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, 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.” 

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.

These are the 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, when they set out. For Past Bumblebore, that departure was imminent. Giving up on accompanying the heroes he knew, 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.

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, less well known is that before the battle the great mummy lord made a discovery within the deserts of the dry domains: the burial caves which we've been calling the Skalrath*. 

Kangsta was vastly more powerful than everything in the place, so I tracked him as he went from tomb to tomb, binding every mummy he found in service 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 he had created, 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 to keep the Nathruk (aka Froghemoth). 

However, the evil nature of the place has a way of raising the dead as its undead guardians. One of these was the soul of J. Jumper Jameson, erstwhile muppet reporter whose soul was consumed by the Froghemoth in a previous Braunstein. When he got raised as a ghost-muppet he unknowingly retraced 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.

* 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.


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


With the players having arrived in Dublin at the end of last session, downtime in the city included: a trial, a duel, a prophetic dream. It all culminated in an agreement between Sheamus and Connor McGregor (NPC Fighter Level 9) that saw Connor use his Rocket Cycle to fly the heroes across Brovenloftall 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 with the dervish in the swamp tried a Commune spell to find out whether their friends were still alive. The answers were inconclusive and so they began the session alone in the voice channel, not sure what would happen.

Session Report


I had the players from the previous session join today's session in a private Discord voice channel while the others used the normal one. 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 swapped stories of their recent adventures, they were ready to once more sally forth to the Skalrath, this time with the renewed urgency of reclaiming their weapons and items lost in the previous session's debacle. Having returned to the dervish by plane hopping via Machodor, Sheamus' invisibility bracer had recharged; so the main risk in slipping through the ranks of the besieging frog army was someone accidentally stepping out of the 10' range of his bracer 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 D1 to D3, 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 leaving them lurking in their rear.


Combat #1: 20 Skeletons

Rounds: 2

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.


Halfway 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—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: a perfect target for the hidden Nathruk’s tongue.

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' to snag Oblate and drag him into its huge maw—failing to swallow him whole, but this was no mercy—his fellows could only look on in horror as the 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 bravely to draw its attention, but that wasn't his only motive. The paladin sensed within the water his sword that was magically attuned to a matching item he had won in Trollopulous recently—he called to it and the weapon appeared dramatically out of the swamp water and landed in his hand. Now the paladin faced the monster's full fury, besieged by its four tentacle-like arms.

Gurt and Sheamus waded in hoping their weapons had also been dumped there, but had no immediate luck—and then found the Nathruk was not alone; ten undead Grothak Frogmen rose from the depths, brandishing spears.

Henchman Rhoikos knew their tactic: leap into the party's ranks from above. His player declared the magic-user would cast Web squarely in their flight path, anchoring it to the cave walls overhead—high enough not to split the party's casters from the fighters around the Nathruk as it eyed Giuseppe for second breakfast.

This was a calculated risk: leaping attacks count as a charge, meaning their long 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 initiative result favoured the party, the spell went off and most of the Grothak were caught in the web, helplessly flailing at their enemies below.

Fluid cast Summon Insects. The Druid had always wanted to summon giant ants with this spell, a 30% possibility "if they are in the area". The original module has a colony just a few rooms over. Sure enough, giant ants appeared and swarmed along the Nathruk's outstretched tentacles, harrying the beast's body.

Giuseppe had the monster's attention and the other henchmen dispatched the webbed Grothak. Soon Gurt had retrieved his sword from the water as well, and the party were getting on top. It was then that the ghostly form of J. Jumper Jameson appeared. 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. Of course it wouldn't.


Does it get more BROSR than this?

The apparition 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 and hit him hard. Now Jameson turned his attention to Sheamus, the Irishman had found the Drewblade in the pool and was lifting it—with the proper form—required to activate its Strength power. This gave him 18/00 Strength just as the Magic Jar succeeded; causing him to turn his blade on Giuseppe.

Sheamus has a history of running amok when charmed, this situation was no different, and he laid into the paladin with gusto.

One more round and Gurt defeated Jameson's ghost in the Ethereal plane, and Giuseppe held off Sheamus while finishing off the Nathruk with the help of the others. 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 onto the cavern floor and began using their bodies to form words that the PCs could read (I'm thinking about that scene at the end of Flash Gordon with the flying Hawkmen). The words 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:


There 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 survived. 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

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 st...