Tuesday, 23 June 2026

Managal Campaign, Part 8

 26th Day of Last Rain (wet season). Food 9.1. Normal Movement (30MP).

Encounter 3 in 6 (Day and Night). 3, 6. Day.

Event 3 in 8 (Terrain, Weather and Tide). 7, 5. No.

Feature 1 in 10 (Natural and Construct). 2, 4. No.


The PCs are interested in scouting more hexes and looping south back to town. They spot that the forest and plains both extend to the east, so they head that way looking to fully map out some more land. While exploring the grassy plains, they encounter 3 Giant Bees. Party Very Likely to ignore = Yes, and will not antagonise. Bees aggressive? Very Unlikely = No, But will follow for a while. PCs do not engage so the Bees eventually leave. As dusk approaches, the PCs finish their search and declare the area clear.


27th Day of Last Rain (wet season). Food 8.1. Normal Movement (30MP).

Encounter 1 in 6 (Day and Night). 5, 5. No.

Event 4 in 8 (Terrain, Weather and Tide). 8, 4. Tide and Weather.

Feature 2 in 10 (Natural and Construct). n/a.


The PCs head South West into the heavy forest and are grateful for the cover of the trees as respite to the persistent rain. Due to the rain, the forest canopy and dense mist, unfortunately they lose their way whilst exploring the hex (Weather event - lost - move in a random direction - NW) and waste the whole day backtracking to the forest.


There is a Tide Event: Whispering Demon : Demon. Bored in the saddle after a fruitless day’s ride, intrusive thoughts worm their way into Five’s brain. “Ghost - what do you really know about her? She’s a half blood, can she really be trusted? There’s a reason she never fit in back in Managal … she is probably corrupted by the Tide Demons!” Perhaps Ghost feels the Elf’s eyes on her, as she turns round in her saddle to look back. For the briefest moment Five fancies he sees a demon head on her shoulders, and he reaches a hand down to his crossbow. Ahead of him, the half orc gives a smirk and a flippant salute, before turning away. Five raises his fist … but it is the one without the crossbow, and he gives a brief wave of acknowledgement, although it is not seen by Ghost. And just like that, the memory of the voice is gone.


28th Day of Last Rain (wet season). Food 7.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 3, 1. Night.

Event 1 in 8 (Terrain, Weather and Tide). 7, 1. Weather.

Feature 2 in 10 (Natural and Construct). 3, 5. No.


Weather Event = Raging Torrent, must move back next turn. They won’t have to move exactly back, but will have to move NE, NW or W (as they came from the NW)

Encounter = Giant Hawks (again) - a quick Google says they don’t see especially well at night so this will be flavour unless the PCs decide they want to engage.


The group endures another day of ear-splitting rain pounding on the forest canopy while they search fruitlessly for places of interest. A swollen river to the south-east finally bursts its banks and prevents the heroes from their original plan of heading in that direction, and they decide to split the remaining daylight into foraging and scouting - they are able to catch some game birds that have been forced under the canopy, and Naki reports that he can see high peaks to the south west through breaks in the Tide mist. Just before dark falls, there is a large crash in the trees as a pair of Giant Hawks land and shake out their feathers.


Ghost and Morgan have had a positive encounter with these creatures by feeding them before, so will be disinclined to be aggressive. However, Giant Hawks have been known to carry off Halflings (!) so Naki will be extremely keen to slay them. He does his best to convince the group that they should at least scare away the birds (Ghost/Morgan 50-50, the rest “Likely” to attack, Naki persuades all but Ghost easily, so the group attack).


Giant Hawk - AC14, HD4, Att Bite/Claw 1-6, Move 150, Save F4, ML8, XP240

Special: 4-6 feet long, wingspan 12+ feet, can carry off Halfling size creatures.


The Hawks may simply leave upon aggression, check Morale 2d6=8 pass.

The group will use fire arrows, which will trigger another Morale check (10, fail)

Birds are surprised, but win 2nd round initiative so 1 round of fire only.

HP 29!, 22.


Naki (crit!), Ghost, Morgan and Holland all connect (3d4 slings +1d6 fire +(1d6x2 crit)) = 22.


The avians are pelted with stones and flaming arrows, and Naki’s arrow goes straight into the smaller bird’s skull, bringing it down. The other screeches and flies away, while Naki jumps up and down in triumph, lifting his bow up high. The meat will feed the party for a whole day, and they smoke it slowly overnight (+1 Food).


Saturday, 13 June 2026

Managal Campaign, Part 7

17th-23rd Day of Last Rain (wet season). Food 4.1. Rest in town.

Encounter 1 in 20 (3x per week). 16, 6, 16, No.

Event 1 in 20 (3x per week). 11, 17, 9, No.

Urban Adventure 1 in 20 (3x per week). 17, 6, 13, No, and PCs decline.


After 5 days of full rest, the group are fully healed of their wounds and looking to equip themselves for their next adventure. They are able to hire “Holland”, a male Human Porter who is not expected to fight but assist with carrying spare weapons, loading crossbows etc. The Elite Trooper from the Stretched One fight begs to become their 5th fighter, but the group almost unanimously thinks this is a bad idea. As he is led away, stunned, the group are approached by someone they all recognise- the affectionately called “Five”, a male Elven Fighter/Magic-User (he has five names, and nobody can pronounce any of them). He stands almost 7 feet tall, with hair that comes down to the small of his back. Despite being an Elf, Five is one of the strongest in all Managal, yet has all the keen senses and wits of his kind. He bows in greeting, and is welcomed warmly.


I gave the party a 100% chance for a Porter, but rolled 4d6 to see what each thought about the surviving Elite Trooper from the big town fight (you may recall he had a bad experience). 3 out 4 said some flavour of “no”, and when I threw in the Porter’s opinion just to see, he said “no” as well! Running out of (alive) NPCs who have appeared so far, I rolled to see who else was available, and got a Fighter type, then Elf. In my house rules, Elves have to be some flavour of Magic User, so we arrived at F/MU. PCs aren’t supposed to have levelled retainers at L1, so I guess we are running with 5 PCs now. “Five” was exceptionally lucky, rolling 13, 16 and 17 (total bonus +5!) with only an 8 (-1) in Constitution tarnishing someone rivalling Conan in prowess.


The last 2 days of the week are spent equipping in haste, as everyone is eager to return to the ruined monastery. Horses and saddles are bought for all; rations, arrows, oil and holy water are restocked; adventuring and camping supplies packed. “Five” is bought some upgraded armour, Naki and Vasily have new bows, and the martial characters have studded leather for sleeping. Morgan even manages to procure a precious Healing Scroll. Pausing only to pay their respects at the graves of the fallen, they head out at first light.


24th Day of Last Rain (wet season). Food 11.1. Normal Movement (30MP).

Encounter 1 in 12 (mostly safe) (Day and Night). 5, 5. No.

Event 1 in 8 (Terrain, Weather and Tide). 6, 4. No.

Feature 1 in 10 (Natural and Construct). n/a (already explored).


It is mid-afternoon by the time the party reaches the monastery. Nothing disturbs their progress, so they arrive with several hours of daylight left before nightfall. The mounts are stabled in one of the intact buildings, and the group spend an hour reinforcing walls and doorways. Holland is left to set up camp in one of the other buildings. Before venturing below, Five casts Magic Mouth on the camp’s doorway to give a loud yell if any creature comes close, and Holland seems happy with this (Morale 6, +1 for spell, 2d6=7, pass)


As a reminder, this is the layout, and the PCs have destroyed all the Skeleton inhabitants. Only the Relic room, Library and Vault remain unexplored.




Sick


Punish


Relic


Stair

H

a

l

l

Vault



Pantry


Wine


Library





The group advance down the hallway, mercifully the awful smell of vinegar has faded since their last visit. Past the Wine Cellar and Punishment Room, the hallway continues until the lights of the group illuminate the end - three doorways, left, right and straight ahead. Naki creeps ahead, and notes that the left and right doors are swollen shut like the others, but the door straight ahead is metal-bound in a stone frame, with a lock. Listening at all three doors, he reports nothing. Pulling out his lockpicks, he pokes around for 10 minutes before beckoning the rest of the group. “We need to smash all of these to get through,” Naki says dejectedly. Five claps a meaty hand on the Halfling’s shoulder. “That’s why I’m here!” If there is a monster, it’ll be behind the locked door, they reason - so Five and Vasily step up.


The door crashes in on Five’s side, and everyone grabs their weapons. Their lights shine on a scene of bizarre chaos. The room was some sort of vault, with shelves, plinths, pedestals all knocked over and broken, their previous contents of wood, glass and fabric smashed or rotted beyond recognition. 7 Skeletal bodies lie in various death poses, some still with rusted weapons in their ribs or broken bones visible. One appears to have a broken neck. Then there is a clatter of stone on stone - from behind a crumbling altar stalks a large dog - appearing to be made of smooth black stone - it halts and stares at the PCs.


No roll was made for Listen as no mobile contents in rooms.

Naki failed Lock Pick rolls.

Open doors - Five has 3 in 6, Vasily has 1 in 6 chance. (3,2 = success on first try)


(Relic Room contents = Nothing. Door? 50-50 = Yes. Library contents = Nothing. Door? 50-50 = Yes. Vault contents = 50-50 Hazard+Treasure / Feature+Treasure = Feature).


The Feature rolled was “an object stolen by the dungeon inhabitants” … “A dangerous pet”. This made me think of a “figurine of wondrous power” that I remember from AD&D1e. So, Bandits assaulted the monastery in times gone by, and while the monks fought back, they were overwhelmed - but in the Vault, the Abbot activated the Onyx Dog with a “Protect” command - the dog slew the last of the intruders, but the Abbot was dead, and there were no other attackers - so the dog waited, and waited, and waited …


This isn’t supposed to be a fight, but it could become one, let’s see:

Magic Users recognise “Onyx Dog” magic item? Hard (1 in 8 +INT) Five, Ghost = 8,8 no.

Cleric recalls legends about a nearby monastery? V. Hard (1 in 10 +WIS) Morgan = 10, no.

Each PC votes attack (1-3) vs back out (4-6) = 5, 5, 4, 5 = back away!


The Onyx Dog makes no move as the PCs drag the door back into place. They look at each other and breathe a collective sigh. They decide to re-check each door for sound, but detect nothing. These doors turn out to be much more resilient than the vault door, and it takes almost an hour to break both down. Ghost and Naki return to the surface to check on Holland, who reports no disturbance but he estimates only an hour of daylight remains.


Is there a clue to the Onyx Dog’s activation commands nearby? Likely = Yes, but hidden.

Which room? 1-3=Library 4-6=Relic Room 7-9=Vault 10=Two Places, d10 = 5, Relic Room.


The group decide to split up and search both open rooms - Ghost uses her “Detect Magic” and declares that the Onyx Dog is indeed magic, but nothing else in the vicinity. After an hour, Holland calls down to report the sun is setting, so the PCs quickly huddle to share their findings. The Library was nothing but ruins, but Vasily says some of the broken stonework in the Relic Room had runes inscribed, and he drops half a dozen broken pieces of stone from his sack onto the floor. Morgan gives a casual glance, then rubs his chin, before picking one up. He muses, “I recognise this one - this rune is called ‘Inquo’, for loyalty, which is one of the aspects of the goddess of family - she is sometimes depicted looking over her followers as a large but loyal black hound …”


As the Clue was “Hidden” (I rolled a choice of hidden, cryptic or obscure) then the PCs merely had to search for it (which they did) - Morgan didn’t have to make any rolls for it. However they will have to search again tomorrow specifically to find more runes/clues.



25th Day of Last Rain (wet season). Food 10.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 6, 6. No.

Event 2 in 8 (Terrain, Weather and Tide). 8, 8. Tide.

Feature 1 in 10 (Natural and Construct). n/a (already explored).


The group are in good spirits and after a quiet night are eager to explore the remains of the monastery. Leaving Holland again under the protection of a Magic Mouth, the PCs head back underground. Vasily is left to watch the Vault door while the others search the Relic Room for more clues. After an hour of turning over stones, the PCs one again convene and discover these runes/phrases - “Inquo, To Heel” and “Inquo, To Bed” - also a pictogram of a master’s hand over a dog’s head. It is Ghost who stands first, and declares, “The solution is simple - remove that door and let me inside”. The others glance at each other and shrug, then Five and Vasily move the barricaded door to the Vault. Ghost steps inside slowly, and the Onyx Dog fixes its eyes on the approaching Half Orc. “Inquo, To Bed” she says, stepping closer, and closer, “Inquo, To Bed”. The Onyx Dog does not react as Ghost approaches, until they are side by side - Ghost reaches out and gently touches the Dog’s head: “Inquo, to Bed!” The Dog sits, and then quickly shrinks to a statuette the size of a small flagon.


Onyx Dog, Inquo - AC15, HD2+2, Att Bite 1-4+2+Hold, Move 50, Save F2, ML12, XP100

Special: Can hold on each round after biting, causing 1d4+1. Save vs Death+STR to break.

When called, Inquo becomes a full size Onyx Dog and will follow/protect the summoner who calls him “To Heel” until told “To Bed” or brought to zero/less HP, at which time he reverts to a Figurine. If “killed”, Inquo has 10% per negative HP of smashing to pieces, but only 1 roll is made. Inquo heals 1HP each sunrise, no other healing generally works.


Ghost earns 100XP and claims Inquo for herself, for now. There is nothing else to discover in the dungeon, although the group spend an hour searching the Vault. They mount up and scout to the north and west, finding more forbidding mountains and forested hills - they do not wish to get cut off from Managal by the Hill Giants, so decide to head East instead, where their scouting reports yet more forested hills - and now they are out of daylight.


There is a Tide Event: Smell/Nose (real) : Earth/Rock.


The group are looking for a campsite in the grassland east of Managal. The horses and Bess become skittish, turning their heads and stamping their hooves. Eventually the party picks up on the smell, like freshly turned earth, barely concealing the scent of decay - there is clearly some battlefield or mass grave ahead. The red mist subtly thins out, as if encouraging the group to approach - but as one, they turn their mounts away, and retreat at a gallop.


Monday, 1 June 2026

Managal Campaign, Part 6

(Do the Skeletons give chase, 50-50 = Yes)


Ghost runs up the steps and into the rubble above ground, considering options quickly she runs for a wall she thinks will hold her weight and will let her leap to a tree branch.


(Does the wall give way? Unlikely = Yes and the Skeletons get a free attack)


She leaps up some stacked stones and makes it atop the wall. Unfortunately the sudden shift in weight loosens some mortar and the whole thing crashes down. Ghost lies stunned for a second, then her eyes come back into focus, showing 2 grinning skulls coming around the remains of the wall. They are upon her quickly but she scrabbles out of their way, claws slashing at only air. Then she is running again, looking for a climbable tree.


(Climb tree in a hurry = 1 in 6, plus 1 for easy climb / vines 1d6=1, success)


Ghost has 2 oil flasks remaining. She lights one and attempts to drop it on one of the Skeletons pacing around the tree below. (Ghost miss). She does not score a direct hit but the oil splashes out, burning both.


(Skeletons return to base? 50-50 = No, but they hear Bess)


Bess chooses this moment to give a loud bray, and the Skeletons immediately turn and march back into the ruins. They start pummelling at the stones, and clawing at the barrier to get inside. Bess brays again, clearly in distress. Ghost rubs her chin at this development.


(Stay and try to aid the group, Likely = Yes)

(Abandon Bess? Unlikely = No, but will not risk her life)


Ghost slips down the tree on the far side and circles her way towards the underground entrance. She is unarmoured and the Skeletons are busy. Despite the risk, she will not abandon Bess to the Skeletons just to increase her chances of sneaking by, so she takes a breath and crouch-walks through the rubble as they scratch at the stones protecting Bess.


(Sneak by = 1 in 6, +1 for unarmoured, +1 for distracted opponent d6=2, success)


Back in the tunnels, the light from the dropped lanterns and torches can still be seen, and Ghost creeps towards it. Everything is as it was before - Vasily, Morgan and Naki breathing shallow breaths - Poor Trix lying in a pool of her own blood - Skeleton bones and debris from the wine cellar everywhere.


PCs KOd on 0HP awake in 1-6 Turns on 1HP. The Skeletons will have 1 in 6 per Turn of breaching Bess’s barricades, unless they are distracted beforehand. Ghosts’s plan is to try and create a barricaded safe room in the wine cellar with all the PCs, and have at least 1 other PC awake before making a plan about Bess. She plans to move Naki first as she can carry him, albeit encumbered. Then do her best with (50-50) Vasily, then Morgan.


Naki wakes in 1d6=5 turns. Morgan wakes in 1d6=1 turn. Vasily wakes in 1d6=3 turns.


Turn 1: Skeletons roll 3

Morgan wakes while Ghost is moving Naki into the cellar.


Turn 2: Skeletons roll 2

Morgan and Ghost are able to carry Trix’s body into the cellar, and place it in a dry corner.

This has a chance of alerting the Skeletons above (wandering check 1d6=5, no)


Turn 3: Skeletons roll 3

Vasily wakes, while Ghost and Morgan collect all the dropped weapons, shields etc and bring them into the wine cellar (wandering check 1d6=1, yes)


Turn 4.

The sounds of bone on stone stop above - then the last 2 Skeletons come clattering down the tunnel. PCs are not surprised, although encounter distance is 2d6x10 feet = 20 feet! Both Skeletons are chipped and charred but move with unholy purpose.


Round 1


Individual Initiative:


Vasily = 6

Morgan = 5

Ghost = 3

Skeletons = 2


Unwilling to cede the initiative, the three companions run out to engage their foe one last time. Vasily swings twice, but is groggy and cannot land his blows (miss). Morgan fares no better (miss). Ghost hastily throws Naki’s last Holy Water, caring not if she hits her friends …


Ghost rolled exactly what she needed. If she had taken the penalty to avoid hitting her friends in melee when using a ranged weapon (like if using oil or daggers) then she would have missed! Holy Water does 1d8 on impact, and 1d6 splash to adjacent creatures. The 2 Skeletons have 1HP and 3HP. Ghost’s throw hits (50-50) the 3HP Skeleton for 7HP, and as the other cannot survive …


… and the vial sails between Morgan and Vasily as if guided by the hand of the Prophet himself. Both Skeletons are hit by spray and immediately crack and dissolve into dust.


Vasily uses the remains of the door, some barrels, racks and shelves to form a makeshift barricade. Ghost checks on Bess, coming back quickly and reporting the barricade holds. She then searches the room, uncovering no other exits but opening a large, lop-sided storage chest to find (amongst a tremendous amount of glass and crystal shards, and flattened pewter) a safely-packed set of (1d6=) 6 fine crystal goblets worth (d4x100=) 400gp each! Morgan tends to Naki, who comes round and soon is able to walk.


The PCs have just enough time to get back to town before dark, or they could attempt to hole-up underground or in the ruins (Bess might struggle with the stairs). They only have 4 days food, there is an escalating chance of encounters, and any disturbance means their rest will only gain 1HP (they would gain 1, +1 per HD/level otherwise) I say that it is almost a given that they will return to base, although I think my player group would choose to stay (!) Very Likely = Yes, and no delay to block the dungeon or anything.


The group load up their treasure, equipment and poor Trix’s body onto Bess - and head south into the rain. They can hear the roaring of water somewhere to the west, but pay it no mind. They have a stroke of luck as the downpour lightens up just as they are getting to the tree-line and head out into the plains, and by duskfall are back home. Morgan sees Trix to the Temple Quarter, and despite the late hour ‘Sir’ Conordon himself (the head man of the temples and their upkeep) comes to attend to the funeral arrangements personally.


XP for the latest excursion:

Exploration = 25 x4 (PCs) x3 (hexes) = 300xp

37 (Cobra) + (11x25) = 312

2400gp = 2400xp

Total = 3012 / 4 = 753xp each


For simplicity, the treasure is divided by 6 shares of 400, the PCs get 1 each, Trix’s family get another, and “the Town” gets 1 to cover a high standard of room, board and care, and will cover the cost of a riding horse each (a pony for Naki). It will take approximately 1 week to heal the PCs to full, do any buying, selling, training, investigating and recruiting.


Thursday, 21 May 2026

Managal Campaign, Part 5

 


Investigating the ruins of the monastery:


Locations (chosen from Scarlet Heroes):

Wine Cellar, Pantry, Vault, Sickroom, Punishment room, Library, Stairwell, Relic chamber.


Simple underground layout:

Each area except the Hall is a ‘Major Location’ where something might be present. From Scarlet Heroes tables there is roughly a 65% chance per location of “something there”. Total Skeleton numbers = 3d6 (11). We’ll say 1d6 per Encounter and the rest are in the Vault.




Sick


Punish


Relic


Stair

H

a

l

l

Vault



Pantry


Wine


Library



(Stair contents = none, Sick Room = Encounter. Door? 50-50 = Yes. Pantry = empty, door 50-50 = no).


Naki and Ghost give the stairs a once-over from the outside ruins (Stair Location contents = none) but declare it clear, so lighting their lanterns and torches they proceed downwards. Their lights show a crumbling hallway extending away into darkness with roots and vines poking through the walls and ceiling. To their right is an open entryway with remains of pottery and glass containers, and broken cupboards and shelves. To their left is a door, swollen shut in its frame. Nothing can be heard, so Morgan and Vasily line up - the door caves in on the first solid kick, Vasily grabs his weapon by instinct, but Morgan is caught unawares by the boney hands reaching for him from behind the door frame.


[The dice said no wandering encounter and that the skeletons in the sick room are making no noise. 2 PCs attempt to open the door, with the standard 1-in-6 (2,1 = Yes). How many here? 2. Surprise? Morgan is surprised]


Skeleton - AC13, HD1, Att Claws 1-6, Move 40, App 3d6, Save F1, ML12, XP25

Special: Half damage from edged weapons, only 1 point from arrows, sling stones etc.


Round 1:


The combat is in a doorway/hallway, so 2v2 is all that is reasonable. However Trix has a spear and if not surprised (d6=6, no) attacks with -2 from the back line at a random target.


Group Initiative for simplicity:


Skeletons = 4

PCs = 2


The Skeletons grasp at their living foes, Morgan feels a strong hand close around his shield-arm but wrenches it free (Sk1 miss) while Vasily is raked down his shin painfully, deeply shredding his skin (Sk2 hit Va, -5HP, on 6HP). The three humans retaliate, Morgan off balance and ineffective (Mor miss) but Vasily smashes his great sword through the skull of his attacker, sending shards everywhere and dropping his foe (Vas hit Sk2, -4HP, on 0HP, dead). Trix drops her shield for a two-handed grip on her spear and pierces the Skeleton through the spine, breaking it and causing it to hang at an obscene angle for a few seconds before falling to the ground (Trx hit Sk1, -3HP, on -2HP, dead).


The group enter and spend 10 minutes or so searching the room - they discover remnants of chairs, beds, potion bottles, bandages and leather straps, but nothing of value. They proceed a short distance down the tunnel to discover another pair of entryways, this time there is a door blocking the right side entrance. A group of 4 skeletons armed with flails stalk out of the left opening.


Punishment Room = Encounter, 1d6=4 Skeletons. Wine Cellar (door) = Encounter 1d6=5 Skeletons + Treasure. That’s all the Skeletons so the Vault will have something else guarding it, or some sort of trap/puzzle etc.


Round 1:


The Skeletons fight 2 abreast in the hallway, 2 PCs and Trix with her spear can fight. This time, Naki and Vasily take the point while Morgan will attempt to Turn. Naki has borrowed Morgan’s stout walking staff.


Group Initiative for simplicity:


PCs = 6

Skeletons = 2, and are surprised.


Ghost intones her protective spell (Protection from Evil) and the Skeletons cannot help but flinch from the radiant power. They are staggered by Morgan’s pleas to his god, but here in the corrupted monastery the Skeleton’s power is greater and they do not flee (Mor fail Turn). Vasily, Naki and Trix lunge with their weapons, breaking bones of a Skeleton but the negative energy keeps it upright (Vas/Nak hit Sk1, -3HP, on 1HP). Morgan switches places with Naki while they have the initiative, and the three humans once again attack - Vasily crushes the damaged Skeleton (Vas hit Sk1, -1HP, on 0HP, dead) while Morgan and Trix are not able to breach the guard of the other (Trx, Mor miss). Ghost prepares an oil flask, while Naki tries throwing his silver dagger (Nak hit S2, -2HP, on 3HP) which lodges in the eye socket of the nearest enemy. It carries on fighting, as does another that steps in to replace its fallen comrade. Flails swing but shields and blades ring out with successful parries (Sk2, Sk3 miss).


Round 2:


Group Initiative:


PCs = 6

Skeletons = 5


Vasily destroys the ‘one-eyed’ Skeleton with a mighty chop (Vas hit S2, -4HP, on -1HP, dead). Ghost passes Naki the oil flask which the Halfling cannot risk throwing yet, but prepares for when the last Skeleton steps out into view (“can Naki see the last Skeleton?” = no. Naki holds action for now). Morgan attacks the front-line Skeleton with a mighty swing which sees it in a thousand pieces (Mor crit Sk3, -16HP, on -14HP, dead). The final Skeleton steps up, raising its rusty flail and deflecting Trix’s spear (Trx miss) only to be met by a flaming oil flask (Nak hit Sk4, -4HP, on -1HP, dead). Even as it burns it attempts to claw and bite at its foes, scorching Morgan’s chainmail (Sk4 miss).


The group forgo searching and immediately attempt to open the nearby door, to hopefully sustain Ghost’s spell. Unfortunately it does not give (5,2) and the group has to spend the better part of an hour battering it down. (Ghost’s spell has long since faded). Once the final blow is given, there is an almighty crack and splash, and the smell of rancid vinegar forces its way into everyone’s nostrils. “Some sort of wine cellar if I had to guess”, says Morgan, holding his nose. He raises a light and peers through the massive hole in the door, only to sway back as a bony hand grabs for him.


(PCs were not surprised). Will the door or broken barrels of wine present any obstacle in the doorway? Likely = No, but everyone is on -1 to hit (PCs = smell/fumes, Skeletons = slippery floor). If the PCs somehow end up fighting in the Wine Cellar, they will have another -1.


Round 1:


Group Initiative:


PCs = 6

Skeletons = 3


Vasily and Trix stab at the nearest Skeleton ineffectively (miss) and Morgan has to blink away tears from his streaming eyes (miss due to smell/fumes). Ghost attempts to throw one of her daggers, but unsuccessfully (miss). The first 2 Skeletons push into the doorway but stumble in the debris and slushy floor (Sk1/Sk2 miss).


Round 2:


Group Initiative:


Skeletons = 5

PCs = 3


Other Skeletons push past to the front line, but are no more effective than their bony brethren (Sk3/Sk4 miss). Morgan raises his holy symbol but a coughing fit prevents proper recitation of his prayers (fail Turn). Vasily hacks a chunk from the door-frame (miss) but Trix is able to land a glancing blow (Trx hit Sk4, -1HP, on 7HP). Naki grabs one of his Holy Water flasks and lobs it, but curses as it splashes into the sodden floor ineffectively (miss).



Round 3:


Group Initiative:


Skeletons = 5

PCs = 1


The claws of the undead are parried easily, and Morgan is even able to push his foe to the ground (Sk3 miss, Sk4 fumble, trip). The Skeleton grabs at his ankle and tries to pull him down but Morgan kicks it away (Mor fumble, save avoids) and Vasily removes the grasping hand at the elbow (Vas hit Sk4, -2HP, on 5HP). Trix and Ghost are unable to land any blows (both miss).


Round 4-8:


Morgan smashes a Skeleton into pieces, his mace clearly best suited for fighting these monsters. Naki chips the skull of another, while Ghost and Trix are left choking in the awful fumes, and need a moment to recover. Morgan is briefly distracted by the sound, which is enough for a bony fist to punch him in the head, ramming it into the door frame and knocking him out cold. Naki quickly steps in as Trix shakes off the coughing fit, and pulls Morgan’s prone body away from the melee. The Skeletons have an equally bad time, 2 of their number slipping and their fellows stepping over them to attack the living. But these new undead warriors find their way through the guard of the heroes, causing Vasily a bruised hip, and pulling Naki to the ground, pummelling him into unconsciousness. In return, Trix is able to smash the skull of one of her foes, and Ghost has taken her time to light an oil flask and causes a direct hit, burning a skeleton away as it stands staring back at them in silence.


Round 9-14:


Vasily and Trix are in the doorway, Ghost behind them with oil and daggers. They face the last 2 skeletons, both with cracked bones. The battle continues with swings and parries on all fronts, Vasily getting in the first ‘wound’ on his foe. But Trix has the bad luck of stone dust shaken loose from the ceiling landing in her eyes, she swings wildly and knocks Vasily over, and she does not see the claw that rends her chest open, bright blood gushing. Vasily swings clumsily from the floor, but is overwhelmed by bony fists and blacks out. Ghost throws her last dagger and flees, feeling a slash down her back as she goes.


To be continued ... ?

Thursday, 7 May 2026

Managal Campaign, Part 4

 6th-12th Day of Last Rain (wet season). Food 0.1. Rest in town.

Encounter 1 in 20 (3x per week). 8, 13, 15, No.

Event 1 in 20 (3x per week). 9, 10, 7, No.

Urban Adventure 1 in 20 (3x per week). Not rolled (town grieving) and PCs decline.


The next 7 days are spent quietly for Managal, resting, recovering and grieving. Duke Rolf checks on the PCs often, expressing gratitude, sympathy, and reassuring them all costs are covered. The gem-encrusted belt buckle is traded with Governess Mae, who is responsible for the social welfare of the town. The cash is divided, a 20th-share is allocated to the PCs (75gp each to the living members of the party) as well as the other survivors and families of the bereaved. The Oakhill family agree to use their combined share to equip Vasily, a male Human Fighter with upgraded weapons and armour, and he joins as a new PC. Next, Naki, a male Halfling Thief (who is widely known as a bit of a cad about town) offers his services. He fits in well, a bit of a social chameleon. He wears his hair shaved to the skin, and is deeply tanned. Finally, the brave “medic” who saved Morgan volunteers as a spear-woman, and is equipped jointly by the town, her own share, and party hand-me-downs. She is Trix, a Human Retainer and when not helping the town healers she makes use of her skills in tattooing and needlework. She is quiet, and has a face full of freckles. Everyone seems happy with the new party. There is a brief nod of acknowledgement passed between Trix and Naki at their greeting. Ghost arrives late, lifting her arms wide to show off a bandolier of throwing daggers and a “utility belt” of carefully-packed oil flasks.


Thus the new party is Morgan, Ghost (and Bess the pony), Vasily, Naki, and Trix (Retainer). The party have upgraded some armour and weapons, bought a week’s more provisions, and plan to explore the forest to the east before swinging north and west.


13th Day of Last Rain (wet season). Food 7.1. Forced March (36 MP).

Encounter 1 in 6 (Day and Night). 3, 5. No

Event 1 in 8 (Terrain, Weather and Tide). 4, 8. Tide.

Feature 1 in 10 (Natural and Construct). 9, 9. No.


No disruption at all, so the hex is marked as clear. There is a Tide Event: “Sight/Eyes (hallucination): Prophet”.


Morgan is on watch that night, when he realises another pair of footsteps are patrolling the camp with him. To the Cleric it seems perfectly normal that the Great Prophet should be here with him, as the legendary man is clearly a servant of the gods. “No my son” utters the Prophet, as if reading Morgan’s mind, “I was wrong, this place is cursed. But the mist is clearing and we may return. Come, come with me and prepare the way!” Morgan takes a couple of steps, but then turns sharply when he hears a sound behind him - but it was merely a sneeze from Bess the pony, followed by two more. Then there is the rustling of blankets, as Trix turns over in her sleep. When all of the noise abates, Morgan turns again to follow the Prophet - but he is gone. Morgan shivers and says a quick blessing for the pony.


14th Day of Last Rain (wet season). Food 6.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 5, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 2, 4. Yes, Terrain.

Feature 2 in 10 (Natural and Construct). 10, 10. No.


Terrain Event = “Trap in the grass”. 50-50 to see which hex (first or second travelled) = 2nd. The trap is (roll a random crime for inspiration=) “Blackmail”. The first thing that comes to mind is that someone (d3=Morgan) saw the little nod that passed between Trix and Naki, and will confront them. Someone might get a little roughed up! Morgan will approach (1) Naki, (2) Trix, (3) Both. d3=Naki.


By nightfall, the group are half way to finishing the exploration of their second hex. They will have to finish the rest tomorrow, assuming they aren’t run-off in the night. PCs normally succumb to traps on 1-2 on d6. Usually there is a Save to avoid. I will assume the 1-2 already came up for Morgan and Naki, hence why they are in this situation, and give the Save to both. Failure will mean they will take 2d2 damage from a couple of punches.


Later, Morgan approaches Naki and stares down at him: “Listen Short-Arse, I saw that look you gave Trix, and you’re not fooling anyone calling yourself a ‘rogue’. She proved herself when the Stretched attacked. You hid in the sewers. You better pull your weight out here or you’ll get us all killed.”


(Naki rolls 17 = save, Morgan rolls 4 = fail)


“You spent that fight face down in the mud! Now shut your yap if you like having kneecaps!” Naki retorts. An enraged Morgan swings his fist, but the Halfling easily dodges, and true to his word, kicks Morgan in the knee, causing him to fall and take (2d2=4HP). Morgan curses and the others rush over to break up the fight. Bess brays loudly, and Vasily nonchalantly says “Look, now you’ve upset the pony”. The tension breaks and there are a few chuckles. Naki says quietly “We were in the north ruins placing range markers in case the Giants came. Nowhere near the battle.” Morgan’s face reddens. “The way you handle yourself, next time let me place the stakes. Now help me up, I tire of ending fights on my arse!”.


(‘Trap’ hit Morgan, -4HP, on 4HP). Encounter: 2 Giant Flies. Morale roll to see if they engage (2d6=11 vs 8, fail). The party hears the drone of large wings, but never see the creatures. Morgan restores 1HP overnight and the group moves on after breakfast.


15th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 1 in 6 (Day and Night). 6, 3. No.

Event 1 in 8 (Terrain, Weather and Tide). 4, 6. No.

Feature 3 in 10 (Natural and Construct). 10, 5. No.


The party finishes up in the plains, finding nothing to report - then they move west, the rest of the day spent criss-crossing the nearest section of the forest that separates the plains from Managal. At dusk, when Ghost declares the light is too poor for any further progress, there are no disagreements. An hour or two in the morning should finish the task.


16th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 6, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 6, 1. Yes, Weather.

Feature 4 in 10 (Natural and Construct). 10, 1. Yes, Construct.


(Morgan +1HP). Weather = “Raging Torrent, must move back”. A swollen river blocks any westward movement. Construct = Ruined Monastery. Floors/Levels (1d6=) 2. The construct must be fully explored and cleared as necessary to deem this hex “safe” and earn XP.


A few hours before dawn, a deluge begins, and awakens everyone with the din of heavy raindrops on the tree canopy. “This might be a problem if that river we saw to the west breaks its banks”, cautions Trix. “No choice”, responds Morgan with a shrug.


Some random rolls show that there are 11 locations here, 3 above ground and 8 below. The entrance underground will be in (d4=) none of them, in the rubble somewhere. Is this the lair of the night time encounter? Rolling on dungeon or forest encounter table = Skeletons. Seems Likely = No! So what lives here? Rolling same as above = Cobras. Ok, so (1d6=) 1 Cobra lairs in the ruins, and some Skeletons live underground and patrol/wander at night. The underground entrance is a ‘concealed door’, so the PCs have a good chance of simply happening across it. None of the PCs spot anything at this distance, through the heavy rain.


Within the hour, Naki waves his hand from up ahead and beckons the group, pointing through the rain at the crumbling structure covered in vines and roots. “Typical monastery layout” says Morgan. “Looks like only 3 buildings are even partially intact”. “Can’t see no-one or nothing” adds Naki. They glance at sharp-eyed Ghost, who concurs.


The nearest building is (d4=) the remains of a shrine, but in a stroke of luck the group have to walk past the dungeon entrance to get to it. Both Vasily and Ghost point out the large shadow that is actually a hole in the ground nearby, but they (likely = yes) all agree unanimously to check out the rest of the ruins first.


The snake lair is in the (d3=) 2nd building. The Cobra is only 1HD but 7 feet long, has a blinding spit and a deadly bite, but sportingly will spread its hood in warning if it feels threatened. There is no surprise on either side between party and snake. Given this, the most likely course of action for PCs is to avoid the snake until all the ruins are clear, then go back and kill the snake. I feel this has a Likely chance of simply working, 2d6=Yes.


Will the PCs block the door of one of the structures and leave Bess the pony, or leave Trix as a guard? Likely to fence Bess in = Yes, and Bess doesn’t mind.


The PCs discover a large snake nested in what seems to be the remains of a bathing chamber. When it spreads its hood they back away, and leaving Trix on watch they explore the rest of the ruins for an hour, revealing nothing further. While everyone else was occupied, Trix formed a crude noose with branches and vines, and captured the snake. It is quickly beheaded, and Naki declares the evening meal to be “sorted”.