Thursday, 20 August 2026

Hawksmire Finale Part 2 - Players eye view






































Dave who plays Threekay (3k) the dwarf cleric in our game posted these on our group page so here are last few sessions but he missed the assylum episode in Ealdwell.

This game started march 2026 and was nice to see several players want to run games and for a few was first whole campagn with an end. All run At Duellers Den on tapleys hill rd.

Im trying some new name suggestions for my classes now.

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Welcome Cal (Bard of the College of Whispers). Not as silly as the other members of the party but shows promise of being very silly indeed, as we will see later.

We continued from the crypt below the vampire's house. We found a haggard person worshipping in front of a portrait of an elegant vampire and killed them.

They were holding a jar of bugs and 4 CP. We also found three urns decorated with lillies and worth 100GP each. Ratrump decided they needed the tapestry and bed canopy.

We returned home to find a letter from Chrysoprasia listing two "chores" they have for us as part of the arrangement we made with them. We have to deal with a criminal trying to escape the island who is hiding in a monastery on an offshore island. This is one of the islands that 3k's people are based on. Also Chrysoprasia wants us to kill the vampire whose thralls we killed last night.

We decided to pursue the vampire first. Glumpglump went to the herbalist to get some garlic oil to put on his axe. Then we all went to the town clerks office to get more information about the vampire. There was a long queue but we managed to bribe our way to the front and then intimidate the portly clerk to find out who the owner of the property was. They told us the property was owned by Emma Wilderhorn a member of a family of hunting nobles. They also own a hunting lodge outside of town which we obtained directions to. On the way we met a group of hunters armed for werewolf (silver tipped arrows) who were not at all keen on helping us hunt a vampire.

We arrived at the hunting lodge and Glumpglump collects some glowing skulls decorating the eaves. Then they knock the front door down. Some of the party scale the wall and enter through an upstairs window.

The ground floor is a dining hall with skeletal corpses sprawled at the table. Glumpglump collects their heads ( I think they must not have been breast fed as a child?). They group upstairs find a harp which Cal plays, causing a secret door to slide open. There is ladder behind the door going in both directions.

Having not learned from previously splitting the party, we split the party.

The Tops enter a well sealed attic space containing a coffin with a screaming skeleton decoration on its lid. The Tops destroy the elderly vampire which emerges from this coffin.
Meanwhile the Bottoms find a basement crypt which doubles as a wine cellar. There is also a locked door bearing the face of a vampire bat. There are several tombstones leaning against a wall bearing the names of members of the Wilderhorn family and several crossed out death dates. One of the tombstones falls on Ratrump's grimalkin. Now they have four slightly smaller kitties.

Ratrump pops the lock on the door and we can see a silver coffin. The Bottoms do less well than the Tops at defeating their enemy and call out for help. The second vampire is finally defeated by Anel's Sunlight spell. We loot the charred corpse of a necklace worth 800GP and two bracelets worth 300GP each.

Feeling a bit smug at how relatively easily we defeated the boss we notice a chill breeze from a drain in the floor which it turns out comes from another secret crypt below this one. The actual chief vampire says Hi! We hear a sliding stone as a secret panel in the staircase (ladder?) behind us slides open and releases this new vampire. The party is doing a fair job on this enemy when 3k realises they are unlikely to hang around to be killed. He warns the party just as the vampire (Emma?) turns in to mist and drifts down the drain to the secret crypt. Ratrump Misty Steps into the crypt and nails the paralysed Emma to their coffin with their dagger. Anel drops another Sunlight spell down the drain, which finishes this chief vampire. (We know that this will cause all of the vampire's thralls to revert to humans)
The party is able to get into the secret crypt through the secret panel and loot the following items:

. a bag which produces badgers (an uncommon wonder worth 400GP)
. an arrow with the giant runes for "giant" and "death" etched in to it (worth tens of thousands of GPs)
. 1000 PP
. 300 GP
. a pair of green Boots of Elvenkind (worth 400GP) These bestow Silence (not sure what this means) and advantage on Stealth checks
. a necklace worth 800GP
. two bracelets worth 300GP each
. a Minor Deck of Many Things which would have been priceless until the party exceeded their normal silliness and proceeded to risk their lives, sanity and the stability of the Planes of Existence by drawing several cards.

Anel acquired a knight who pledges to defend her until they die (Knight card)
Ratrump obtained two wishes (Moon card) and wished for Chrysoprasia's love and the ability to speak to all magical animals. they chose another card (Skull) and an avatar of Death appears in front of them.

Cal picked a card which bore a thief, until the image glared at them and then faded way. They choose another card (Ruin) and lose all portable property and any bastion they own. Clearly gaining no wisdom from this experience Cal draws again (Sun) and will now receive 10 temp hit points every morning and also gains a suit of blue dragonscale armour providing resistance to electricty.

Glumpglump chose the Throne card and received an image of a beautiful house and its location outside the city. Their second card bears an image of a devil (Flames) which glares at Glumpglump and fades away.

The remaining cards (about 14?) are probably worth about 50k GP but it is unlikely we will be able to find someone able to pay this.

In addition, Anel secures the deeds for all of Emma's properties.

TOTAL LOOT
4CP
300 GP
1000 PP
3 urns decorated with lillies (300GP ea)
a necklace worth 800GP
two bracelets worth 300GP each
Boots of Elvenkind (worth 400GP)
a bag which produces badgers (an uncommon wonder worth 400GP)
an arrow with the giant runes for "giant" and "death" etched in to it (worth tens of thousands of GPs)
a somewhat depleted Minor Deck of Many Things
a jar of bugs
lots of skulls, some glowing
some wine
I would like to suggest the following apportionment between the five adventurers
200 PP
640 GP in either specie or portable property. For example if someone wanted the Boots of Elvenkind (400 GP) they would only receive 240GP in coin.
The problematic booty could be kept in the Bag of Holding for use by the party as a whole at a later time

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Tonight Ratrump had to fight the Avatar of Death they summoned with the Deck of Many things. It was a close fight and none of the adventuring party was permitted to assist. Ratrump eventually prevailed.

Documents were forged which prove Anel is the owner of the mansion no longer needed by Emma Wilderhorn, the vampire we destroyed last week.
The Mists delivered a new adventurer, whose name may be Larfiset, a black dragonborn monk.

We headed off to Angler's Harbour to arrange transport to the offshore islands where Chrysoprasia's second task requires us to kill or recover a person they said were trying to escape Hawksmire. Unfortunately this person is a follower of 3k's deity, Chauntea. Will this cause conflict between the adventurers?

Glumpglump did not come on this adventure. It has not been confirmed that they consumed some vegetable products from the evil Empire of Trumpenstein and are currently becoming intimate with the contents of their colon.

The people of Angler's Harbour were pleased to see us once they established we hadn't become pretty enough to qualify as spouses for Lampgulp, but less so when they heard our request for transport to the islands. Lampgulp is not happy about people visiting these islands and has been known to eat people trying to get there. We finally found one brave soul, Handsome Jack, and their 14 year old son who were willing to take us there provided we paid them 120GP per day and did all the rowing.

Just as the shore of Firewatch Island began to show on the horizon, Handsome Jack noticed a glow in the water astern. Begging us to row faster did not save him and the back half of the boat ending up in Lampgulp's toothy maw. Anel's waterwalk spell allowed us and the distraught son to make our way to the island without further trouble. I don't recall anyone tried to comfort the newly orphaned lad.

Standing on the rocky intertidal shore we look at a large stone building nestled between hills and bluffs. 3K recognises the architecture as the style favoured by his coreligionists and goes to the nearest door and knocks and calls out. Even with tremorsense, 3K only hears scurrying rats.

The door is unlocked and opens onto a hallway accessing about 15 monk's meditation cells. There is door at the end of the hall. 3K's tremorsense detects several metal masses in the next room but no creatures.

Investigating the monk's cells disturbs some rat swarms which are quickly dealt with. It also uncovers a hollowed out space containing the mumified corpse of a druid. A search of the body uncovers
. 2 flasks of wine
. a magic charm
. 2 golden orc teeth

The door leads to a balcony overlooking a kitchen. One single door and one double door open on to this balcony. The dregs of tremorsense indicate one room contains soft furnishings and the other appears to contain smashed furniture. This second room appears to have been the scene of a fight and t he window has a people sized hole in it.

The first room is a library. There are tapestries on the wall and carpets underfoot which bear a marine motif. There are bookshelves containing religious books relating to a farming deity (probably Chauntea in the circumstances) and a sea deity. there is also some handwritten poetry (bad) about the perils of the sea. 3K tips these into the Bag of Holding for later examination. There are four spell scrolls
. Gust of Wind
. Speak with Animals
. Speak with Plants
. Control Weather

On the ground floor are a double door, a single door and a hall which has a bend so the end can't be seen. The single door seems to be barricaded and Ratrump has to force it open. It opens into a small private kitchen which appears to be in current use. there is bread and soup on the table which are only slightly stale and still edible. Anel and Larf go about warming up the soup for a snack. Ratrunp discovers a second door which opens into a pantry containing among other things a string of sausages and some tubers.

There is a discussion about how a room can be empty and also barricaded from the inside. Ratrump suggests the chimney is a possible exit and proves this by climbing up it. Investigation also reveals a ladder to a secret cellar behind the tuber bins.

Meanwhile Ratrump emerges on a badly repaired slate roof. Looking around they can see a small guard tower, an enclosed garden containing trees and vines, a rocky outcrop just offshore bearing a recent shipwreck. The SW section of th curtain wall is collapsed. Their grimalkins tell them they can smell some smelly old men. Ratrump climbs (through a window?) in the guard tower into someone's private quarters. They find

. a ring
. a bottle of oil
. a wooden puzzle box
. a wooden rod carved with seascapes
. three potions
. a Bag of Holding containing some fishing nets and ropes and a metal rod with a flame that does not seem to go out
.
a metal box containing six horse pills. (Pills FOR horses not pills OF horses).

Ratrump takes one of the pills. Ratrump is not a horse. They feel tingly and the air feels very light.

Returning to the other party members, Cal opens the double doors to find they open into a lobby for the front door. Around the front door are bloody drag marks and muddy footprints. Cal can see the trees and vines in the enclosed gardens. Cal casts speak with Plants and hears the vines muttering about wanting to grab the animals they can sense and how annoying it was that the last animals had stayed on the paths where the vines couldn't reach them. Cal stays on the path and follows the blood trails to the front gates where they continue down the road.

They return to the kitchen.
Ratrump climbs down the stairs and steps in a green slime which gives them acid damage. They find themselves in a scriptorium containing vellum and other scribal supplies. Also two brightly coloured and obviously poisonous snakes. Ratrump manages to put them in the Bag of Holding. They also find the prior's room. The door is weighted open with a mace head. There is a piece of mirror attached to the wall above a strange basin which is actually an upside down helmet with dolphin decorations. There is a chest holding
. a bronze razor
. 14 diamonds (100 GP each)
. 2 sticks of incense (50 GP each)
. a feather

Ratrump returns to the party with their booty. An examination of the magical items recovered reveals the details listed below.

We conclude that people were living here until about 24 hours ago. They unsuccessfully tried to hide from something and all that remains are the bloody tracks outside. we go outside and examine the muddy bloody tracks and discover a rotten toe.

We also see three nasty green ladies about 60 feet away in the garden. Anel fireballs and does some damage. They also detect an invisible presence among the hags. Cal casts Fairy Fire which exposes the shape of the invisible entity. Larf does some dope monk shit which happened to fast to be recorded. The creature feels something like wind. During the subsequent melee the hags unsuccessfully attempt to Death Glare Ratrump who responds with a critical sneak attack causing 31points a damage and Cal explodes a hag with their mind.
Ratrump strings the net and rope from the Bag of Holding across the path so any intruders will have to walk past the vines and get throttled.

We all sleep and wake to find zombies staggering out of the sea. We can imagine one of them staggers extra due to lack of a toe. We make sure the doors to the building are closed and observe that several undead are trapped in the vines including an undead monk. After a short but vicious battle (during which Anel gets to Fireball) we clear the garden and close the gates. There are many zombies still wandering along the shoreline.

LOOT
. 2 flasks of wine
. a magic charm (Cal determined this to be a Charm of Plant Control with 3 charges allowing, Speak with Plants and Advantaged to Charisma based checks related to plants. Needs attunement.
. 2 golden orc teeth
. four spell scrolls
. Gust of Wind
. Speak with Animals
. Speak with Plants
. Control Weather
. a Ring of Free Action
. a bottle of Oil of Slipperiness
. a wooden puzzle box which unfolds into a boat
. a wooden Immoveable Rod carved with seascapes (claimed by Cal)
. three Potions of Water Breathing
. a Bag of Holding containing some fishing nets and ropes (claimed by Ratrump)
. a metal rod with a flame that does not seem to go out
. a metal box containing five horse pills.
. a Dolphin Helmet of Water Breathing
. a bronze razor
. 14 diamonds (100 GP each)
. 2 sticks of incense (50 GP each)
. a Quaal feather (uncommon or rare magic item)

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Your narrator was not part of last weeks events and is unable to report on them.
(Party killed all the islands bards who loved Chrysopasia because they hated Ratrump despite Ratrump mania running wild. Then reached Ealdwell and bought and sold magic stuff and killed a vampire running an Asylum)

Tonight finds our intrepid heroes in Ealdwell where they had killed the vampire in charge of the asylum and consequently became the new administrators.

Last wek the heroes had unsuccessfully attempted to gain access to the well in the centre of Ealdwell. they located several entrances but all were either caved in or barred.

We visited a frog shop where several interesting varieties of frogs were purchased including one which produced a stream of whiskey when squeezed and another which produced lemon juice. It seems likely that our future includes whiskey sours. Cal scored a frog that produces acid.

We then made our way to the well where Ratrump and Anel were able to squeeze through the bars and move down the well on Ratrump's magic broom. Cal uses his acid frog to cut through the bars and the rest of the party move down the well to a cave with a pool of opaque black water surrounded by a beach of broken bones stones and statues. There is a stream of methane bubbles coming from the centre of the pool. A ruined temple holds an inscription praising Byatis.

An influence in the cave causes all but Anel to lose their memories of all events in the last day. 3K casts Beacon of Hope thinking the wisdom buff might overcome the forgetfulness but this does not happen.

Some of the party throw their (quite expensive ) frogs into the pool hoping to entice any monsters in the pool to reveal themselves as we cannot fireball what we cannot see (amiright Anel?) One frog is blasted by some sort of necrotic energy (10d10) while a second makes its way safely back to shore. A third is caught in a vortex and is gobbled. Ratrump uses this indicator to cast Magic Missile. Other party members prepare various held actions in case Ratrump exposes our prey.

This causes a huge abberant toad to erupt from the water. It hs beardlike tendrils around its mouth and crab claws. The readied spells go off and cause various damage to the aberration. The party and toad exchange attacks, including some animated masonry courtesy of Cal. The party eventually defeats the monster which it turns out was an avatar of Byatis.

The memory spell ends with the avatar and the party regains their minds. The patients at the asylum also regain their memories. A party of thanksgiving ensues in which Ratrump gets far too much of the credit, Ratrump's paramour sends the obligatory chorus of ravens.
Somebody points out that the storm clouds on the horizon are looking particularly stormy and cloudy but this does not causer any particular concern.

The black dragon which granted the adventurers their dark gifts on another occasion arrives and offers to transport us to the capital. It seems Chrysoprasia is missing her nasty little hobbit (Ratrump). the dragon mentions in passing that Chrysoprasia is their mum. Some of the party have an animated discussion (with hand gestures) trying to guess at who did what to whom (and how) to cause this result.

The black dragon delivers us to the roof of the palace where a servant guides us into the throne room where Chrysoprasia is overjoyed to regain her Ratrump. She announces that they are to be married the following day and then whisks Ratrump away to celebrate their nuptials in advance.

Ratrump leaves us with some specific instructions regarding who is to be invited to the event. Anel is chosen as the celebrant as 3K is to be Ratrump's best man.

We receives reports that the weather is becoming increasingly nasty with strange black clouds, ferocious lightning bolts and earthquakes. The mists surrounding the island are disturbed and seem to be contracting. Anel and 3K seek auguries and divinations from their respective deities but only receive vague warnings about the mists and an assurance that the following day will be a good day for a (wight) wedding.

Anel is convinced that Chrysoprasia wants to marry Ratrump only because of their Wish and concludes (not unreasonably) that this is wrong. This appears to be the last reasonable thing that Anel does.

Anel knows that gods can grant Wish spells. Anel and Larfiset go to the cathedral priest to ask for help in summoning dark gods. The priest will not or cannot help them but does suggest that they might be able to summon or resuscitate a god with a littlr judicious sacrificing. Anel remembers and that we left the corpse of an avatar of a god in a well in Ealdwell.
They acquire some horses and make their way to Ealdwell where they plan to snatch some homeless people from an alley until some serious metagaming causes them to rethinking and sacrifice some rich people instead.

Meanwhile Cal is exploring the palace for locked rooms and Uranus warns us that Anel might have gone, just a little bit Bodmin.

Anel succeeds in summoning a phantom visage of the frog avatar who agrees he could provide them with a Wish spell but wants to know whats in it for them. They ask for Anel's permission to travel to their plane as this domain is about to cease to exist. Byatis explains that Hawksmire was created to torment Chrysoprasia. and now that they are happily in love with Ratrump the domain is no longer serving its purpose and will be destroyed by the Dark Powers. Consequently Byatis needs a new place to hang.

Anel tries to makes several counteroffers but is unsuccessful and gives up and returns to Hawksmire without her wish spell.

Meanwhile Cal has used a Knock spell to break in to a library containing Chrysoprasia's journals, describing how she was turned in to a dragon and cast in to the Shadowfell and Hawksmire because she was very vain and obsessed with their beauty and being adored. They also liked to punish and eat people who didn't worship them.

The day of the wedding breaks. The storm rages and the mists encroach ever closer on the palace. Kilometre sized rocks fly across the sky.

Ratrump staggers down from their nuptials and gratefully accepts a very large wodge of healing.

The wedding concludes at the same times as the mists close in and the last of the island ceases to exist.

The Dark Powers gather to decide the fate of all who called Hawksmire home, even if only for a short time.

Hawksmire is recreated and Chrysoprasia is returned to it, but all memory of prior events is taken from them and the people who remain there.

The remaining adventurers managed to stay nice enough that they are returned to their original homes in Faerun. (Anel is judged as torn between release and the domain curse as she did burn to death a bunch of cops and concealed the evidence and did that stuff with sacrificing ppl to talk to a demon but she did help some people and adopted a mental hospital as her own out of concern for others. Her player got to flip a coin and was trapped with Ratrump as her damnation).

Ratrump is a very naughty hobbit and will remain in the Shadowfell but is separated from their bride. They are located on another domain somewhere in the Shadowfell. As a Mist Walker there is a chance that Ratrump may rejoin with Chrysoprasia at some point in the future.

Next week a new party will be formed to explore all things Greek

Bye Bye Hawksmire campagn and the adventures of Ratrump


 







So my weekly game in Hawksmire came to a close. After liberating a mental hospital, they went to the source of the local memory losses and fought an elder god in a well. Then they went to the city and Ratrump made plans to marry the Domain Lord Chrysopasia. While preparations were made the dragonborn monk and drow light priest tried to undo the wish that made Chrysopasia love Ratrump, as they believed it would destroy the domain. As it turned out, the Dark domain lords were allowing the wish to work so they sacrificed some drunks they found sleeping in an alley promising them treasure. This was to summon the god they killed to get a wish to undo the love wish. The demon said fine but he gets to enter the Drow home dimension whenever he wants and they abandoned the idea and rushed back to the palace of Hawksmire.


Meanwhile Cal the bard broke into Chryopasia's library and looked for clues about her past. Seems at some point her tormented desire to remain beautiful and rule made her a domain lord and a shadow dragon. Making her happy was ruining the world designed as her prison. The dark lords were demolishing the world. Players did various divinations and found the world end would release many damned souls so they went along. 

At the height of the rooftop wedding attended by local dragons and crowds all chanting Ratrump's name. The obsession of Chrysopasia got into everything in the domain so Ratrump was followed by ravens who dropped him black roses. Locals had been putting his face on every crafted object.

So as the wedding progressed, they say huge tracts of land were absorbed by the mist and mountains fly into the foid to vanish. Soon all were engulfed in mist.

Threekay the Dwarf Cleric was sent home to Faerun as he went from being disinterested of the suffering of commoners to aiding them. He had tried to be the party moral compass.

The Dragonborn monk was innocent and had no memories so she also returnerd to Faerun.

Uranus the star druid had tried to not be involved in murder hobo antics and was returned to his forest.

Cal the bard was released also as he tried to guide the party even trying to cast suggestion to "not be stupid".

The Drow cleric got to flip a coin as she had made progressive actions but did murder a bunch of cops and that sacrifice business imperilled her soul. So she was sent to another domain.

Ratrum soon joined her as he loved this dark domain stuff and trully wanted to marry Chrysopasia and reform her. His damnation was to be separated. As he and the drow priest arrived in the same new domain, they walked into the mist to find Hawksmire as they were mist-tainted earlier. They returned to Hawksmire but everything was as it had been the day they arived and nobody remembered them.

A fun 4 month campagn and players enjoyed the final judgement, cataclysm and the cinematic wedding. Most players had never had a complete campaign wrap-up before so some happy memories I hope.

I will try Theros next and later my current Theros campaign will become a Hawksmire campaign. Not sure I will last as im a bit burned out again and studying and looking for work as I have some big personal changes coming in the future and I will have less time. People mentioned I should do Cthulhu but Im not feeling it and would prefer a more serious tone I dont think works with a drop in campaign. Ratrumps player will be running an official organised play campaign. Ive made great friends running this but I'm uncertain what I will do next and for how long.

One job im going for is a museum, which would be interesting. 

As far as this blog goes Im working on a free draft of my homebrew, possibly only Lv1-4 or 1-8 with intent to do the full version and maybe start doing campaign books maybe a year later.  

I have 3 con games coming up too.

If I get jobs Im after and study I will probably be more wasted and tired than I am now.

Had 150 in gaming books delivered interstate to a house i lived in 10 years ago which sucks.

Wishing my readers well and all the best.

Tuesday, 18 August 2026

Game Update AUG26





















So I quit an online game due to exhaustion. I've not played computer games for a few months. I've not been writing so much. I am running 9 games a month. My Ravenloft: Hawksmire and my Theros: Ethyria games are advancing well, and conclusions are in sight, so I will then swap the campaigns with two groups starting at 1st lv soon. New homebrew game using my EMO hombrew rules started.

I've also been gutting my house of crap, cleaning up, working on pet housing, setting up a non-bachelor bed, cooking lots, losing weight, and my eyesight has improved. I've started studying again and looking for work with refreshed qualifications. I'm likely to be poorer and busy for the next year while still in a band and gaming. Im using phone more and computers less.

Im quite happy but blogging has dropped off. Im hoping to start revising my homebrew rules shortly and a description of the City of Hawksmire. I still have the sub level of the Labyrinth of Ethyria to do to. Behind on my blog reacps so some updates here.

Ill try and do an update at least monthly. 

Auldwood
I ran a test with fast level up earlier but started new party of the vet players. I made start as Lv0 and roll on at least 3 of my background drama tables to work with. Players class ideas changed from this process when they got to choose a class after an adventure.

Dallas was a youth escaped faerieland and in big city on the run.He lived inside the hidden sweatshops and crawlspaces of the royal bridge of Silverton. Eventually became a mage.

Fergus was an ugly youth, an armoured fish folk hybrid raised by fishermen. Had worked as a vomit bucket boy in a boxing ring. He went onto be they guy who checked out if fallen gladiator victims were faking it and when he levelled up he became an amphibious, 7-foot-tall armoured fish man. He remembered his childhood and abandonment when his tribe left him behind to go on an undersea chaos crusade. He likes tu punch and grab people.

Richard plays the Baroness a carny with several followers from high CHA and also quite muscular. She has a bunch of lady followers. An old lady accountant and a woodcutter. As 1st level gained ex
pert ability in performance and gained an actor follower.

Part met in SIlverton on street looking for next meal and place to sleep with a few coins. They met up on docks and joined the Baronesses troop. They also met Stumpy a double-amputee, peg-legged murder hobo who wise wise in schemes and crimes and finding peril.

They made some money and got some fish and ate and Stumpy convinced them to squat a sinister ruined house. In the courtyard, the woodcutter cut shrubs to make clubs and torches. They cut crass to make bed in stable. Then explored. The baroness got a severed hand jumpscare her and choke her but the fish boy killed it. They killed a skeleton getting out of bed and found some salable loot and caught a feral homeless wizard school drop out. They took him as a follower and went shopping for armour, proper weapons and food. They bought surplus army leathers. Green of the local kingdom, but the Baroness got fancy, shiny whoite suit of the former Third Empire.

Eventually they entered the shrine of the complex where they found broken tablets and holy symbols of Tsathogua. Scared by a corpse coffer but Stumpy with a crossbow party got him was hanging back and finished it. They realised the last temple room was the last place they had not looked and at least 5 adventurers sent by Stumpy earlier had vanished within. Battled a water weird which was tough for 3 zeroes and two followers. The thrall wizard used a few magic missiles. The baroness, using a club finished it and they all attacked to stop the weird from reforming.

They squatted a year and studied what it took to become 1st level. Next they plan to head to the frontier for adventure.

Pendragon
Running Pendragon character gen at squire level and playing some events of the game timeline. I will review soon. Im using older game content too.

Theros - Ethyria
Heroes finished two levels of a medusa filled dungeon with other petrifying monsters and blind guard wome with poison knives. Gods have nudged them a bit with promise of artifacts below in the lair of the Ancestral Medusa mother. One battle had two players paralysed. Players plan to take relics to invade underworld to rescue a characters sweetie kidnaped by an archon. WIll be back to fighting giants, solving the riddle of the gods secrets and explore the giants hidden underground land full of dinosaurs.  

Ravenloft - Hawksmire
Players returned from island quests and halfling Ratrump is pestered by ravens dropping black roses on him and calling his name. Angelrs Harbour folk welcomed the party and everyone was Ratrump mad and carried him about and sung dirty songs about him. Eventually Ratrump decided to visit a brothel but everyone inside was killed by necrotic fire. Seeing his face everywhere in art, knitted on wooly jumpers and carved on a ship prow almost made him suspicious. 

The party went on the road and heard music and ahead was the most famous lecherous bards in the land playing music at their campfire. Cal the bard played along as they aproached and the band was welcoming. Ratrump asked if they had heard the songs about Ratrump and they were suddenly silent and angry. They started to explain they hated Ratrump for stealing the heart of Lady Chrysopasia (with a wish he got in a deck of many things). The dark lords smiled on this wish and it has sewn the seeds to destroy the domain built to torment the domain ruler. So ratrump attacked. So in the 5th Ed MM wandering entertainers are more dangerous than cultists. Several party members tried to keep out of the fight at first but the area affect bardic songs and spells changed their mind. It was a tough fight but they killled the greatest bards of the Land making Cal the best in the realm. 

They went back to town to recover then went on tho another village to trade in magic. While the the new Dragonborn Monk in the group heard locals with amnedia go to an asylum for treatment so the party went to have a look. So they were unimpressed with the care and The Dragonborn signed up for surgery. The drow light cleric watched with a spell and the other party members had teleported on the roof to keep an eye on the surgery in a tower. So the surgeon was a vampire and the Dargonborn breathed acid and broke free. After the fight the Drow cleric decided she would take over the assylum to take proper care. Maybe she can leave Ravenloft after all.

The Ballad of Ratrump
To the tune of the Ballad of Bilbo Baggins (you must see the Leonard Nimoy video)

On the grim cursed isle of Hawksmire

There lives a dirty halfling that we all desire
From the tip of his penis
To his fuzzy wuzzy balls
He will cover you in pubic lice and put handprints on your walls

Ratrump! ratrump!
His only two foot tall
Ratrump! Ratrump!
The dirtiest halfling of them all!

Halflings are kindly peaceful souls
But ratrumps parents dropped him into a dirty drain hole
With his thick curly hair and an upturned nose
He can pinch your peranium with the tips of his toes
With his pet piglet, python and a pram of evil cats
He suckled on the nipples of sewer were rats
But one day he awoke in the dread domain
Where his cheeky dirty antics brought him fame and blame

Ratrump! Ratrump!
His only two foot tall
Ratrump! Ratrump!
The dirtiest halfling of them all!

He robbed the fish cult!
He fed corpses to the trolls!
He was riddled with VD?
His magic ring he sold!
He faced angry mobs!
He planted magic beans!
And lots of dirty deeds that are very obscene!

Ratrump! Ratrump!
The dirtiest halfling of them all!

Now he is a famous lord of Hawksmire
The dirty little halfling that we all desire
Shitting on his toilet of silver and gold
Packing alchemical powders in his every hole

Ratrump! Ratrump!
The dirtiest halfling of them all!

Tuesday, 28 July 2026

Glaze my Hydra





































Im playing my Theros campaign, Lv 12 now with D&D5.5 and when my Ravenloft game ends at club i might run it there. Likely to be some pro dm next year there (?). A second young woman joined our game and knew the first one and it was a very exciting time as they knew each other from school and had same slang. I wrote an obscene parody song for a player character for local bards to sing.

Hydra are classic monsters and great for more ancient games as an alternative to dragons. Hydra was a more important constellation once and affiliated with beneficial underworld snake gods bringing wisdom and fructifying powers. Guys like Ningizzida remnants of when snake gods were a big deal. 

Plenty to surprise players here with my EM0 version.

Hydra
Draconic Beast

Size                AC    HD         Att                                       Mov     Morale    
Small             +6      6d8        d4+2 heads d6+1 bite         9         8          
Medeum        +8      12d8      2d4+2 heads d8+2 bite       10        9
Huge              +10    16d8     3d4+2 heads d10+3 bite     12        10 
Collosal 
 
 
       +12    20d8     4d4+2 heads d12+4 bite      6         11
Guargantuan  +15    36d8     5d4+4 heads 2d8+4 bite      3         12

Hydra are multiheaded giant snakes often placed as guardians of relics or places by the gods. They may be sent to cause terror and might take a bridge, waterway, mountain pass, harbour or other choke point. Ancient armies raised them as battle mascots and bore them on flags. 

Hydra will attack with a bite per head per round and may have other offensive powers. Hydra necks allow them to reach range 1 per 5HD 

1in4 Amphibious and can stay underwater for 40 minutes, longer using a head as a snorkel
1in4 Horns or antlers can make a blunt butt attack instead of bite, medium or smaller targets save or are knocked prone
1in6 Venomous bite + poison equal to minimum bite damage, save to avoid damage
1in6 Constrictor tail damage as bite plus grapple, then crushes each round or feeds helpless target to heads the heads
1in8 Have legs and +50% Mov speed
1in8 Shed skin once a day and recover 1/3 of lost HP
1in10 Talking intelligent being, ancient and wise, knows a language per HD, may have some human features like a beard or human face
1in10 Regenerating, divide HP by heads; each time damaged equal to a share, a head is destroyed. If not damaged by fire or acid, each round recover one head and share of original HP 
1in12 
Any who helps kill the hydra is cursed by the gods, save to avoid
1in12 Teeth can be used to conjure serpent-blooded human warriors with a secret ritual, after performing one task they will depart to start a colony of snake-blooded people
1in20 As regenerating but regrow two heads and HP shares per round
1in20 Winged flight for a round per HD per day at half Mov

d12 Rare Hydra Subtypes
1 Hell Hydra - requires silver or magic weapons to harm, immune to fire and take half from lightning, cold or poison. Can e banished back to hell. Might guard a hell portal or be a nmount of a devil noble. If killed leaves a sulphurous pool for a day and spirit returns to hell and cannot return to the mortal plane for a year per head
2 Zombie hydra - has undead resistances but half Mov and acts last in the round, poor intelligence often under orders to guard a location   
3 Devouring hydra - if a head rolls a natural 20 to hit can swallow a medium target. The target is restrained and takes bite damage each round from acid
4 Slime Hydra - transparent gelatin creature, invisible in water. Instead of a bite, it is a stinger which damages and grapples the target until dead, then absorbs them, melts if killed over a day
Shadow hydra- tainted by the nightmare realms of darkness, can teleport between shadows, invisible in darkness and requires magic weapons to hit. On death, it fades away back to the nightmare world
6 Chaos hydra - has a mutation per head, half will be minor, half will be major. If killed body melts into a bubbling pool of mutagenic slime for a day that morphs into hydra HD in grey slime monsters
7 Magi hydra - knows a spell level per HD and instinct to cast them, renew daily. Eating a roast head or brain may give the eater a one-use spell. Spells will support their duties or purpose
8 Invisible hydra - as per the improved spell but on death becomes visible
9 Plague hydra - each bite target requires a save or is infected with disease. Each round makes a special attack d4 1=cast stinking cloud with flatulent buttocks 2=vomit up swarm of flesh-eating maggots 3=plague belch any within 1 range per HD save or diseased 4=pollute water and food within 1 range per HD. On death is a diseased mass or worm-infested gore for a day, and touching it causes disease  
10 Rainbow hydra - can replace a bite with a rainbow bolt for the same damage, 1 range per HD, each head has its own colour ray with various effects such as d12 1=fire 2=cold 3=lightning, poison 4=acid 5=web 6=disease 7=charm 8=dispel magic 9=curse 10=level drain 11=paralysis 12=sleep. On death, it becomes a rainbow stretching into the heavens for a day, some say these can act as a ladder to the world tree or heavens
11 Necro hydra - undead hydra requires magic to hit, has standard undead resistances. Each bite of a living target requires a save or lose a level for a d4 hours. If all levels lost, a target becomes an undead thrall or pet of the hydra. On death, it breaks into a maggot-ridden mass of gore, for every HD a giant fly is born from the mess over a day
12 Magic eater hydra - immune to spells and magic effects and powers; if it moves into a magical area of effect, the caster must save each round to maintain the magic. On death, the body becomes crumbling glowing crystals that break down over a day. They say you can recover one charge of a magic item per hour
13 Acid blood hydra - any blow striking with a melee weapon is returned with a spray of acid, damage equals minimum bite. A save takes no damage or half if unarmed attack like claws. Non-magic weapons melt after one blow. Melts into slime on death that for a day emits poison vapour, save or take a d6 if in contact
14 Phantom hydra - a dreamlike illusory form of a spirit being, requires magic weapons or attacks to damage. May walk through non-magical solids and can be dispelled like an illusion; fades away to dreamland if its form is killed 
15 Phase hydra - can partially or fully enter the ether, frequently translucent with +4AC and magic weapons or magical damage is required to harm. Able to pass through non-magical solids. On death fades away into the thereal plane sometimes leaving a portal for a day to the ethereal plane
16 Pyro hydra - can replace a bite with a fire bolt for the same damage, 1 range per HD, also immune to fire and heat and can swim in lava. d6 damage within 3m. Burning coals left for a day after death, causing a d6 to touch
17 Aero hydra  - fly double Mov, can replace a bite with a lightning bolt for the same damage 1 range per HD, also immune to electricity or wind effects. If killed, body sparks, dehydrates and turns to dust over a day, causing a d6 to touch
18 Hydro hydra - can replace a bite with a hose of water; medium creature who fails a save falls prone, if smaller move them to the max range of the breathe. 1 range per HD, aquatic with full Mov in water and silent, can hold breath on land for 40 minutes, melts on death over a day into flammable oil
19 Ice hydra - can replace a bite with an icebolt for the same damage 1 range per HD, also immune to cold and ice and can ignore ice terrain or slipping or being slowed or frozen. d6 damage within 3m. Crumples into ice chunks then snow over a day after death, causing a d6 to touch
20 Geo hydra -  can replace a bite with an acid bolt for the same damage 1 range per HD, also immune to acid and poison and can ignore petrification. Crumples into rock chunks then sand over a day after death

d112 Hydra Adventure
1 A hydra in a shipwreck on rocks is a major shipping hazard
2 They say in the well of a ruined temple there is a holy hydra who offers divination and healing if you take its secret oath
3 A cunning hydra in the sewer is frightening people on the privy and biting them on the bum
4 A serpentine cult has a ruined temple in the swamp guarded by a hydra
5 A naked witch riding a hydra has demanded a town pay her or feel her apocalyptic wrath
6 A wizard has been kidnapping villagers and taking them to his tower guarded by a hydra
7 All the fish in a pond have gone. Also local sheep. And the shepherd
8 A wicked hydra has absorbed the souls of apprentice wizards; each head holds a separate soul, which must be freed of the beast will absorb them at midnight, then seek more victims
9 When the pipers play the pipes at Lake Gloomsporren, a hydra arises from the deep to listen
10 A hydra guards a magic fruit tree of the old gods. Perhaps if you can steal or beg for one, you can enjoy the food of the gods
11 An elemental power node is guarded by an elemental hydra, and wizards really want to get a look at the portal, so they need you to keep it busy
12 A hydra guards a relic and the gods want heroes to reclaim the item as the time is right

Thursday, 16 July 2026

Quick Ravenloft vampire hunt after the ball + Deck of many things





























So after the big ball where the party met Chrysopasia the domain lord of Hawksmire their gloomy dark elf cleric of light in her fancy ball outfit went to hunt vampires in some moment of loathing her existence. Her orchid spider familiar had followed the vampire from the ball home. The party tracked her after a quick change into fighting gear in their gold carriage. So they all killed a few vampire thralls and another sub-vamp. 

We had a new bard player and another missing so some dramatic shadow of Ravenloft swapped out the bards for some mysterious reason. Everyone is now 8th lv.

Cal was a tiefling bard in fancy leather and a stash of gold from some old campaign and the right level.

Glubglub the barbarian, a failed entertainer who likes to twang his lute, juggle severed heads and decapitate enemies. He is a brutish beast.

Anel the dark elf cleric of light and her spider familiar

Ratrump the halfling thief raised by were rats in a sewer now lord with a townhouse and title. 

Threekay the dwarf priest of a humble farming godess and healer. 

They searched the house and stole tapestries and vases. Found a groveling man worshipping a vampiress portrait. Glubglub axed the artwork buut Anel healed it. They questioned the madman so he tried jumping out the window. Anel tried to catch him but Glub cut off his head. He had a jar of bugs. They offered some copper to the new bard Cal, and he said he was rich and well equipped.

They went home and rested, and in the morning, a letter from Chrysopasia arrived as part of her pay for the murder spree deal they brokered at the ball. Asked to hunt a criminal on an island monastery and hunt the vampire they had uncovered, Lady Emma Wilderhorn. Glub suspected 
Chrysopasia was always watching them somehow.

They were happy to hunt vampires and went to the deeds office and got the name of the owner of the vampire house. Found they had a rural hunting lodge so off they marched. Met some hunters and was friendly till the party boasted they were vampire hunting for Chrysopasia. The hunters backed off and party abused them.

At the hunting lodge they found glowing skull lamps and broke inside. Searched house and stole ladies dressess. Found secret panel and a ladder went up and down. So in classic horror style Threekay and Ratrum and his grimalkin pet went down and Cal and Anel went up.

Glub Glub was collecting skulls and filled his former-grell-made-into-a-backpack.
Upstairs was a coffin to investigate.

Downstairs Threekay and Ratrump opened a sealed lockled door into a room with a silver coffin with same design as as the last house main crypt. Of course while going to check it out the Grimalkin was playing with some headstones with multiple death dates. A stone fell crushing the cat and some purple flame and now there were 4 grimalkins. Then the silver coffin opened with a white dressed vampiress with red fingers came out to attack. 

Upstairs Anel and Cal battled the vampire. Glubglub heard and turned on his magic speed boots and ran up the ladder to help the bard and priest. He was very helpful and Anel slipped down the ladder in the secret shaft to aid the downstairs fight. Then Glubglub jumped from the attack to the basement for 11 damage (tis a scratch) and Anell dodged the Goliath brute by hugging the ladder in time. Threekay tried to turn the vamp and failed but sneaky ratrump scooped up his kittens and hid by the door to stab the vamp with a critical blow. Glubglub did his axe works and Anel made the room light up burning the vamp. After killing her and searching some loot a pesky kitten found a drain and was sniffing it. Anel could see a chamber below and sent her spider. The real vamp lords coffin! 

Recalled her spider and party chatted and in that time the vamp came out on stairs to the kirtchen via a secret door and set vampire bats at Anelle. As others ran up she used her conditional actions acrivate. The stairs were tricky 
for spells and Glub had grown larger, blocking the stairs. Threekay ran through his legs, swinging his holy flain and healing his friends. Anell sat back and considered what to do next. The vampire went back to her coffin and others didnt know how to reach her chamber but ratrump teleported into her coffin rook and impaled her with his sword. The others found a way down and Anel burns the vampire. There was some cash and loot but also a deck of many things.

I'll quote David playing Threekay:

The party is able to get into the secret crypt through the secret panel and loot the following items:
. a bag which produces badgers (an uncommon wonder worth 400GP)
. an arrow with the giant runes for "giant" and "death" etched in to it (worth tens of thousands of GPs)
. 1000 PP
. 300 GP
. a pair of green Boots of Elvenkind (worth 400GP) These bestow Silence (not sure what this means) and advantage on Stealth checks
. a necklace worth 800GP
. two bracelets worth 300GP each
. a Minor Deck of Many Things which would have been priceless until the party exceeded their normal silliness and proceeded to risk their lives, sanity and the stability of the Planes of Existence by drawing several cards.

Anel acquired a knight who pledges to defend her until they die (Knight card)

Ratrump obtained two wishes (Moon card) and wished for Chrysoprasia's love and the ability to speak to grimalkins. They chose another card (Skull) and an avatar of Death appears in front of them to be resolved....

Cal picked a card which bore a thief, until the image glared at them and then faded way. They choose another card (Ruin) and lose all portable property and any bastion they own. Clearly gaining no wisdom from this experience Cal draws again (Sun) and will now receive 10 temp hit points every morning and also gains a suit of blue dragonscale leather armour providing resistance to electricty

Glumpglump chose the Throne card and received an image of a beautiful house and its location outside the city. Their second card bears an image of a devil (Flames) which glares at Glumpglump and fades away

The remaining cards (about 14?) are probably worth about 50k GP but it is unlikely we will be able to find someone able to pay this.

In addition, Anel secures the deeds for all of Emma's properties.
TOTAL LOOT
4CP
300 GP
1000 PP
3 urns decorated with lillies (300GP ea)
a necklace worth 800GP
two bracelets worth 300GP each
Boots of Elvenkind (worth 400GP)
a bag which produces badgers (an uncommon wonder worth 400GP)
an arrow with the giant runes for "giant" and "death" etched in to it (worth tens of thousands of GPs)
a somewhat depleted Minor Deck of Many Things
a jar of bugs
lots of skulls, some glowing
some wine
I would like to suggest the following apportionment between the five adventurers
200 PP
640 GP in either specie or portable property. For example if someone wanted the Boots of Elvenkind (400 GP) they would only receive 240GP in coin.
The problematic booty could be kept in the Bag of Holding for use by the party as a whole at a later time.

-------

If your party has lots of chaotic flexing, I recommend the deck and a bag of beans 

Wednesday, 15 July 2026

6-Room Dungeon glacial chasm revision 5




















My pdf maker button seems to be crook - can anyone get tables intact on my ballroom post with it? Is it just me? Are all my backups actually crap? More Hawksmire stuff and parts of this series coming. Trying to finish old stuff more - about 30 drafts sitting a while.

Had ballroom game work well.

Original Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb + Update 3
4 Magic Mansion Update 4
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon

Environment
Dungeon Defence Conditions
d12 Sounds, Smells & More
d12 Rumours
d12 Missions
d12 Factions
d12 Allies
d12 Enemies
d12 Special Treasure
d12 Special Feature

Environment
A prehistoric glacier of the north wastes, where strange creatures, monsters and wild folk who know no metal. zin other lands some cold dwelling monsters will try to invade lowlands with rapid crawling glaciers floiwing down mountains to crush civilisation. Such forces use cold, weather, water and air magic to grow the glacier and its conditions. Walls are of deep white, blue or green ice. The ground may be ice or ground down rocks into pebbles and muddy slush. Doors may be made of ice or whicker framed hides or fur curtains. Tunnels can be slippery and cold. If you get wet it is even worse. You can smash trhough some walls and in deep areas may be more rock or caves. It is in a state of change and as it moves and mnelts prehistoric things are awakened.  

d12 Sounds, Smells & More
1 Creaking ice 
2 Cold air vent
3 Frost or snow
4 Steam vent
5 Fog cloud
6 Salty air
7 Cracking ice or crunchy snow 
8 Distant smoke
9 Earthy wet mud odour 
10 Dripping or trickling water
11 Howling wind
12 Falling ice 

d12 Rumours
1 That river of ice gets closer each day, it is a doom on us all
2 Some icy evil is driving the glacier ever closer to us
3 Huge brutish hillfolk in hides with spears live up their, with ogres and sabretooths
4 A great orange furry troll beast with huge tusks and a tentacle nose came from their once 
5 The closer it gets the worse the winters are, since they took down the old standing stones
6 Sometimes the glacier glows by night with unholy power
7 They say wailing ancient spirits surround it, and wild beasts unseen for an age
8 T
he glacier feeds on souls, causing the dead to walk
9 You will find metal rare within unless you meet dwarves or giants
10 You will fnd the deepest tunnels leading to the icy region of hell
11 An elder god is imprisoned within and its power used for wicked magic
12 Stone age wizards worked wonders here in imitation of the prehuman ager of darkness 

d12 Missions
1 Find the magic heart of the glacier and destroy it
2 Find what fell power lurks within and report it
3 Foolish people went to explore it and have not returned
4 A dread chill is ruining crops, find its source
5 They say prehistoric wizards left wall carvings in the magic glacier
6 Hairy creatures from old stories are coming from the frozen mountains, find their source
7 The weather is being changed by this glacier find out how
8 Certain stones found in the glacier by heroes in the past preserved us in the past
9 When the meltwater grows to a stream, slumbering beings in the glacier stir. Go check no evils are plotting against us
10 A body downstream of the glacier has been found of a wildman not seen for generations and he had snow crystal spheres in his pouch and strange herbs. Go see if he came from the glacier 
11 To drive away the fire monsters, we need ice relics they respect, go to the glacier and find some
12 By night when blizzards come, strange creatures move around the village and have frozen the life from people. Tracks lead to the forbidden glacier. Please stop this fearsome being

d12 Factions
1 Prehistoric animal life, larger archaic versions of modern species
2 Cave dwellers are subterranean peoples living as the first free humans did long ago
3 Ice Tribes are dwellers in frozen lands and high altitudes as hunters and fishers
4 Humanoids, including goblins and orcs, but also white apes and yeti 
5 Giant folk including ogres, trolls and various giant peoples
6 Elemental beings of ice, air or water or beast tainted by them
7 Undead of ancient pre-metal ages of dark wizardry, many with gold property or occult lore
8 Draconic controlled group serving the monster or just pets
9 Living elemental ice creatures or elemental mutants or cultists
10 Winter faeries who freeze captives as artworks, then defrost them when bored. They have an outpost here to act as a transit hub for the winter fey seasonal invasions
11 Wizard cult here to find prehistoric arcane knowledge with hired guards
12 Alien ice creatures burrow into the complex and have a hive structure

d12 Allies
1 Explorers here a mix of curious scholars and profiteers, well-supplied and tough
2 Benevolent ice spirit or faerie cares for puny humanoids 
3 Ice sprite might warn locals or even scout for them
4 Wizards and a few hirelings, overwhelmed by threats, seeks allies
5 Lost sledge dog happy to see humans and hungry
6 Changeling animal spirit like a fox or lynx will watch the party, may try to contact in human form
7 Tribal cave folk seek to trade or warn of peril but usually only speak underland speech
8 Frost elf lost but drawn to this magic place seeking a portal home
9 Ice mummy seeks help to rob the grave of another ice mummy
10 Wildman trapper is gruff and a misanthrope, but requires help to kill glacier monsters
11 Thawed out ancient, confused and language-dated, seeks some help in new world
12 Talking giant mountain goat warns you of threats and will even help party

d12 Enemies
1 Elemental beings or mutated beasts, possibly prehistoric types
2 Cannibal tribe of cave folk hungry for flesh
3 Frost elves scouting led by a knight, can be cruel and bored or keen to test powers
4 Ice statues or golems
5 Ice mummies, frozen zombies and spirits with chilling touches
6 Owlbear or sabretooth lion
7 Ice trolls or cave ogre gang
8 Frost salamander or ice toad
9 Yeti or white apes or carnivorous apes
10 Terror birds or dire wolves
11 Cultist or wizard party
12 White dragon or hybrid creature

d12 Special Treasure
1 +1 stone weapon (d4 1=sling stones x2d4 2=hand axe 3=javelin 4=dagger)
2 Beast cloak, once a day can transform into the species of the cloak for 10 minutes
3 Tusk ivory from walrus or mammoth 2d4 pieces in a bag, 100gp each 1in6 with symbols carved
4 Runestone with knowledge of a basic spell d6 x d6 enc
5 Fur or hide of giant or magical beast d6x100gp
6 Bone flute can three times a day animate a medium animal or humanoid skeleton for ten minutes
7 Ice sculpture, never melts d6xd6 enc, 1in6 drip constantly with ice water
8 Magic bone fish hook catches d6 fish a day
Yeti fur suit or cape, +2 save vs cold and -2 damage per dice from cold damage
10 Ice Sword +d3 cold damage sword of unmelting ice, also keeps goods cool
11 Magic Harpoon, 20 foot line which can be burned but not cut or snapped, d8 damage, no range penalties
12 Shamans bag, fur bag of mysterious contents, magic ruined if opened and opener save or die (d4 1= +1 protection 2=protection from evil 3=double natural healing 4=double healing from magic herbs)

d12 Special Feature
1 Elemental portal often guarded by elemental creatures
2 Chamber with huge frozen prehistoric creatures in icewalls
3 Semi flooded room with creature who uses freezing powers to trap targets
4 Beautiful chamber of icecrystals with sweet sounds from wind passing through
5 Under ice floor or in walls see swimming aquatic creatures
6 Unatural cold causes 1pt damage per hour without furs or per round if wet
7 Fierce cold breeze forms ice structures and blows snow flakes everywhere
8 Crystal control room to operate the glacier course and speed, normally moves a d6 inches a year but can speed to d6 yards per hour, easily destroys most buildings
9 Snow covered pits (d4 1=deeper level slide 2=icicles 3=water 4=mud and gravel)
10 Moving ice walls, doors, floors and ceilings in sections
11 Magic mirror walls (d4 1=conjure evil duplicates 2=portal to prison pocket worlds 3=causes mutations 4=release trapped creatures)
12 Any who die here are animated as undead if bodies left overnight, usually of a type tainted with cold or ice power

Sunday, 12 July 2026

Ballroom drama thoughts and playtest






















We played through a ballroom session and did some learnificating. 

I think you should have perhaps 4 love interests per character
Id say perhaps 2 hours with 4 dances is plenty in a game, perhaps 8 for a longer session
Give every player a dance card and have a d4+CHA bonus requests early
I also use encounters per character each hour and make players roll them

Players ended up getting caught up with ball guests from encounters and had to skip dances. 
They ended out people staring at them and seething nobles they have had issues with before. Lots of people watch and judge you here and suspicious activities.

Dance Customs
Dancing with the same person twice is flirtatious and gets gossip going
You can refuse a dance if your card is full at that time, or you dont dance at all 
You're expected to share yourself around and be a good sport
Older courtly dances are arms apart, with lines of partners
Modern scandalous dancing holds bodies together, and the church may object
Perhaps some married or engaged persons will dance, but mostly it is a form of speed dating and is intended to lead to courtship and marriage
Dont waste people's time dancing with your siblings or relatives

You can chat with whom you dance with or try and chat with other dancers on the floor but a bit more broken. Enough to gossip or threaten or insult or flirt.

The older courtly dances have couples break into lines and you end up holding hands with same sex for parts of the dance. So you might get some conversation or vibes from these partners. But other places let anyone dance with anyone and just judge your clothes and dancing and manners.

Showboating with your amazing solo can embarrass your dancing partner. 

Id pre roll lots of guests to interact with. Maybe I need a d100

Some of the players' encounters flowed into each other

Gamelog for my Ravenloft Hawksmire game

So tonight we had as characters:

Newly titled Halfling Ratrump in hoot high pumps and a a foot high feathered hat on his 1000gp gem encrusted outfit. Has his pet Grimalkin, snake and piglet in gem encrusted prams with own attendant and legal heirs. Also had his personal spliff roller for marsh weed.

Alan, the halfling bard dressed in high heels and nipple covers as Ratrumps herald. Has been on tour of the Island.

GlumpGlump the musical 8 foot tall goliath zelot barbarian. Wears a bejewelled loincloth and a huge ruff. Ratrump insist he is his personal eunuch. Glump Glump got a sparkly pillow so Ratrump could ride him. He carries three rancid heads on his belt he insists on terrifying guards with.

"Didnt we bury them heads," asked Threekay the dwarf cleric.
"These are new ones" replied GlumpGlump.

Anel the dark elf cleric of light with her white orchid spider wearing a gold hat. Whe wears a spectacular yellow orange red holy symbol of light number with coat tails and lots of lots of buttons. She is Ratrumps' spiritual advisor who mostly looks disappointed. She just was given a church and the old priest then ran away.

Threekay in blue robes of his church with a huge ruff. He is Ratrumps' Confessor who gets to roll his eyes lots. He has been building a church in Chumwater and is usually the sensible one.

They spent the afternoon seeing what mayors they should see and used Augry to help choose who. Apparently, the werewolves are not impressed. The mayor of CHumwater the party home base, was coming with them. They had a fancy new carraige and a driver. Went to palace and moved to back of line. Parked in courtyard and entered via the red carpet with guards and footmen everywhere. They got in line as a group to be presented to Lady Chrysopasia the Domain Lord. Some mean old toffs sneered at party vulgarity and GlumpGlump wanted to attack a snooty old woman on a palenquin.

Chrysopasia met party cleaning up after butchering a deer in front of them fresh from a hunt. Alan as the herald sung and danced announcing Ratrump and his enterage. She was quite friendly and commented she was glad to see them in the flesh. She told GlumpGlump to save a dance for her. She said she wanted a meeting with party in her private chambers later. She was pretty nice and welcomed them.

From the reception to dinner most of the party performed like posh nobs with table manners as per the Mayor's briefings. Except GlubGlub who slurped and pigged out. When he stood up he had tucked a tablecloth for a 100 seat table in his loincloth. Anel tried to burn him free and it sort of didn't end in disaster. Allan made a raucous laugh and got some looks but explained he was imitating some boorish cretin and it worked. Anel perspired while watching the crowds dancing but dried iff with fire.

The hunter of the year prize was given and GlubGlub yelled he could do better. People got rowdy and halberd-wielding footmen appeared. The party calmed the barbarian maniac down. Then The enoblement occured and Her ladyship knobled Ratrump and he made the vassal lord oath to the domain. Glubglub tried again to butt in but people kept him at bay. I threatened to skip to the TPK and start a new game next session.

Ratrump met a cool pretty guy in the smoking room and danced with him. Then a shy debutant and skilled gossip asked for a dance. Then to another dance with a smoker who was a bit of a borechap. He got an invited to a thrill seeking noble hunting lodge. He stole show at one point when he bribed the band and did a solo dance. While doing it he spied an assassin, danced with him, stole his dagger and informed the target. All in a snappy musical number. Others saw assassin taken to dungeon.

Allan was more concerned with the guests and saw a man who mocked Chrysopasia get escorted to the dungeon. Allan sneaked outside down a drainpipe and peeked in the dungeon to see them whipped and thrown out of the grounds naked.

Anel saw some creep drug a woman and take her to the balcony for air. Anel spied through the curtains and he sprouted fangs so she turned and burned him badly. The creature crawled dowm the wall and resisted a hold person spell. She sent her spider to spy on the vampire thrall.

GlupGlup danced with a old orc grandma and she spoke of her swineherd and vast tracts of wasteland. She was from the Pig orc tribe but also partly from the vanished necromancer orc clan. Other orcs were impressed by Glump and got him into drinking kegs until Chrysopasia came for a dance. She swung the 8 foot tall barbarian and spun him in the air with ease. He was pretty impressed. How tall is she? Six foot two. Others treated GlumGlump with awkward approval after all his etiquette fumbles earlier.

Threekay saw some grump and went to see why he was spyng on party. He wore a black outfit with green fire patterns like those village cultists the party massacred. Threkay danced with him the two men muttering abuse. He also danced with a nice dwarf maid with a luscious purple beard. Later, a rich-looking older dwarf woman made it clear she would see him for gems or jewellery.

The party had a private meeting with her Ladyship in her study dressed in her hunting outfit again. She gave them the bill for all the murders of townsfolk and the fiery massacre of a police station and freak show tent by Anel the LG priestess of light in a moments of panic. When her calm spell didn't work as well as she hoped she had to burn tho guards to death and incinerate their corpses. The party gasped a bit at a nearly 10k bill but they would be safe from reprisals. She welcomed them to the island and for them to grow in power to be better challenges. Ratrump felt like she wanted to hunt them when they were more of a threat. She mentioned a relative had helped them gain a dark gift to the domain and GlubGlub wondered if she meant that dragon in the swamp who let them go if they drank one of three dark chalices. Sometimes he was clever.

 After the ball, Anel slipped off to hunt vampires and party grabbed weapons from the carriage and followed her. She had a bit of a death wish from all this responsibility and meeting the domain ruler. They caught up with her scouting the house with her spider. Ratrump squeezed through window bars while the rest followed GlumpGlump with a silence spell to run through doors. Found crypt with a open stone sarcophagus with the burned vamp thrall from the ball. There was aother fancy coffin and Ratrump opened it partly and got ready to stab anything moving. Anel fireballed the coffins almost frying Ratrump. The thrall died and the senior sub vamp arose to get stabbed by Ratrump. The party finished them and three more thralls arived who got blasted by Allan with a harsh chord. Threekay did swing his holy flail a bit but was unlucky outside of some petty healing.

Killed them all and found a stash of silver and a book with letters of the vampire revolution. Was a fun and silly session. Made contacts, future engagements and some possible dates.