Friday, June 24, 2022

Delvers Guild – Arc 2, Session 14 – Last Crypts

[December 14 – 6th (and last) session for December 14.  The last of the lower crypts are looted while the Delvers form a plan to deal with the blue flame skeletons.]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened May 16, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild



Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

Late Afternoon

After storing the three looted sarcophagus lids on the moon, the Delvers returned to the Stone Halls through the portal.  They descended the Slanted Gallery to the lower crypt area.  At the Hall of Elven Heroes, the group turned right, having looted all the tombs down around the corner on the left.  At the right end of the Hall of Elven Heroes they took the corner.

[I provided the names of all the elven heroes depicted on the walls here and which names also had crypts.  There were 14 heroes in the main hall but only 11 crypts.  The elves depicted but without crypts were: Hefhauer of the Many Shadows (a.k.a.: Jerk-face), Garabed of the Six Rings, and Oroitz of the Cloud Sea.]

This passage had six more potential crypts to loot, but they learned on a previous trip that at least one of them had been looted already.  They examined the plaster artwork over the represented doors.  Two of the six unopened door artworks had plasterwork that was shallower than the surrounding surfaces, indicating that the doors behind the plaster had been replastered after being uncovered previously.  Combined with the other previously looted crypt on this side the Delvers opened on their previous excursion, this left 4 crypts as undisturbed.

The group decided to start opening crypts with the first one on the left wall, the crypt of Zuzen of Ochevyog, and work their way around clockwise.  Using the method they developed raiding the other crypts, they quickly and safely opened and cleared Zuzen’s crypt of the two void skeletons inside it.  The walls of the crypt were decorated to show a countryside with rolling hills.  Off in the middle distance was an elven town.  Ricky speculated it was Ochevyog, where Zuzen was from.  The plant life shown was more of the strange plants the Delvers had seen in some of the oldest elven crypts and tombs, so they were not certain where Ochevyog might be.  The gem covered sarcophagus contained Zuzen’s corpse, another of the magic amulets with the odd rune, and three other pieces of jewelry [another necklace, a gold chain, and a gold goblet].

The Delvers proceeded to the next crypt on the left wall.  This claimed to be the crypt of Berooz of Apheshra.  The adventurers repeated their method of opening and clearing the crypt of enemies and set to looting the sarcophagus.  The wall murals showed rolling grasslands.  When they opened the sarcophagus, it appeared to be empty, which surprised the Delvers.  Zarek cast Detect Magic and saw no telltale auras.  Jala cautiously reached in to search for concealed spaces, instead feeling an invisible corpse!

Carefully running her hands over the corpse, Jala determined it was wearing a cloak of some sort.  She carefully searched for any jewelry, finding a gold chain, a jeweled goblet, another magic amulet with the strange rune, and lastly a lapel pin.  When she removed the lapel pin, the corpse suddenly became visible again.  Zarek checked again with his Detect Magic spell and verified that the pin was magical, not the tattered cloak the corpse wore.

[There was discussion here about whether or not his Detect Magic spell should have “seen” the pin of invisibility while its power was active.  I knew why this was, but could not quote the Simulated Sense Group Rule at the time or point to its location at the table, which caused some confusion with Detect being an Unusual Sense.  We have since resolved the issue.]

The Delvers were feeling the effects of their efforts and took a rest at this point.  The next two tombs on this side of the hall appeared to have been opened and resealed, so they decided to skip them.  On the right wall, they opened the last crypt and discovered it was looted some time in the past and then resealed.  The crypt adjacent to it showed the same signs of being previously opened and resealed, leaving only two crypts on that wall.  The two crypts appeared to hold Kurush the Dry and Assim of the Three Fires.  The Delvers discussed which to open next and settled on Kurush’s.

Once the rest was over, the Delvers approached Kurush’s crypt and put their plan into action, quickly opening the crypt and defeating the two void skeletons inside.  The interior walls of this crypt were decorated to show a rolling seascape.  After removing the jeweled lid of the sarcophagus, they found the corpse of Kurush with two pieces of jewelry that radiated magic and two that did not.  The two magical pieces were the rune amulet found in all the [non-looted] crypts and a belt buckle that Zarek eventually identified as a belt buckle of water walking.  Ricky was immediately interested in it.  [Ricky being physically unable to swim.]

Ricky brought up an idea of using the void skeletons to de-power the blue flame skeletons up in the Stone Forest.  The positive would be that the Delvers would no longer be subjected to the explosive attacks.  The negative would be that Vorgand and Ozrel would be the only ones able to fight effectively against the mass of skeletons.  The question of how to transport the void skeletons was discussed and use of the rope of entangling that Jala carried or even normal rope to tie down the lids of the spirit jars would allow transportation of the skeletons.  Jala or Ricky could teleport with the jars into the room, remove the rope, and flee before the blue flame skeletons arrived and the void skeletons established their magic suppression field.

The Delvers discussed this plan at length, including asking the Torchbearers if one of them would help hold a spirit jar closed until they could get it tied up.  The trio held a short huddle, played a quick round of Rock-Paper-Scissors [which Fish clearly lost], and Fish stated he would do it for an extra 5 gold coins.  The Delvers Readily agreed to this.  After some further discussion, they decided they were not certain it was entirely viable, but they were willing to give it a try.  They took another rest to let Zarek prep some spells and get everyone fully ready for the last crypt.  They decided that the second spirit jar would be the one to keep and put their now standard crypt opening plan into motion.

The plan went well, up to the point where they let the first spirit jar open so they could quickly defeat the skeleton inside.  When Vorgand let the lid open, instead of a void skeleton standing up a skeleton with orange flames engulfing its skull stood up.  It being a skeleton still triggered Zarek’s prepared lightning burst spells.  One missed completely, but the other hit the orange flame skeleton twice for minimal damage.

Ozrel continued to hold down the lid on the second spirit jar while Vorgand swept and hit the skeleton three times for no effect.  The skeleton threw its flaming skull at Vorgand, missing widely and hitting the wall behind her, where it splashed and kept burning.  Jala stepped in with the ready rope of entanglement and entangled the spirit jar Ozrel was holding and the active skeleton [the ropes entanglement is Area of Effect, Selective, and Does Not Block Attacks].  Ricky cast Dark Leaching on the active skeleton, withering it significantly.  Zarek altered his spell [to make it Armor Piercing and Half Endurance] and hit the skeleton with it to noticeable effect.

Ozrel, no longer needing to hold the second jar closed, stood and punched the skeleton to no effect.  Vorgand struck at the skeleton with her sword and hit but to no effect.  The skeleton attempted to break free of the rope and failed, which sealed its fate.  When Ricky hit it with Dark Leaching again, the skeleton crumbled to dust.

After everyone caught their breath, they prepared to attack the skeleton remaining in the last spirit jar.  Zarek reconfigured his lightning spell [to be Armor Piercing and Burst, which would spend a whopping 21 Endurance when cast].

Once everyone was ready and in place, Jala dis-engaged the rope of entanglement.  When the orange flame skeleton formed up, they all attacked it with Zarek getting in the final hit with his spell, destroying the skeleton.

While Zarek panted from the effort, Ricky inspected the sarcophagus.  The lid depicted an elf holding a gold bowl in one hand and a spear with a flaming blade in the other [I should have also put the elf in a Grendel mask (from the comic Mage) but I only now thought of that].  Notable jewelry was a ruby covered cloak clasp and the rune amulet.  Inside the sarcophagus they found the expected elf corpse with the spear, bowl, clasp, and amulet.  Zarek inspected the spear and found a command word in Ancient Elven on it [“Burn”].  He asked Ricky how the word was pronounced and tested it out.  The spear’s blade lit up with orange fire, the same color as the flames on the two skeletons the Delvers had just defeated.  Further testing would need to wait until later.

Out of a sense of completeness [and not wanting to leave any potential loot behind], the Delvers spent the next hour breaking into the remaining three crypts to verify they had been looted in the past.  They had been, but a small gold cup was found in one where it had fallen behind the stripped lid of the sarcophagus.

Tired and hungry, the delvers finally decided to call it a day and return to the Moon Manor.  They made their way up the Sloped Gallery to the portal room at the top, set it for Moon Manor, and stepped through.

7:00 PM

After an exhausted 30-minute climb back to the surface, they discovered that the sun had long set.  Vorgand asked Torsten what supplies the Torchbearers needed.  Torsten requested a small keg of tar to finish waterproofing the repaired rooves, 20 feet of gutters, more fresh food and goats, and chicken wire to make a proper area for the chickens to graze.  Vorgand agreed to bring those back inside the next week, depending on how long it took to gather it all up.  Torsten also suggested getting the outer walls of the ruins repaired for better security, something Vorgand agreed with.

While the Torchbearers returned to old chapel to make their dinner and rest, the Delvers went back under the ruins to Ricky’s gate room and used the gate to return to the Guildhall in Aegea City.  Very tired and very hungry, the Delvers made their way over to The Library for drinks and dinner.

After the meal, Zarek asked Ricky for advice on researching elven magic items.  Ricky told him where the relevant books were in the University Library [an actual library, as opposed to The Library, which was a student drinking place].

After the rest went to sleep, Ricky spent the evening studying the various orbs and scrolls the group had looted from the crypts for useful information.

End of Session


Guild Postings

[Sorry this was late.  It’s been a week where focus has been hard to maintain, especially today.]


Delvers Guild

Guild Organizational Document

Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 13


Next Session: Arc 2, Session 15 [Not Yet Typed Up]


Friday, June 17, 2022

Delvers Guild – Arc 2, Session 13 – Two More Crypts Looted and Lids Stashed

[December 14 – 5th session for December 14.  This session 2 more crypts are looted and time is spent figuring out how to get loot home.]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened May 9, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild



Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

Having just opened a second crypt for the day, Ozrel ran forward and held down the lid of one of the two spirit jars.  Vorgand was caught nearly flat-footed by this action [she thought they were joking when Ricky suggested it] and the other lid slid aside, allowing the void skeleton inside to start forming.  This triggered a spell Zarek had stacked and a lightning bolt slammed into the forming skeleton [11 Body, Armor Piercing].  Unfortunately, that was not enough to destroy the void skeleton and its magic suppression field flowed out once it finished assembling itself [38 points of suppression on all magic].  Vorgand finally closed with the skeleton and swept it with three attack, hitting all three times.

Vorgand quickly dispatched the skeleton with her next barrage of attacks.  Zarek switched his spell [to Armor Piercing, Blast] and Ricky moved in.  On a signal, Ozrel released the lid on the spirit jar he was holding closed.  As the void skeleton inside started to form [but before its suppression field started], the Delvers unleashed their various attacks, destroying it before it fully formed.

After the group caught their breath, they examined the sarcophagus in the crypt.  Ricky recognized the name of the elf on the sarcophagus as one of the hero elves in the main hallway, Tomakivka of Ubleth.  He had no idea where Ubleth might be, having never heard of it before.  Ricky and Ozrel lifted the sarcophagus lid with Vorgand ready to hit anything that moved inside.

Inside was a long dead and inanimate elf corpse.  While its burial clothes were little more than shreds, the personal decorations were still in good condition.  Zarek quickly cast Detect Magic and one of the two necklaces the body was wearing radiated magic.  It had an amulet with the same unknown rune from the Delvers discovered in the previous crypt.  Ricky checked his [eidetic] memory and realized that all the hero elves in the main hallway were depicted wearing this necklace and amulet.

In addition to the magic amulet, they retrieved an orb made of ebon [solidified shadow], an adamantine lapel pin with a morganite gem, an iron coronet with a ruby flanked on each side by 2 beryls, and a non-magical iron necklace with an emerald pendant.  All of these were carefully removed and placed in the loot bag.

Avarice engaged, the Delvers decided to open the last crypt in this side hall.  Zarek stacked two castings of his Lightning spell [configured to be Armor Piercing] with a trigger of him seeing skeletons.  Ricky then spent time with the sledgehammer removing the plaster covering the door.  Ozrel and Vorgand took position as Ricky cast Dark Leaching on the granite door.  Ozrel charged through the door, letting the dust of it flow off him like water, and held down the lid of the right-hand spirit jar in the crypt.  Vorgand immediately followed Ozrel and secured the lid of the left-hand spirit jar.  Once the rest of the group was ready, Vorgand released her jar lid and the adventurers quickly destroyed the skeleton within.  They then repeated this with the skeleton Ozrel had bottled up, clearing the crypt of threats quickly and efficiently.  [I didn’t bother running the combat as they had a plan that clearly worked.]

The sarcophagus in this crypt belonged to Gaderian Greylash.  Inside was another rune amulet and four other pieces of jewelry: a bone bracelet with several green gems in it [2 cat’s eyes, green agate, malachite, jade, green topaz], a bone armband, a headband made of animal hair with a beak as a crest, and a green opal orb with elven inscriptions.

At this point, Ricky realized that the distinctive jewelry they found on the corpses was shown in the murals of the elven heroes, including the orbs.  This included the mural of Hefhauer.  Ricky thought back to their interactions with the elf and thought he remembered seeing the chain of the rune amulet peeking out of Hefhauer’s armor.

Hungry and tired, the Delvers paused in their explorations to eat and rest.  During this rest, they discussed the weight of various things they wanted to take with them, including the gold offering tray from the shrine [17 kg] and the individual sarcophagus lids.  With the magical strength enhancements that Vorgand and Ozrel had, moving the lids around was not difficult, but getting them through the anti-magic zone in the sloped galley was another matter.  This discussion and meal took an hour or so before they felt they had a viable plan.

Once they had a plan, they decided to implement it.  It took Vorgand and Ozrel four attempts to get the three sarcophagus lids across the anti-magic zone [the first trip failed and nearly crushed Vorgand under the lid, so they tried again].  Once the lids were past the anti-magic zone, the group used what ropes they had and brute strength to haul each lid to the top of the sloped gallery where the portal was located.  This took a couple hours more.

Looking at the dreadfully heavy lids and not looking forward to hauling them through the portal to the Moon manor and then maybe back through again to the moon, Vorgand thought to try setting the portal cubes to the moon base setting.  The group was pleasantly surprised when the gate opened to the moon!

Vorgand and Ozrel hauled the sarcophagus lids to the treasure storage room in the moon base [the first room inside the base so they had easy access to it]  and stored them there with the other highly-identifiable elven treasure they were hiding.  While they did that, Ricky stood in the area between the portal and the moon base and looked back at the world.  He memorized what he could see of the world from this location, believing that what he could see would give a clue as to where the Stone Halls were actually located.  He also realized he could start drawing significantly more accurate maps of the world than anyone else as he could see the actual shapes of the land and waters.

Once the sarcophagus lids were safely stored on the moon, the Delvers returned to the Stone Halls to open more crypts.

End of Session


Guild Postings

[This past week was an emotional rollercoaster due to unexpected expenses, which is why this posting is late.]

[This session was pretty straight-forward.  I didn’t actually have the names of the elves they were grave robbing for this session, but had them by next session.  I merely told Ricky’s player that Ricky recognized the names from the earlier hallway murals.  I also randomly determined the grave goods at the table, which is not best, but the players were OK with it.  After this session I worked out all the treasure in the remaining crypts, including magic items where applicable, so it went faster.  Don’t be afraid to improvise on the spot, but it is better to have things worked out ahead of time.  At the very least it lets you work out other plot links in time to insert them.]


Delvers Guild

Guild Organizational Document

Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 12


Next Session: Arc 2, Session 14


Thursday, June 9, 2022

Delvers Guild – Arc 2, Session 12 – More looting!

[December 14 – 4th session for December 14 and the tombs are looted, which led to a nasty surprise!]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened May 2, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates

Via Roll20

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild

Lars – Chamberlain of the Delvers Guild

Unit: Z0-E – Zarek’s first golem, looks like a fox made of iron



Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

Having opened the tomb and entered, the Delvers were expecting each spirit jar to release a blue flame skeleton.  They gritted their teeth and prepared tight hard.  What they got was something slightly different.

One skeleton assembled itself from each of the two spirit jars, but instead of their skulls erupting in blue flame, they released  a field that dimmed the light from the torches and Vorgand’s sword, caused much of the protective rocks from Zarek’s Stoney Skin spell to fall off, and Ozrel’s runes to go out completely.  The field extended out into the corridor, nearly to the corner with the main hall!  [The effect was 10d6 suppression of all magic, 10”r, 0 END – the darkening of the light was just a special effect.]

Vorgand advanced on the first skeleton and attacked it, wounding it significantly.  Ozrel moved up next to Vorgand and performed a legsweep on the other skeleton, doing little damage as it kept its feet [made an Acrobatics check to stay standing].  The skeletons clawed back at the two adventurers, but only Ozrel was hit.  Jala retreated to the edge of the dimness.  Zarek floated slowly to see the skeletons, which triggered his two stacked burst lightning spells.  Due to tight quarters [and terrible rolls], only two of the six burst shots hit the second skeleton and splashed off it, doing no damage AND two of the bolts hit Ozrel.  Luckily, the suppression field kept the two that hit Ozrel from doing any significant damage.  Ricky moved to a more advantageous spot for running or fighting, whichever became necessary.

Vorgand performed a three-attack sweep on the skeleton she was fighting, doing reasonable damage, but these skeletons could take more damage and so it continued to fight.  Ozrel held his action, preparing to block his opponent.  Vorgand’s opponent just missed her with its claws.  When Ozrel’s opponent attacked, he used his saved action to block its attack!  Jala stepped out of the suppression field but did not run for the portal.  Zarek attacked Ozrel’s skeleton and missed while Ricky continued to hold.

Vorgand attempted a three-hit sweep, with two attacks on the skeleton she was facing [which she hoped would be enough to destroy it] and one on the skeleton fighting Ozrel.  She hit all three times, but just failed to take out the first skeleton [it had more Body that she expected].  Ozrel, having blocked his opponent, followed up with a counterstrike, hitting the skeleton but only doing minimal damage.  Vorgand’s opponent hit her in the hand for no effect and Ozrel’s opponent missed entirely.  Jala and Ricky continued to hold position while Zarek advanced and cast a lightning bolt at Vorgand’s opponent, but the spell splashed off the skeleton harmlessly [a combination of the area effect suppress and the increased Energy Defense these skeletons had].

Vorgand, believing that the skeletons were well below her in combat skills attempted a four-hit sweep, planning to split the attacks evenly between the two skeletons.  Unfortunately, her first strike missed, invalidating the rest of her sweep.  [She rolled terribly on the first attack which ended the sweep.]  Ozrel had similar problems, his Branding Strike went wide and he clipped the wall instead of his opponent.  The skeletons, suddenly recognizing Zarek as a spellcaster, reverted to their original programming and both threw their skulls at the flying fox.  Both hit to no effect [his remaining protective magics were just enough to stop the damage], but the black flames continued to burn on him [they were continuous…and sticky, which the players did not learn until later].  Zarek cast again at Vorgand’s opponent, hitting again, but again for no damage.  Jala and Ricky continued to hold out in the hallway, both convinced they were useless in this fight.

Vorgand, starting to feel a little desperate, attempted a three-hit sweep, one attack on her opponent and two on Ozrel’s.  All three hit and this time her opponent went down and a pile of bone shards!  Ozrel struck the remaining skeleton for some damage, but it remained standing.  That skeleton reacted to Vorgand destroying its companion by throwing its [reformed] skull at her, hitting her in the vitals for minimal damage.  The fire on Zarek continued to burn, but also for minimal effect.  Zarek switched up his spell to make it Armor Piercing and this time did damage when he hit.

Vorgand, scrapping the bottom of her endurance, attempted only a two-hit sweep on the remaining skeleton.  She hit both times for no effect, doing more to herself from the extreme effort.  [She spent 8 points of Endurance more than she had left and took 4d6 Stun damage as a result, doing more to herself than the skeletons had total in this fight.]  Ozrel put as much as he could behind another strike [pushed his Strength for another Damage Class] and landed a blow that shook the skeleton but failed to drop it.  The skeleton threw its skull at Ozrel this time, landing an ineffectual blow that kept burning.  The fires on Zarek and Vorgand continued to burn.  Zarek fired one last lightning attack, finally destroying the skeleton, ending the suppression field and the burning black fires.

After catching their breath, the adventurers opened the sarcophagus, finding a long dead elf.  The elf corpse wore four pieces of gold jewelry plus a magical amulet with an unusual rune on it.

Jala started prying the gems off the exterior of the sarcophagus but stopped when Vorgand and Ozrel started testing its weight to see if they could move it.  They decided that they could with the magical assistance granted them, but once they got to the anti-magic zone in the sloped gallery, they would drop it.  The lid to the sarcophagus was lighter and they believed they could get it through the anti-magic zone with just their natural strength, so they moved it over to the base of the sloped gallery for later.

Having sorted that out, the group decided to open the next crypt forward in the left hall.  While using the sledge hammer to remove the plaster concealing the granite slab behind it, Ricky joked that Ozrel and Vorgand could rush into the crypt if there were more spirit jars and hold the lids on.  Once the slab was exposed, Ricky cast Dark Leeching on it and Ozrel punched it, causing the block to turn to dust and flow to the floor.

The crypt beyond held another sarcophagus and two spirit jars, which started shaking.  Ozrel, thinking Ricky’s idea was valid, rushed in and held one of the jars closed against the struggles of the skeleton inside.  Vorgand, not realizing they were actually going to try this was a split second slower and the second jar’s slid of before she could get to it, allowing the second skeleton to rise up and its magic suppression field to flow out.

End of Session


Guild Postings

[We skipped a week before playing this session as I had jury duty the day of our game.  I wasn’t selected, but the early wake up time compared to what I have become accustomed to really knocked it out of me and I was too tired to run.  Plus, there was a small chance I might have been exposed to Covid, even with the measures taken by the courts to avoid that, so delaying a week was acceptable all around.]

[This session we learned another change in the rules unique to 5th Edition Hero System.  Sweeps work slightly differently than they have in the past.  In past editions, you announced a sweep, selected your starting target, and then if you hit you could go on to an adjacent target with each attack after the first gaining a cumulative -2 OCV penalty until you missed.  In 5th edition, you have to declare all of your targets up front and every attack has a penalty to OCV equal to the number of attacks minus one, multiplied by -2.  So if you declare three attacks, all three are at -4 OCV.  A subtle but significant change.  Once we realized this (mid-combat), we switched to the new rule and continued smoothly.  I think I like this rule over the previous version as it sets the number of attacks up front, which speeds up combat, something Hero System desperately needs.]


Delvers Guild

Guild Organizational Document


Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 11


Next Session: Arc 2, Session 13


Thursday, June 2, 2022

No Session Notes This Week Due to Edits

 No session notes this week.  I needed the time to wrap up the Draft D edits of Adventures in the Green, Book II, and prep for the playtest of the wilderness exploration rules.  I have a separate rules booklet for the Exploration rules but need to finish the map and stock it with encounters for the playtest.

The playtest will run weekly from June 13 to July 13 with June 13 being a session 0 for creating name-level characters and equipping them.  Equipping will require some planning on the playtesters' part, so I want to devote a session to that before the actual exploration starts.

Wednesday, May 25, 2022

Delvers Guild – Arc 2, Session 11 – Elves, F*ck Yeah!

[December 14 – 3rd session for December 14 and the Delvers find the Shrine to Elven Imperialism.]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened April 18, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates

Via Roll20

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild

Lars – Chamberlain of the Delvers Guild

Unit: Z0-E – Zarek’s first golem, looks like a fox made of iron



Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

Immediately After the Fight

Vorgand placed her sword on the unconscious Zarek to attempt waking him up from the multiple explosions he had suffered during the fight with the blue flame skeletons.  The sword healed him enough so that he gradually awakened on his own.  [It gave him back 4 Stun, which was just enough to move him from “GM’s Option” to “Recover Once a Minute”.]  A couple minutes later Zarek woke up and asked, “what happened?”  Vorgand provided a recap of the end of the fight with the blue flame skeletons and the party’s retreat from the Stone Forest chamber.

Clearly needing a different plan before attempting to enter the Stone Forest and the spaces beyond, the Delvers climbed into the entry room well and descended the chimney to the sloped galley.  Using the guide ropes for safety, they descended the sloped galley to the bottom level, past the anti-magic zone.

Reviewing the murals of the elves in the hall that crossed the bottom of the sloped galley, they noticed that rather than simply lording over lesser races, the murals actually showed each elf attacking different peoples.  Counting the elves shown, there are 14 elves or elven commanders shown.  Ricky took the time to memorize each mural [using his eidetic memory].

The Delvers took the hall left and went around the corner at the end.  The murals on the walls here showed various scenes of elves in the previous hall doing things, each mural having a door in it.  Discovering on their previous expedition to the Stone Halls that these mural doors covered real doors to tombs, their plan was to loot the tombs of wealth.  Ricky used his sledgehammer to fracture and clear away the thick layer of plaster over the first door depicted on the right wall.  Once the granite door was fully exposed, he cast Dark Leaching on it twice.  Ozrel then punched the depleted door and is collapsed into dust, exposing a narrow [3 foot wide] passage to a chamber.  The dust started to harden almost immediately, so the Delvers waited a bit before entering.  [Dark Leaching is a Body Drain with no delay in the return of points, so the Body points start returning each Post-Segment 12.]

After squeezing past the narrow passage, the Delvers discovered a large chamber instead of a small tomb.  Six pillars supported the roof and there was an altar at the far end of the chamber.  Every surface was covered in heroic elven art, showing strong-jawed elves with flowing hair and muscles, marching in formation and heroically staring off to the horizon or the future [imagine Soviet-era Heroes of the Soviet Union propaganda art, but with elves].  A particular set of colors repeated on every surface, including the floor.  Every surface was a celebration of elves in an exuberant, if tacky, style.  [I told the players to imagine the elven equivalent of “America, Fuck Yeah!” decorations with red, white, and blue everywhere, eagles holding M-16s while smoking cigars and wearing Ray-Banz sunglasses with a red, white, and blue headband, 80s style.  Super jingoistic, super tacky.]

Once they got over the décor, the adventurers enter the chamber and explored it.  The only thing of note in the chamber was the stone altar against the back wall, 4 feet tall and wide and 3 feet deep.  On top of the altar was a rectangular gold offering tray inscribed with a similar motif as the rest of the room.  Ricky looked over the altar and his sharp sight noticed a well-hidden concealed door on the right side of the altar.  It was locked, but Jala had recent experience working with tough elven locks and was able to open it.  Inside a 1 foot by 1 foot by 2-foot-deep hollow were 3 golden urns, a jewelry box, and two large scrolls in cloth protection sleeves.

Zarek floated over and cast Detect Magic, discovering that only the scroll covers were magical.  While Zarek still had his spell up, Jala opened the three urns so Zarek could check their contents.  The first one held incense sticks that detected as magical, the second fine sand that was not magical, and the third a two part incense holder wrapped in rich velvet.

Jala spent the next five minutes picking the lock on the jewelry box.  The box was made from high quality wood and was 9 inches long and tall enough to suggest multiple layers of drawers.  While Jala was working on that, Vorgand noticed that the air was no longer cold.  She checked out in the main corridor and found it the same.  She had Ricky check the weather with his magic mirror and he determined that it was warm outside [wherever that was] with the temperature quickly climbing.  This suggested to him that it was still morning, but he was not certain when in the morning it was.

Jala eventually unlocked the jewelry box and opened it.  The side came out on a hinge and there were three trays contained inside the box.  The top tray contained three scrolls, which Zarek could see were magical.  The second tray held two magic potions with empty spaces for two more and the third tray, deeper than the other two, held a gold circlet with a lens and a necklace with several large beads attached, both pieces of jewelry detecting as magical to Zarek.

Zarek quickly identified the two potions as a Potion of Longears [clairaudience, 1 kilometer range for 5 minutes] and Liquor of Will [4d6 Ego Aid, fades 5 points per hour].  Cautious checking of the scrolls determined that each was a spell: Protection from Air [5 minutes of +3 DCV and 5d6 Suppress versus all air/gas special effects at once], Lifekeeping [if used within 5 minutes of death, it keeps the soul in the body so healing will still work to revive the target, lasts 1 day], and Thaumatic Harness [per the 5E Spell Grimoire].  The jewelry took longer to identify, but Zarek drew deep on his readings about magic items [and rolled really well on his Knowledge Skill], identifying them as a Mindlens of Hardiness [1d6 Ego Attack per 10 EGO at 3x END cost, plus cannot be Stunned] and a necklace of Stormbeads [11 beads, 1d6+1 RKA electrical, if hit target triggers linked chain lightning effect (AoE Radius, Selective)].

Pleased with the acquired loot and finished with the gaudy room, the Delvers exited the chamber.  After a quick discussion, they decided to try one of the other potential doors, selecting the door furthest down the corridor on the left wall.  Ricky again used his sledgehammer to fracture and clear away the thick layer of plaster covering a granite door.  He cast Dark Leaching on it twice and Ozrel punched the door, turning it to a pile of dust.

Looking in through the narrow entrance passage while the dust congealed, they could see this was another tomb, with a sarcophagus and two spirit jars.  The spirit jars started shaking, their lids sliding to the side as a skeleton in each jar started assembling itself.

End of Session


Guild Postings

[Some good exploring and loot acquisition this session.  I didn’t really have this section fully flushed out, so I had to randomly determine what treasures were hidden in the altar.  They came together rather well and suggested to me a unified theme for why they were there.  In hindsight, I wish I had put the effort in and detailed this section ahead of time as there were things I thought of afterwards that would have improved things.  I’m good at improvisation, but much better when I take the time to actually plan things out.]


Delvers Guild

Guild Organizational Document

Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 10


Next Session: Arc 2, Session 12


Friday, May 20, 2022

Delvers Guild – Arc 2, Session 10 – 10 Skulls Exploding

[December 14 – 2nd session for December 14 and the big fight I screwed up.]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened April 11, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild

Lars – Chamberlain of the Delvers Guild

Unit: Z0-E – Zarek’s first golem, looks like a fox made of iron



Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

Approximately 10:00 AM (Moon Manor Time)

[Paragraphs show phases, the players going on segments 3, 6, 9, and 12, the skeletons on 4, 8, and 12.  The first paragraph is segment 12, where all combat starts.]

Realizing they were in for a tough fight, every adventurer took a swig of the potions of speed that Zarek had handed out earlier in the day.  The ten blue flame skeletons advanced on the Delvers through the Stone Forest, triggering the two Lightning spells Zarek had pre-cast.  One of the bolts hit the lead skeleton (skeleton 1) soundly.  [Post-Segment 12 recoveries were taken.]

Ozrel advanced and attacked the lead skeleton, striking it for some damage.  Vorgand advanced on the skeletons to the right and threw one (skeleton 7) into another (skeleton 6).  The surprisingly dexterous skeletons were able to land on their feat and avoid most of the damage [both made Breakfall and Acrobatics rolls].  Jala threw her magical dagger at the lead skeleton but missed, the dagger returning to her hand.  Ricky moved to a point in the middle of the adventurers and cast Dark Leaching at the lead skeleton, but missed.  Zarek reset his Lightning spell [to Armor Piercing and Burst] and then cast it at the lead skeleton.  Only the first bolt of the burst connected, but it was enough to shatter the skeleton.

The remaining skeletons as one lighted their flaming heads from their shoulders and flung them at the adventurers – 3 at Vorgand, 1 at Ricky, 2 at Ozrel, and 3 at Zarek.  [The attacks are 2d6 RKA, Explosive, Personal Immunity, so the skeletons are targeting the hex the PC is standing in, which is DCV 3.]  Vorgand dove for cover behind a pillar, avoiding the brunt of the three explosions targeting where she had been standing.  Ricky was stunned by a direct hit.  Ozrel dove for cover but was too slow to react – luckily one of the skulls thrown missed widely and he shrugged the effects of the other [low damage roll].  Zarek was hit by all three targeting his space, but a combination of high defenses and low damage meant he shrugged most of the effect [he took a little Stun].

Ozrel kipped up from being prone [which is how a character lands after a dive for cover] and punched the next skeleton (skeleton 2), hitting solidly.  Vorgand also kipped up and swept the skeleton she had thrown (skeleton 7), hitting 4 times and destroying it.  [Ozrel’s and Vorgand’s actions should not have happened as both had aborted this action to dive for cover when the skeletons attacked.]  Jala shadow walked to a better position and threw her dagger, missing again.  Ricky shook off the effects of being stunned.  Significantly depleted of endurance from his previous attack, Zarek reconfigured his Lightning spell [to 0 Endurance, Burst] and cast it at the skeleton Ozrel was fighting (skeleton 2).  Zarek hit all three times and destroyed the skeleton.

The remaining seven skeletons advanced on the adventurers, 4 attacking Zarek [identified as a spellcaster and therefore a priority target], 2 on Vorgand, and one on Ozrel.  All three adventurers dove for cover, Zarek and Vorgand successfully, Ozrel not.  Luckily the attack on Ozrel was weak [rolled low damage] and he shrugged the effects.

Ozrel kipped up and punched the next skeleton (skeleton 3) solidly, damaging it.  Vorgand failed to kip-up and stood normally before performing a sweep attack on the skeleton next to her (skeleton 6), hitting all three times but failing to destroy it.  [Ozrel’s and Vorgand’s actions should not have happened as both had aborted this action to dive for cover when the skeletons attacked.]  Jala threw her dagger again and hit, but to no appreciable effect.  Ricky stood up and cast Dark Leaching on the skeleton Vorgand attacked, hitting it and destroying it.  Zarek flew to the right corner of the room to get some distance from the skeletons attacking him and cast his Lightning at a nearby skeleton (skeleton 10), hitting once for minimal damage.  [Zarek’s action should not have happened as he had aborted this action to dive for cover when the skeletons attacked.  This is when we realized that I had made the mistake and we corrected the issue going forward.]

[Post-Segment 12 recoveries were taken.]

Ozrel held his action to respond to the skeletons, as did Vorgand.  The remaining 6 skeletons attacked the adventurers – 1 on Ricky (who aborted to a dive for cover), 2 on Ozrel (who used his held action to dive for cover), and 3 on Zarek.  Ricky took a little damage [Stun only] from the attack on him and Ozrel avoided any effect at all, but Zarek was hit all three times and knocked out, falling to the floor deeply unconscious [all the way into GM's Option as to when he would wake up again].  Jala saw this and shadow walked to the fallen fox, scooping him up in her arms.  Vorgand used her held action to advance and attacked an nearby skeleton (skeleton 8), solidly hitting it once.

Ozrel kipped up and attacked one of the skeletons on him (skeleton 3) and missed.  Vorgand swept her target (skeleton 8) with three attacks, hitting all three times and destroying it.  Jala shadow walked with the unconscious Zarek to the entry chamber and dropped him of with the Torchbearers before shadow walking back into the Stone Forest.  Ricky stood back up and cast Dark Leaching against the skeleton Ozrel had swung at (skeleton 3), hitting and destroying it.

The remaining four skeletons attacked the delvers – 2 on Vorgand, 1 on Jala, and 1 on Ozrel.  Vorgand mis-timed her dive for cover [failed the DEX roll] and was hit twice, stunning her.  Jala also failed her timing but the attack on her was weak [rolled low damage].  Ozrel made his dive for cover and took minimal effect from the explosion targeting him.

[Ozrel and Vorgand aborted this action for their dives and so did not go.]  Ricky cast Dark Leaching at his next target (skeleton 4), hitting and weakening it [Drained 7 Body].

The remaining four skeletons attacked – 1 on Ozrel, 2 on Ricky [who they belatedly recognized as a threat], and one clawed at Vorgand.  Ozrel was stunned by the attack on him and his magic runes deactivated.  The two attacking Ricky hit, knocking him out [but not stunning him].  The claw attack on Vorgand scrabbled off her helmet to little effect.

Ozrel and Vorgand both shook off the effects of being stunned.  Jala shadow walked on top of Ricky and then shadow walked him out to the entry chamber, where he woke up [he took a recovery, which brought him back to a positive Stun total at the end of the segment].

Vorgand kipped up and ran away from the skeletons, heading deeper into the Stone Forest and off to the right, where she found some stairs down.  She leapt down them to exit the chamber.  Ozrel kipped up and ran to the breech between the Stone Forest and the entry chamber so he could see into the entry chamber.  He then fire teleported into the entry chamber.  The skeletons sought targets to attack in the Stone Forest and found none.  Jala and Ricky both took recoveries in the entry chamber, doing their best to not draw the attention of the skeletons.  The Torchbearers, following orders, picked up the very unconscious Zarek and started working their way down the well to the sloped gallery below.

[Post-Segment 12 recoveries were taken.]

Vorgand gulped air at the bottom of the stairs, catching her breath as quietly as she could [she took a recovery].  In the entry area, Ozrel and Jala did the same.  [Jala has to push her teleport to move a second person with her and was very low on Endurance.]  Ricky peeked through the breech into the Stone Forest and sniped one of the skeletons (skeleton 4) with his dark Leaching, turning it to dust.

The remaining three skeletons moved to the dust of skeleton 3 and looked for the source of the attack but could not determine its location [I rolled an 18 on their Perception roll].

Vorgand continued to recover her breath.  Ozrel reactivated his runes.  Jala used her shadow veil spell to look through shadows to find Vorgand.  She was successful and shadow walked to her.  Ricky tried to snipe another skeleton (skeleton 10) but missed.

The remaining three skeletons, finding no intruders, walked back into the darkness and out of sight of the adventurers.

[End of combat]

Over at the bottom of the stairs to the right, Vorgand and Jal looked around.  They found themselves at an intersection.  A 15-foot wide passage led to the west with stone doors along its length on both sides.  Small passages to their left and right [north and south] each led to a long room or a wide galley.  With the danger past, Jala’s curiosity resurfaced and she wanted to explore the area.  Vorgand was much more level-headed [and concerned what fresh hells might be discovered] convinced Jala it was time to go back to the rest of the group, not explore further.

Jala shadow walked the two of them back to the entry chamber.

End of Session


Guild Postings

[This is the fight where I screwed up on the rules for Dive for Cover.  I let the players dive for cover, an abort action, but then also let them take their next action, the one that they aborted to dive for cover.  We noticed this at the beginning of Turn 2 of the fight and it led to the PCs fleeing as they no longer considered the fight winnable.  I tried to explain that they fight might not be not winnable through the tactics they had been using (frontal assault) but they might work out other tactics that would work.  It was late, so the discussion did not end with a resolution and not all the players were convinced the fight was winnable at all.]

[From an Old School perspective, this (the super tough opponent, not the rules mess up – that was entirely my fault) is not a bug but a feature.  Encounters should be as tough as they need to be and not always winnable by the PCs _at their current level_.  There are several possible ways to defeat the blue flame skeletons, but frontal assault with steel is not one of them.  The players need to work up a better plan, possibly one with different means of attacking.]

[Also during this combat we discovered another change between the 5th edition Hero System and all previous editions.  The Sweep attack maneuver has a cumulative -2 OCV for each target after the first.  In previous editions, this negative modifier was added as you went, so the first attack was at full OCV, the next at -2, the next at -4, etc., until an attack misses or the PC stops attacking.  In 5th edition, the attacker declares the total number of attacks up front and gets a -2 to OCV for every planned attack after the first, applied to all attacks.  So if the attacker declares they are making 3 attacks, all 3 attacks have a -4 to OCV but the sweep still stops at the first miss.]


Delvers Guild

Guild Organizational Document

Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 9


Next Session: Arc 2, Session 11


Monday, May 16, 2022

Delvers Guild – Arc 2, Session 9 – R and R Wrap-up and back to the Stone Halls

[December 13 and 14 – Last of the Advancement Guidelines set down and then back to Delving!]

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.  This session happened April 4, 2022.]


Player Characters:

Jala – human female – a person of discretion, studier of Pact Magic with a focus on shadows

Ozrel Runeweaver – human male – Pugilist and Rune Magician

Zarek the Red – fox male – Golem-mancer

Vorgand – human female – Guildmaster and Chief Combatant for the Delvers Guild

Ricky the Astrologer – human male – Newly-minted specialist in Magic Circles and Teleportation Gates


Non-Player Characters:

Torsten, Fish, Harek – ex-bandits, now The Torchbearers for the Delvers Guild

Lars – Chamberlain of the Delvers Guild

Unit: Z0-E – Zarek’s first golem, looks like a fox made of iron



Freysday, December 13th, 1st year of the reign of King Vladik the Gamesman

Later the same day, the founders of the Delvers Guild [the player characters] finished setting out the Advancement Guidelines and some supplemental bylaws.

Advancement Guidelines (Conclusions)

Expert Delver to Master Delver

  • Demonstrate proficiency in [60%] of Expedition Competencies [specified in game, but TBD out of game]
  • Participate in a minimum of 20 expeditions as an Expert Delver
  • Lead a minimum of 3 supervised expeditions with endorsement
    • Each endorsement from a different Master Delver

Guildmaster

Guildmaster is an elected office, held for life or until relinquished.  A No-Confidence vote by 80% of the current chapter Master Delvers may compel relinquishment.

To run for the office:

  • Candidate must submit a Letter of Interest to the Grand Master
  • Candidate must receive a Letter of Approval from the Grand Master
  • Candidate must win an election by the chapter Master Delvers with the grand Master breaking ties.

Grand Master

To run for the office:

  • Candidate must be a current or retired Guildmaster
  • Candidate must win election by all current and retired Guildmasters with a simple majority

Torchbearer to Senior Torchbearer

  • Minimum of two years in service as a Torchbearer
  • Submit Letter of Interest to your assigned master Delver
    • The Master Delver will take the letter to the Guildmaster
    • The Guildmaster must approve the appointment

Random Bylaws

  1. Expert Delvers forming an expedition need a minimum of 3 Expert Delvers signed on before approval.
  2. The Guildhall the Grand Master works at does not need an additional Guild Master – the Grand Master meets that need.
  3. The Grand Master and all Guild Masters meet every 5 years to examine and adjust territory boundaries where needed.
  4. [New] Any candidate running for election to become either a Guildmaster or Grand Master may vote in the election they are running in.
  5. [New] If there is no majority in the Grand master election, the top two candidates participate in a run-off election.


Yggsday, December 14th, 1st year of the reign of King Vladik the Gamesman

8:30 AM

The founding Delvers met at the gate in the Guildhall basement and used it to teleport to the receiving gate under the Moon Manor ruins.  Vorgand went up to the surface and picked up Torsten, Fish, and Harek.  When she returned to the corner office that was acting as the gate room under the ruins, they other Delvers put on the various elven magic items they were concealing from the elves back in Aegea City.  Zarek played a prank on Ozrel, who had not used the magic earrings before, by barking loudly through the connection.  It startled Ozrel but only for a moment.  [I ran the prank as a Presence Attack to refresh the players memory on how those work.]

Zarek cast his Stoney Skin spell on himself, Vorgand, Ozrel, and Jala.  [He could only place it on 4 people and Ricky specifically avoided getting into combat, so he was left out.]  Zarek then handed out potions of speed to all the group.  [In addition to being a wizard, the fox is also an alchemist and regularly keeps a stash of potions available: +1 Speed for 1 Minute, 4 doses.]

The group then spent the next 30 minutes carefully making their way down through the [mostly] empty dungeon to the Portal Room at the bottom.  [See Arc 1, sessions 6 through 8 for the Portal Room’s location.]  Once there, the Power Gem was placed on the console and the Portal activated.  Vorgand set the control cubes to 5.2.2 and the portal blinked before showing the entry area of the Stone Halls [see Arc 1, Session 31].

Ricky cast Nightvision on himself and stepped through the Portal.  The air on the other side was cold enough to make his breath visible.  He put on the warm coat he brought and gave the all-clear signal to the rest of the Delvers.  They put on the coats they brought and stepped through to join Ricky.  Zarek, having no coat but his own fur, cast Cool Canine [Life Support: resist extreme heat and cold] on himself before following.  [Zarek, despite being a fox, does not know the proper reference term, hence the inappropriate spell name.]

The Delvers made use of the safety ropes they left here back in November [Arc 1, Session 31] and eased their way down the sloped gallery to just past the second stone bracket supporting the ceiling.  There hung the climbing ropes up into the small chimney-like passage in the ceiling.  Zarek flew up through the chimney and the others followed by climbing the ropes.

At the top, the chimney opened as a small well in a 20-foot square room.  The last time the delvers were here, Ricky had used a sledgehammer to smash through the immense granite slab that sealed the doorway to the next chamber.  After 20 minutes of hard work, he had broken through enough for Zarek to squeeze through into the next chamber, see many blue flame skeletons, and flee.  The slab was still missing the chunks Ricky had broken away and the chamber on the other side was dark.

Jala attempted to use her Shadow Veil spell to peer through the shadows in the chamber beyond, but all was darkness there and there were no shadows for her to peer through.  [Her spell requires shadows, not darkness to work.]  Ozrel lit a spare torch off the one Fish was carrying and popped it through the small opening in the slab, into the next chamber.  This provided shadows for Jala to peer through.

The chamber was very large – larger than the 30-foot diameter the torch lit, with many pillars supporting the ceiling.  The pillars were carved to resemble trees with the ceiling being covered by their branches, a stone forest.  Jala saw no sign of the blue flame skeletons that had driven away Zarek the last time and reported this.

Zarek cast two triggered versions of his Lightning spell on himself.  They would discharge as soon as he saw the first blue flame skeleton.

Once Zarek was ready, he squeezed through the gap in the granite slab and entered the Stone Forest.  Ozrel and Ricky used their teleportation magics [Ricky Shadow Jumped, Ozrel Fire-Walked] to enter the Stone Forest while Jala Shadow Walked, bringing along Vorgand.

The Delvers looked around to see what there was to see and Ricky noticed a set of stairs at the edge of the light on the left wall, going down.  Then the adventurers heard the distinctive sounds of skeletons approaching from the darkness, just before 10 skulls lit up with blue flame.

End of Session


Guild Postings

[We were running just long enough that after I set out the battle map, we realized there was no way we could start and finish the fight before it got very late.  So we took a picture of it and called it a night.  Next session starts with the combat, the one I really messed up.]

[I’ll update the Guild Organizational Document later this week with the roles and responsibilities, the Advancement Guidelines, and the associated bylaws.  I should also be able to get Session 10 typed up and posted this week as it looks to be a slow week at the Dayjob.]


Delvers Guild

Guild Organizational Document

Arc 1

Arc 1 Landing Page – Links to all Arc 1 sessions


Arc 2

Arc 2 Landing Page – Links to all Arc 2 sessions, as they post

Last Session: Arc 2, Session 8


Next Session: Arc 2, Session 10