The Fallen City [The Climb Session 5]

NB: In this session the players experienced the Black Shuck and ventured through Xanadu

In the previous session the characters:

  • Battled through the Goblin Grinder.
  • Defeated The Bastard, the goblin in charge of the Grinder.
  • Activated the Grinder to birth two new goblin comrades; Gobbo and Giblon.
  • Were killed – Kvetin, Runt.

The characters are:

Urm: a wise herbalist proficient with hermitage and potion brewing. Tows a cart behind and searches for increasingly rare ingredients to make increasingly rare potions

Gritter: a backstabbing thief, looking for found family (but will never admit it). All the jewels and wealth of the world lie on the surface. This is what Gritter wants.

Vagal: a fallen noble who seeks the wealth an coin hidden through the world. Once had a squire and the family sword – an heirloom – now both are dead and broken.

The group trudges down the winding road through the dark forest. Whispers of evil creatures float through the falling leaves as the water rises to lap at their knees. Soon all will be underwater.

The two fresh goblins, Gobbo and Giblon pull the cart through the sloshing water. Together they walk for hours until the silhouette of the Fallen City crests the ‘horizon’.

They approach and find it a broken and gloomy place. The towers are gothic and loom over the mossy, cobbled streets. Stone houses are squashed together in such a manner that it seems like that have been squeezed by a giant’s hand.

There are only three sources of light the can be seen from the entrance. To the right, nearby, is a church, windowless with one door at the entrance, open. Handfuls of twisted humans stagger inside. Their bodies are contorted and snapped, pulled apart only to have been glued back together by black-magic. Ropes and climbing apparatus hang around their bodies, dragging on their flesh. They have empty eyes utter no words.

Down the left, far away, is the second source. A vine-covered facade hides a stone entrance. The stone is flat and a fading image of men offering themselves to the sun rests on its surface. Standing at the entrance is a figure, perplexed. Straight ahead, lies the third source of light. Down the end of the city is the towering Old Palace, home to the gilgamesh, the rotten creature that rules this city. Only once defeated does he allow passage beyond.

The sky cracks and blinding lightning illuminates the street. For Urm, Gritter and Vagal this is the brightest light they’ve ever seen. It is followed by a thunderous tear and a torrential downpour. Urm, Gritter and Vagal tuck the cart in an alleyway and enter the church.

Inside incense burns, a smell of esoterica washes over them. The gnarled humans gather on their pews as a priest takes place on they dais which holds the lectern. He sees Urm, Gritter and Vagal and urges them to close the door. The church is the only refuge from the Black Shuck! The group mishear him and after asking him to repeat himself they notice that he has no teeth. In the coming minutes they further perceive the church and its inhabitants they see they are all likewise toothless.

The group takes a seat on a pew as the priest reassures everyone that the church door is locked. Booming thunder shakes the church and the priest begins his sermon. The church is quiet and all eyes are affixed forwards.

There are minutes of silence bar the priests chanting and the lashing rain until a bolt of lightning ruptures the ceiling and strikes the priest dead. He is ruptured into flame and ash. The door explodes open and standing at the door is a over-sized muscular beast-dog. Its canines drip with fresh blood and its red eyes dart across the room. The sky flashes behind it and it launches into a frenzy. It rips apart a church-goer with ease. The beast’s jaw cleaves through bone like it was paper and limbs are torn from bodies. Blood flies across the room and swirls with the knee-high water.

Urm, Gritter and Vagal flee.

They leap atop the pews and make for the door. As they do Gritter calls upon the powers of the storm and holds his dagger to the sky. A bolt seeks true and jumps to his outstretched metal. The power courses into him and he attempts to discharge it but it backfires with a puff of energy he is washed over by dizziness. Together, they reach the church door and duck past the Black Shuck, but not before is spins and tears Gobbo in two.

The group hurry into the rain and see the figure that was examining the vine-covered facade rushing towards them. Cautious, they keep their weapons draw and fan out.

Out of the darkness come a well-equipped woman. She wears deep blue robes and a pointed hat, covered in little yellow stars. Clipped around her belt are various tomes, a xinthiaci laser-rifle is slung over her right shoulder and a sack over her left. She claims that she seeks no harm and gestures to one of the terraces homes, explaining that they will find salvation within.

Gritter hurls Death’s Horseshoe at the wizard but it bounces off a glimmering shield that appears before her. Luckily the wizard is kind and continues to offer salvation.

Urm flashes his eyes back to the church and see the Black Shuck drag a body outside and slam it against a wall before ripping it to shreds.

The group agrees to follow the wizard.

She hurries over to a house and pushes open the door. Urm, Gritter and Vagal scuttle inside, out of the rain and she follows. The house is abandoned and the wizard leads them upstairs. There she stars a small fire and takes off her hat so that it can dry. She unclips her tomes and lays the laser-rifle beside the fire. Gritter eyes the rifle – it would make a nice addition to his collection.

Her name is Zostrum and she hails from the town of Avgruund, south of here. There is only so much of magic that one can learn in such a small tower and so she sought the city, Prostejevic, not knowing it had fallen to a gilgamesh and had been abandoned. Now she seeks Suir Tormond of Tambor in the hopes that he can teach her further. Although he is just a lord she hopes that there is a magic-user in his employ or an ancient library housing such knowledge.

Since the goals of the group and Zostrum align, they agree to assist each other. Zostrum offers each of the group an item from her sack, the nature of which is magical and is known to produce a random effect. Vagal goes first and produces a small stone, which when placed under the tongue produces a harmless green gas. Urm produces a small clay ball, which forms a random shape when hidden from supervision. Finally Gritter produces a small pebble which transforms into whatever inorganic substance it last touched – currently burlap. Dismayed with his arcane oddity Gritter offers to trade. Zostrum accepts – two items from the sack in exchange with Death’s Horseshoe. They both agree and the trade is performed. Gritter produces a fist-sized bag of exploding pellets and a stick of charcoal that magically translates any written word into a language you speak.

Once done Zostrum explains that she has been here a few days and knows of only one way by which to travel beyond Prostejevic. Behind the city is The Schism, a never-ending drop into the eternal dark the reaches as far as the eye can see in both directions – Prostejevic is perched atop a cliff. Only the Old Lord’s Bridge stretches across it. There is a problem, however. The bridge is accessible only through a secret passageway under the gilgamesh’s throne in the Old Palace. Fools amongst men would dare to take on the gilgamesh in battle, and whilst it is possible to defeat, it would be overly-difficult.

Zostrum lays out two options. The priest of the church held on his person a magic mirror, that when exposed to a specific set of perfect conditions opened a portal to The Three Mirror Realms – a dangerous place – but across which lies the Horde of Zmaja, house of a tired, yet ancient dragon which guards wealth beyond compare. Wealth that transcends mere currency. Magic items from ages forgot lie within the coins. In the horde there would be items by which the battle with the gilgamesh could be made trivial. Alternatively, the Cult of the Sun has been abandoned for some time and rumours claim there is one of Nechubrel’s bells within. Tolling it in the presence of the gilgamesh would drive him mad and allow the group to pass with ease. Of course, tolling such a bell would bring forth a doom on the world; the 6th of 7. Whilst easier, a dangerous ploy. A ploy made more dangerous by the Tooth Fairy. Zostrum highlights that the group may have noticed that no city-folk possess teeth. The Tooth Fairy has taken residence in the old Cult of the Sun building and to celebrate has become overactive in her duties. It would be a deadly encounter should they not be able to flee her.

The group decides to get some rest and decide in the morning. They wake to silence. No bell tolled overnight and Zostrum packs her things. The group prepares and together they set out towards the Cult of the Sun.

The water is higher now, roiling above the knee. When the group arrived the rain has halted somewhat. The entrance to the Cult of the sun is a swirling portal of orange and black. Zostrum assures the group that it’s safe and steps through. The group follows and they emerge in a large stone room, lit by ambient green light. There is a crunch and one mundane item in their packs breaks forever. The items are of little consequence.

As they look around they see glowing lanterns that hang in the air like floating brains. Drooping down are long tendrils, each with sharp thorns at the end. The lanterns slowly approach the group, swelling gently as they do. Zostrum pulls out a map and hands it to the group. Examining it, they decide to head south, towards what looks like a large private chamber. They strike out, keeping a safe distance from the lanterns.

A door beacons and Gritter opens it. Inside is a lush, overflowing tropical garden. Thousands of butterflies swamp the air, the walls are crusted with mud splashed upwards. The smell of spring dances through the air. On the southern end of the room is an altar, atop which a palm-sized idol carved from alexandrite that depicts a faceless female, pregnant but with a ruptured belly. Out of the stomach emerges wings. Gritter, unable to resist the temptation advances into the room quickly and snatches the idol from the altar. His yellow-teethed smile reflects in the polished stone. Behind him daggered vines peel off the wall and rise from the ground, arcing like a snake ready to strike.

Urm and Vagal see this and shout a warning. It’s too late. The vines lash out at Gritter. He dodges and runs to the exit. As he does Zostrum unleashes a series of laser blasts at the vines. The blasts rend the vines inert, catching them alight in a flash of purple flame. Though she doesn’t fire quick enough. As Urm and Vagal help Gritter through the door three vines shoot out and grab Zostrum. She’s slammed against the ground and dragged towards the altar. The xinthiaci laser rifle tumbles from her hands and lands equidistantly between her and Gritter. It spins as though inviting theft.

Gritter’s eyes lock on the rifle for a moment but a spark of heroism overtakes him. Urm and Vagal take each other’s hand and flee as vines continue to encroach. Gritter lungs forwards and draws his dagger from his belt. Summoning the power of Nine Violet Signs Unknot the Storm two lightning bolts crack forth from his dagger. They strike true and two of the vines shrivel. He grabs Zostrum and slashes at the third, severing it’s connection. Together they hobble out of the room. Zostrum snatches up the rifle on the way out.

They slam the door shut and make a quick vow to never return. Zostrum thanks Gritter for his help and offers him the rifle for saving her life. Gritter happily accepts.

Meanwhile Urm and Vagal have found another path to the southern room. They lead the way. As they approach they pass what looks like once a grand bathhouse room. Now it is overflowing with putrid water covered in pulpy scum. Scratches cover the walls and the rank water continuously bubbles though no heat is exuding the pool. The group continues on.

The arrive an an antechamber where the floor is covered in blue moss. With deft movements, they step around it and arrive at the private chambers, now revealed to be some kind of art studio. Paintings cover the walls but in the centre of the room an incomplete landscape sits atop an easel. The painting shows a magical portal with a cadre of people walking through, all with their arms raised to the sun. The group find a wooden box and pry it open to find a Ring of Influence.

From the current location to the east they find a small bedchamber. It is well enough appointed and clearly been used recently but nothing as grand as they expected. To the west Urm finds a crack in the wall. Together, the group plans to hack it open. Vagal tries first and realises that the wall is fleshy and pliable. She pushes both side of the crack apart and they tear open like a plastic bag rips. She sees a small, dark room. The dark is as though welt felt as been pulled over he eyes. Whilst she doesn’t see, she hears and feels. A warm breath, old, feral and rancid stagnates the room. She pulls back and the crack snaps shut. There is a dull moan from the otherside that, over the course of a minute, rises to a crescendo of pained screams. The wall explodes outwards as a gaunt, yet muscular man tumbles out. He glares at the group and it is instantly clear that whatever humanity remains has been quashed. His face has all the elements of a human face, but wrong. Where eyes once rested are two hollow cavities, perfectly circular, below which a perfectly circular mouth rests agape. A crusted tongue covered in boils and blisters reaches from the mouth to the creatures knees.

It raises its face to the group and screams a guttural roar of pain. Urm shouts at the group to run and they do. Gritter finds bravery once more and fires a shot with his new xinthiaci laser rifle. The rifle jams and explodes in his hands. He too flees albeit a good ten paces behind everyone else.

The group sprints north as the creature, which Zostrum claims is ‘The Filth’, stumbles after them, its long arms dragging across the ground.

They duck into a room and slam shut the door. Gritter and Zostrum push up against the inside door whilst Urm and Vagal glance around. Statues sit in each corner surrounding a silver bowl holding a few bloody teeth. An ornate tapestry fills the eastern wall, showing a 6foot tall winged figure descending from the sun surrounded by rings of teeth. The entire room smells like gums and mint.

The door cracks as thunderous strength is applied from outside. The Filth is here. There is no other way out of the room. Gritter and Zostrum back peddle and prepare to attack. The door bursts inwards and The Filth shrieks. Gritter flings his exploding pellets at the horror and in a shower of sparks the group splits past and legs it northward, back towards the exit.

Zostrum shouts that they still need the bell to defeat the gilgamesh. Urm, Vagal, Gritter and Zostrum tumble into another room and slam shut the door. Is the bell worth getting if they all die getting it? They’re in a library. In the centre of the room is a pressure plate with an arrow pointing towards the door engraved atop it. At once the group has an idea.

They wait.

The door rattles and after a few more shudderings splinters to reveal The Filth. It screams. Urm, Vagal and Gritter slam their feet on the pressure plate. A stream of fire pours from the ceiling, engulfing The Filth. Its shrieks intensify and it charges.

It swings widly, clearing in pain and as its flesh melts from the searing flame the outline of bell in its chest becomes clear. The group attack together with all the ferocity they can muster. The Filth strikes back but not hard enough to send anyone to the grave. After a series of quick, well placed strikes it falls, melting away and revealing Nechubrel’s Bell. The group snatches it and flees.

Together they spill back through the portal, another mundane item breaks and they fall back onto the dark streets of Prostejevic in a tumbling mess.

The storm rages.

Zostrum hurries them inside an abandoned townhouse lest another evil cadre of creatures descend upon them. Urm, Vagal and Gritter prepare for rest, knowing the huge undertaking that stands before them. Tomorrow their assault on the Old Palace begins, and if all goes to plan the gilgamesh will be sent mad and the path to the Sunned Realms will become clear.

In the dark of the underground night a flash of lightning illuminates the Old Palace, atop the city of Protejevic as though reaching over it, looking down across all those living below. Zostrum pulls the blind down over the rain-washed window. Enough of that place will be seen tomorrow.

Will they wake to find another doom conferred on the world? Find out next time in…

~ Lair of the Gilgamesh ~

DEATHS: N/A

LEVEL UPS: Urm, Vagal, Gritter

NEW CHARACTERS: N/A

The Dark Forest Pt 2 [The Climb Session 4]

NB: In this session the players traversed the Goblin Grinder.

In the previous session the characters:

  • Defeated Fletcher, ruler of Rotblack Sludge.
  • Rescued Aldon, son of Suir Tormond of Tambor.
  • Encountered Nagel Krat and her goblin curse cure, only to kill her and steal the cure.
  • Discovered the winding path behind Krat’s hut.

The characters are:

Runt: scrappy, underdog who wishes to see the sun to prove everyone wrong. Marks her arms with charcoal every time she should have die. So far is at thirteen.

Ivar: bold fisherman who wanted to see the sun as he believes it’s heaven and could be reunited with his dead wife and daughter. Now he is dead and a pile of sludge, part of which is in a vial held by Kvetin.

Kvetin: a heretical priest from the surface. Having seen the sun he is shaken and falls in with others to make himself feel part of something.

As Runt, Kvetin and Aldon leave Nagel Krat’s hut, they make their way down the twisting path. The water is slowly rises, lapping at their mid-shins, but they press on regardless. Hopefully there is salvation of some sort ahead.

Instead they see, floating across the water in a coffin, a filthy looking royal – clearly fallen from grace. The coffin is pushed by a squire, exerting himself under the weight and being berated by the royal within.

The royal pokes her head from the coffin and notices the three coming her way. Without departing her small ‘boat’ she introduces herself. She is Vagal and this here is her squire Hamfund. Also present is her vicious dog, Ratchie. Lost, Vagal agrees to come along for the journey. She seeks wealth and coin and knows there is a tower ahead that could house such things.

Runt, Kvetin and Aldon, happy to have another few members in their party, continue on their way.

Around twenty minutes later the group arrives at a four-story tower built from ancient stone. Vines cling to its exterior and large sharpened stakes at ground level hold impaled humans and goblins. Each level has flickering light coming from within and a commotion can be heard, as though someone was trying to deal with the rapidly rising water.

After some quick discussion Runt and the gang decide to introduce themselves. Runt knocks on the front door to the tower and the voices inside instantly hush. There is a faint striking sound and then a hissing. Runt backs away from the door and they group wait. A minute later there is a thunderous boom and the side of the tower is blown open. A billowing white smoke follows. From the smoke three screaming goblins emerge, bows drawn. They loose a series of arrows at the group and combat begins.

It’s over quickly with goblins beaten but not dead. They surrender and throw down their weapons. Kvetin jabs them in the back and urges them inside; they are to become the groups’ front guard. Runt is acutely aware that since one of the goblins attacked her, she has a few days until she turns into a one herself. Unless that goblin is killed of course.

The group enter the first level of the tower and see a smoking cannon, with three cannon balls behind it. Beside it is a shelf of potions and decoctions of various colours, shapes and sizes, like a beautiful mosaic. Though, it doesn’t stand anymore. The shockwave from the cannon blast has knocked it over and smashed the contents across the floor. As such the water covering the pavers swirls with rainbow colours. As they’ve floated they’ve dissolved the floor to reveal a hidden basement below, now filled with water.

The group take note of the room and continue upwards, pushing the three goblins ahead of them. Along the stairs is a trail of red blood; human.

They enter a room with a circular bathtub filled with black tar in the centre. There is a single candle beside it. Around the room three large bookshelves sit against the wall, almost as tall as the ceiling. The goblins centre themselves in the room and as Vagal (who which much chagrin has having left her coffin behind) enters the room last the goblin that hit Runt shrieks; “Get them now!”

A heaping bucket of tar is lobbed at Runt and splashes over her. Blades are drawn and two small flames alight atop the bookcases. In their light huddle two goblins. Two flaming arrows fly from their bows towards Runt and the tar over her body lights, becoming a roaring flame.

From atop the third bookshelf shrieking laughter fills the room. Holding an empty bucket the group sees a third goblin with unlucky carved into his forehead.

A fight breaks out. Runt slashes her initial goblin friend, eager to remove the curse from herself. Kvetin holds out his holy scroll and calls upon the power of religion. All the goblins in the room glow faintly to his eyes, making it harder for them to hit him. His monkey launches himself up the bookcase and rips the unlucky goblin from his pedestal. In a few swift hits to the face the goblin is killed. Vagal backs down the stairs caring for her own life first. As she does her sword berates her in a shrill voice, “I knew you were a coward.” Vagal hands Hamfund her staff and orders him to attack. He smacks the one of the goblins. Ratchie bounds across the room to help.

Two of the goblins pounce on Kvetin’s monkey and rip it to shreds. A third punches through Hamfund’s chest and he dies without a word. Two flaming arrows fly from the laughing goblins atop the bookshelves. One whizzes by Kvetin, but the other is a hit. It punctures his eye socket and as a gush of blood arcs out he falls to his knees. With the force of his fall his bandolier swings around and reveals to him his next course of action; a bomb dangles before his eye.

Runt pours a waterskin over herself to douse the fire and backs away to the stairs. Annoyed at her sword Vagal runs into battle, slicing a goblin in two and threatening another.

The goblins fire another bout of arrows but miss and Kvetin sees his opportunity. His vision blurs and his heart races. He can feel that there only moments before it stops. Kvetin tosses the vial of Ivar back to runt and says, “Take him to the surface.”

He lights the bomb’s fuse and charges forwards towards the two goblins that killed his monkey. They spin around with wide eyes as the thunderous explosion rips them (and him) to shreds. The tower shakes form the blast and all his coins fly outwards, embedding themselves in the stonework. The blast is so powerful that the bookshelf is eviscerated and the goblin standing atop the adjacent one is turned to paste. The flames from his bomb contact the tar bath and a rushing flame roars upwards, igniting the room in painfully bright light.

One goblin remains. Runt flings her meat cleaver at it. It lodges itself in the goblin and it howls in pain. It pulls the cleaver out and tosses it at Runt, connecting. She roars in pain herself and tries to pull the cleaver out of herself but the handle snaps off so she simply draws her zweihänder and points it at the goblin. It drops its bow and surrenders. Runt screams and charges at it, slashing its bookshelf in two. the goblin tumbles to the ground, avoids her following strike and scampers up the stairs only to find a locked hatch. It squeals and hurries back down, dodging continual attacks from Runt. Vagal joins in too but the goblin is simply too dexterous. It rushes down to the first level and dives into the water. Runt runs her blade through its back and its black/green blood swirls around it like a flower.

Filled with rage Runt storms back up stairs and unleashes her anger on the locked hatch. In the process she shatters her zweihänder. She leaves, heading back outside. Vagal follows and takes place in her coffin, though she no longer has a squire for pushing it.

In the darkness, speaking to a rat which he then tosses into the water, Runt and Vagal see a hunched over, crusty beggar-thief. His name is Gritter. He calls over another rat and asks it about the tower. Through squeaks it tells him that there is someone called The Bastard on the top floor. The tower was used by Nagel Krat to make goblin cure potions.

The group takes Gritter onboard and decides to proceed upwards through the tower.

They burn through the locked hatch and take a deep breath before poking their heads through. Runt goes first, still wounded from the many recent battles. She sees two sturdy wooden tables, with bubbling, fizzing and steaming alchemical equipment and liquid of many different colours. On the floor, between the tables is a pile of translucent, orange alchemical ooze. It tenses and launches at Runt as soon as she notices it and wraps itself around her in an attempt to suffocate her. Runt stumbles back down the stairs as Vagal and Gritter flee. She pulls at it with all her strength but it only tightens its vice-like grip so she falls to her only solution. Runt staggers towards the flame roaring in the tar bath and shoves her head inside it. The alchemical ooze fizzes for a moment and then explodes. Runt’s arms are blown off and her head crushed. Like a burning torch she stumbles across the room to the stairs downwards and mutters, “Fuck you guys,” before tumbling into the water on the first floor; dead.

Vagal and Gritter loot Runt’s body and reconvene outside the tower. They decide to leave it behind. Behind it they here giggling laughter and see an old (30yrs) herbalist plucking mushrooms from a tree. Behind the herbalist is a small cart with alchemical ingredients and other small comforts. He is Urm and decides to come along with the group. He knows about the tower and had many dealings with Nagel Krat. They exchanged many recipes but never one for the goblin cure. That was Nagel’s specialty.

The group, which was mostly formed within the last thirty minutes decides to take their chances getting to the top of the tower. They are mostly convinced by Vagal and Gritter agrees, but only under the condition that Vagal goes first. Vagal agrees and takes a moment to load her pistolet (taken from Runt). Aldon declares he’s leaving. None of the group left are the ones that rescued him from the Accursed Den. The group lets him go.

They re-enter the fizzing alchemical room and investigate the potions brewing. None are familiar to Urm but he instantly recognises green potions lining a shelf along the wall; goblin cure. Each of the group pockets a handful of the cure and proceeds to the next level. There is another hatch and they decide to take a diplomatic approach. They can hear the clanking sounds of heavy machinery. Vagal knocks and calls out for permission to enter.

A horse voice calls back, “You don’t sound like Nagel?”

“Its the hatch. It muffles the sound?” Vagal lies.

The clanking machinery sounds comes to a stop. The hatch is opens and standing on the other side is a towering figure. Clearly goblin, but so much more. A hulking mass of muscle and anger, with a long curved and jagged blade, still dripping with red blood. The creature roars and swings his vicious blade. Four perfectly symmetrical and unnervingly clean goblins come running after him.

The Bastard – Johan Nohr

All three of them; Vagal, Gritter and Urm flee. Vagal’s sword unleashes a sling of insults and so she stands his ground and fires a shot at The Bastard. She misses, panics and continues fleeing. The crack of the pistolet scares away the four clean goblins and they flee, past the group and The Bastard. The Bastard, so engulfed in betrayal, swings wildly and misses continually. Gritter takes a stance on The Bastard and calls upon the power of Nine Violet Signs Unknot the Storm. Two lightning bolts burst forth from his dagger and hit The Bastard. His skin cooks under the heat. Ratchie lunges forward and takes a bite of his flesh. The Bastard kicks him away and swings again, this time at Urm, but misses.

Another two lightning bolts crackle from Gritter’s dagger and The Bastard’s rage stumbles. He looks up with wide eyes as Urm cracks his staff over his head. He whimpers and collapses. Urm plucks his sword form the ground, examines it and then promptly slides it into his belt.

The group, confident in their victory proceed back up the stairs. Here they find a pile of four dead human bodies to which the line of red blood leads. In the centre of the room is a large mechanical machine, with exhaust still sending out wisps of black smoke. In one end of the of machine is a human body, half in, half out. One the other side is a goblin body in much the same fashion. On the side of the machine is a large key in a keyhole.

Gritter turns it and the machine slowly roars to life. Pneumatic pistons hiss and large gears crunch. Black smoke billows from the machine and the human body is drawn inside. As it is the goblin body tumbles out, falling onto the floor in a sac of mucus. It unfolds its limbs and breaks out of its slimy sack. The first creature it sees is Vagal and it whispers, “M a s t e r?”

Vagal extends a hand and the goblin takes it. Vagal helps it to its feet and names it Giblon. “I serve,” mutters the Giblon.

Urm consults the others about creating a goblin army. Gritter wants nothing to do with it and leaves. Vagal plays with his new goblin child whilst Urm heaves another body into the machine. It sucks it in and births another goblin. This time Urm notices a waste chute deposit a bottle’s worth of green liquid onto the ground – liquid that looks exactly like that of the goblin cure potion. The new goblin unfolds itself and looks at Urm. Urm names it Gobbo and it whispers, “I serve.”

In the safety of the tower the group decide to spend the night and set out north the following day. Riches and the sun await past the fallen city of Prostejevic.

As they sleep the water rises more and the Calendar of Nechrubel tolls. Another doom falls on the world, bringing it another step closer to the end of days. The trees shall with wither, shrivel and die.

The group wakes the next day, packs and leaves the tower. Floating leaves cover the water as they flutter down from the trees of the vast Dark Forest. They push through them and put the tower behind them, seeking THE FALLEN CITY.

What horrors dwell in the shadows of Prostejevic’s past? Find out next time in…

~ The Fallen City ~

DEATHS: Kvetin, Runt (the last of the original cast), Hamfund the squire and the final monkey.

LEVEL UPS: N/A

NEW CHARACTERS: Vagal (wretched royal), Gritter (gutterborn scum) and Urm (occult herbmaster).

The Dark Forest [The Climb Session 3]

Previously: The Accursed Den [The Climb Session 2].

NB: The Accursed Den is from the Mork Borg introductory adventure Rotblack Sludge. You can find it and lots of other content at the link. There is also content from The Goblin Grinder. You can find it at the link above.

Blazing hearths send dancing shadows across a towering warlock. In one hand a red hot flail burns, in the other nothing but rage. Fletcher roars are Aerg, “I knew you’d betray me. Traitor!”

And the fight begins.

Fletcher lunges with his flail swinging overhead. it crashes into Aerg’s armour, knocking him back and burning through to singe his flesh. Aerg lunges back and misses.

In the room above, looking down through the trapdoor Ivar and Runt jump to action. Runt pulls out her rudimentary flintlock pistol. The thundering blast echoes around the room as the lead ball slams against the ground by Fletcher. His piercing eyes dart to the ceiling.

“You have friends,” he laughs to Aerg. “Then they’ll die too!”

Ivar thinks of escape and of the two guards waiting at the exit (surely he can take them with Runt’s help). He looks at his death scroll, unsure of what to do. A quick moment of uncertainly snaps into conviction. He jumps down to face Fletcher and shouts the power of DEATH!

Filthy spirits erupt out of Ivar and surround Fletcher and Aerg. They shoot under their skin, wriggling towards their brains like worms, pushing their veins out of the skin in a rain of blood. Fletcher and Aerg shriek in pain as the spirits consume their souls. They collapse as dry shells of their former beings. They are dead.

Runt jumps down into the room and scuttles over to Aerg’s body, picking him clean. She slides his zweihänder across her back and reloads her pistol before marking her arm. Another time she should have died but lived instead.

Ivar looks at Aerg’s husk. Another dead. How many more? At least he’ll get to see them all on the surface under the light of the sun.

Ivar and Runt push onwards entering a room filled with trash, bones and chunks of rotted flesh. Inside they find a BIG KEY. Standing in the room, wearing a long tabard emblazoned with the two-headed basilisk of Galgenbeck (though upside down). Around him are three monkeys. He introduces himself as Kvetin, a fallen priest of Galgenbeck. He has seen the sun! As he talks his monkeys ignore him and dance around. They when he looks away from them they look adoringly towards him.

Happy to have their numbers bolstered once more, Ivar and Runt bring Kvetin into their small group. Kvetin shows them both a Sinner’s Scroll and explains that he can see the aura of evil creatures. He calls upon the gods to show him evil and behind the walls, three shadowy silhouettes glow. The group draw their weapons as three dusk gnoums burst from the wall. They have wrinkled grey skin and darting red eyes and hold curved bloodletting daggers. They SKREEEE and attack.

Runt, Ivar and Kvetin. cuts them down, successfully defending against their attacks. Breathing heavily, and hurt Runt and Ivar decide they need to rest. Together, they all take a few minutes to catch their breath before proceeding.

They head south through a wooden door and enter a room with a paved floor, the only one so far. On the eastern wall is a large statue of Suir Tormond, Aldon’s father. He stands proudly as though he has just been coronated. His right eye is missing and blood trickles from the eye socket. Beside the statue is a rectangle of different (newer) bricks. There is large steel door to the south with a BIG KEYHOLE. Runt uses the BIG KEY and pushes the door open to a room traversed previously. Mist hangs over the floor, dead fang-toothed guards lie in that mist and from the ceiling hooked chains dangle.

Runt, Ivar and Kvetin investigate the room sure that the new bricks are some kind of secret door. After much trial and error (removing the other eye and inserting it into the empty socket, putting their blades into the socket, putting gems into the socket, putting blood into the socket etc) Kvetin looks around to see if any other eyes lying around will fit into the socket. He finds 12; his, Ivar’s, Runt’s and the three monkeys’. With the puzzle clear he returns to the dark gnoum and cuts an eye out. When placed in Suir Tormond’s empty eye socket the secret door slides open.

Inside, lit by a flickering torch is a surprised, chubby, content looking man eating human flesh from a shin bone. Behind him is an esoteric collection of books on an old bookshelf. The bookshelf also houses a crossbow and a whip covered in runic symbols.

Runt, Ivar and Kvetin talk to the man and discover he is Aldon, Suir Tormond’s son; the very man they came in here to rescue.

Kvetin eyes the whip and offers two monkeys in exchange. Aldon agrees, snaps their necks and starts eating one. He ties their bodies to his back and declares that he is ready to leave.

Runt, Ivar and Kvetin lead him out of the Accursed Den, outside to the Far Shore, by the Dark Forest.

To their surprise they see no guards waiting for them but as they step out further their light presses against the dark and reveals a horrid truth. They are dead. Their armour is smashed into their chests, their spears broken and candles extinguished. Standing atop their corpses is a black-clad figure in tattered robes with a dead goblin ties to their back. Runt, Ivar and Kvetin call out and he looks at them. He explains to them that he is from Prostejevic, a city on the other side of the DARK FOREST and is on the run for a crime he didn’t commit; murder (which he did commit). His name is Bent. Bent recognises Runt as one of his own, a scavenger and a hunter. He offers her a warning in a raspy, whispered voice.

“Prostejevic is ruled by a cruel Gilgamesh, though no one heeds his laws, none can head towards the surface until he is vanquished. Tambor offers no aid, instead making sure their own walls are strong. Fear the Gilgamesh and don’t trust Suir Tormond; he bargains with the Shadowking.”

Before he leaves he sees Ivar and chuckles. His curse is becoming apparant. Ivar’s nose and chin are growing pointy, his skin is tinged green and his hair is beginning to fall out. There is few days until the curse is complete and he turns into a goblin. There is one that could help, Nagel Krat. She is a alchemist that creates a goblin curse cure. She is to the north. After this, Bent nods and leaves, walking westward across the beach and out of sight.

Runt, Ivar, Kvetin and Aldon head north, walking through the dark forest. After hours of travel they hear the pained screams of a dying goblin. Everyone approaches slowly with weapons drawn whilst Kvetin breaks off into the dark to circle around and get a better view. A fist cracks into the back of his head and he whirls around seeing nothing but black. Ivar and Runt hear his cry of pain and rush into the dark, Ivar holding the lantern aloft. Aldon shoots the dying goblin with his crossbow and stares at it, eyes hungry but the consequences apparent.

As Ivar and Runt’s light approaches Kvetin sees the horror before him, a blood covered skeleton. With his new acquaintances they put down the skeleton and return to the road.

Runt pointed out that this could be the goblin that one that first afflicted Ivar with the curse but now that it is dead he feels the same. The curse is still inlaid in his soul.

They continue north until the path branched off to the left, westward. A new day dawns as they walk and the fates of destiny doom the world for the second time of seven. Behold now the Endless Sea, where Leviathan causes waves to to be as mountains. Underneath their feet the sandy path begins to bubble and hiss and water slowly begins to rise. With greater haste of importance they hurry down the path, desperate to find a goblin cure and refuge.

To their luck around the next few bends is a small stone alchemists hut, chimney smoking silvery-black smoke. There are large wooden spikes from carved trunks extruding outwards to protect against goblin attack. There are a few dead soldiers and goblins on the spikes. As they approach they talk to Kvetin about his past. He fled Galgenbeck and having seen the surface he imparts knowledge of what he has seen to Ivar and Runt. It is nothing special, just a sunlit realm, a distant, yet still hot ball of flame. Ivar’s dreams of seeing his wife and daughter are shattered, is the heaven he believed in false. He pulse quickens and his mind races. Unable to control himself her runs into the hut, kicking open the door.

Inside is a woman wearing a leather apron and alchemists goggles on her head. Around her shelves of potions precariously balance around test tubes, beakers and bubbling coloured solutions.

She introduces herself as Nagel Krat and immediately identifies Ivar’s curse. She offers him a cure for a price: forty silver pieces. Scared and afraid Ivar lashes out, attempting to take the potion for himself. He rams a dagger into Nagel’s stomach and she howls in pain but lunges back, digging a black, poisoned dagger into Ivar’s neck.

Runt, Kvetin and Aldon rush into the hut and help Ivar. As they do they hear a booming voice from behind outside the hut: “Get away from my wife!”

Nagel drops a smoke bomb and dissapears. The owner of the voice, Qarg, Nagel’s bodyguard and wife swings her nail-filled cudgel at Runt. The blow glances off her armour and she cuts Qarg in two with her zweihänder.

As the mist clears Ivar collapses, his face pain and his veins pulsating and green. Runt and Kvetin search the room for things to help. They hand him the goblin cure potion and he drinks is. He feels his goblin curse delay but Nagel’s poison pumps through his body.

Kvetin finds apple juice and grey-silver sparkling liqiud. He mixes it together and helps Ivar drink it. It tastes metallic and awful but offers no solutions.

Nagel’s head pops down the chimney and into the fireplace. She’s angry. “You’ve killed my wife! Do you know what you’ve done! There is so much more here than you think!” Kvetin runs this sword through her face and she collapses; dead. On her he finds a rusted key, too old to fit anything in the hut.

With Ivar’s condition worsening the group decides they should rest. The water of the world is lapping at the bottom of their ankles so they take into resting positions atop tables and on Nagel’s bed.

Whilst they sleep, Ivar thrashes and tosses in his dreams. He sees a silhouette of Anne, his wife, and his daughter. They reach out to him, a blazing sun behind them. His waking body shrieks in pain. On the inside his organs start to shut down, slowly liquifying into a horrid smelling mush. Over a few minutes of excruciating pain through gritted teeth, clenched fists and furrowed brows Ivar turns into a sludge and dies.

When the other’s wake they see his slime pile atop a table. Ivar is well and truly dead. Perhaps if the gods are kind he will journey to the resting place of his wife and daughter and they will be reunited for eternity. But we all know the gods are not kind. We may never know where Ivar’s soul rests and maybe it is good not to know whether he suffers eternal or not. Kvetin take a glass bottle and scoops some of Ivar inside. No matter what, he will get to the surface.

With the world’s water another few inches higher and a new day beginning the Calendar of Nechrubel dooms the world once more, the third of seven. Doubt is crowned. The loyal shall turn their blades on those who silver gave.

Runt, Kvetin and Aldon leave the hut, but instead of turning towards the main road they see a winding path leading from the back of the hut. They decide to investigate the depth of Nagel’s machinations.

What they find at the end of the crazed alchemists path? Find out next time in…

~The Goblin Grinder~

DEATHS: Aerg, Ivar and two monkeys.

LEVEL UPS: Runt and Kvetin.

The Accursed Den [The Climb Session 2].

Previously: The Grey Lake [The Climb Session 1]

NB: The Accursed Den is from the Mork Borg introductory adventure Rotblack Sludge. You can find it and lots of other content at the link.

The Accursed Den!

In the total dark Clod, Runt and Ivar hear faint violin music and smell rotting flesh. With their whale oil lantern aloft they push deeper into the dark. Out of the black comes a high-pitched shriek and a garble. The group continues forwards and finds the source of the sound: a dying goblin caught in a bear trap. Green blood rushes down its leg and when he sees Clod, Runt and Ivar it squeals and tries to pull its leg free. Clod levels his blade at its neck and begins his questioning but before the goblin can answer it thrusts its own neck onto the blade and kills itself. Disappointed, Clod disables the bear trap and takes it.

Meanwhile, Runt and Ivar look around the cave and seeing fluttering purple butterflies over a clear babbling brook. On the other side of the stream (north) are two doors, both made of wood and identical in every way. After Clod wipes the green blood from his sword the group fords the stream and pushes open the door on the left.

Inside is a long oak dining table. The room is illuminated with four oil lamps. Sitting down the end of the table is a bearded man with dusty robes. His skin is grey and his eyes tired. He looks at his plate, his arms resting on the table either side of it. He offers no response the group entering his dining hall. To the north and east are other wooden doors.

Clod, Runt and Ivar tread carefully through the room and try to get the man’s attention. He doesn’t budge. At this point they notice soft discussion through the eastern door. Ivar shouts at the man to get his attention but still nothing. As he does the soft discussion ceases and muffled sounds of swords being drawn and a scuffling of feet are heard. With haste Clod activates the bear trap and drops it at the doorway. They group then rushes north, drawing weapons of their own. They go through the northern door and shut it behind them. Clod and Ivar into the darkness and Runt braces herself against the door. They listen.

They hear a door fling open and rushing feet. Sclink! A roar of pain. Clod smiles to himself. “Get them!” a voice roars. Runt backs away from the door and adjusts the sword in her hand. There is a violent crack, sharp as lightning and loud as thunder. Shards of wood explode inwards from the door and a lead ball pierces Runt’s armour. She howls as blood splatters across through the dark. The door flies open and two crooked guards rush at Runt with their swords drawn. Their flesh is tight over their bones and their skin pale.

A battle ensues. Runt swings her sword backs away and in the dark under the light of the whale oil lantern the group cuts down the guards, with Ivar crushing two of their heads with Anne’s femur. But in the final seconds of the fight tragedy befalls the group. A well placed swing from a guard slices through Clod’s neck and his head flies clean from his body. Blood fountains from his neck as he collapses. His head rolls into the dark.

Panting from the fight and hurt, but alive Runt and Ivar don’t hesitate to pick his body clean. Runt explains she needs a rest and with Ivar they head back to the old man’s dining hall and through the door that the guards came from. Dead in the bear trap is a third guard, flintlock pistol in hand. Runt plucks it from the ground and they enter the Guard Room.

Inside the Guard Room is a blazing hot fireplace and a collection of wooden tables and chairs. To the north rickety wooden stair leads downwards, to the west is an iron door and to the south is a well-built darkwood door. Also in the room is a noble looking woman. She sits on a chair by the fire, faded pink dress covered in filth holding a small, yappy dog on her lap. Sitting on the floor in full jester attire and looking rather annoyed about it is her companion. She introduces herself as Haerü, a long lost cousin of Aldon (Suir Tormond’s son) and shows Runt and Ivar Umlaut, her dog, and Poltroon her jester. She adjusts her white neck ruff and thanks Runt and Ivar for rescuing her from the guards.

Runt tends to her wounds over the next few minutes whilst Ivar looks around the room. He finds the bony remains of a dog with enough meat to sustain him for a day and scroll titled Grace for a Sinner.

Since Runt, Ivar and Haerü’s goals align they all agree to work together. With caution they open the southern darkwood door. Poltroon bemoans his station the whole time while the little bells on his hat and the tips of his curled shoes jingle.

Inside a pair of dim torches illuminate a smokey smelling bedroom. There are two beds with three skeletons sprawled on them and a gigantic bookshelf stocked with esoteric tomes. Beside one of the beds is a nightstand with dying flower in a clay vase. The group investigates the bookshelf and after fiddling with a few books decide that all the text is written in a frenzied unknown language turn their attention to the flower. How was a flower alive down here if there is no sun? Do the residents of this den have contact with the surface? Do they know heaven? With questions on their minds they group leaves the room and heads back into the Guard Room. From here they head down the rickety stairs.

As they descend mist grips their ankles, swirling in unknown patterns. The stairway opens into a dark room. Their lantern light glints off hooked chains hanging from their ceiling. Poltroon complains about something under his breath and Haerü smacks him with the back of her hand. Heavy breathing… something else is in this room. Ivar holds out whale oil lantern higher above his head and four fang-toothed guards emerge from the dark. They hold rusty shortswords above their head and bare their pointed teeth.

Haerü extends her hand and draws upon the power, Palms Open the Southern Gate. A fleck of fire spirals outwards and contacts the two foremost fangtooths. An explosion of searing ruptures out and they catch alight. Haerü lets Umlaut free and with vicious barks he rushes in. Poltroon, aware of his duty, cartwheels towards the fangtooths and screams as he bounces around them. Runt and Ivar spring to action, swinging their swords into fangtooth flesh. The fangtooths attempt to bite the members of the group but they are continually batted aside until each of them are killed. Umlaut leaps back into Haerü’s arms and Poltroon takes his place behind her too. Runt and Ivar look around the room. There is a perfectly flush iron door to the north and a room full of glittering gems through an archway to the west. The sad violin music wanders through the arch.

The group goes to the room of gems. It smell of sulfur but looks beautiful. The light from their lantern dances around through the gems and creates sparkling patterns on the walls. To the west is a narrow crawl space, so small that those wearing heavy armour (Runt) wouldn’t be able to fit through. The main feature of the room is the boiling black sludge to the north. It bubbles and moves as though alive. Its roughly the size of a room and on the other side, through a sulfuric haze, a faint light can be seen. In the centre of it on a 50ft tall, flat-topped pillar are two skeletons playing the violin. They pay no attention to the group.

Haerü orders Poltroon to investigate the the crawl space and as he does Runt and Ivar investigate the gems. Poltroon returns a few minutes later and says he saw a mushroom hot house on the other side. When Runt suggests they go through themselves Haerü turns up her nose and explains that she doens’t crawl. Everybody looks at Poltroon for a moment and then returns to what they were doing. All three of them attempt to pry gems from the rocky wall. Haerü lacks the strength but Runt and Ivar each pop a gem free. Suddenly there is a great rumble and the sludge lurches upwards. Its surface tension breaks a a giant gutworm, thick as an oak tree, bursts out slams against the floor of the gem room. The skeleton’s violin music increases in tempo. The gutworm’s fleshy skin ripples with muscle and it takes no hesitation in lashing out.

They split. Poltroon rushes back into the crawlspace and his jingling bells fade from earshot. Haerü draws a dagger and Runt and Ivar rush back through eastern archway. The gutworm lunges forwards and Haerü attempts to dodge but is spectacularly frozen but the sight of the black worm (NAT 1) and with no difficulty the gutworm snatches Haerü and Umlaut (who is being held in her arms) in its jaws and swallows them whole. Its muscles quiver as it dissolves them in its acidic bile.

At a loss Runt and Ivar dust themselves off and try to open the flush iron door in the hooked chain room. After some minutes they give up and go back to the old man in the dining hall. They shout and poke and prod him but there he gives up nothing so they head through the northern door where Clod was decapitated and investigate. They see a long corridor with paintings running its length. There is a wooden door to east. The paintings depict scenes of the above-world and are all of landscape and vistas. Not a single painting shows the sun, with either the night sky or grey storm clouds in the sky. Nevertheless Runt and Ivar glimpse their first promise of the surface. Hope slightly restored the continue down the corridor and see a large, well-built fangtooth looking at a painting. On his back is a zwiehander and he is armoured well. They slowly back away but he spots them and runs after them.

Runt and Ivar draw weapons but the fangtooth holds out his hands and in a heavy voice explains that he is a deserted and means them no harm. His name is Aerg and he wants to get out of here. With a tentative alliance formed the three head back to the eastern door and pry it open. Inside is the smell of rotting flesh and pooling blood. Cells line the walls of the room and are filled with bony men, women and children. They reach out mindlessly through the cell bars. On the other side of the room is a iron door.

Runt asks if they’ve seen or know about Suir Tormonds’ son. None respond so Runt walks through the room to the iron door. Hands grab at her and she is pulled agains the cell bars in a jerking motion. Unable to escape Aerg bulls his zweihander off his back and slashes through the grasping arms in one clean motion. The prisoners howl in pain and pull themselves back from the cell bars. Runt continues and pushed open the iron door to reveal the Guard Room.

She update the group and they return to the long corridor. They walk past all the paintings and arrive in a small room with no lights. There is a pump in the centre of the room with black sludge dripping out. It smells of sulfur as before but lacks the heat of the sludge in the gem room. Ivar takes the pump and fills a spare waterskin with the sludge. Behind the pump the group notice a trapdoor hatch.

Suddenly, spacetime ruptures and a confused looking interdimensional trader appears. She floats upside down in formless clothing and slowly rights herself as she introduces herself. She is Sagsobuth and offers otherworldly wares. The group peruse her items and Runt purchases a Beechwood Scroll Tube and Ivar buys two doses of a Violet Poison. Aerg tries to understand what he’s seeing. Once the trades have been done Sagsobuth thanks the group and disappears with a soft boom. Runt and Ivar examine their items. Runt’s Beechwood Scroll Tube produces a random foul protean scroll each day, so she decides pulls a scroll from it. Today, its the scroll of Death. Ivar’s poison infects the bloodstream and instantly hurts its victims. Satisfied, the group opens the hatch.

A rickety ladder leads down into darkness. Without a thought Aerg draws his weapon and jumps down. He lands in pitch black but can smell sulfur and hear violin to the south. He takes a step forward and two giant hearths ignite. With the newfound light Aerg sees a seven foot tall man covered in swirling tattoos. Aerg instantly knows who it is; Fletcher, ruler of the Accursed Den. As Fletcher grabs a handle attached to a small chain that leads into one of the hearths Aerg notices chunks of meat hang from hooked chains attached to the ceiling. The smell of battle fills Aerg’s nostrils. Fletcher pulls on the handle produces a red-hot flail from the hearth.

“I knew you’d betray me,” Fletcher snarls. “Traitor!”

Will Aerg survive the encounter with his old overlord? Find out in the next time in…

The Dark Forest.

DEATHS: Clod, Haerü and Umlaut.

LEVEL UPS: Runt and Ivar

The Grey Lake. [The Climb Session 1].

Previously: https://grungedungeon.wordpress.com/2022/08/29/the-climb-to-galgenbeck-a-mork-borg-micro-campaign/

All those living in Linten Bei know that in her youth Sigrid wished to see the sun. However she was never able to bring herself to take action. Now she is old (35) and on her death bed. Runt, Ivar and Clod (and Clod’s donkey Sebastian) go to Sigrid. As she lays in bed she gifts them some things which will help them on their adventure; 2 Candles, One Whale Oil Lantern (Veins of the Earth), 2 days of rations each, 1 backpack, an ink quill, a blank piece of paper, a rusty shortsword, a broken spear (the tip has snapped off) and a meat cleaver. She also gives warning of words that can never be said outside of Linten Bei. They are: Sunrise, Aldon, Den, Help and Sorrow.

With this information and well armed (😂) the party proceed to the dock and the boat; Ivar’s fishing boat. Standing at the dock at the Mayor’s three goons. They’re holding candles and have rusty shortswords slid between their belts.

Nobody can leave the village, they declare. You’re part of Linten Bei and this way you must remain. We need you to continue to provide for the village.

Runt protests. I don’t even contribute anyway. Surely you can let me leave.

The goons draw their blades, and the party follows suit.

Last chance, offer the goons.

But there is no time for chances. A fight breaks out. It’s over quickly. Ivar smashes one goon’s jaw up into his brain with his dead wife’s femur, Runt lodges a meat cleaver in the head of the second. The final goon drops his weapon and begs for mercy. Clod negotiates whilst Runt slips around behind him and lops off his feet with her meat cleaver. The final goon dies.

Rushing to put the ordeal behind them, the party leap onto the boat after a quick debate of what to do with the bodies. They would make good bait for whatever monsters lurk under the lake, but the boat is small. They decide to push two of the bodies in the water now and take one for later. Firstly, however, they’ve got to get Sebastian into the boat. Disaster follows (NAT 1).

Sebastian and Clod tumble into the water. Its cold and dark. They both thrash around trying to stay afloat. Clod get extremely lucky (NAT 20) and heads for the surface directly. As he does something nips at his feet. Runt and Ivar help him out and shivering he looks back for Sebastian. Instead he sees a churning mass of blood and bubbles. Sebastian, the faithful donkey is eviscerated by creatures of the deep. The Grey Lake claims its first victim.

Clod strips of his clothes in an effort to stay warm whilst Runt attempts to hop into the boat. She slips as the boat rocks and splashes into the water (NAT 1). After some quick adjusting she finds the surface and Clod and Ivar pull her out. She too strips naked and the three party members very carefully slip into the boat. They drag in the dead goon’s body and set off north.

They are surrounded by total dark and ringing silence. Only a chill wind blows from the north. Ivar explains that he’s only ever fished within sight of Linten Bei. To travel further away is a death sentence. Anyone who does is swallowed by the dark and never returns. He stops rowing and suggests they take the goon’s clothes to wrap around the oars to soften their impact on the water and divert attention.

Through the dark they row for hours until foggy mist swirls around them. The northern wind continues to whisper.

The mist thickens and a bloodcurdling scream shatters the silence. Two flickering lights appear out of the dark and as the party draws closer they see a small island. Sitting at its centre is a two-storey house-sized skull carved from stone, with stairs leading into its open mouth. The flickering lights come from its eyes. They hear the scream again and decide there is absolutely no reason to investigate.

Ivar rows away and as he does Runt says five words: Do you need any help? She immediately regrets it. The boat rocks and the rear tips backwards under the lapping water. The three members of the party slowly turn and see horror. A large humanoid silhouette is crouching on the boat with stag horns protruding from its head. In the dark they see no other details.

It answers any questions the party have in pained whispers. They discover it is a Jarlsvurt (Devil Stag) and it is hungry. Luckily they have a dead body in their boat. They offer it and the Jarlsvurt snatches it and turns away to devour. The party hear cracking bones and squelching flesh. In moments the goon is gone and the Jarlsvurt is satiated. The Jarlsvurt then offers warning of what lies on the Far Shore: The an accursed den of cannibals, a fallen city of broken humans and a citadel from the moon. The party looks away for a moment and the boat rocks and its list is restored to flatness. The Jarlsvurt is gone.

From the skull-house they hear a final desperate cry; Help me! Help me! Please! No, no! NOO! There is a thump and then silence.

With fear in their bones the party continues to row north. A new day begins as they row and the fates of destiny toll. The world moves a step closer to ending, the first of seven, as Nechrubel’s Calendar speaks its wisdom. Whispering over the cold air comes a feeling and in the hearts of all they hear: “And SHE shall see HIM grow stronger and SHE reveals herself and all shall be slain.” The world is dying and Clod, Ivar and Runt can feel it. After many more hours of rowing the boat slides into a bank of sand. They’ve hit the Far Shore.

Clod lights the Whale Oil Lantern and a soft blue glow pools outwards, pushing away the encroaching dark. As the light falls outwards the party glimpse another horrid sight. A lanky but short, pale skinned creature, with a long nose and sharp fingers is ripping open a corpse and consuming its insides. It sees the light from the party and shrieks.

It runs over to the boat and attacks but is swiftly killed. A blade whizzes out of the dark and hits Clod, whilst multiple arrows fly out of the dark and thud into the wooden boat. One hits Ivar and he instantly suffers a horrible wound. He goes unconscious.

Fearing death, Clod grabs the oars and furiously paddles back out into the lake. The boat rocks as creatures underneath smack against the wood. With no time to waste Runt clears away the rippling flesh of Ivar’s arrow wound and pulls the metal tip free. She then presses a blade heated over the Whale Oil lamp against the festering wound. It seals it shut and Ivar lives.

Runt and Clod wait for Ivar to wake and when he does an hour later his determination to see the sun is magnified. They all hear a commotion from the beach and hear clopping hooves and human voices. Light slowly comes into view and the party rows back. They see four men-at-arms, with basic armour and spears, each holding a spear. They proclaim that they’re sure they’ve killed all the goblins, though one admits that a few may have gotten away. The party lands on the beach again and the men-at-arms hurry over with spears extended.

The declare that they are warriors of Tambor, the last human city in the dark and that the party is now under arrest. They offer a chance for freedom and call upon their Seer. The Seer emerges from the darkness, holding a lantern of his own – the brightest light of them all.

The offer he gives the party is thus: Suir Tormond of Tambor’s son and one true heir has gone missing. With no heir, Suir Tormond’s bannerlords will be forced to swear loyalty to his idiot younger brother. Return Suir Tormond’s son to Tambor discreetly, and freedom and a small monetary reward will be yours. Failure means death.

The party asks what Suir Tormond’s son’s name is and the Seer explains that he cannot say it. They assume his name is Aldon.

The Seer continues. Suir Tormond’s son’s location is known but it is dangerous the Seer doesn’t want to risk men that he doesn’t have to. Lucky the party came along when it did. Suir Tormond’s son is in an Accursed Burrow (read: Den) of Cannibals. The Seer offers to scry the Burrow and offer two truths. The party accepts. The two truths are: Gasses leak from holes and cracks, driving anyone who breathes them mad and I fear Suir Tormond’s son may be unwilling to leave this place.

With that the Seer orders two of the Men-at-arms to escort the party to the Burrow’s entrance. It is a short walk but long enough to be away from the Seer and the other men-at-arms. They arrive and see a cave entrance surrounded by a dark forest. Atop the entrance, carved into the stone is a red glowing sigil. The men-at-arms nudge the party inside, assuring them they’ll be waiting here for their return.

The party decides to keep the Whale Oil Lantern alight so as to not be surprised and take a step inside. As they do a wicked wind blows and the men-at-arm’s candles extinguish. The party looks back but they see nothing but black. Before them they smell rotting flesh and hear faint violin music…

Will the party survive and free Suir Tormond’s son? Find out next time as they delve into…

The Accursed Den of Cannibals!

The Climb to Galgenbeck: A Mork Borg Micro-Campaign.

The world will end. That is certain. Turns out its sooner than everyone thought. For those unknowing Mork Borg is a (self-proclaimed) doom metal RPG. What that means is up to you, but I find its art and design evocative and creative fruit juicing. Take a look at it here and you’ll get its tone: https://morkborg.com/

Living deep under the earth in the sleepy but fragile town of Linten Bei are three people who’ve decided they want a little more from mushroom farming or fishing on the Grey Lake.

Firstly we have Clod. He wished to be a musician but his lack of talent and grating personality saw the Mayor’s goons smash his handmade (more like hand-cobbled) lute and knock out some teeth for good measure. Luckily Clod has one friend in Linten Bei; his trusy donkey Sebastian. They’ve been through thick and thin and Sebastian is nice and warm to sleep with in the stables. The rank stench is unnoticed to Clod. Clod seeks the sunny surface to become the musician he knows he can be. Fame and fortune await if he makes it there alive.

Secondly, Runt. Well we call her Runt and she calls herself Runt but nobody knows her true name, or maybe nobody gave her a name. Nobody knows that either. Runt is nth child of a family and from the moment she crawled from the womb she fended for herself. Scraps of food tossed by passing wayfarers, mouldy bread from the kitchens and stale wine were all lovelinly eaten. Living on the streets of Linten Bei is dark and cold. With a stick of stolen charcoal Runt draws lines on herself everytime she gets into a situation that should have killed her but she survived. As we speak her arms are covered. Runt wants to prove everyone wrong. They all think she’s a waste and sucks the unwanted teats of society but if she makes it to the sun she’ll be the most capable and brave of them all.

Lastly, we have Ivar; Linten Bei’s fisherman. On the north of the village is the dock and the boat. Its a rowboat and can fit about four people or one fisherman and fish for a week. Ivar is built strong and if often seen rowing from the dock in nothing but his underwear; hairy chest visible to all. The lake hides monstrous creatures and always ensures that Linten Bei remains in his sight. One fateful day his wife, Anne, and child were befallen with terrible illness. By the light of a flickering candle as Ivar held Anne’s hand and Anne held his child’s hand they both passed. Ivar was filled with emptiness and hopelessness. In his hopelessness he turned to religion and it was confirmed to him that all who die are transported to the sun realm. Taking his dead wife’s femur as his weapon he set out to see Anne and their child again in the sunlit realm.

The campaign is called The Climb to Galgenbeck. It will see our three characters journey to the surface. The world they will travel through is dark, unforgiving and deadly. Light is scarce and darkness rushes to fill its absence.

Session 1 will see our filthy, broken, tired villagers begin their long journey to the surface. Their first obstacle: The Grey Lake.

Notes on some House Rules.

  1. We are using the Calender of Nechrubel from the Mork Borg rulebook. In this campaign The End is Nigh! This means that each day in-world, a coin is flipped. On tails one Misery occurs. On the seventh, the world ends, no matter where the characters are or what is happening in the campaign.
  2. In Morg Bork RAW, when a character reaches negative HP they are killed outright. In our campaign we are using Horrible Wounds (https://morkborg.exlibrisrpg.com/entries/horrible-wounds) as written by VIL (https://zordvil.itch.io/) and based on the work of Emmy Allen (https://cavegirlgames.blogspot.com/2018/08/horrible-wounds-in-osr-games.html). I might modify it after a few sessions or I might not.
  3. Instead of rolling initiative on a d6 as RAW we are using Patrick Stuart’s (https://falsemachine.blogspot.com/) fantastic Lamps are Initiative from Veins of the Earth. Each light source has a light value and in combat they who hold the brightest light acts first. Characters without lights or not with another character who has a light always go last, but may attempt a surprise round.

That’s all for now! See you for the climb.

Cheers,

Zac

The Valiant: Powered by BEECoin

In Starfinder the PCs have a new ship and a new team. Technomancer Jubei has joined the crew and brings with him the passion of adventure and a dark past with the Starry Future Academy. We also have battle-android Luna, master of nanites and innocent as a lamb and Gary Bee, a bee-shirren who loves the free market and capitalism; he streams everything to the holo-net and invented his own NFT, BEECoin. Our lovable android revolutionary captain, Sulla, remains.

The new ship is the Valiant and sports dual-linked rail gun on the fore gun mount as well as three micromissle batteries on the turret mounts. Its designed to be a hit-and-run ship and with low shields and armour and no missile defenses it’s entire plan is to destroy before being destroyed.

The Entrance – A Dungeon

Over the last few weeks I made a dungeon. And an itch.io page.

The Entrance doesn’t exist in physical space. It can only be transported to by a failed teleportation. It is an ecosystem the festers and grows by itself. A completely self-contained nightmare. With the thousands of botched teleportations around the world The Entrance has grown into a rancid mess of rotted flesh, ancient evils and gelatinous filth. In reality it is the skeletal remains of a discarded translocation god – but none of that matters anymore.

The Entrance is a dungeon I used for my 5e group when a teleportation went very awry. We started at 0.01 but I think starting somewhere in the middle could let to interesting exploration. The map was generated with cave rules from Veins of the Earth by Patrick Stuart and Scrap Princess. Some of the folk inside (such as gnonmen) also come from Veins of the Earth.

If you use it in your game let me know how it goes!

You can access it here. It’s free!

Below is the map and some screenshots.

Cheers,
Zac