Tuesday, 3 March 2026

Trollopulous Adjusted Session 140 (Machodor #91): Showdown in the Skalrath


    

The Skalrath

Introduction


Happy New Year and apologies for the extended delay in publishing session reports. I will be playing catch up for the next little while. As sufficient time has passed since this session happened to avoid spoilers, I'm going to give a bit of extra background that might help set the scene. In 2022, the Brovenloft domain leader Kangsta Wrapper was famously defeated and killed at the battle of Sesilvania. However, not as well known, before that the great mummy lord made a discovery within the deserts of the dry domains: the burial caves which we've been calling the Skalrath. Out of character, the source I used as the basis for the Skalrath was the excellent ACKS module: Secrets of the Nethercity. In the module the entrance is under a sewer with sewer sludge draining down into it, so it was easy to instead make this water draining from the swamp, and then change everything else sewer related inside to a swampy equivalent. I changed the ancient elves for humans, and the writing system to Egyptian hieroglyphics.

Kangsta was vastly more powerful than everything in the place, so I tracked him as he went from tomb to tomb, making every mummy he found serve him, and scrawling his own graffiti in various places. Then he went to the most powerful denizen of the place, wiped the floor with it, and in its place secured a weapon system to keep it hidden while he was away. Alas, he never returned, but the changes he made were still in effect when the Frogmen unwittingly breached the entrance with their swamp-making magic item--and were drawn inside. They decided that this was a great place for the Froghemoth to stay. 

However, the evil nature of the place had a way of raising the dead as undead guardians. One of these was the soul of J. Jumper Jameson, erstwhile muppet reporter whose soul was consumed by the Froghemoth in a certain previous Braunstein. When he got raised as a ghost he repeated Kangsta's journey around the tombs. Being quick on his feet, he managed to convince the various mummies that he was working for the mummy lord whom they served. 

It was this host of mummies and other undead that in session #90 defeated the players, delivered them to the Nathruk to eat, and dropped their weapons into its pool. However, by now Nachfortha, the most powerful of the mummiesa high level magic-user clerichad begun to suspect he had been duped by the former news-frog.


Timekeeping


This session began on December 4thwith the player characters adventuring in Brovenloft until the 7th. Downtime for these characters begins on the 8th.

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6) and Rhoikos (M4) and Steelvein (F4)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)
Connor (Level 3 Fighter)


Downtime


Quite a lot of happenings with the players having ended up in Irish town last session: a trial, a duel, a prophetic dream, and a Sheamus scheme which culminated in a cross Brovenloft trip with Connor McGregor (NPC Fighter Level 9) on Connor's Rocket Cycle--all the way to Rome, and from there to Machodor. As some know, Minas Mandalf can be reached from Rome via a certain method involving a large stone pine-cone. Meanwhile the characters back in the swamp tried a Commune spell to find out whether their friends were still alive, the results were inconclusive and they began the session alone in the voice channel.

Session Report


I had the players from the previous session join today's session in a private discord voice channel while the others joined in the normal channel. We had a new guy who might also have been joining, but technical issues prevented him from doing so. The possibility of him showing up though meant that the PCs in the swamp were expecting the portal from Trollopulous to open; but when it did so they were astonished that their missing companions stepped through (and the other group joined the normal session voice chat).

Once both groups had explained their recent doings, they were ready to once more sally forth to the Skalrath, this time with the renewed urgency of reclaiming their weapons and items lost last session. Having returned via the round-a-bout plane hopping method, Sheamus' invisibility bracer had recharged; so the main risk in passing through the besieging frog army was trying to keep the large party within 10' of him while they couldn't see themselves.

They reached the Skalrath without incident and retraced their steps (starting from A1 on the map down to A4 then on D1 to D3 and then D6a) into the exact area where they were ambushed last time. This time they were careful to eliminate skeletons as they went, rather than bypassing and leaving a huge number of them in the rear.


Combat #1: 20 Skeletons

Rounds: 1

Result: Party victory

Highlights: Successful turning from the party saw most of the skeletons flee down the corridor while the remainder were smashed to pieces.


Half way along the corridor was an alcove where a broken marble bust had toppled from a pedestal, opposite that was a bas relief image of the warrior mummy they had killed some weeks back--depicted in life. There were old-kingdom hieroglyphics that were obviously original, but nearby was scrawled a new-kingdom glyph (by Kangsta when he passed through). It depicted a female looking figure with subtle indications that it was male, which the players recognised to mean: "Trap".

They decided to leave it alone, missing out on opening the secret door and the treasure beyond, oh well. When they reached the next section they deliberately antagonised the skeletons there so as not to leave them at their backs.

Combat #2: 20 Skeletons

Rounds: 4

Result: Party victory

Highlights: An almost carbon copy of the first combat--successful turning from the party saw most of the skeletons flee down the corridor while the remainder were smashed to pieces.

They pushed the door open and took in the scene of their previous defeat. This time the area was unguarded and empty of life (and un-life).

They pushed open the heavy cedar door into D7 and took in the scene of their previous defeat from last session--a cold shiver ran through the company as they recognised the balcony where they'd been routed--thankfully now deserted. The stone balcony ran north-south across a 50'-wide cavern floor 20' below, its balustrades were intricately carved with old kingdom motifs. Magma stalagmites hung menacingly from the 30'-high ceiling like frozen ripples; while swamp water flowed below from the west, splattering eastward over a precipice save where it dribbled down 10-wide steps.

With no further opposition, the adventurers pushed ahead into D8, crossing the bridge and going down a staircase beyond into the cavern below (C2B). From here they were able to follow the water without having to wade through it (L1), finally Giuseppe sensed his sword down a sunken stair on their left.  

When the party realised the stairs ahead led down into flood‑black swamp water (L2), Oblate quietly shifted himself to the very front of the marching order, staff probing each step like a blind man’s cane. Whether it was selfless courage or simple foolishness, the effect was the same: an easy silhouette for the hidden Nathruk’s tongue to aim at.

Combat #3: Nathruk

Rounds: 1 surprise segment, 6 rounds

Result: Party Victory

Highlights: The Nathruk erupted from the black pool, its barbed tongue lashing out 10 feet to strike Oblate and drag him into its huge maw—failing to swallow him whole, but this was no mercy—the rest of the party could only look on in horror as illusionist was chewed up for over three times his maximum hit point total. 

The monster was now exposed to view from the waist up, its yellow underbelly just under the surface. Giuseppe moved forward to grab his attention; but, also, the paladin sensed within the water his sword that was magically attuned to his shield—he called to it and the weapon appeared dramatically out of the swamp water and landed in his hand. Now the Paladin had all he could do being attacked by the monsters 4 tentacle like arms.

Gurt and Sheamus, hoping their weapons had also been thrown in there, started to wade into the swampy water in search of them. They did not have immediate success and they also soon found that the Nathruk was not alone, ten undead Grothak Frogmen appeared from the depths, brandishing spears. 

Henchman Rhoikos knew their tactics, they would leap into the party's ranks from above: so his player declared that the magic-user would cast Web right in their flight path, anchoring the spell to the cave walls above their heads, but without blocking the fighters' access to attack the giant frog monster as it tried to add Giuseppe as a second breakfast. 

This was a calculated risk: leaping attacks count as a charge, so their spears would go first against melee defencesregardless of initiative outcomebut against a spell it is a different matter; "the speed factor of a weapon also determines when the weapon strikes during the course of the round with (opponents casting spells) DMG p66", the speed factor and initiative result meant that the spell went off and most were caught in the web, helplessly flailing at their enemies below them.

Fluid cast Summon Insects. The Druid has always want to summon giant ants, which are a 30% possibility "if they are in the area". The original module has them just a few rooms over, so suddenly giant ants appeared and ran along the outstretched tentacles to harry the monster.

Giuseppe had the monster's attention, the others tried to help. Soon Gurt had retrieved his sword from the water as well and the party were getting on top. It was then that the ghost of J. Jumper Jameson himself took a hand. I explained to the players that the usual magical aging and fear effects attendant on seeing a ghost did not apply to humans viewing the ghost of a muppet, which was received with general approval that of course that would be so.

Can't get more BROSR than this.

The apparition became visible and pleaded with the party not to kill the Nathruk, as doing so would in turn cast his soul into oblivion. Whether this was true or not, the heroes were not convinced to change their course of action. In response, Jameson tried to use Magic Jar to take over Giuseppe. This failed, but the attempt was enough of a concern that Gurt used his ability--as a member of the Machodor Planar Corps--to go Ethereal; he knew that in that form he could attack the ghost with his sword. Now Jameson turned his attention to Sheamus, the Irishman had found the Drewblade in the pool and was lifting it--with the proper form--which gave him 18:00 Strength just as the Magic Jar succeeded and; causing him to turn his blade on Giuseppe.

One more round and Gurt defeated Jameson's ghost, while Giuseppe finished off the Nathruk. But the danger was far from over, Nachfortha--Invisible--had been watching the whole fight, gauging the strength of the party.

Scarabs started appearing from nowhere, they moved to the cavern floor and began to form using their bodies words that the PCs could read, which said:

This place belongs to NACHFORTHA: great magician and cleric. 

I have seen enough to know that the people of this time pose me no threat. 

I will return to my tomb and await the return of my master: KANGSTA WRAPPER (the fool J Jumper Jameson was not his messenger at all) 

Finally, the scarabs spelled out this dismissal:


The was some muttering among the heroes about searching for this guy, but instead they grabbed the Vreshka (the swamp generating magic item that must be destroyed to return the land to normal) from around the neck of the dead Nathruk, and began the return trip to the dervish camp. Outside the Skalrath, the swamp was already starting to recede, and when they reached the dervish caves the siege had lifted and they were received as heroes by reverend mother Ramallo. She was overjoyed that her younger sister Sheena had somehow survied. Bishoy and Tawadros were awarded magic scimitars and, their prophecy fulfilled, the portal opened to allow the party to return to Trollopulous.


Session Statistics: 

Wilderness travel:  64 Miles
Downtime begins on: 11/23
Combats: 1
Rooms mapped: 2
Combat rounds: 0
Losses: Oblate

Treasure & Items
Gold trinkets and coins 54gp
4 Vases 28gp
4 Canopic jars 100gp
silver inkwell and stylus 10g
small gilded cedar incense altar with 25 sticks of 
frankincense 625gp
chryselephantine statuette of a unicorn with onyx horn 500gp
four terracotta canopic jars of embalmed organs 100gp
Conical boars’ tusk helmet with a winged crest 250gp
Sickle-shaped short sword with a hilt fastened in the shape of a six-armed demon
 +1/+3 vs humans 4000gp
Contents of the box from the Nathruk pool:
 Platemail+3 2,750 xp
 Cloak of Protection+4 4,000xp 
Vreshka (swamp making device) magic seems to be inert outside of Brovenloft, but as a jewel it was worth 10,000gp
The following two items contain evil spells from that decadent old kingdom civilisation and were claimed by the authorities in Minas Mandalf (compensation listed in Gold Machos):
long scroll rolled around a pair of bone handles carved with glyphs 30,000gp
six terracotta scroll jars containing carefully rolled vellum magic-user scrolls  6,000gp

2400gp Greater Identification costs deducted

Monsters
10 Undead Grothak Frogmen 2,700 xp
1 Nathruk (Froghemoth) 10,060 xp
1 Ghost of J Jumper Jameson 2,291 xp
Nachfortha (deemed the party unworthy and left in a huff) 0 xp

70, 718 XP & 53,267 GP Assignment
Fluid (E) 9,062 xp & 6,885 gp 
Giuseppe (E) 9,062 xp & 6,885 gp 
and Bishoy (E) 4,530 xp & 3442 gp
and Tawadros (E) 4,530 xp & 3442 gp
and Rhoikos (E) 4,530 xp & 3442 gp
and Steelvein (E) 4,530 xp & 3442 gp
Sheamus (E) 9,062 xp & 6,885 gp 
Gurt (E) 9,062 xp & 6,885 gp 
and Cedric (E) 4,530 xp & 3442 gp
Connor (E) 9,062 xp & 6,885 gp 
Sheena (NPC*) 2,757 xp & 625gp 
* only a nominal share of the loot because she stayed behind in Brovenloft when the treasure was sold in Minas Mandalf, she claimed the incense and altar.


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

Wednesday, 10 December 2025

Trollopulous Adjusted Session 139 (Machodor #90): Catastrophe in the Skalrath PART 2

  


Introduction


Ok, so the first part of this session report was not the whole story. When abducting the conditions inside the Skalrath, adapted from a certain module, I ended up with an opposition force that I realised could very likely win against the party. I find the idea of resetting the odds in the hopes of a "fair" battle to be distasteful, and also self defeating; better to work out what things might reasonably happen if the party loses—other than them all being dead that is. In this case the factions involved—the most fearsome of the long slumbering mummies of the tombs, and the ghost of a certain frog-muppet-news-reporter and newcomer to the Skalrath, did have other needs. Defeat might not be the end.

Timekeeping


This session report continues the one that began on November 20thwith the player characters adventuring in Brovenloft until the 22nd. Downtime for these characters began on the 23rd.

Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


none

Session Report

When last we left our heroes they were beaten and down, while a tall mummy appeared—seemingly from from thin airand approached them. Wrapped in age‑blackened linens and draped in heavy gold and lapis regalia that gleamed with enchantments, he wore a golden death’s‑head mask with black sapphire eyes, and in one withered hand he carried an ornate rod banded with shifting elemental colours. All this marked him as something far greater than a common tomb resident.​

He stopped before the battered and bleeding forms of Giuseppe and the others. With a single sweep of the rod he arrested the attacks of the axe‑wielding mummies, freezing them mid‑stride, then spoke in a hollow rasp: “Enough! The messenger of Kangsta Wrapper requires live prey for the Nathruk.”

The masked gaze lingered for a heartbeat, then the rod in his hand traced a complex sigil in the air, leaving a faint after‑image of blasphemous, shifting light. A guttural phrase in a dead tongue grated from within the golden skull mask, and unseen forces seized their every nerve and muscle as the spell threw them into wracking paroxysms of agony, and, finally unconsciousness.

"Those mummies hit hard."
One by one the party members regained their senses, each waking to the same sick certainty: they had been dragged elsewhere while the spell held them helpless. The air was damp and sour, and the walls around them were unfamiliar, offering no clue as to where in Skalrath they’d been dumped, or how far they were from the exit.

Worse, they were so battered and bruised that none of them could take more than one good hit. Instinct sent hands to scabbards and baldrics—to find nothing, their main weapons were gone. The enemy must have kept them.

There was a certain amount of wailing and gnashing of teeth. Then, the adventurers took stock. Thankfully they still had their packs, and they were able to retrieve some back up weapons from them; but these were a far cry from the Dragonslayer, Drewblade, and the Liberator.

The cave they had been dumped in was little more than a dry ledge jutting into a larger chamber, a pocket of bare rock and stale air overlooking a shallow, reeking channel of swamp water. To their right, a flight of worn stone steps vanished up into darkness as the foul water poured down them in a steady sheet; to their left, another stairwell sank away into the murk, carrying the sluggish flow onward into unseen depths.

As they watched, trying to decide whether to risk the steps or hug the wall, a darker mass moved under the oily surface, circling closer to their ledge, and the subtle wake of whatever lurked there began to lap against the stone at their feet.

Encounter #1: the Nathruk

Rounds: 1

Result: Party evaded

Highlights: Without their main weapons this would have been a difficult fight, to say the least, but Sheamus immediately suggested he use his invisibility bracer to escape undetected. This met with instant agreement and 
—being already within ten feet of the Irish warrior—they winked out of sight as the bracer activated and 5 of the remaining 10 charges were consumed. The bad guys hadn't expected that. Yet the adventurers still had to evade the questing tentacles of the Nathruk.

Moving low and slow along the ledge, they picked their moment between sweeps of the rubbery arms, then dashed for the exit, boots splashing softly in comparison to the noise from their enemy—and, by some miracle of timing and nerve, every last one of them made it through the arch and out of the Nathruk’s flooded lair without another scratch. Later one of them would recall that the creature wore a strange amulet around its blubbery neck.

The carved stair fell away at a steep angle, its lower treads submerged so that only the top slick steps showed before vanishing beneath the surface.​ Across the water they saw a second staircase rising from the murk, but everything between was hidden under a thick blanket of green, mucous‑like slime. 

Encounter #2: Green slime

Rounds: 4

Result: Armour damaged

Highlights: With no way out but through, the still invisible adventurers pushed through the water. Each step broke the membrane with a wet tearing sound, releasing bursts of stench as the slime slid over helms, shields, and packs.  Four of them came out the other side covered in slime—slime that was rapidly eating through their magic armour. 
 
In their haste they ran up the stairs, out of the water and into a circular stone room, its walls and floor worked smooth and etched everywhere with tight spirals and bands of strange glyphs that caught the light from Giuseppe's helm. Dripping and gasping, they had only a heartbeat to register the patterns—no time to puzzle out a single symbol—before the runes flared in a sudden lattice of cold light. With a lurch in their stomachs and a snapping sensation in their ears, the entire company was wrenched away, the slime‑stinking air of the Skalrath replaced in an instant as the teleportation field hurled them out of the dungeon and into the waiting world somewhere outside. 

They found themselves in a forest clearing, crammed together on a circular platform of black stone half‑sunk into the earth, the air cool and clean after the Skalrath’s stench.​

The warriors leapt from the disc at once, clawing at buckles and straps as they tried to peel away armour still slick with patches of hungry green slime.​

Even with two paladins available, several agonising rounds of damage followed before someone gave the order and they piled their armour together and set them alight, watching the slime shrivel and blacken in the flames.​

There's a lot going on in this scene.

The burning died down, leaving scorched mail and damaged plates but no living slime, and they stood panting among smoking gear, ringed by dark trees and unfamiliar undergrowth.​

They could hear only wind in the branches and distant birdcalls—no sign of the Skalrath, no landmarks of Machodor—so their first clear thought, shared in uneasy glances, was simple: where in all of Brovenloft had the dungeon sent them? In the distance they could see something deeply strange: a continuous, ruler‑straight line of humanoid shapes stretching across the horizon, each one glowing with its own inner light. As their eyes adjusted they could pick out individual figures, human in outline yet perfectly still, as if statues carved from light.​ The line did not waver with the land or trees; it simply ran on and on behind the forest trunks, an eerie, silent cordon of light that made the hairs on every neck stand up.

Examining the stone platform they found it to be carved with familiar Old Kingdom hieroglyphs: the signs for “Passage” and “West” stood out clearly among the incised lines.​

Giuseppe, stung by the loss of his dragonslaying blade to the Skalrath, pressed the case for an immediate test: if this disc was a paired teleport, perhaps they could return, recover the weapon, and come back again.​

After a brief exchange the others agreed, they formed up on the disc, and with a flash of cold light the forest vanished and the party was hurled back into the same fetid, slime‑stinking underworld chamber which was just as they had left it—more slime awaited them.

In another wrenching instant they were standing again in the forest clearing, damp, armour scorched, but now certain they had a two‑way gate between Brovenloft’s wilds and the heart of the Skalrath.​ 

This was quite the series of events, I was patting myself on the back for having gone to the trouble to work out where the teleport went to (obviously the module had a different location), but I wasn't about to help the players work out where they were, and sat there quietly waiting for their next move. The characters pooled their combined knowledge and it was Sheamus who first realised—they were not far from Dublin!
Sheamus' map of Brovenloft

There were still grappling with the task of selecting a destination when another variable was added. A figure—made entirely of felt—driving a horse-drawn carriage rode up and introduced himself as "Gonzomodo".

Encounter #3: Gonzomodo

Rounds: N/A

Result: A ominous rumble of thunder from a clear sky, then he drove away.

Highlights: This creature appealed to the adventurers to come with him to his master's castle, for dinner. They declined. I considered following Chubby Funster's advice from his excellent Ravenloft series (which would result in a fatality) but decided that it wasn't warranted—this time. Gonzomdo shrugged, snapped his reins, and the coach thundered west into the trees at alarming speed.

Watching the coach vanish, Gurt muttered about how such a carriage had once been his dream downtime target in Machodor, only for the others to joke that if he were truly dedicated he’d go to Twin Peaks and buy a Ford Bronco instead.

Turning away from the road, they fixed on the phenomenon they now recognised as Kangsta Wrapper’s “Highway of Light”, one of the last acts of the powerful mummy after his discovery of the Skalrath and before his annihilation at the battle of Sesylvania three years ago: two immense marching columns of zombies, each corpse permanently limned by warped Continual Light, forming a glowing causeway under an uncanny, oppressive silence. The yellow lines on the map indicate the vast extent of territory the highway covers.

Every instinct in Giuseppe screamed that these undead abominations should be destroyed on sight, regardless of who had enchanted them or to what end.​

Yet with the party depleted, armour half‑ruined, and the line of radiant corpses stretching beyond sight, he held his hand, choosing—for now—to walk alongside the Highway of Light rather than turn it into a battlefield

At the day's end they camped as best they could near the glowing zombie columns, planning to trudge north again at first light, the air around them dimly lit by the steady radiance of the enchanted dead.​

Encounter #4&5: Giant Owls

Rounds: N/A

Result: Party negotiated a ride.

Highlights: During the watches of the night, the party had not one, but two encounters; both with giant owls. The first lot sailed past over head without apparently taking notice of the camp below. But the second encounter was different, 10 of the huge avians settled down to let Sheena cast Speak with Animals. 
Once the owls learned the party’s goal was Dublin and judged them acceptable company, they offered to bear each adventurer as a passenger, promising swift passage above the forests.

Trusting to Sheena’s parley, the group mounted up; no hostile flyers challenged them during the journey, and by the end of the next day they were banking down toward the Brovenloft town of Dublin. This place was a LOT stranger that those who were familiar with the Irish Town of the Bandit Mountains—I wonder how things are going there—might expect. Was the danger indeed over? What would they do next? How would they even let their companions know they were alive?


Session Statistics: 

Wilderness travel:  64 Miles
Downtime begins on: 11/23
Combats: 0
Rooms mapped: 4
Combat rounds: 0
Losses: pride, armour damaged

Treasure & Items
none

Monsters
none

XP &  GP Assignment
N/A

Graveyard


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, 24 November 2025

Trollopulous Adjusted Session 139 (Machodor #90): Catastrophe in the Skalrath

  


Introduction


Still in Brovenloft and it is nearly December! The available players return to the Skalrath in the hopes of clearing the impediments to their return to Trollopulous. This session is not the first time I've stared down the barrel of a TPK, but it is the first time such a high level party has been defeated in Machodor session history. Read on to see how.


Timekeeping


This session began on November 20thwith the player characters adventuring in Brovenloft until their presumed untimely demise.

Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


Gurt had an idea that he could find some mud and such that would allow the party to camouflage themselves in order to travel through the swamp without attracting the notice of the besieging Grothak army. By some miracle of good fortune he found some mud with this property and enough of it to cover everyone in the party. 

Ramallo (NPC Cleric) had worked with her sister Sheena (NPC Cleric) to enable to latter to use Locate Object to find the Vreshka (the swamp making magic item) in the Skalrath. Scrying the place from the outside was unreliable, but it should work once they were inside the tombs.

Session Report

With supplies in the Dervish caves coming into question, and Sheamus down to just two more uses of his invisibility bracer, the adventurers were desperate enough to accept Gurt's proffered mud solution. Soon they had clambered out into the swamp covered in the stuff. By carefully sticking low to the ground they managed once again to evade detection as they advanced through enemy territory. About two hours later they arrived at the Skalrath, and were again faced with the problem of getting in without being attacked by hidden guards. They chose to brazen it out, attracting the attention of submerged Grothak that let fly spears at them from the safety of the water.

Combat #1: Undead Grothak sentries

Rounds: 1

Result: Party evaded

Highlights: Instead of engaging the enemy the party relied on luck and armour to just run past the defenders, Oblate led the way in his lighter weight gear. But, as the Illusionist reached the ruined stone entrance to the Skalrath, several strange-smelling Grothak—flippers flapping, got in before him and disappeared down the stairs. Upon reflection Oblate thought they creatures smelled of death and decay.

The adventurers went in and tried to find the trail of the fleeing frogs, but it seemed clear that they moved via the swampy water that poured in from the outside, there was a lot of it and multiple directions they could have gone while staying in it. Giuseppe brought forth a prized magic item he only rarely uses, an Onyx Dog. The magic dog, Garm, complained that it needed a fresh scent to follow and there was none; the party considered going back to fight the Grothak still out there and so obtain a new source of the sent, but in the end choose to plunge on and hope to get a new scent as they went.

Once down inside at the bottom of the first stair, Sheena cast Locate Object and found that the Vreshka was in range, roughly south east. This direction helped make the decision on which way to go, and the party returned to the area with the mummy warrior general they had killed some sessions back. A door in that area they had not yet explored opened to reveal a long corridor with many niches in the walls—graves they knew would have some small amount of valuables in them, but the adventurers were goal focussed and push on past these without investigating them. They shoved open a wooden door at the end of the corridor, revealing—among other things—that it joined up with the large water logged cavern they had previously explored part of.

Combat #2: Undead Ambush

Rounds: 4

Result: TPK?

Highlights: It seems likely that the frogmen sentries had warned the defenders of the adventurers' approach; The front rank: Giuseppe, Sheamus, and Gurt confronted two axe-wielding mummies at the doorway, these were flanked by more skeletons and undead Grothak; but it was impossible to tell initially just how many foes they faced. Worse, skeleton warriors now poured out from the carved sepulchre in the walls behind them, cutting off escape. 

Initially the heroes were not too concerned, with two paladins and two clerics, they tried to turn undead, but with multiple undead types, and the inherently evil nature of the place, only a few skeletons were turned; not nearly enough, and the tougher undead could not be effected while the weaker ones remained. At the end of the first round a Hold Person spell, cast from somewhere ahead, settled on the front rank—Giuseppe and Sheamus failed their saves were out of the fight. A catastrophe. Sheena had been bringing Dispel Magic for the last few sessions, but needed Locate Object this time. Another Hold Person got Gurt next round and Bishoy too. 

Meanwhile the mummies laid into the front liners with their axes, while skeletons mauled the back line. Incidentally, the first three rounds were all tied initiative, which gave the skeletons wielding short swords an advantage. The others fought bravely, Oblate trying an illusion, but it was hopeless by then. With his last breath Giuseppe—though held, forced words out of his throat to Garm: "fleetocave...tell...themwhathappened...Sever..avengeUS..." with no thought but to obey, the magic dog ran from the battle, jumped down in to the water and made a break for it. The last the beast saw they were all down and being wailed on while a new, even bigger mummy approached them, casting a spell.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: N/A
Combats: 2
Rooms mapped: 3
Combat rounds: 5
Losses: see below

Treasure & Items
none

Monsters
1 skeleton

XP &  GP Assignment
N/A

Graveyard

Giuseppe (Paladin Level 8), missing in the Skalrath and presumed dead in session #139

Bishoy (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Tawadros (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Sheamus (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Gurt (Paladin Level 6), missing in the Skalrath and presumed dead in session #139

Cedric (Cleric Level 4), missing in the Skalrath and presumed dead in session #139

Oblate (Illusionist Level 3), missing in the Skalrath and presumed dead in session #139

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

Trollopulous Adjusted Session 138 (Machodor #89): The Wall of Fire

Wall of Fire, level 5 Druid spell
 

Introduction


This session is a study in limitations, the food supplies in the dervish cave cannot last forever, but it was the charges left in Sheamus' invisibility bracer the brought about a change in tactics.


Timekeeping


This session began on November 13thwith the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 14th.

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


Again there was not much opportunity to take any downtime actions, stuck in a cave as they were. During the week a group of giant frogs (later recognised by Fluid as Toads) took up residence just outside the the secret door to their hide out. The druid wanted to talk to these things, and was also quite keen to use one of his powerful spells Wall of Fire on the army outside.

Sheena Sadros (NPC Cleric level 5), Ramallo (NPC Cleric level 12), Bishoy, and Tawadros put their heads together to work out a rudimentary table of of Hieroglyphs to use in the Skalrath (Sacred Tomb).

It's a work in progress

Session Report

Happy with the spotlight on his Druidic abilities, Fluid started off by casting Speak with Animals and opened the secret door from the dervish supply sietch leading into the cave—that led out into the swamp beyond. One of the giant Toads there stood ready to talk, while the others looked ready to make a meal of him. At once the druid seized the initiative and began talking. Among more mundane toad matters, he learned that the toads until recently used to occupy another cave not far away "five big hops"; but ther had been found by the huge frog army, pressed into service, and moved to this location to help with the siege. The creatures missed their previous cave, and described how it was quite similar to this one, except that water flowed into the middle of it from the swamp, then through an opening in the wall—a wall much like the one Fluid had just stepped through—and into unknown depths beyond. This latter point—eventually—was recognised as a reference to the alternative exit to the supply caves, the access tunnel to which was previously discovered to be underwater. Maybe the adventurers could slip out that way, and thereby avoid a direct conflict with the frogman army?

It was worth checking out, so the heroes travelled through to the other side of the cave system—to where the corridor was filled with water. Fluid changed into an otter and dived in to investigate: in a few minutes he had returned to report that the way—although clear—was risky, at one point the in rushing water plunged into a deep underground chasm in which he saw a river (he got a close look as he was nearly dragged down into it). Knowing it was there, they might be able to navigate past the waterfall and out into the cave beyond—if they cared to take the risk.

They did  not, and so it was back to plan A—toad wrestling. Did I not mention that while using Speak with Animals Fluid had somehow convinced the toads to put up a bit of sham resistance to the party leaving—just a bit of "wrastling"? In return the adventurers would make it worth the toad's while, somehow.

Combat #1: 5 Giant Poisonous Toads

Rounds: 2 segments of surprise.

Result: Party evaded

Highlights: Having taken such a long to time to come out, I rolled for surprise and they got it. Having agreed to "wrastle" the party obliged with mixed results—two toads stunned and two with humans desperately grasping on to their slippery legs. But Sheamus was having none of the plan, he slashed at the nearest toad, giving it a bloody gash. As soon as the other toads saw this they were overcome with a blood frenzy and dived on their fellow, and the party got free.

At the edge of the cave's exit, trying not to notice the slurping and crunching sounds behind him, Fluid now "fired off" his Wall of Fire spell, and the group moved forward under the presumed protection within its 60' radius. 

Combat #2: Grothak Army

Rounds: 9 

Result: Party won, I guess.

Highlights: The frogmen army had no idea what was going on, but they soon decided the ring of fire was related to the dervish—perhaps an attempt to break the siege, and they attacked en masse. I came up with a hasty system for how many of them could either jump over, or swim under, the wall of fire each round. The danger was great as the Frogmen plunged from the sky with their long speers, but thankfully this time their weapons were not poisoned. In contrast, the giant frogs, having no weapons, could be attacked as they were landing, and the party concentrated their own attacks on  the monsters before they could bring their huge maws to bear on them. The enemy got smarter after this and began ducking into the water to evade the wall of fire and pop up once the edge passes over their heads. This threatened to go out of hand, but in the end they did not arrive in sufficient numbers to overwhelm the adventurers. After about 5 rounds of this there was a sudden end to the reinforcements and the remainder ducked under the water to escape. 

On the 10th round the Wall of Fire winked out, and the party took stock; somehow Oblate had survived going down to 1 hit point, and the rest had escaped with scratches and bruises. There was no sign of pursuit.

In another 2 hours they once more reached the "ambush zone" at the entrance to the Skalrath. Not wanted to use an invisibility charge, and feeling that they had no more subtle means of getting in, they marched up and hoped for the best; and that is what they got, no attack was forthcoming. Gratefully, they plunged down into the tombs. 

Quite a bit of cautious exploring ate up the time and allowed the players to work on their map, not easily in the oddly shaped and oriented Skalrath. The main finding was a water covered stone stair, that led into the bottom of the huge cavern—one they had caught a glimpse of from the top of a waterfall last session. Tempted by the sight of bronze doors in the southern wall of the of cavern, they left the water and explored further, discovering an annex and a long corridor before finding another large stone wheel-like rock—an indication of a possible tomb beyond. Between Sheamus and Gurt, they soon had the stone rolled away to reveal a sealed room.

          Combat #3: 2 Mummies

Rounds: 4

Result: Party victory 

Highlights: Shrugging of the supernatural fear of their enemy, the front rank of heroes moved in and took the brunt of the mummies' attacks. One of the mummies had fangs like a viper, and these nearly did for Gurt; but the party prevailed in the end without losses.

They searched around and finally found loose stone which lead to a really good haul underneath the sarcophagus. I had some fun allocating hieroglyphics to hint at what the items were. After distributing the loot for carrying, they decided that they had made a sufficient score to head home, hopefully with enough time to make a detour to find the other cave entrance the giant toads had mentioned before night fell.

The other cave wasn't a long way out of the way "Just five hops or so," the toad had said. The detour also had the advantage of, perhaps, making their return less likely to be expected from that direction. But something else was out there, glowing provocatively at them.

Encounter #3: Will-o-wisps

Rounds: N/A

Result: Party refused to take the bait.

Highlights: None really, though there was some fun reminiscing of the time Sheamus did follow these creatures and the party ended up with a huge haul out of it.



The detour in the return trip allowed them to confirm that the other cave looked much like the one they were familiar with, only this one was mostly filled with water—to the extent that the secret door at the back had been forced open, and the water allowed to flood into the corridor beyond. That wasn't particularly actionable intelligence, but the detour had only cost them and extra turn or two. Turning for home, they got as close as they dared and then charged towards the entrance cave—in the hopes of getting in before the army spotted them. By a tremendous piece of good fortuned they did so and, even more, then managed to surprise the remaining toads there again.

          Combat #4: 4 Giant Toads

Rounds: 2 segments of surprise

Result: Party victory 

Highlights: The toads didn't know what hit them.


With a relatively successful delve behind them, they settled in to rest and make plans for the next one.


Session Statistics: 

Wilderness travel:  7 Miles
Downtime begins on: 14/11
Combats: 4
Rooms mapped: 4
Combat rounds: 14
Losses: None

Treasure & Items
cedar chest containing 1,500gp
silver inkwell and stylus TBA
small gilded cedar incense altar with 25 sticks of 
frankincense TBA
chryselephantine statuette of a unicorn with onyx horn TBA
long scroll rolled around a pair of bone handles carved with glyphs TBA
two vials of ginger-scented brown liquid (potions of healing) TBA
six terracotta scroll jars containing carefully rolled vellum magic-user scrolls TBA
four terracotta canopic jars of embalmed organs TBA

Monsters
22 Fralnix (Giant Frogs) 1,716 xp
8 Grothak Frogmen 448 xp
1 Mummy xp 1390 xp
1 Weird Mummy xp 1490 xp

6544 XP & 1500 GP Assignment
Fluid (S^) 872xp & 200gp 
Giuseppe (E) 872xp & 200gp 
and Bishoy (E) 436xp & 100gp
and Tawadros (E) 436xp & 100gp
Sheamus (E) 872xp & 200gp 
Gurt (E) 872xp & 200gp 
and Cedric (E) 436xp & 100gp
Sheena (NPC) 872xp & 200gp 
Oblate (E) 872xp & 200gp 
^marked down for double dealing with friendly animals

Graveyard


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

Trollopulous Adjusted Session 140 (Machodor #91): Showdown in the Skalrath

     The Skalrath Introduction Happy New Year and apologies for the extended delay in publishing session reports. I will be playing catch up...