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.