Skip to main content

Wilderlands: Session 4


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

This session was run on May 2, 2022.


The session started with their arrival in Byrny after crossing the River Stillring at the end of Session 3. Byrny is not a walled settlement, so it does not have a gate, but there is still a manned checkpoint on the road entering town. Sebastian, the badder gate guard, took an instant dislike to Stranger and gave him a hard time passing through the gate. This wasn't a complete surprise, since badders are known to be very intolerant of hoops, but his reaction seemed extreme even in that context. They managed to pass through the gate without provoking an incident though.

Once they were in town, they decided to split up. Stranger, always suspicious of any mining activity, decided to lurk outside the mining office in the southern part of town to see if he could learn anything. After watching for a while, he got an idea of the makeup of the miners (mostly human, but with representation from most races) and realized that the crews were coming to the mining office with vouchers for their pay. After he was satisfied that there was nothing more to learn at the mining office, he walked to Tulip's Roadhouse in hopes of finding an affordable place to stay for the night. Tulip turned out to be a retired halfling adventurer* with a wooden leg and her establishment was a mixture of a tavern, an inn, and a brothel. All of the women who worked there were halflings that she encountered on the road during her travels. Tulip seemed to take a liking to Stranger and they talked for a while. He learned that a few days prior to the party's arrival in town a man armed with a large axe wandered into town and tried to sell what he claimed was a green dragon horn. Tulip cautioned Stranger that the horn was almost certainly fake. She also offered to front him several nights' stay if he needed time to get his feet underneath him while in town. 

Athelnar, who had walked from the ferry with the party, invited Sir Duycken to accompany him to the keep in order to introduce him to Governor Hetalan. The keep was fairly simple, but sturdy, and they found the governor at work in the main hall. He was clearly well-acquainted with Athelnar and was happy to meet Duycken. He mentioned that the Vanderpools, a duck family, operated a barge out of Byrny and that there was a nearby duck settlement at the mouth of the river. The governor also mentioned that the outlying farms had been under increasing threat from the goblin tribes in the mountains to the west. He had lured an adventuring company, Sabine's Lot (NPC Almanac Sketches pg. 96),  to the town in hopes that they might help with the goblins. To his disappointment, they focused on raiding the barrow mounds to the south. While he could not outright criticize Custalcon, since they both were fief holders for the Overlord, the governor did nothing to disagree with Athelnar's assessment that Custalcon had not come by his claim to Trollslore honorably, and had failed to discharge his duties there. The governor promised Sir Duycken that he would provide the party with the well-made Byrny chain mail if they agreed to address the goblin problem. 

Gwythian went to the War Wagon Inn to determine if it was a suitable accommodation for the party. He was surprised to find that it was an adventurer-themed tavern and inn. The centerpiece of the main room was a battle chariot that had been converted to a bar. The chandeliers were made from chariot wheels and the walls were cluttered with weapons and garish tapestries depicting monsters and battles. The employees of the bar were all attractive women clad in fake "chain mail bikinis" that were actually just knitted from gray fabric. The owner, Sandy Malek, was a tall woman with an eye patch covering a nasty scar. Gwythian attempted to convince her to allow him to provide entertainment in exchange for the party's room and board. Sadly, he blew the audition and left disappointed. 

Vargr headed directly to the Temple of Odin where he met Karno One-Handed, the priest. He also met Tad Flannigan, a member of Sabine's Lot. Much of what Vargr learned at the temple had already been learned by other characters (goblin attacks, the barrow mounds etc.), but Karno recommended the Golden Chimera Inn as affordable. Vargr also learned that Tad's parents were killed in a raid by Custalcon's goblins and that he was eager to join in any effort against the fief holder.

The party regrouped at the Temple of Athena where they returned Sylvianna's armor and weapons to Tallulah, the priestess there. They learned that Sylvianna had arrived late the night before and left for the City State first thing in the morning. She had allowed Custalcon to capture her because she suspected that there was a portal under his manor similar to the one that she closed under Shewolf a few years ago. When she learned that there was no portal under the manor, she realized that she had lost valuable time and wanted to get back to the City State as soon as possible. Tallulah was unwilling to say more about the nature of her mission, but did reward each character with a Potion of Cure Light Wounds for returning Sylvianna's belongings. 

The party decided to spend the night at the Golden Chimera. While they found Tellesh, the owner, to be amiable, he came across as fairly prudish. No alcohol is served in the inn and he was quick to point out that he would not tolerate any of the "funny business" that went on in the other two establishments in town. He did accept Gwythian's offer to perform for reduced room and board. While Gwythian was performing, a patron remarked that he had heard that the bard had failed to impress the owner of the War Wagon Inn. The man added that he was not fond of Malek himself, and that he heard that she kept bars of silver under the wagon shaped bar.

Int he morning, outfitted in fresh chain mail, the party set out to investigate the goblin tribes in the hills to the west.

* Walt, who plays Stranger in this campaign, played Tulip in our MERP campaign. At one point during that campaign, the random tables indicated that they met a group of hobbit harlots on the road. This started a running joke that Tulip was going to open a roadhouse and hire the harlots to work there.  At the end of the campaign, due to incredible bravery (she lost her leg in a battle and became a legendary archer), Tulip was rewarded with a grant of land that she used to build the roadhouse. Since the original Wilderlands setting was supposed to be part of Middle Earth at one point in its history, this seemed like a fitting tribute to a favorite character.


  1. It was a fun, semi-surreal moment to encounter Tulip in this incarnation. I was glad to see she realized her dreams of a healthy retirement. She earned it!

  2. I am glad you enjoyed it. I had a lot of fun putting her in. She is one of the more memorable PCs that I have GM'd over the years, so it was an enjoyable tribute.


Post a Comment

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 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

Wilderlands: Session 36

    This session was run on May 1 st , 2023 They continued heading east towards the beach with the rock rolling along beside them. They were not sure where they had washed ashore with respect to the various port cities on the coast, so the best plan was to reach the beach and then decide how to proceed from there. Around noon, the skies darkened and white flakes began to fall from the sky. As it was around 85 degrees, they realized that it could not be snow. It turned out to be ash. The ashfall was quickly mixed with a moderate rain. They discovered that the rain stung when it hit unprotected flesh and raised small red welts. Drex found shelter in a hollow beneath the roots of a large tree and they waited out the acid rain for a couple of hours before resuming their journey. They reached the water as it was getting dark and spent an uneventful night camped just off the beach. In the morning, they could see masts on the horizon to the north, but nothing to the so