Wednesday, 22 April 2026

Trollopulous Adjusted Session 143 (Machodor #94): The Hidden River

A hand drawn extravaganza
 

Introduction


The party travels a newly discovered underground river on rafts through the Bandit Mountains in the harsh depths of a February winter, in search of a route to Minas Mandalf or wherever fate might carry them.


Timekeeping


This session began on January 15thwith the player characters adventuring until the end of the day and then travelling to Minas Mandalf. Downtime for these characters begins on the 16th.

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 Rabbit (FMT 445) and MooDeng (M 1)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigiawearer of the Armour of Most Superior Defence, rider of Artax) 
Connor Lugh (Level 3 Fighter)


Downtime


Sever's henchmen, tasked with discovery in the Valley of Fear, were finally able to report a success.

"My lord Sever,

The northern cliffs of the Valley of Fear guard a relic of lost industry—an abandoned cinnabryl mine. Past spent seams and silent galleries, down into the depths—I found their final secret: a ruined wharf of splintered timbers, leaning over a sheer 40‑foot shaft.

Below stretches a vast still pool, black as midnight, with the barest whisper of ripple stirring its depths. High water scars the dripping walls; they carved true to the river's ancient course—but it has since retreated lower. Frayed ropes dangle into the hush, air thick with cavern chill and far‑off sounds.

A raft might serve. Poles could probe those depths and propel you toward whatever lies beyond...

Your eyes in the Valley,
Moo Deng" 

Sever had three rafts made, and tasked a group of mercenaries to carry them.

Session Report

On a snowy winter's day, Moo Deng led the group back to his discovery: an old mine of some unusual ore tucked into the north end of the Valley of Fear. The mine's passages wandered in various directions, following the ore seams, with one passage terminating at a river dock. The river had since receded far below, leaving the dock itself suspended precariously 40 feet above the current waterline.

a three hour tour

Section One

The party lowered their three rafts by rope into the water below, which proved too deep for poles. Each PC manned a raft, with henchmen and mercenaries making up the numbers and relying on their betters to keep them alive. Fluid shape-changed into an otter and scouted ahead, finding the shaft to be roughly 40 feet wide and 20-40 feet deep, with a slate-smooth riverbed. The ceiling rose some 80 feet overhead. The channel curved away to the north, limiting visibility.

After navigating 600 yards of clear, cold water, the rafts reached a dam-like wall. Similar in function and construction to the lock systems encountered on the other side of the Bandit Mountains near the River Dungeon, it featured an integrated lock system with two counterbalanced 20×20-foot lift chambers. The lock doors opened, the party paddled in, the doors sealed behind them, water flooded the chamber from hidden channels, and the rafts rose 20 feet before the outer doors released them into the next section.

Section Two

This section initially appeared much the same as the first. Fluid dived and confirmed 40 feet of depth. The section ran 2,000 yards, the channel widening from 50 to 80 feet as they advanced. The ceiling climbed from 80 feet to a staggering 140 feet at its highest. Midway along, a 400-yard open-sky stretch let in the full fury of the winter storm above; torrents of snow cascaded down onto the rafts and their shivering passengers. Like the first section, nothing living could be found beyond small fish, but unexplained sounds from the dark water raised the tension steadily.

Section Three

The next lock raised them a further 60 feet. This time Fluid dived and could find no bottom at all. The 1,800-yard section stretched 100 feet wide, with a brief 200-yard open-sky patch near the start; a ragged wound in the cave ceiling through which snow fell silently onto the black water below. But beyond that, things began to change in ways that went beyond the merely physical.

Here and there along the right-hand cavern walls was an otherworldly sight, what they called chaos windows: swirling colours, geometric fractals, and iridescent mists that hinted at forms that should not be contemplated.

"Your eyes catch a horrific sight: a pair of red-scaled Firenewt corpses in ragged scale mail, bisected by chaos windows like fractured doorways to madness. One's legs protrude awkwardly from a swirling portal 5ft up the wall; 10 yards downstream, another's arms and head dangle limply from another vortex, jaw agape in a silent scream. To your horror you realised this is not two different creatures, but one, its body somehow stretched from window to window."

Sever, not at all cowed by the scene, manoeuvred his raft in for a closer look and eventually poked one of the windows with his sword. Something on the other side responded.


Combat #1: 3 Red Slaad
Rounds: 3 
Result: Party victory

Highlights: Each of the three monsters erupted from the windows and landed on a different raft, confronting Sever, Gurt, and Connor simultaneously. Embedded beneath each creature's claws were glands producing small infectious pellets; Connor was struck by one. Fortunately for the young fighter, Gurt was on hand to exercise his Paladin's Cure Disease ability before the infection could take hold.

Red Slaad are formidable opponents, but overconfidence and poor fortune undid them. Only one attempted Power Word: Stun, targeting Sever; the Ranger had entirely too many hit points and shrugged it off. Bad initiative rolls did the rest. The creatures were defeated in short order, though not before landing several blows on Gurt in his new armour—something Sever noted with quiet curiosity.

After the battle they reached the next lock and passed into the next section of the river.

Section Four
They gathered several unusual pendants from the bodies

This section ran 2,400 yards; initially a shallow stretch of only 5–15 feet of depth, 100 feet wide, with the ceiling dropping to a claustrophobic 20–30 feet. Overhead, three enormous chaos windows dwarfed anything seen in Section Three, their swirling colours reflecting in the water below. Dread shapes stirred within. The party navigated carefully, finding a route that allowed them to advance without passing directly beneath any of the windows.

They encountered a patch of strange mucous mixed into the water; at that point the depth dropped beyond any measure they possessed. Fluid had no inclination to investigate further. They skirted the mucous, skirted the windows, and pressed on toward the next lock.

Drifting into view on the sluggish current came a grim sight:

"As your rafts navigate the shallow, colour-shimmering waters of this low-ceilinged stretch, a macabre flotilla drifts lazily into view on the sluggish current. Six charred, reptilian corpses—red-scaled newts in scorched scale mail—sprawl limp across the bloated hides of two large pack lizards, their saddlebags torn open and spilling pouches of foul-smelling guano. The Firenewts' faces are twisted in rictus screams with massive claw-gouged wounds to their bodies; one lizard's flank yawns wide, ribs pulverised as if by a giant's grasp. Tattered cloaks trail in the water, and vials bob free, hissing where they touch the warped shallows."

The party salvaged what they could from the wreckage before passing gratefully through the next lock, happy to leave the weirdness behind — or so they thought.

Section Five

The final 1,000–1,500 yards brought a dramatic change. River water diminished to 3 feet, then dried entirely into a steaming obsidian riverbed as lava breached the eastern cavern walls. A stepped wall of basalt contained a channel of slow-moving lava; from above, water poured down from what would have been the next section of the river, that upper reach no longer underground but fully exposed to the freezing conditions outside. Where the two forces met, steam erupted in billowing clouds.

Not easy to visualise
The air turned hot and acrid. Lava flowed intermittently in pulses; between flows, the party advanced up the stepped volcanic rock. There, precisely at the threshold where water met lava, they found man-shaped depressions carved into the basalt. Whatever ritual had been performed here, they had missed it; not by much, they guessed. The depressions were still warm to the touch, freshly emptied. By whom was impossible to say.

The lava itself originated from a vast tunnel stretching away into the mountains to the east, worn smooth by long use. Behind them, beyond the last lock, the river continued into a region completely locked in ice, the water frozen solid from wall to wall in the killing cold above.

And there, distant in the volcanic haze, glimpsed for the first time from the ground rather than from the back of a Pegasus: the colossal obsidian double doors to the Hall of the Fire Giant King.

The Return

By the time they had taken in the sight the sun, as best they could judge through the snowstorm above, was past its zenith. The choice was stark: push on and camp somewhere in this volcanic hellscape, or retrace their path to Fort Wrath. They chose the latter. The return journey through all five sections was uneventful. They noted the chaos windows again and wondered at their purpose and meaning, if this phenomenon could be said to possess such things.


Session Statistics: 

Wilderness travel:  6 Miles
Downtime begins on: 01/16/2026
Combats: 1
Combat rounds: 3
Losses: none

Treasure & Items
Stinky vial of noxious substance ?
6 pendant necklaces ?
brooch depicting a sigil of a toad in green flames ?
12 base 10 gems (50,20,10,10,10,10,10,10,10,10,5,5) total 160gp

Monsters
3 Red Slaad 3633 xp

3793 XP & 160 GP Assignment
Sever (E) 690 xp & 29 gp
and Rabbit (E) 345 xp & 14 gp
and MooDeng (E) 345 xp & 14 gp
Fluid (E) 690 xp & 29 gp
Gurt (E) 690 xp & 29 gp
and Cedric (E) 345 xp & 14 gp
Connor (E) 690 xp & 29 gp


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

Thursday, 9 April 2026

Changeling Earth by Fred Saberhagen

BDUBS on his UMBROS AD&D Campaign Discord server requires an Appendix N book report for players to level their characters. So here is my first try at this:


Changeling Earth by Fred Saberhagen (1973) is a readable science-fantasy adventure. I know what you're thinking—that's not exactly high praise. It is the only one of Saberhagen's referenced by name in Gary Gygax’s AD&D Dungeon Masters Guide Appendix N. The edition I have presents the book as a complete standalone novel with no mention of its place in the Empire of the East trilogy. This approach works but leaves the revelation of what is really going on in the world feeling somewhat unearned; I expect it would be a significantly bigger payoff after reading the preceding books.


The novel opens from the perspective of the tyrannical Empire of the East, presenting readers with the grand scale of a world–very different to ours, but clearly related–at war, through the eyes of Emperor John Ominor. Gygax highlighted Ominor in The Dragon #28 as an example of a Lawful Evil ruler and his domain. From here, the narrative suddenly descends to seemingly smaller, more personal concerns among the Western resistance fighters. But this side thread gradually reveals itself as the true turning point of the larger conflict. 


The final battle and its resolution are dampened by a sense of its inevitability once the situation and stakes have been revealed, and the protagonists are reduced to plugging in electric cords and trying to get it on in the face of a nasty curse.


Overall I found this to be an engaging story, but at times I was more interested in some of the aspects that are relevant to AD&D than the fates of the protagonists. 


 
In Changeling Earth, wizards function much like D&D Magic-Users: they study arcane lore intensively, prepare invocations in advance, and summon or command otherworldly entities for specific purposes. Elementals are frequently called forth to serve as powerful forces in combat, predominantly on the side of the West (the good guys). I particularly liked the elemental powers that went beyond combat, with the prairie elemental able to slow down pursuit by creating the illusion that the plains extended greater distances than they appeared. This magic is portrayed as dangerous to the enemy only, whereas in D&D elementals can be very dangerous to the summoner as well.


More dramatic is demonic summoning: wizards bind greater demons while commanding lesser demons to fight, spy, or attack enemies directly. The Empire's sorcerers treat these magics as strategic tools to be employed strictly as escalation demands, as they carry real risk—the demons are ever-vigilant for weakness, and rituals demand exact precision or invite disaster.


The Emperor’s most powerful servant, the wizard Wood, exemplifies this style and is the most interesting character as well. As an imperial sorcerer second only to Ominor, Wood handles the most dangerous bindings and works directly with demonic forces, including imprisoning the mighty Orcus. Yes, that is the name of the most powerful demon in this world, and this portrayal might have been an influence on Gygax. Orcus first appeared in Eldritch Wizardry (1976) and then the Monster Manual (1977). Wood's calculated, authoritative approach to summoning—treating otherworldly beings as controllable resources within a system he himself has fashioned—is in line with high-level AD&D Magic-Users summoning spells and it's possible to imagine his story influencing Gygax's design. The passages from Wood’s point of view are some of the most interesting in the book, he is very much in command, even considering regicideuntil he isn't.


Gygax included Changeling Earth in Appendix N-like lists as early as The Dragon #4 (December 1976), later ranking Saberhagen among his top ten most influential authors. As Jeffro points out in his review, Saberhagen's fusion of lost technology, sorcery, and large-scale warfare makes the book more of a match for Gamma World. Though elements such as demon lords meddling in mortal affairs, powerful artifacts, and fallen civilizations are common tropes in D&D campaigns it is still hard to see why Gary saw fit to rate this specific book so highly in the DMG; but I guess he gets the benefit of the doubt.





Sunday, 5 April 2026

Trollopulous Adjusted Session 142 (Machodor #93): Victory, for real, in the Tomb of Kistomerces

 

Ready for the final push
   

Introduction


After six sessions the party is finally approaching the end of this module. I think it is fair to say that none of us really like it as written. As in Machodor session #92, at points I quote directly from the S1 module and critique them; you might want to go back to that session report if you have not read it already. What has elevated the enjoyment are the background threads of Bumblebore, the Sidonians, and Giuseppe's quest to obtain the missing fragment of his sword.


Timekeeping


This session began on December 18th 2025with the player characters adventuring until the end of the day and then travelling to Guarda and on to Minas Mandalf. Downtime for these characters begins on the 20th.

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) with henchmen Rhoikos (M5) and Steelvein (F5)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigiawearer of the Armour of Most Superior Defence, rider of Artax) 


Downtime


Fortunately, this did not happen in downtime.
With the party safety camped in the grotto room with the Sylph Aeoline, they were able to thoroughly explore the place in down time without attracting further demonic attention by sleeping in a corridor. They explored widely and, having tried various means to force it open, they came close to going through the door at (16) by destroying it completely. With no Knock spell available to them, they chose not to, and so, unknowingly, avoided death in the trapped corridor beyond.

On the day of the session, Sheamus and Fluid's players were unavailable. I ruled that they had succumbed to the ever-present pressure of evil in the place and suffered a bout of insanity. That, or they had breathed in too much of the gas in the grotto and became stupefied. Either way they could only follow the other adventurers and not provide any support.

A magic mouth, left by Bumblebore of all people, alerted them to the presence of a secret door.

Session Report

click to see the route in detail

Proceeding from the grotto through the secret door at (23), the adventurers found the additional secret hatch in the floor but chose to first explore the corridor east as far as (23a). I did not even describe the stairs that lead nowhere—the module offers no description of them and doing so would have been a waste of everyone's time (UPDATE: unless the stairs are there as some sort of refuge from the trap below).

The east door leads to a passage full of sleep gas. As written:
The most likely place that will be found, however, is the passage full of sleep gas which is reached by the east door. When the doors to the north (which open to the sleep gas area) are opened, everyone in that passage will instantly collapse in slumber for 2-8 turns. Each turn of slumber roll a d4, and if a 4 results, a stone juggernaut (rather like a steam roller) comes out of the 20’x20’ room to the north and rolls 1-6 spaces (10’- 60’) south then west as determined by a roll of d6. Everything it rolls over is squashed to a pulp. There is no appeal. (If the party is in this way destroyed, show them GRAPHIC #23 ) 
This is the trap I dislike most in the entire module. I would be embarrassed to run it as written and hand the players a TPK from it. I have no great objection to a no-save sleep gas in principle, but having it instantly fill the passage the moment the doors are opened strains credulity—there is no explanation for why it does not spread into the adjacent corridor as well. I ruled instead that it takes one round for the gas to spread sufficiently to take effect. In the event, the party stayed in the main corridor and had Rabbit open the double doors. When the half-elf reported what lay beyond, Sever wisely ordered him back. Rather than advance to the next door, they returned to the floor hatch at (23).
ADAMANTITE DOOR: Although it is marked secret, it is very evident; the marking is simply to make certain that its actual nature is known. It has permanent anti-magics on it, and there is no magical or physical way of forcing entry. There are 3 slots in the door at about waist height. If 3 sword blades are shoved simultaneously into the slots, the 1' thick panel will swing open. THIS IS A ONE WAY DOOR WHICH CANNOT BE PREVENTED FROM CLOSING IN 5 ROUNDS!
I have questions: Does "blades" mean straight into the door? If so, there are three holes you can see through, yet nothing is mentioned about that. If the swords go in sideways, the hilts—nearly a foot wide themselves—present a nearly identical geometric problem. And having spent their swords to open the door, the text says nothing about recovering them before it swings shut. They would almost certainly be trapped between door and wall. I ruled that the closing door ejects the swords into the corridor. When the Machodorians arrived they found three such swords already lying on the floor—left there by the Sidonian party on their earlier passage through. The heroes divined their purpose and the party moved on into room (25).
THE PILLARED THRONE ROOM: There are scores of massive columns in the huge chamber, and each of these 3‘diameter pillars radiates magic when detected for. Any character who touches a pillar with or without intent will uncontrollably float upwards (levitation) until he or she bounces gently around on the ceiling just as a child’s helium balloon. To stop this effect a dispel magic or remove curse spell must be placed upon each such individual. (Use GRAPHIC #25 to display this 110’ square, 30‘ high room.) There seems to be a gentle breeze in the room, for any character floating amongst the many-hued columns will begin drifting north eastwards or north westwards (towards locations A or B). From the entry the observant character will be able to observe part of the dais (D) or room 27, if a bullseye  lanthorn is employed.
The party explored carefully without touching any pillars—sensible given what they have learned in this tomb. They noted the doors to the north and ranged the room's perimeter, and then Giuseppe's sword resonated toward the southeast corner.



There they found: cinders, ashes, charred bones and skulls, the crisped and blackened remains of clothing and gear, arms and armour—thoroughly awful and frightening—encircling a huge, glowing orange gem. From the purple colours and ornamentation of the destroyed equipment, it was plain that something had gone catastrophically wrong here for the Sidonian party. Whether Bumblebore had led them into it, or merely failed to prevent it, remained an open question. Among the wreckage lay a Gold Key and—to Giuseppe's considerable surprise—the True Point of his sword blade. He had expected the hilt; this was something else. The Sidonian party were in possession of the fragment all along. It fused with his weapon the moment he took it up, increasing its powers immediately. The sword's sense of further components then fell silent.

Next they examined the throne in the middle of the southern wall of the room.
 
Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of the huge dais atop which rests an obsidian throne inlaid with silver and ivory skulls. Upon the throne rest a crown and a scepter, both of which will give off an aura of magic. The crown of gold negates the pillars’  levitation effects and enables the wearer to see within the hall as if he or she were in normal daylight, but outside this place the wearer is blind! Furthermore, the wearer knows that the crown can be removed only by touching the scepter to its top. The scepter is of electrum, with a gold ball at one end and a silver knob at the other. If the silver end is touched to the crown, the wearer is instantly snuffed out, turning to a fetid powder which cannot be brought back to life no matter what (wishes notwithstanding). If the golden knob is used upon the crown, the wearer can lift it from his or her head. Examination of the throne will reveal a small replica of the crown inlaid in silver upon the lower front panel of the seat. If the silver end of the scepter is applied to this inlay, the throne sinks and reveals a 5‘ wide passageway.
Gurt did so, after placing the crown upon his own head. This allowed them to travel down into the next area and up the stairs to (24), where, unlike in the module, the doors here were already open. But Gurt, blind beyond the hall's confines, could not see this. It was time to remove the crown. He touched the silver end of the sceptre to it, and—

A brief digression:

Several places in this module produce instant irrevocable death. My approach throughout has been to adjust these outcomes as follows. As well as the existing mechanic where characters are spat out naked at the pugman visage (6) with all non-living matter sent to location (33), I added a third outcome: the character is deposited in the mummy sepulchre near the entrance, where they will be slowly embalmed and turned into a mummy unless someone releases them within 24 hours. 

The implication from this latter fate being that the mummies destroyed by the party in session (#78) were failed tomb robbers.

My table for the crown's silver-end effect: 1–2 destruction as written; 3–4 spat out naked at location (6); 5–6 spat out naked into the mummy sepulchre.

The result was a 3, and Gurt was gone, the rest of the party knew not where.

After several attempts at image generation I decided that this scene was better left to the imagination. 

And so it was down to two player characters and their henchmen. Ahead, at the top of the stairs, the famous—in certain rpg forums—mithril doors had been opened by someone, so it seemed likely that at least some of the Sidonian party were still alive. They advanced past the doors, thus avoiding the business of drowning in blood if they were damaged.

If the door is attacked by force it will not budge, but if it is scratched or nicked it will show red and if cut by a sharp weapon it will begin to gush forth blood - the blood of all those who have died within the area of the Tomb! The red flow will cascade down the steps and fill the area to the top of the 1st step in 6  rounds, and each round thereafter it will rise higher by 1 step. In 20 rounds it will completely fill the foyer to the ceiling. 

Is this a reference to The Shining? The timeline suggests no.

Next was the "False Treasure Room (30). This played largely as written. After the false lich in room (18), I could not tell whether the players were buying the trick or not—I suspect not. More importantly, this was as far as the Sidonian remnants had reached: Bumblebore and the Shadow Knight Ackabhaal the Black Rider.

Bronze Urn: This gold filigreed container is very large, and a thin stream of smoke issues from a tiny vent in its brass stopper which is sealed shut with gold fill. This gold must be pried out to open the urn. If the stopper is removed, an efreet will come forth. If the urn has been battered, knocked about, shaken, overturned, etc., the creature will be in a fury and attack. Otherwise, it will perform 3 services for the party and then depart. 

Bumblebore, having somehow persuaded Ackabhaal that the disaster in the southeast corner of the pillar room was the fault of the party cleric rather than himself, convinced the Shadow Knight to use the Efreet's three wishes to position the two of them for an ambush of the Machodorian party following behind. Both readied their most powerful spells. The trap was set.

So that was the state of the room when Sever and Giuseppe came in, they collected some of the loot that was available here, found their way out of the room and into the corridor (32) and, finally—Gary has some more time-wasters here—discovered the entrance into the true crypt (33).

As soon as they stepped inside Bumblebore and Ackabhaal appeared, ready for battle!

Combat #1: The Demi-lich Acererak Kistomerces

Rounds: 5

Result: Party Victory

Highlights: Giuseppe immediately sensed the remaining sword fragment—the hilt he had long anticipated finding here. Calling to it, the hilt flew across the vault and fused with his blade. Sanctus Draconis Interfector now functioned as a +4 weapon, the fragments reunited at last. Whether it would prove sufficient to damage the skull remained to be seen. From prior clues in the tomb, Giuseppe had directed Rhoikos to prepare Shatter against the possibility the skull might be vulnerable. Bumblebore had of course prepared Shatter—and by fortunate coincidence, the Sylph Aeoline knew it too.

Rabbit, Sever, and Steelvein engaged Ackabhaal directly, and found him a ferocious opponent: a damage-reflection enchantment turned wounds back on his attackers, while damage he inflicted healed his own wounds. Thomas's healing kept the fighters going.

All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost(see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) controlled by Acererak. and this thing will attack immediately. (The dust will waver and fall back if it is struck by blow or spell, as if suffering actual damage, so formation of the ghost is not too improbable.)

Frankly this makes little sense to me, it would only make sense if the party enters the room and then refuses to interact with anything else. A party that is bent on destroying the Demi-lich will immediately have its hands full. In the event, with Bumblebore, Ackabhaal and the Demi-lich to worry about, no one recognised the dust storm as a threat and it dissipated in 3 rounds as written. However, there was another danger:

The demi-lich can tell which member of the party is the most powerful, and it will usually select a magic-user over a fighter, fighter over a cleric, a cleric over a thief. The soul of the strongest will be drawn instantly from his or her body and trapped within the right eye jewel, and the gem eye will gleam with wickedly evil lights as the character‘s body collapses in a mass of corruption and moulders in a single round-totally gone.

Bumblebore's sacrifice
Giuseppe proved his weapon could strike the demi-lich, two Shatter spells struck home, and they were off to a good start. But the good start could not last. Bumblebore was destroyed first. He appeared to have expected exactly this outcome. He gave an enigmatic Obi-Wan Kenobi smile in the moment before the skull claimed him—and as he fell, he dropped a scroll. Rhoikos scrambled to pick it up.

After an initial burst of damage, the rounds started passing without further damage being inflicted on the demi-lich Kistomerces. With the greater magical threat eliminated, the skull turned elsewhere. First, Aeoline was destroyed in the same manner as Bumblebore. Then, to his great horror, Ackabhaal too was destroyed. This took the pressure off some of the heroes as he had been getting the upper hand, but they were helpless to aid Giuseppe as the next round started. The party won initiative. Things were so desperate the Rabbit tried hurling a gem a the skull, but missed and the priceless gem shattered against a wall. Giuseppe swung and missed. Then Rhoikos, the fragile magic-user henchman, had completed Reading Magic on the scroll Bumblebore had dropped, looked up and cast the spell contained within.

Shatter.

The skull cracked. The life-force of Acererak Kistomerces was destroyed.

The party stood a moment in the silence of the crypt, gathering themselves, making sense of what had just happened.

The loot was considerable and—mercifully—mostly portable. Among it was the entirety of Gurt's kit, which the party recognised and sadly distributed among the henchmen. Exfiltration followed through a sequence of secret doors that the module insists upon even after victory (to what end at this point is genuinely unclear), and eventually the party emerged into the main entrance corridor (3), where a naked Gurt was waiting with evident relief. His armour—the Armour of Most Superior Defence, won in Brovenloft—was returned to him, along with the rest of his belongings.

Dénouement

Bumblebore's scroll also contained instructions: carry the skull's remains back to Guarda and to find his rooms there where his henchman Gilthaniel and Familiar O'Malfoy would be waiting. The party did so. They found a bizarre room, where Simulacra of Bumblebore and the other party members had been maintained in careful suspension. 

If the skull is destroyed, each gem trapping a soul must make a saving throw versus magic as if it were the character trapped within. Those failing their save contain no life force - the demi-lich drained the soul and devoured it before being destroyed. Those which succeed still contain the character's soul, and this is evidenced by a faint inner light (and visible as a tiny figure within the gem if viewed with true seeing, true sight or a gem of seeing.) The soul can be freed by crushing the gem, but some material body must be ready within 10’ distance to receive it - a clone, a simulacrum, a souless body of some sort.

The gem containing Bumblebore's soul was shattered per his instructions. The simulacrum stirred into life. Save for the clockwork markings in his eyes, by all signs it was the Bumblebore they knew, back to normal or at least what passes for normal for him.

He thanked the party for saving him. For restoring the timeline. For other things that made no sense to them whatsoever. He apologised, somewhat sheepishly, for having collected hair and tissue samples from them over the preceding months to create the Simulacra—a contingency against precisely the sort of deadly powers the demi-lich had just demonstrated. The players were content to pocket their loot and leave that particular thread well alone.


Session Statistics: 

Wilderness travel:  18 Miles
Downtime begins on: 12/20
Combats: 1
Rooms mapped: 7
Combat rounds: 5
Losses: Aeoline, Gurt's dignity

Treasure & Items
from session #92
20 base 10 gems (100,50,50,50,50,20,10,10,10,10,10,10,10,10 6,5,5,5,5,5) 446gp
520pp
Ring of Protection +1 2000xp

from session #93
gems
1*1000,5*50,4*100,77*10, 10*5 = 2,470gp
1 50,000gp emerald
1 100,000gp black opal

12 potions:
 Healing, ESP, Heroism, Oil of Etherealness, Plant Control, Longevity, Flying, Philter of Love, Human   Control, Longevity, Flying, Water Breathing 4650xp
6 scrolls (XP goes directly to the person who gests each scroll at 100xp per spell level):
 Druids (6) Speak with Animals, Detect Snares and PitsNeutralise PoisonWarp Wood, Produce   FlameConjure Earth Elemental
 Cleric (1) Create Water
 Cleric (1) Purify Food & Drink
 Magic User (3) Identify, Mending, Invisibility
 Magic User (5) Write, Burning HandsContinual Light, Phantasmal Force, Animate Dead
 Protection - Undead 1,500xp
Ring of Spell Storing (Magic User spells) Message, Knock, Mirror Image, Tongues 2500xp 
Rod of Lordly Might 6,000xp 
Staff of Curing 6000xp
Manual of Puissant Skill at Arms 8000xp
Pearl of Wisdom 500xp 
Bucknard’s Everfull Purse (CP and Gem kind) 4,000xp

Cursed Broad Sword-2, non-intelligent sold for 1000gp
Cursed Longsword+1, Intelligence 14, Neutral Alignment, Detect Evil/Good 1" radius, Detect Magic 1" sold for 1000gp
Cursed Spear of Backbiting sold for 1000gp

Shadowknight's Armour, Shield, and Sword sold for 9500gp

Broken Staff of the Magi "fixed" for 2200gp
costs for 13 * 300gp opals for Greater Identify deducted.

Monsters
Skull of the Demi-lich Acererak Kistomerces 100,000xp
Gary actually sets this up as story gaming reward rather than straight up killing XP. I've applied it as a full share for the PCs who killed Kistomerces and a half share for everyone else who's characters were present.

268,016 XP & 162,216 GP Assignment
Sever (E) 52,505xp & 32,269gp
and Rabbit (E) 26,252xp & 16,134gp
and Thomas (E) 26,252xp & 16,134gp
Fluid (N/A) 9,812xp & 435 gp
Giuseppe (E) 52,505xp & 32,269gp
and Rhoikos (E) 26,252xp & 16,134gp
and Steelvein (E) 26,252xp & 16,134gp
Sheamus (N/A) 9,812xp & 435 gp
Gurt (E) 43,414xp & 32,269gp


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

Saturday, 4 April 2026

Trollopulous Adjusted Session 141 (Machodor #92): Return to the Tomb of Kistomerces

 

The boys are back in town

 

Introduction


Between session #82 and now, certain things have been happening behind the scenes—so much, in fact, that it has been split out to a separate downtime report: Bumblebore in the Future.

Reader(s) will probably have concluded from previous session reports that the Tomb of Kistomerces is a barely reskinned version of the classic Gygaxian module, S1 Tomb of Horrors. As sufficient time has passed from the events of this session, I can weigh in with some editorialising on that module. I will give as much information as possible, however you will probably find it useful to read along with the module, available on archive.org and elsewhere.

Timekeeping


This session began on December 11th 2025with the player characters adventuring until the 13th. Downtime for these characters begins on the 14th.

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)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Rhoikos (M5) and Steelvein (F5)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) and henchman McScales
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, wearer of the Armour of Most Superior Defence, rider of Artax) 


Downtime


While the heroes were in Brovenloft, the Dragon Cult Leader made a move—details to follow. Instead of dealing with this directly, however, the adventurers chose to follow Giuseppe's lead back to the Tomb of Kistomerces. In the remaining downtime they staged in Guarda for the expedition.

Session Report


With the lift capability available to the party, they chose to fly directly to the outskirts of the area leading into the Tomb, finding a canyon near the "Snake Cave" to stash the Rocket Cycle with McScales to guard it. They soon retraced their steps from previous expeditions and approached the tomb proper.

A note on running this module. One of the difficulties of running S1 is that there are a great many unspoken assumptions about how the party is expected to go about exploring the dungeon. Many rooms contain binary outcomes that must be adjudicated with analogue inputs, with the result that a lot depends on players giving DMs instructions about what their characters do.

Despite its fearsome reputation for fiendishly difficult traps, a patient party can relatively easily move through the place, unless they are unfortunate enough to commit certain acts that Gygax has pronounced a death sentence on. 

The expected route is apparently for the party to go through the depiction of a door hiding a real door at (4) down the hall in area (10), through the hidden tunnel into area (13) to pick up the Ring of Protection +1 from one of the chests—to later use that ring to open the secret door at (15).

In sessions #79 to #81, our party of Machodorian adventurers initially became split; with some going to room (7), pulling the levers there in the correct direction and avoiding certain death (thank you Giuseppe) before returning to (3) via a hidden tunnel and then meeting up with the rest of the party in 11. They then followed the first hidden crawlspace tunnel and missed (13) entirely, passed the secret door at (15) using Sever's prize Ring of Warmth before they camped in the corridor beyond, and then found the way south and eventually confronted and defeated the "fake" Kistomerces in (18). When faced with the fake collapsing tomb, the party had no apparent means of egress—an awkward situation to adjudicate, but one that was managed by chasing them as far as the chapel at (14). Later they continued their retreat along the black line until returning to corridor (10) and finally making it out via the route marked in red.


You're going to want to click this one.


This time around, having already been made aware that adventurers from Sidon were exploring the place, the party carefully proceeded along looking for tracks and signs of these others. As they suspected the enemy had moved through the hidden door at (4), they avoided that route and—after a period of trial and error to remember the combination—went via the misty archway teleport (5) to (11). Upon reaching the long corridor (10) they did search around it thoroughly, finding the route to room (13). Here they handily avoided the traps and retrieved the Ring of Protection from the silver box—Fluid pocketed it—while a Ring of Delusion gained from the Sidonian party some sessions back was sacrificed to get past the secret door at (15). The party confirmed things were as expected in the fake lich room (18), before readying their stock of Dispel Magic spells for the secret door at (17)—which they had discovered previously but had not been able to open. Gygax does not specify what level the sealing spell is; I assumed level 18, that being the minimum for the process of becoming a Lich.

However, here was the first sign that someone was ahead of them: the door popped right open. Even though it was protected by such powerful magic, there is nothing to suggest it would be magically re-secured after first being opened, at least in the short term.

The party cautiously advanced into room (19), the Laboratory and Mummy Preparation Room. I really dislike all the time-wasting measures in this room—perhaps of some utility in a tournament setting where real time is at a premium, but in a normal campaign session they are mostly tedious. 

Unbeknownst to the party, the only useful item in the room—the Gold Key—had already been taken by the Sidonian party (with Bumblebore in tow), and the grey ochre jelly guarding half of it had already been killed by them. Later in the session the Machodorians returned here and experimented with the vats enough to discover that something key-shaped had been taken from them, which was an interesting turn of events—part of the conceit of having the Sidonian party ahead of them in the tomb was to mitigate some of the timewasting in rooms like this. However, because the party chose to come back and fiddle with the stuff in this room, and thus had agency, the effect was entirely different.

Next they came to (20) the huge pit filled with 200 spikes. 

This 10' deep, open pit completely fills the passageway and extends so as to make jumping across it totally impossible for most creatures. Ergo, the pit must be crossed by climbing down and walking across it, then climbing up the other side.

Well, not when you've got Sever and his Wings of Flying—or quite a number of other possibilities from spells and items. First, Rabbit scouted ahead invisibly and drew a round of magical spikes for his trouble. Once the danger was known, Sever ferried the party over one at a time to the far side.



The party explored the full length of the corridor and took their time to search it thoroughly until the secret door to (21) was found. This room's trap(s) are another head-scratcher for me; it is difficult for the players to interact with the room in a way that makes sense and while still presenting a meaningful risk. In this case, as soon as the vibration issue was known, players hugged the floor to avoid the danger of falling down. 

The Sidonian party had already come through here ahead of them, triggered the green slime tapestry on the left wall, and exited via the secret door hidden behind it, leaving the Machodorian adventurers a warning about the main threat in the room.

The tapestries, which appear to feature weed-grown rocks and green and golden tan scenes of undersea life, are specially anti-magic treated creations of green slime and brown mold. If they are torn, they instantly turn into green slime and cover each and every player character/character standing before them, each covers a 20’ long by 10’ deep area of floor when it falls. Covered characters are turned to green slime and gone, with no recourse possible due to the amount of slime. Note that the tapestries can be handled normally, just not yanked so as to tear them (and they are well affixed at the top); however, if any character is holding one when the room becomes agitated, it is 75% probable that the jerking motion will tear the thing. 
Sever discovers a spear trap
In the event, after a brief period of cautious exploration, Gurt strode into the room and immediately began messing with the remaining tapestry on the right wall—just as the room started agitating wildly. Lucky for him I rolled over 75%!

Crawling on his belly, Fluid led the way out of the room through the secret door and into the curved corridor beyond, stopping at the descending stair. However, the rest of the party were not content to move on, as Sever's sword Were'shbane had detected precious metals in the various containers in the room.

Taking full advantage of the lack of random encounters in the tomb, the adventurers crawled around the roomto avoid any chance of fallingand slid the containers out of the room to loot them, leaving those in which the sword did not detect anything behind. This meant leaving the empty trunks—and the coffers which contained one to three angry asps, which was half of them. The party didn't know it at the time, but Were'shbane really saved them from a nasty and venomous surprise.

The heroes caught up with Fluid and moved on. Searching thoroughly, they avoided the pit trap at the four-way intersection using Find Traps, but were unable to discover the secret door at (23). Suspicious that further secret doors must exist in the area, they nevertheless moved on to find area (22)—a magical cavern of gold and silver mists.

The mists are silvery and shot through with delicate streamers of golden colour. Vision extends only 6'. There is a dim aura of good if detected for. Those who step into the mist must save versus poison or become idiots until they can breath the clean air above ground under the warm sun. At the centre of the cavern is a beautiful grotto in which dwells the siren. 


Encounter #1: Aeoline the Sylph

Rounds: N/A

Result: Freed by the party

Highlights: There was a long-outstanding quest that a couple of the adventurers had been separately tasked with—to find a missing Sylph. This seemed like the perfect place for her to be, in lieu of the module's siren. Half the party failed their saves and "became idiots", though some of the crueller of us remarked that with Gurt (the 8 Intelligence Paladin) this was not a noticeable change.
Fortunately Fluid made his save, and the druid is always prepared to "parley" with exotic females in out-of-the-way places. Barely had the Sylph's situation been conveyed before he said, "Oh, you should come with us!"—and I'm not sure the party even had time to notice the two sacks of loot that disappeared when he did so.

The grateful Aeoline healed the stupefied party members, and all were persuaded that her grotto would be a fine place to rest and recuperate before exploring further—in downtime, and next session.



Session Statistics: 

Wilderness travel:  64 Miles
Downtime begins on: 12/14
Combats: 0
Rooms mapped: 4
Combat rounds: 0
Losses: none

Treasure & Items
N/A

Monsters
None

0 XP & 0 GP Assignment
Sever (E)
and Rabbit (E)
and Thomas (E)
Fluid (E)
Giuseppe (E) 
and Rhoikos (E) 
and Steelvein (E)
Sheamus (N/A)
Gurt (E)

the real treasure was the Sylph we freed along the way.

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

Tuesday, 24 March 2026

Trollopulous Adjusted Secret Downtime Business (Machodor #82-#92): Bumblebore in the Future!

Happy days

Introduction

Before the events of Session #92 can be told, I need to give you a glimpse into the timestream ahead, this is the story of Bumblebore the Bookish. 

In session #82 he stepped into a magical pool and was granted a wish. Keeping the knowledge of this boon to himself, he travelled with the party back to Guarda with his henchman Gilthaniel and familiar O'Malfoy, and thought, and thought—until, finally he was ready. The following story is lifted directly from the Discord chat, slightly edited for readability.

Scratching his Firedrake familiar, O'Malfoy, the magic-user muttered, “Oh my friend, I Wish I was a proper Wizard.” 

Time to use some of that "discretionary power"

How to adjudicate this Wish? At the time I had been reading the Elric novels for the first time (you might catch that in some of the writing below). Incidentally, I agree with Jeffro's Appendix N chapter on Elricavailable from amazon, and don't forget his latest on kickstarter! Anyway, I seriously considered something like this:

The words leave your lips and the multiverse takes note. Gilthaniel locks eyes with you. Centuries of experience look out from behind those eyes.

"Bumblebore—"

Then the light begins. Cold fire, winter-star white, bleeding from his fingertips, from the silver ends of his hair, drawn across the room toward you by something that cares nothing for your horror and nothing for his loss. You step back. It follows. You raise your hands in warding, but the gesture is a candle against the outer dark.

The light enters you, and God help you, it is magnificent. Three hundred and more years of mastery surging into you—and you receive it, and you cannot stop, and you are monstrous, and both things are true at once.

You watch him diminish. What remains is a shape in a chair that is not longer your henchman, no longer a living being at all.

O'Malfoy presses away against the hearth, horror in his eyes.

You stand at the centre of your room with more power than you have ever possessed.

You are, now, a proper wizard.

You had always wanted to know what that felt like. 

I could have gone with that, I though it was kind of cool. However, I instead chose a direction that I felt was more likely to work towards convergence than diffusion.

DM

A thunderclap shakes the air, though the sky over Guarda remains a pitiless blue, unmarred by storm. The words—"SO BE IT"—burrow into your skull, not as echo but as verdict, a doom pronounced by some vast, indifferent arbiter whose laughter is the grind of spheres in the void. You feel a shift then, a subtle warp in the weft of things, as if the Lords of Law and Chaos themselves pause their eternal game to note your fate. 

Your wish granted, you experience a moment of discontinuity—immense new power coursing through you—then you are back in your familiar room in Guarda, a wizard! Yet, not everything here is familiar: symbols of strange gods in place of the crucifix over the fireplace; your henchman Gilthaniel, sitting nearby a moment ago, is nowhere to be seen. Your eyes dart around, and are relieved to land on O'Malfoy curled up, sleeping; but, on inspection, are his red scales a darker hue, the tufts of coarse eye lashes—white? 

Bumblebore

I go to my bookshelves and examine my spell books (there are many of them, many more than before).
I look outside and ponder the weather and the season (it looks like late Summer, no change)
I examine the strange symbols and think on what being(s) they represent (They looked like things he had seen in Guarda before, associated with caravans from Sidon, Byblos and Tyre: A Brass Idol of a bull; Crescent Moon and Trident emblems woven into the room's purple curtains; above the hearth, a stone relief depicted a kraken entwined with a galley, its tentacles framing two onyx eyes that glinted in the lamplight.) 
I measure O’Malfoy’s length and width. (about what he remembered, although the little firedrake familiar seemed to have an added quiet dignity of age.)

DM

As you step back from looking out the window at the weather, and get ready to start looking around for Gilthaniel, you see, out of the corner of your eye, someone observing you from the opposite side of the room! You turn and see before you an ancient wizard, unknown to you–yet somehow familiar, watching your every move. Heart quickening, hand twitching toward your Wand of Paralysation, you brace for an unknown threat. But as your eyes lock onto the figure, the truth crashes over you like a wave breaking on a rocky shore.

It’s no stranger. The image reflected in a large mirror, is you—or rather, a version of you that seems torn from a tale of fantasy. Your reflection is ancient, weathered, with a long, flowing beard as white as frost, cascading over robes you don’t recall owning. The face staring back is lined with years, eyes deep-set and glimmering with a weary wisdom—and something more. You resemble a sage from legend, like the great wizards of old you once read about in Minas Mandalf’s library, a figure akin to one from those curious tales O’Malfoy once whispered of during late-night chats. Yet, this is no storybook hero—it’s you, transformed.

Your breath catches as you step closer. The mirror reflects a man aged far beyond the 31 winters you remember. You note that his hands—your hands, clutching a scroll of parchment–tremble slightly as you raise them to touch your face, half-expecting the reflection to diverge. It doesn’t. The white beard, the ancient and pointed floppy hat, the eyes with something strange about the pupils—all real. O’Malfoy, curled by the hearth, stirs and lets out a low, rumbling purr, his darker scales catching the fire light.

Bumblebore

What have I done? What have I become? 
I nudge O’Malfoy awake with one toe. "Are you okay my friend?"
He stirs lazily, "Bumblebore, you look funny, what's that scroll in your hand?"
I hold up the scroll as if just noticing it and read it silently.

DM

It reads:
"If thou gazest upon this scroll and marvel at thine own visage, then my work has borne fruit, old friend. I, thy future self, sensing a rift in the weave of time crafted over long years the spell Bumblebore’s Ameliorate Temporal Anomaly. This enchantment, now active, reveals a wrongness that should not be. Peer into thine eyes: thy pupils bear interlocking circles, etched with the visage of Minas Mandalf’s Astronomical Clock–Horologium, now long gone. To preserve thy sanity, the spell veils the memories of these other timelines–though in dire need thou may yet reveal them. Seek the cause of this temporal fracture and mend it, lest many souls—thine own among them—fall to ruin. Begin at the Tomb of Kistomerces, that accursed vault we left unfinished in our youth, swayed by fleeting diversions. I feel that our fate was somehow altered back then."

DM (the following morning)

You wake slowly, morning light spilling through the narrow window. As you open your eyes, your look right at the mirror—and freeze; it was no dream.

Your pupils are no longer those of a simple human. Instead, they are intricate miniature versions of an astronomical clock: concentric rings and delicate hands silently spinning, marking not just hours but entire ages and mysteries beyond.

Then it strikes you: the wheels have moved! Your consciousness is no longer adrift in some distant future but fully anchored back in Guarda, on the morning of September 18th, 2025 AD. Yet, even as the world around you is the present that you know, your altered eyes remind you that time’s river still flows through you—an endless clockwork turning in the depths of your soul.

As subsequent days pass, you find that each time you go to sleep, you do not dream, but rather awake as either "Future Bumblebore" or "Past Bumblebore".

Bumblebore

Past Bumblebore immediately resolves to start keeping a detailed journal.
Future Bumblebore reads back through his journal trying to locate the entry for... (details available upon request)

DM

You crack open your spell books, not sure what to expect. Along with your other spells, you find entire pages covered in "fuzzy, indistinct writing"—lines of script that shimmer and blur, as if viewed through morning mist or a warped pane of glass. Some runes drift slowly as you watch, never fully settling into focus.

When you squint or tilt the page under the lamp light, the symbols appear to ripple and briefly sharpen into fragments of meaning—a snatch of a spell formula here, the ghost of a diagram there—before blurring again the moment you look away. The ink feels both ancient and not yet dry, the handwriting teasingly familiar, like a note you left for yourself in a dream.

Every attempt to concentrate on these entries seems to tug gently at the back of your mind, threading half-remembered moments from another time and place. You realise these spells must be echoes from your future self: their details are out of reach until you consciously write, define, and claim them for your present. Only then will the letters anchor themselves on the page, resolving into crisp, usable arcana—unique magic, born from the loops and tangles of your own mysterious journey. 

You may choose 1 spell for each spell level you know (1,2,3,4) to invent.
Use the normal DMG method but you don't need funds or a library.

Epilogue

These were the new spells Bumblebore used in session #84. After this, unfortunately Dundermoose found that he had some issues that would take him away from the game for a while. In an elite move, he allowed Bumblebore to become what you might call a Campaign Character, holding him with an open hand and allowing me to fit his actions to the campaign. And so I did.

By the time of session #92, Future Bumblebore had researched the history of the Sidonian party that had cleared the Tomb of Kistomerces—who they were, how they survived the horrors of the Gygaxian tomb, and when they set out. For Past Bumblebore, that departure was imminent. Giving up on accompanying the heroes he knew, and after taking certain precautions, he instead used his future-gained knowledge of them to insinuate himself into the Sidonian party—and went with them to the tomb. Little did he know that the party of heroes was only days behind.

Trollopulous Adjusted Session 143 (Machodor #94): The Hidden River

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