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

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...