1st
day of the second month of spring, Year of the Rat
Tomb of the Serpent Kings, ran with OSE, this time, I had no opportunity to use the Death & Dismemberment Table from
Skerples' GLOG hack.
Player
characters:
Lonya,
Thief
Valbona, Fighter
Ziemko,
Fighter
Hirelings:
Radzimir
The adventurers, approached by the innkeeper with two eager volunteers, previously arranged for a venture with a different group of fortune-seekers (RIP), entered into negotiations with the two and settled at a payment rate of 1 gold piece per week plus one share of the loot for each of the two: the fighter Ziemko and his buddy Radzimir.
They ventured forth in the early morning and had to spend the night in the wilderness on their way to the tomb. The party tried to camouflage and fortify their encampment the best that they could. Each kept their watch diligently throughout the night.
During Lonya's watch in the early morning, they were awoken by a mounted group passing nearby, engaging in foreign-sounding talk and clanking with armour. The adventurers managed to coax Radzimir into trying to catch a peek.
Soon enough, they heard loud shouting from the direction he went. Lonya and Valbona were less than eager to risk their skin, but Ziemko didn't want to hear anything about abandoning his friend. The armed group turned out to be Sarentian knights returning home from a holy mission to the Commonwealth. They were easily convinced that the party were not, in fact, bandits, despite Radzimir's appearance and sneaky ways. They conversed for a bit. The knights mentioned that they will be visiting the Dorian King's court in Kindzhyl-Altariy on their way East. Ziemko was enamoured by their tales about Sarent, the "biggest city in the world" and seemed to be interested in joining them in their travels, but was kept back by his current obligations.
Upon reaching the entrance to the tomb, the party encountered a pack of wolves that appeared to have made the first empty chambers their home. Using torches, they managed to scare the animals into one of the rooms and anxiously continued down, making sure that their rear guard keeps a lit torch in case the wolves followed them.
Hirelings:
Radzimir
The adventurers, approached by the innkeeper with two eager volunteers, previously arranged for a venture with a different group of fortune-seekers (RIP), entered into negotiations with the two and settled at a payment rate of 1 gold piece per week plus one share of the loot for each of the two: the fighter Ziemko and his buddy Radzimir.
They ventured forth in the early morning and had to spend the night in the wilderness on their way to the tomb. The party tried to camouflage and fortify their encampment the best that they could. Each kept their watch diligently throughout the night.
During Lonya's watch in the early morning, they were awoken by a mounted group passing nearby, engaging in foreign-sounding talk and clanking with armour. The adventurers managed to coax Radzimir into trying to catch a peek.
Soon enough, they heard loud shouting from the direction he went. Lonya and Valbona were less than eager to risk their skin, but Ziemko didn't want to hear anything about abandoning his friend. The armed group turned out to be Sarentian knights returning home from a holy mission to the Commonwealth. They were easily convinced that the party were not, in fact, bandits, despite Radzimir's appearance and sneaky ways. They conversed for a bit. The knights mentioned that they will be visiting the Dorian King's court in Kindzhyl-Altariy on their way East. Ziemko was enamoured by their tales about Sarent, the "biggest city in the world" and seemed to be interested in joining them in their travels, but was kept back by his current obligations.
Upon reaching the entrance to the tomb, the party encountered a pack of wolves that appeared to have made the first empty chambers their home. Using torches, they managed to scare the animals into one of the rooms and anxiously continued down, making sure that their rear guard keeps a lit torch in case the wolves followed them.
Upon descending into the tomb, they found the octagonal room with the pool smeared with rotting blood and fragments of meat, a bloody human skull was lying on the floor, together with three wet torches, and the mummified hand was in a different place than they have seen it the last time. The pool had notably less water than before.
(These are the remains of Priest, thrown into the pond during session 1. They were dragged out by the fungus goblins after the party neutralised the stone cobra guardian.)
They continued down, walking on the stone ledge, ignoring the barred stone door on their way to enter the first open corridor to the right. They also ignored the next turn to the left, which ended with a door with a visible metal lock and entered a square room. They immediately noticed that one of the floor tiles was missing, with darkness visible below. Lonya rashly decided to investigate and ended up almost falling into the pit trap. Afterwards, she used her crowbar to smash the surrounding tiles, dropping some, and uncovering that it is safe to pass, as long as you stick close to the wall. She made a lot of noise doing that. The party heard thrashing of what sounded like a chain in the distance.
For some reason they did not continue in that direction, instead they backtracked to the corridor leading South and had Radzimir open the door, which he accomplished easily - the lock was old and terribly rusted. The room beyond was filled with hot, foul air, had chipped and bloodstained stone walls and a pair of manacles on the floor. When Valbona was passing through the room, the manacles grasped her ankles, but she was able to easily free herself. The party throroughly demolished the corroded manacles.
Radzimir started to become anxious by the fact that he was the one who had to open all the doors, but was happily silenced by the promise of increasing his weekly wage to two gold pieces and convinced to open the door to the West. They heard a hissing sound from that direction.
The next room had a domed ceiling covered with images of proud snake-men and doors on each of the walls. They first investigated the Northern route, inside they found a fiery pit that seemed to be the source of the hot air and hissing sounds. The pit was surrounded by a stone ledge that lead to another door in the North-western corner.
The next room had a domed ceiling covered with images of proud snake-men and doors on each of the walls. They first investigated the Northern route, inside they found a fiery pit that seemed to be the source of the hot air and hissing sounds. The pit was surrounded by a stone ledge that lead to another door in the North-western corner.
Then, they had Radzimir open the Western door of the domed chamber. A broomstick suddenly sprung out and tried to push him back. He cut through it with his axe, some wet sounds were heard from beyond the door, followed by another broomstick emerging. Forcing their way inside they found a small humanoid on the other side of the broom. It looked sticky and dirty and mouldy, like a rotten potato. When Ziemko attempted to parlay, it told them to follow the way to "the King" and did not look back, despite their shouts. They passed near rows of cutlery-based pole-arms and entered the dirty earthly caverns, stepping over beetle shells and other detritus. They were lead to a place where eight other "potato-people" surrounded an enthroned figure dressed in leather armour, it had a seemingly-alive snake-man head affixed to its neck with sticks, on its neck hanged a broken cross, a straw emerged from above its sternum, its left hand grasped a dagger and the right had three silver rings on its fingers. The "King" had a crown of cutlery and trash. A golden snake-man statue was standing in the corner of the room.
![]() |
| The King |
The broom-guardian climbed on the King's lap and blew into the straw that stuck out of his neck. The airflow enabled the snake-man head to "speak", it seemed to be complete gibberish, but the guardian "translated". The party learned that the creatures were assailed by what they called "the goo", which was apparently unkillable. They impressed the potato-people when they told them that they killed one already (meaning the black pudding). The adventurers impressed them even more with the idea of throwing "the goo" into the fiery pit to destroy it.
(A good way to deal with the skeleton jellies for sure. Should they actually encounter them later.)
(A good way to deal with the skeleton jellies for sure. Should they actually encounter them later.)
The party inquired on the exact number of "goos" inhabiting the dungeon, but the potato-people seemed to be arithmetically challenged. They determined that there were less goos than potato-people, at least. In the meantime, most of the creatures lost interest, some started using the golden statue as a backscratcher. Upon enquiry on other creatures living in the vicinity, the potato-people got agitated again and mentioned "the monstrum", which "turned to stone". Despite troubled communication, they ascertained that it was not the stone cobra-guardian, but possibly some sort of basilisk. The party managed to negotiate a deal: they would slay "the monstrum" and leave it to be eaten by their "translator" in exchange for the golden backscratcher.
The adventurers also asked about the origin of the King - they learned that he was found in a pond above. They speculated that perhaps the pond itself was the source of this strange people.
The broom-guardian showed them the way to the "monstrum". Past some haphazard "farms", up some dirty stairs lied a stone door. Recalling old-wives tales about basilisks, they prepared a small mirror to reflect any petrifying effects and opened the door into a large hall filled with columns and shadows, inside they heard faint breathing and saw realistic stone figures of spiders, bats, and potato-people in various states of fragmentation. After the party scrambled into the room, hiding behind the columns, and made sure to look down on the ground, Ziemko started feeling slow and heavy, so the entire party escaped in much haste.
They experimented a bit by tying Ziemko with a rope and having him bring petrified creatures outside of the room, dragging him back as soon as he stopped moving, speculating that perhaps the room itself had a petrifying effect and the breathing could have come from magical nostrils on the wall or something. However, bringing the petrified creatures out of the room did not, in fact, de-petrify them. During the investigation, Ziemko managed to catch a glimpse of a giant lizard with a crocodilian head, some kind of visor and collar attached with a chain to the chamber's ceiling. The mirror did not seem to have any effect on the creature.
The party decided to go back to town, perhaps to stock up on oil to burn the entire chamber with the creature in it. On their way out they cursorily investigated the room to the West of the fiery pit but found nothing flammable within to use in their plans. They also considered the barred stone door next to the chasm, but abandoned it as well, wary of activating any traps so close the abyss. The wolves inhabiting the first chambers of the dungeon apparently left, as there was no sign of them.
On their way back to Tor's Field, the party spent their night in Beaverton, one of the villages on the way. They were gladly given hospitality by one of the peasants, Tom, together with his wife Jadzia, in exchange for company and tale. The adventurers were wary not to disclose too much of their exploits (they do seem to be terribly secretive about everything they are doing, perhaps not to avoid other adventuring parties venturing into "their" turf, but they sure do sound suspicious to everyone they talk to...) and in turn inquired about any monsters known to exist in the vicinity, especially of the petrifying type. Apparently the area has been plagued by attacks of troglodytes, but these did not match the description o anything that the party encountered, despite their suspicions about the potato-people. They learned that the troglodytes can use natural camouflage to blend in with their surroundings but emit a nasty oily smell, thus are often first smelt, rather than seen. They also apparently were incapable or unwilling to engage in any negotiation and would attack people on sight, using primitive weapons (non-cutlery based). The local ruler, Horka Gabriel, was known to offer the prize of 5 silver pieces per troglodyte head to curb this menace.
(Getting to know about the local monsters seems like a good idea)
The party also inquired about the general area, which, they learned, used to be covered with Swardonian realms, until all of them were conquered by the Onioner invasion (the Onioners being known, of course, for their prominent, onion-shaped headdress). The Ononers, who call themselves the Dorians, have been the rulers hence.
Additional note: The session was unfortunately cut short by real-life considerations. I rule that any party that does not make their way back to civilisation on the end of the session shall be considered lost in the wilderness and probably dead, so the players had to leave the dungeon sooner than they might have done otherwise (if there was more real-life time to continue, that is).
The adventurers also asked about the origin of the King - they learned that he was found in a pond above. They speculated that perhaps the pond itself was the source of this strange people.
The broom-guardian showed them the way to the "monstrum". Past some haphazard "farms", up some dirty stairs lied a stone door. Recalling old-wives tales about basilisks, they prepared a small mirror to reflect any petrifying effects and opened the door into a large hall filled with columns and shadows, inside they heard faint breathing and saw realistic stone figures of spiders, bats, and potato-people in various states of fragmentation. After the party scrambled into the room, hiding behind the columns, and made sure to look down on the ground, Ziemko started feeling slow and heavy, so the entire party escaped in much haste.
They experimented a bit by tying Ziemko with a rope and having him bring petrified creatures outside of the room, dragging him back as soon as he stopped moving, speculating that perhaps the room itself had a petrifying effect and the breathing could have come from magical nostrils on the wall or something. However, bringing the petrified creatures out of the room did not, in fact, de-petrify them. During the investigation, Ziemko managed to catch a glimpse of a giant lizard with a crocodilian head, some kind of visor and collar attached with a chain to the chamber's ceiling. The mirror did not seem to have any effect on the creature.
The party decided to go back to town, perhaps to stock up on oil to burn the entire chamber with the creature in it. On their way out they cursorily investigated the room to the West of the fiery pit but found nothing flammable within to use in their plans. They also considered the barred stone door next to the chasm, but abandoned it as well, wary of activating any traps so close the abyss. The wolves inhabiting the first chambers of the dungeon apparently left, as there was no sign of them.
On their way back to Tor's Field, the party spent their night in Beaverton, one of the villages on the way. They were gladly given hospitality by one of the peasants, Tom, together with his wife Jadzia, in exchange for company and tale. The adventurers were wary not to disclose too much of their exploits (they do seem to be terribly secretive about everything they are doing, perhaps not to avoid other adventuring parties venturing into "their" turf, but they sure do sound suspicious to everyone they talk to...) and in turn inquired about any monsters known to exist in the vicinity, especially of the petrifying type. Apparently the area has been plagued by attacks of troglodytes, but these did not match the description o anything that the party encountered, despite their suspicions about the potato-people. They learned that the troglodytes can use natural camouflage to blend in with their surroundings but emit a nasty oily smell, thus are often first smelt, rather than seen. They also apparently were incapable or unwilling to engage in any negotiation and would attack people on sight, using primitive weapons (non-cutlery based). The local ruler, Horka Gabriel, was known to offer the prize of 5 silver pieces per troglodyte head to curb this menace.
(Getting to know about the local monsters seems like a good idea)
The party also inquired about the general area, which, they learned, used to be covered with Swardonian realms, until all of them were conquered by the Onioner invasion (the Onioners being known, of course, for their prominent, onion-shaped headdress). The Ononers, who call themselves the Dorians, have been the rulers hence.
Additional note: The session was unfortunately cut short by real-life considerations. I rule that any party that does not make their way back to civilisation on the end of the session shall be considered lost in the wilderness and probably dead, so the players had to leave the dungeon sooner than they might have done otherwise (if there was more real-life time to continue, that is).






