Skip to main content

Wilderlands: Session 1


This is part of an ongoing campaign. You can find the other sessions over on the sidebar.

This session was run on April 11, 2022.


Most of the first session consisted of an extended combat sequence as the party fought to escape from the mines. I began the session by setting up that the characters had been working in the mines for about a month. During that time, they met a cleric of Athena named Sylvianna (she can be found on page 144 of the NPC Almanac Sketches) who was also a prisoner. She had been captured while investigating a strange cult dedicated to the evil goddess of love, Mokmalla, operating in the Trollslore region. Having been working in the mines for about two months, she was given tasks that involved going out into the town from time to time and was able to make contact with some of the other priests sent to spy on the village.

Trollslore is a mixed village where humans and goblins live and work together. The village, and the mines, are run by a brutal warrior named Custalcon who is devoted to the cult of Mokmalla. Almost all the humans in Trollslore have converted to the cult, and most have changed their name to include the syllable "Mok". The cult is run by a strange hermit priest who goes only by Mok.

Sylvianna informed the party that she had arranged for an escape attempt that night during their shift. She gave them an antidote for the poison that had been added to the food to keep spellcasters from concentrating and told them that they would need to get up one level to find the tunnel where the priests of Athena planned to meet them and lead them to safety. She would be escaping with them.

Before starting the escape attempt, Duycken, the Duck knight/wizard, used his link with his chicken familiar to see that the chicken was being held in an above-ground stable along with his riding turkey and some horses. Duycken was clear to the rest of the prisoners that he needed to free his animals.

Uggmar, the half-orc monk/rogue, and Stranger, the hoop druid/rogue, planned to start the escape attempt with sneak attacks on the two guards detailed to their work group, but they were foiled by Duycken's insistence on challenging one of the guards to a duel. While they dispatched the two guards quickly, they did not manage to deal with them before they could call for help, and they quickly wound up bogged down in a battle in the narrow tunnel leading to the ladder up.

While Gwythian stripped the armor off of one of the guards, Vargr used his barbarian abilities to push the guards down the hall and into a chamber where the rest of the party could join the fight. Sadly, Sylvianna burned (we are using the Spellburn rules from the CKG) her Cure Light Wounds spell the first time she cast it, leaving them to rely on Vargr's spell and Sylvianna's Aid spell for healing. 

Once they pushed the fight into a room where they could all get engaged, the guards morale faltered and they fled up the ladder. While the human-sized members of the party stripped the armor and weapons from the dead guards, Duycken investigated the other chambers on this level and discovered that the guards had slaughtered the rest of the imprisoned workers.

The party made its way up the ladder and were immediately engaged again with the guards. After a brief fight in a narrow tunnel, Vargr was able to push the fight into a larger chamber again and allow others to engage. Sadly, Uggmar, the first to rush in to the chamber, was quickly cut down by the guards. 

Once they were able to move the whole party back into the fight, the guards' morale failed again, and they fled down several corridors. While Vargr worked to heal Uggmar, Duycken and Stranger gave chase to the guards that ran to the west. As the session ended, Duycken entered a room full of giant rats. 


Popular posts from this blog

Hex Crawls

Those of you who have been reading this blog know that I have never run a megadungeon before. I have always used more realistic dungeon settings, keeping all underground areas to a minimum and keeping the over all size of castles and the like fairly small. There is another style of gaming I have never indulged in: the hex crawl. I have never seen hexes as discrete chunks of the map. I always just used them as a guide to find distance if they were present and not worrying about themif they were not. I have always taken a more continuous view of overland maps. This is another streak that will be ending with my upcoming OSRIC game. I will be using James M's Outdoor Map as a starting pont in my campaign. I will be heavily modifying it for my purposes but most of the features will stay the same. I will be adding my own versions of Castles Blackmoor and Greyhawk to the map. I have been struggling with how a hex crawl works. How do I know if they find features in the hex and isn't 5 m

Traveller: Session 33

  This session was run on June 15, 2023.   130-2108   They confronted Reverend Kavanaugh about the wrench and the explosive bolts and he changed his story again. He now claimed that, even in his revised story, he had still tried to protect Dieter and his memory. Dieter had not just surrendered to fate and drawn straws after his failed attempt to poison Kavanaugh at breakfast. As soon as it was clear that the paralytic was not working, he attempted to choke Kavanaugh. As the two wrestled, Kavanaugh grabbed a wrench from the toolbox, left in the common room during their repair efforts, and bashed Dieter over the head. He had then flushed Dieter’s body, along with the wrench, out of the airlock. He claimed not to have known about the explosive bolts and said that, because there were only two of them aboard, there were sixteen hours each day where only one of them was awake.   Unable to determine if this latest story was true, they informed him that they stil

Traveller: Session 5

    This is part of an ongoing campaign. You can find the other sessions over on the sidebar. This session was run on October 27, 2022. This session contains secret communications between me and the individual players. This means that these recaps do not cover everything that happened in the session. I will be reporting only the information that all players had access to.   131-1116   After the council meeting ended, Nashu, Archduke Ishuggi’s chief of staff, pulled him aside. Following the revelation that Yuri Lang, the emperor’s would-be assassin, had been a member of Archduke Adair’s intelligence service and had been involved in a combined operation with Gateway Intelligence, she had the staff run overlap checks on all recent contacts. The goal was to determine if there were any more unexpected connections between people that could be a threat to Ishuggi or the emperor.   She learned that, in 1113, Yuri Lang (“Baron Pazi”), Zurzi (Archduke Bzrk’s chief of st