would not otherwise have stood out, but "Gorvak, the giant emissary" was certainly noticed throwing himself in. Nearby firenewts could be heard exclaiming their admiration for the act. The party disappeared into the rising column of fire.

Just as they had been told to expect by Giuseppe's informant, the flames caused them no harm, and in moments they found themselves somewhere else entirely — Lord Inferno's lair, they assumed. But this was no dragon's hoard, and there was no dragon. Instead they were inside a cube of black basalt shot through with seams of lava, sealed on every side with no way out. A brazier of the same living fire sat at the centre of the floor. Along with them were other unfortunates who had also been sacrificed — humans like themselves, and even some firenewts that must have fallen foul of the authorities.


Session Statistics: 

Wilderness travel:  33 Miles
Downtime begins on: 01/02/26
Combats: 0
Rooms mapped: 
Combat rounds: 0
Losses: none, yet.

Treasure & Items

Monsters

Rating (), 0 XP & 0 GP Assignment
Sever (E)
and Thomas (E)  
and Poindexter (E)  
and Rabbit (E)
Fluid (E) 
Sheamus  (E)
Giuseppe  (E) 
and Bishoy  (E) 
and Tawadros  (E) 
and Steelvein  (E) 
and Rhoikos  (E)
Karshe (E)
Marty O'Tool (E)
Slippery Pete (E) 

Graveyard


Oblate (Illusionist Level 3), killed and eaten by the Nathruk in the Skalrath in session #140

Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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

Monday, 25 May 2026

Downtime between Machodor sessions #90 and #91: The Dragon Cult Leader Attacks!

 


THE FALL OF CASTLE IRISH

Sunday, 30th November, 2025. Day 1. 

Introduction

What follows is the account of a major offensive ordered by the Dragon Cult Leader against the human settlement near the centre of the Bandit Mountains known as Castle Irish — adjudicated entirely from actual events played out in multiple simultaneous Discord chats, with no preconceived plan for what the players would do, and with the players themselves not immediately aware of the others. I simply checked my calendar, determined who was present, and sent messages. What happened next eclipsed normal down time activity entirely. The only thing I knew going in was the attacker's order of battle. Everything else was the players.

Notable NPCs
Lady of Dragons, apparent overall commander of the Dragon Cult Leader's forces. Her true identity is unknown; she operates behind a hideous ornate dragon mask, with long flowing hair the only visible personal detail. 
Sir Troland, Paladin and overall commander of the Castle.
Sarumin, Wizard and henchman to Sir Troland, he was away doing his own secret business.
Errol the Ettin, a charmed two-headed giant guard, owned by Sarumin and kept in the basement at the entrance to escape tunnel.
Also a number dignitaries and representatives from other places in the mountains, notably Schloss Ragnar and Guarda.

PCs
Karshe (Fighter Level 6, wielder of the Military Trident, Machodor order of the rising sun) and his henchman Isaac I.T. Tremain (a cleric with a gamma-world mutation that made him a wiz with technology)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick and the Aegis of the Dire Wolf)
Slippery Pete  (Level 10 Master Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)


DAY 1 — 0845 Hours — Secret Escape Tunnel under Castle Irish, Firenewt Assault Force

The warm lava tube was two miles back, the cool stone beneath his feet told him he was close. Vrassik led from the front. Behind him, sixty Blazenewt assault troops moved in single file, scale mail bound tight, hand crossbows loaded. No torches. Firenewts needed none.

The tunnel curved north and the stone underfoot changed — they were beneath the castle now. Then the signal ran back down the line.

Vrassik moved up.

The tunnel opened into a low chamber. And there on the floor, filling most of the space, its two heads lolling back in a stupor— the Ettin, breathing slow and deep.

Both heads. Asleep. Just as the surface woman had said.

Vrassik raised his fist. 



DAY 1 — 0900 Hours — Brawling Brutes Tavern Stables, Slippery Pete

The stable was cool and dim despite the clear sky outside. Shafts of pale light cut through gaps in the planks, striping Pepper's flanks with dusty gold as she snorted and stamped, eager for the road.

Slippery Pete cinched the saddle and checked the loops where his coil of rope, crowbar, and bulging purse rode. His Hat of Disguise sat low on his brow, showing today the forgettable face of a freckled drover. Outside the half-open stable doors came the quiet life of Irishtown on a Sunday, and the ordinary peal of St. Patrick's bells calling the faithful to mass — which, this morning, he had every intention of missing.

He had just enough time to feel pleased at getting away clean and early, then he heard something out of place. 


DAY 1 — 0900 Hours — St. Patrick's Church, Marty O'Tool

The lofty church filled with the murmurs and rustling of devout parishioners beneath soaring stone arches. The scent of incense and polished wood settled in the air. The choir's hymn rose in sweet harmonies.

Marty O'Tool's hands were folded in quiet devotion as Father Cormac intoned the sacred rites. Around him the Irish Candy Army lads filled the rear benches, the town's civilians packed in the middle.

Meanwhile, Sir Troland was at mass in the castle chapel



DAY 1 — 0900 Hours — Brewery Basement, Hawkman Technology Room, Karshe

Deep beneath the Irish Brewery, the room hummed with the quiet pulse of arcane machinery — strange fusings of ancient runes and salvaged sky-city gears, their soft glows casting flickering shadows over racks of humming crystals, wires, and mechanical parts. Above, the warm scent of brewing stout and fresh malt drifted faintly down the worn stone stairwell.

Isaac Tremain, known as I.T., pored over arcane schematics, muttering in his mechanical monotone, hands moving deftly over the dismantled robot sentry head they had captured in session 60.

Karshe was sharpening his trident, hoping to soon get a chance to use it.


DAY 1 — 0901 Hours — Brawling Brutes Tavern Stables, Slippery Pete

The ground under Pete's boots shivered. Dust sifted down from the rafters. Pepper threw her head up with a shrill, terrified whinny — drowned a heartbeat later by the brazen clash of alarm bells from St. Patrick's. No church-peal this. The frantic, irregular hammering that meant one thing.

Shouts from the street: "Firenewts! It's the firenewts! They're everywhere!"

Pete peered outside. A unit of Giant Strider cavalry ridden by firenewts was shooting fireballs at the gate guards. From the commotion he was certain the firenewts had already gotten inside the town by some other means. This attack on the gate was a feint.

(safely outside, I was sure he would exhibit the better part of valour, but he chose differently)

He had one immediate problem. The way the town was wedged into the mountain, there was no riding from one gate to the other without entering the town itself. He could not ride to warn Castle Irish (he did not know it was already too late for that). He loosed Pepper's reins. She was very happy to take off without him, particularly when a red dragon came into view flying over the town.

He made for the wall.


DAY 1 — 0901 Hours — St. Patrick's Church, Marty O'Tool

A harsh toll interrupted the service. The lower bells of St. Patrick's pounded in alarm. Whispers swelled to shouts. The choir faltered. The sounds of clashing steel broke over the cathedral's stone threshold.

Marty O'Tool rushed outside. Immediately the troops there rallied to him in front of the church.

From this vantage he could see that the gate to the road up to Castle Irish had been blown away by fire. Firenewts were streaming into the town from that road — from the direction of the castle.

To his horror he realised it had already fallen.

He stood his men in front of the church and waited.



DAY 1 — 0905 Hours — Brewery Basement, Karshe

The chime of St. Patrick's bells sliced through the clangour of the workshop, shifting abruptly to a heavy, uneven peal. The ground faintly trembled. Muted shouts rose from the street above.

"Firenewts! They're everywhere!"

"Finally, some action," Karshe looked at I.T. "Do we have any anti-Firenewt devices?"

He grabbed his weapon. I.T. powered on his laser carbine. They went upstairs.

From inside the brewery they observed the battle through the windows. There were hundreds of Firenewts already inside the town. Organised resistance had been reduced to the group standing with Marty O'Tool at St. Patrick's across the square. As they watched, a red dragon flew overhead and Karshe ducked back from the window so as not to be seen. There was a woman riding it — long flowing hair, a hideous dragon mask. The leader? To be successful this swiftly the attack must have been well planned.

His thoughts turned to the pigeon coop on the roof, and to the hidden basement below his feet.


DAY 1 — 0910 Hours — Irishtown Palisade Wall, Slippery Pete

Pete made for a section of wall and had just started climbing when he remembered overhearing something about Marty O'Tool spending months casting glyph of warding all over the walls to prevent just what he was trying to do.

how is this pronounced?
He stopped dead, clung on and looked about him, studying the stonework carefully. He was lucky, his thief knack for reading arcane writings saved him, he managed to decipher the glyphs and pass safely through them.

When he got to the top of the wall he had a good view of the town. The gate to the road up to Castle Irish had been blown away by fire. Firenewts were streaming in from that road — and back out again with prisoners. They were coming from the direction of the castle. It had already fallen.

Some few troops had rallied to Marty O'Tool in front of St. Patrick's. Everywhere else it was a mop-up operation.

A red dragon flew overhead. Pete managed to suppress the urge to cringe in fear. It had a rider. Long flowing hair. Hideous dragon mask. She was preparing to address the last resistance.

He pressed himself flat and hid in the shadows, eyes peering out. He began to count. Hundreds of firenewts. Perhaps a thousand. Giant Striders pouring in through the undefended gate — perhaps a hundred of them. Plus whatever force now held the castle.

This is no raid. Someone very big is behind this.


DAY 1 — 0915 Hours — St. Patrick's Church, The Square, Marty O'Tool

The sounds of battle, and pillage, and terrified townsfolk petered out across Irishtown.

A voice resonated with feminine malice from behind the dragon mask, carrying across the silent square:

"Now hear, everyone, the Eternal Avarice of your new Master, the Lord Inferno, who now counts these lands among his own Treasures, and You among his Hoards, and this place which he now calls Castle Inferno. From here on, your lives are in service of Lord Inferno! Now you shall tend his treasures and worship his Mightiness and receive even greater treasure as your reward! Even YOU, prospective zealots of our lord, are jealously valued as precious crude ores — to be purified in the fires and become the Gilded Zealots of the Lord Inferno! Today you hear the voice of the Eternal Avarice through me, the Lady of Dragons! Now raise your voices, Zealots, and your arms in allegiance to me!"

A pause. She bellowed: "Raise your voices!"

To Marty's shock, a local voice answered first: "Hail Lord Inferno!"

The Lady of Dragons was pleased. "Good. Follow this example. Raise your voices!"

A smattering from the terrified crowd: "Hail Lord Inferno!"

He didn't blame them. None of his own men joined in.

The face in the mask turned toward the group in front of the church. The eyes found Marty's.

"And you, priest — what is your answer?"



DAY 1 — 0910 Hours — Brewery Roof, Karshe

Karshe slipped up the series of ladders to the roof and found the dove keeper. He whispered his orders urgently.

"But we don't have any nodes set up yet!"

"Shush. They will find Dusty. He will get help."

He pressed a roll of parchment into the keeper's hand. 


DRAGON ARMY INVADED IRISH. GET HELP.

The pigeon was released into the clear morning sky, over the rooftops and the smoke, away north-west towards roughly Schloss Ragnar.

Karshe came back down the ladder. From the square below came the Lady of Dragons' voice, and the long silence before the priest's answer. He watched for it from the nearest window.


IRISHTOWN PALISADE WALL

0916 Hours

From the wall Pete watched the woman on the dragon address the square. He stayed in the shadows and listened to every word. He filed it all away.

The face in the mask turned toward the men standing in front of the church. Toward the priest in the armour.

Pete watched Marty's lips move. Watched the dragon's maw open in response.

He looked away.


DAY 1 — 0916 Hours — St. Patrick's Church, The Square, Marty O'Tool

Marty O'Tool looked at the woman on the dragon. He looked at his men. He looked at the hundreds of firenewts ringing the square.

He had one spell that could work, command. One word to choose.

"Fall."

Before he could see the effect on the Lady of Dragons, the red dragon's maw opened, sucked in a lungful of air, and breathed out an inferno.

The last thing Marty saw was a world on fire.


DAY 1 — 0918 Hours — Irishtown Palisade Wall, Slippery Pete

The fire came down. 

The Lady of Dragons' voice rang into the silence:

"So is the fate of all who oppose my Lord Inferno! Amongst you, impurities still hide. The strongest and most cunning among you will be given authority. Any who work to reveal the impurities which remain among you will be called the most useful vessels in the Lord's treasure troves. Cowards — even you are paltry stones in his service. Carry on what you have heard here into the mountains and lands beyond! All surrounding villages must know of their new Lord! Send an offering to Castle Inferno within a week — treasure, or able-bodied men. This month will be a month of offerings, demonstrations, and celebrations! Now run fast, cowards!"

To her firenewts, one final command: "Search every building for hidden enemies. Bring anyone of note to me at the castle."

With a flourish, she flew off. In her wake, St. Patrick's caught fire and became a conflagration.

Pete stayed in the shadows and kept counting and watching. The dragon looked to be adult size. Perhaps a thousand firenewts in the town. A hundred striders. Plus whatever held the castle. A huge force. He filed every detail away and waited.

Then, through the smoke of the burning church, he saw something move across the square from the brewery — the fighter with the magic trident, what was his name? Cart or something, running low through the smoke toward the burning pyre where Marty's armour-clad body lay. He dragged Marty clear and pulled him back into the brewery before any of the firenewts, perhaps thanks to the smoke, saw what he was doing.

Pete marked the brewery. He settled deeper into the shadows and waited for dark.


DAY 1 — 0925 Hours — Brewery Basement, Karshe

Karshe got Marty down the stairs and onto the worktable. I.T. was shocked at the condition of him.

"Get him on that table!" He swept the desk clean of wires and bolts, dropping them clattering to the floor. "It's bad, man."

"He took a dragon's breath full on. I didn't have time for first aid."

I.T. nodded and got to work, peeling scorching hot armour plates off with a pair of tongs and dropping them hissing into a water trough. Then he laid his hands on the cleric and prayed.

"Lord of mercy and might, look upon Your servant, scorched in the trial of fire yet not forsaken. By the wounds of Christ and the sign of His Cross, let this burning flesh be cooled, these shattered nerves be knit, this pain be driven out and turned to penance, not despair. In nomine Patris, et Filii, et Spiritus Sancti."

Cure light wounds. The holy power entered Marty's body.

"His body has received the holy power. I think he will make it — but he needs rest."

A pause.

"We can rebuild him. We have the technology."

(having reached -7 hit points before being saved, Marty is now permanently disfigured)

Upstairs, the brewers surrendered quietly to the searching firenewts and gave them no cause to look further. The hidden basement held its secret. Karshe listened to the footsteps above until they moved on, and thought about the pigeon — it was their only hope.


DAY 1 — Night — Brewery Basement

That night Marty O'Tool awoke with a start, eyes darting wildly, ready to shout. I.T. called for Karshe, alarmed.

Karshe put his hand over Marty's mouth. "Shush. You are alive and we are safe — for now."

Marty collected himself and prepared his spells. Then: "Karshe, are we safe here? How long has it been? What's been happening? Do we need to move?"

"It has been several hours. The dragon cultists know nothing about this basement. We should be okay for now — but we must leave if we are to get help."

"Guarda? Schloss Ragnar? Machodor?"

"Ragnar is closest, and I have a man there."

"Then Ragnar it is."

"The problem," said Karshe, "is that you were on death's door, lad."

The scale of the damage to his burned body settled the argument. Marty was not going anywhere for seven days.

Then they heard footsteps on the floorboards above — light, stealthy. Only the timber warped from years of spilled Guinness made them audible at all.

"I can't make it out," said Marty. "Does it sound like heavy four-legged footsteps — a horse or a firenewt? Or a man?"

A man. Moving carefully.

"The brewery was locked up," said Karshe. "Whoever is inside might be a burglar." A pause. "Let's surprise him. Marty — Hawkman helm, rifle, point it at the door if anyone comes in."

Marty took the helm and the rifle and stacked up behind I.T. Karshe propped the basement door open a crack and killed the lights.

"It is probably Pete trying to loot the place for himself," Karshe muttered with confidence he didn't feel.

Marty kept the rifle levelled. He hoped who ever was there would not see that he was still far too weak to pull the trigger.


DAY 1 — Night — Brewery, The Cellar, Slippery Pete

Pete worked his way carefully down toward the cellar, trusty continual light imbued coin hidden in his mouth, one hand on the Black Dagger. He had seen the man with the trident drag Marty's body in here hours ago. Whether either of them was still alive, whether the firenewts had found them during the search, he did not know. The place had been quiet when he came in. Almost too quiet.

He had taken perhaps three more careful steps when the darkness in front of him resolved into shapes — a helm, a rifle barrel, maybe three figures stacked up together.

Marty whispered: "Karshe — is it one of them firenewt bastards?"

"Yeah," said Karshe. "Open fire."

Pete smiled. He opened his mouth and let the light coin shine out from between his teeth, illuminating his face in the dark.

"It'sh mesh — Pete'sh. I wash in sha shtables whesh thesh attashes."

He looked at the rifle, at the terrible burns on Marty's face. He spat the coin into his belt pouch stuck and his hand in after it.

"Do you need some healing?" He held out a potion.

Karshe allowed himself a thin smile. "Hell of a time and place to be, Pete."

Outside, the square was dark and silent. The charred ruin of St. Patrick's glowed faintly.



The battle for Castle Irish no, Castle Inferno was over. But the struggle was only beginning.

I can't stress enough how much fun this was to adjudicate. As always, it is the most fun when as a DM you have no preconceived plans for what the players must do. With the Dragon Cult Leader player giving me orders and lines for his Lady of Dragons, it was as close to experiencing a real story unfolding as reading a novel — so much so that I've tried to bring out that experience here.

After the events of this report I created a separate Discord channel for the characters, and they had many more adventures. This is only the beginning of their tale.

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