Wednesday, June 17, 2026
[Dungeon] The Shining Hexahedron
Saturday, April 18, 2026
Take-aways from running quick pick-up games
The games were all ran on a super short notice – announced circa 30 minutes before starting time (the server has a pick-up-gamer role you can ping).
The setup is quite simple, so that we can get to the good stuff right away:
1. Searchers of the Unknown
a. Again and again, SotU proves to be the best lingua franca minimalist D&D for such quick games. If a person has played any kind of D&D, they are able to pick up right away. Of course, on the DM-side, it requires an experienced judge, who already has a bunch of rulings and tools and procedures memorized.b. A little extra thing I introduced this time was MAGIC WORD based spellcasting. It worked quite well, although no combination spells were attempted, only single-component magics.
2. Pregens!
a. Pregens are a must for such quick games. I guess you can also do the Flailsnails thing and let the players bring in any character they want (esp. if the “setting” is kitchensink), BUT, and this is my next point:b. PREGENS ARE THE SETTING! A lot can be conveyed about the game’s broader setting by the roster of pregens. If the pregens are “elf magic-user”, “dwarf fighter” and “human thief”, that’s a vanilla D&D sort of world. SotU doesn’t use classes, so instead I add a randomly generated two-word description to each character: “ruthless hero”, “vampiric acolyte”, “wild nymph”. They confer the vague vibe of the setting, help the players get into it + I also let them use these descriptors for in-game bonuses and in-setting knowledge. The equipment list is another setting-conferring element (“broadsword” and/or “energy rifle”? “chain armor” or “Kevlar vest”?)
c. In case of character death, left-over pregens can be used as backup.
3. Dungeon crawling (using a dungeon I already have), starting at the entrance
a. That’s where it’s at.4. Short session, aiming for 90 minutes (usually ends up being closer to 100-120)
a. Enough time to crawl through 4-5 rooms, have a fight, screw around with some stuff. You have to run a tight ship, sometimes cut down on random encounters to highlight the keyed stuff, but, overall, a satisfying amount of fun game stuff can happen in this timeframe.5. Tech: Discord voice chat, tldraw for shared whiteboard
Monday, March 16, 2026
Twenty-one eldritch dungeons...
- The Belly of Gargantuel (mini-dungeon inside the rotting carcass of a sea monster)
- The Chaldean Archives (30 minute dungeon, set in Assyrian ruins)
- The Golem Master's Workshop (30 minute dungeon, fun "haunted house")
- Temple of the Berserkers (minimalist OD&D fantasy adventure!)
- Outpost of Stone & Silver (OD&D/Delving Deeper science fantasy adventure!)
- Maze of Amazement & Death (minimalist OD&D/Delving Deeper dungeon, 61 rooms!)
- Bloodsoaked Gem Caverns (system-agnostic OSR dungeon, set in an abandoned mine!)
- Cave of Trials (a prehistoric initiatory dungeon for OSR games!)
- Nest of the Circuit Roaches (small system-agnostic OSR sci-fi horror dungeon!)
- Parallel Dungeons (a dimension-shifting OSR adventure, three dungeons in one!)
- Temple of the Forgotten God (16-room OSR dungeon, written as a 1-hour exercise)
- The Bleak Corridors (15-room OSR factory dungeon with a steampunk/victoriana vibe)
- Oracle of the Laughing Prophet (small 6-room lair)
- Delver's Delight (ongoing megadungeon thing, currently 3 levels completed)
- The Red Bastion (15-room OSR dungeon, the map from my GIMP mapping tutorial keyed)
- Hole of the Goblin King (hand-written one-page dungeon, OSR)
- The Dark Keep in the Snow (snowed-in yeti monastery, OSR dungeon)
- Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP! (minimalist 3-level OSR dungeon that fits in a pocketmod)
- Underground Station, Long Abandoned (OSR science fantasy, post-apoc, abandoned subway hub station)
- Wreck Worship (a sea & salt themed cult dungeon, OSR)
- A Single Tomb, Unplundered... (Egyptian-style tomb adventure, for OSRIC)
Saturday, March 14, 2026
[Dungeon] A Single Tomb, Unplundered... (Egyptian-style tomb for levels 4-6)
Tuesday, September 23, 2025
Monster generator spark cards
|
1.
Ooze |
acid, rust,
pseudopod, subdividing, natural, lab-grown, medicinal, (a)morphing, mutating |
|
2.
Skeleton |
mausoleum, holding
shit, bone weapons, femur, teeth, display, pirate, giant, monster,
necromancy, skeleton key, grave robbing, tomb |
|
3.
Fungus/Plant |
flowers, seeds,
pods, tendrils, roots, crawling, stationary, fluorescent, growth, poison,
psychoactive |
|
4.
Robot |
laser, prosthetic,
tracks, lights, hologram, armor, clockwork, steam, replicant, android, mecha,
production |
|
5.
Lizard |
scales, amphibious,
rainbow, reptiloid, swamp gas, thunder, toad, prehistoric, conspiracy,
rending claws, running |
|
6.
Ghost |
immaterial,
haunting, fear, hunger, bound, eerie, screams, want, swamp, chains, murder,
fog, treasure |
|
7.
Parasyte |
symbiotic,
infectious, mind control, autonomous, slow transformation |
|
8.
Octopus |
tentacles, floating,
sepia, ink cloud, grabbing, reef, alien, weird, unsettling, slimy, suckered,
jelly, genius, mastermind |
|
9.
Elemental |
air, fire, earth,
water, outer planes, transformation, void, harmony, balance, alchemy,
philosophy |
|
10. Avian |
wing, shriek, egg,
flock, claw, migration, dive, beak, nest, sky, plumage, navigation |
|
11. Beast |
tail, sentient, cub,
mythical, bipedal, fangs, armored, quadraped, uplifted, horns, tribal,
magical, camouflage, mutated, hoofs, armed, nocturnal, centaur, cryptid |
|
12. Psychic |
mind blast, oracle,
clairvoyance, hypnosis, telekinesis, voice, illusion, pyrokinesis, vision |
Quick examples:
BEAST +
ELEMENTAL = a tribe of fire-worshipping pigmen
PSYCHIC +
AVIAN = giant bats that navigate using telepathy
OOZE +
PARASYTE = jelly that replaces a humanoid’s brain and spinal fluid
FUNGUS/PLANT
+ OCTOPUS = a tree with lots of grabby roots
GHOST +
ROBOT = a malevolent gremlin that possesses machinery
SKELETON +
LIZARD = dinosaur on display in museum reanimated
Friday, June 13, 2025
Piles of Downloaded Files... #3: more treasures from the Unsorted folder
I’m reviving my old series, Piles of Downloaded Files, in which I delve into the bottomless Unsorted folder of RPG-related PDFs. See the previous installments under this tag.
Micromaiden Spirit Grid by Evlyn Moreau
It is a
two-sided pamphlet dungeon, with Evlyn’s trademark art. One side has the map of
the dungeon, which is a complex semi-anthropomorphic computer circuit. Each
node gets a title and one or two keywords (for function/condition), e.g. Cyber
Maintenance Unit [In Use] [Possessed] or Sensation Module [Patched] [Cyber
Fauna].
It is evocative, but definitely a toolbox. I feel you need to get into a specific mindset to be able to fit all this together – but then it can provide a super interesting game world. I’d love it if someone made a computer game with the art from this pamphlet. A top-down dungeon crawler of some sorts.
Link: https://evlyn.itch.io/micromaiden-spirit-grid
Salo’s Glory by Glynn Owen Barrass
I used to subscribe
to the Stygian Fox Patreon. This was one of their monthly adventures, back in
2020. It’s a Call of Cthulhu 7e scenario… IN SPACE! A megacorp sends an exploratory
vessel outside the Solar System. The scenario goes for that sci-fi horror vibe
that you get in the Alien franchise, like in the comics. Hell, it has stats for
power loader exoskeletons! It also comes with quite good floorplans for the
space ships and shuttles – definitely a reusable resource for any sci-fi game.
The adventure
is written in the usual CoC style: lots of text, not skimming-friendly. But
overall, it feels like a solid offering for CoC/Mothership/Alien RPGs.
Bonus mystery entry!
“original-colony.pdf”
is a single-page file. It’s labeled “Original Drawing of the Ant Colony”. And
it has a side-view section map of an ant colony. Pretty good map, I gotta say!
Reverse image
search leads to a Something Awful topic I cannot access.
However,
next to this file in my folder, I have:
Percent in Lair: Ant, giant by Justine Rogers / Angrymog Games
Turns out,
the colony map was made for this project. This is a 10-page-long brainstorm on
Giant ant colonies in fantasy adventure games. It contains the aforementioned map.
Adventure hooks – why are we delving into an ant colony? And all kinds of Giant
ant variants. Weird ecosystems, fungi, psychic ants, gem-encrusted ants… This
is actually not bad!
Thursday, June 12, 2025
How I prep
So, how do I prep?
First, I stock up on weapons, ammo, first aid essentials, canned and dry goods. Next, I transport it all into my rural fenced-off compound and store it in my underground vault. Then I post a shelfie on the survivalist forums…
What?
Oh, this is about RPG referee prep.
Sure, here are a couple of disjointed ideas. I don’t have a system and, well, just don’t run games regularly enough nowadays, but when I do, I like to do as many of these as possible.
I’m only covering pre-session prep here, not campaign prep.
- I write a lot of random game content, adventures, random tables, etc. So before a session, I check back to see if there is anything useful or relevant or something I just want to try in my archive.
- I run 75% homebrew stuff, 25% published modules.
Notetaking, general:
- I often make flowcharts and relationship matrices. I write out important factions, NPCs, locations, McGuffins and draw lines and arrows between them, note their relationships or connections. To me, this is the best way to organize info.
- If the adventure has a monster summary, I print that out. If it doesn’t, I try to make one. Stats & special abilities on one page, so it’s all in one place, no need to look it up in the module or the bestiary.
- I might do a condensed key for dungeons. But that’s pretty time consuming.
- Print out the map separately! It also helps to annotate the map, add notes about room contents, etc.
- I like re-drawing maps. Esp. for bigger dungeons. You memorize the layout and note interesting things for yourself, AND if you run an online game, this can double as preparing a VTT version of the map.
Pre-session prep for ongoing games:
- Check notes, curse yourself for not taking better notes.
- Any dangling threads or cliffhangers that require resolution or extra thought? E.g. a character was bit by a werewolf, how do we handle this, setting-wise and also rules-wise (see next section)? An enemy ran away, are there consequences? Any restocking needed Is there anything that might come back and bite the players’ ass?
- Rules-wise, are there any complex situations that might come up? E.g. aerial combat, underwater adventuring, chases, mass combat, anything that I need to look up the rules for or make rulings on.
![]() |
| Pondering the moldy tomes |
Searchers of the Unknown - pocketmod version
Searcher of the Unknown pocketmod PDF for printing
Sunday, May 18, 2025
d30 eerie/weird garage rock bands
- The Aztec Mummies
- The Bad Vibrations
- The Berenices
- The Black Lagoon Divers
- The Blowers
- The Crypt Keepers
- Doctor Tarr & His System
- The Draculalas
- The Eeries
- The Frankenhookas
- Gordon & His Flashers
- Ilse & Her She-Wolves
- Jack Chick & His Tracts
- King Tut & His Curses
- Las Máscaras
- The Milkshakers
- The Mortsafes
- The Nudes
- Los Pornados
- The Quasi-Mods
- The Reefers
- Santo & The Vampire Women
- Satan’s Fingers
- The Saucerians
- The Screamers
- The Suburban Rejects
- The Teen Wolves
- The Tiki Twisters
- The Torturers
- Victor Noir & His Admirers
Tuesday, May 13, 2025
d30 generic items
Another simple little table I always keep at hand is this list of 30 items.
- Alcohol
- Blade
- Book
- Cards/dice
- Charm/talisman
- Coins
- Cosmetics
- Creepy
- Documents
- Drawing
- Figurine
- Fire-making device
- Food
- Handkerchief
- Jewelry
- Knick-knacks
- Light source
- Live creature
- Medication
- Mirror
- Musical instrument
- Pocket lint
- Poison
- Recreational herbs
- Religious item
- Sweets/treats
- Time-keeping device
- Tool
- Twine/rope
- Weird
Sunday, June 2, 2024
d50 Delinquent Werewolves from Outer Space
- Abductee
- Alpha Bitch
- Beach Bum
- Beatnik
- Biker
- Brainiac
- Carnie
- Cat-Creature
- Catholic School Dropout
- Deceptively Square
- Drag Queen
- "Exotic"
- Franken
- From Outer Space
- Ghoul
- Goo Goo Muck
- Graverobber
- Grease Monkey
- Greaser
- Gun-Toting
- Hobo
- Hooker
- Junior Delinquent
- Leather-Clad
- Mod
- Mutant
- Pin-Up
- Psychic
- Psycho
- Psychonaut
- Punk
- Reefer-Mad
- Rock'n'rolla
- Roller Derby Champion
- Satanist
- Stiletto-Wearing And Stiletto-Wielding
- Suburban Escapee
- Surfer
- Tattoo-Artist
- Tiki
- Trucker
- Twins
- Undead
- Vampire
- Voodoo
- Werewolf
- Witch
- Witchdoctor
- Wrestler
- Zombie
Thursday, January 25, 2024
3x10 initiation rites
Tuesday, October 17, 2023
How do I make dungeon maps? A tutorial...
I learned the basis of my approach from this video: https://www.youtube.com/watch?v=_agst3lSQ7A&ab_channel=P3RPLEX3D
I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.
Then I add everything else on top… Here’s my process:
- I put on some music (“Hejira” by Joni Mitchell today)
- I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
- I open GIMP
- I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
a. Background
b. Dungeon wall outline
c. Dungeon grid
d. Symbols
e. A group of text labels
f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map - I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
- I draw all the walls
a. Brush size for walls is 8 pixels
b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off - I leave gaps for doors and similar features
- Fill up the dungeon with the grid pattern (see the video tutorial above)
Draw the rest of the fckin owlAdd in symbols for doors, secret doors, traps, main room features like statues and coffins- Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
- Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes
And so on. There’s a lot of trial-and-error, janky additions and overlays,
Tuesday, August 8, 2023
[Solo] The Magnificent Adventuring Circus, Session 5: The Wolfman’s Turn
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Day 6 [travel from 3508 to 3408 (barren hills on
west bank, lightly forested hills on east bank), weather worsening, no random
encounter]
The terrain on the east bank of the river becomes less
rugged, more of a hill than a mountain. The weather, however, becomes worse:
the first cold of Mid-Winter sets in. The first snowflakes also appear – early
scouts of the oncoming storms and impassable roads. So, the Circus tries to
pick up speed.
They get their hopes up when they see the outlines of
buildings in the distance at the bend of the river – but as they get closer,
they notice, that there is no smoke rising from the chimneys. It is just the
ruins and remains of an abandoned hamlet, half a dozen empty, dilapidated
buildings. Most are beyond repair. Some might be restored to livable
conditions.
The deserted place gives everybody the creeps. It’s that
uncanny feeling, when a place that should be “lived in” instead stands empty.
“I feel like we are being observed,” shudders Callisto, and glances backwards,
but can’t see anybody. The party decides to not search the buildings, and
instead roll on towards a hopefully populated settlement.
+ [travel from 3408 to 3509 (barren hills on west
bank, densely forested plains on east bank), weather worsening, random
encounter: the Lycanthropes, party not surprised, creatures surprised)
The terrain on the east bank evens out, but the forest
gets thicker. The snowfall intensifies. The branches of ancient trees look like
skeletal arms outstretched against the gray, clouded sky.
Pointy Kid drives the wagon. Griswold volunteered to be
on watch – which means sitting on top of the wagon – not the most pleasant
position in the winter. The others huddle in relative “comfort” inside the
cabin.
“I tell you, I don’t like this Griswold fella,” Callisto
grumbles. “His words are pleasant, but his eyes are just not right. I recognize
this type… He is a liar and a con-man, that’s what he is.”
“Birds of a feather, aye?” Julia pokes him in the side.
“First of all, I’m not a con-man, I’m a con-artist,
and a master of illusions, not a liar. But yes, I’ve seen people like him
before. I bet that tale about his traveling companions getting killed by
monsters is a great big lie. They are either following us, or, hell, for what
we know, he killed them himself and will do the same to us! And why did he
volunteer for watch duty?! In this damn cold?”
“All right, all right, I’ll check on him, just stop
nagging me!” Julia Maxima gives in.
A little trapdoor built into the ceiling leads to the top
of the wagon, the “sentry post”. Julia Maxima climbs up the ladder, and emerges
from the hatch, but not completely yet. She looks around.
Griswold kneels on the roof of the wagon, with his back
to the trapdoor. And he is… waving? Gesturing? Signaling to somebody in the
distance behind the wagon! Julia Maxima barely makes out three figures trotting
after the wagon. Three dark figures… Wolves? WOLVES!
Julia drops back into the wagon and secures the trapdoor
below.
“You were right, Callisto. I’m sorry. To arms, everybody!
There’s a pack of…”
Her words are interrupted by a blood-curdling howl from
above --- which is answered by a choir from the distance.
“…wolves. Or something worse,” Julia Maxima finishes the
sentence and starts donning her chain shirt.
There’s another howl, and the sound of claws scraping
against the roof of the wagon.
“POINTY! Pointy, look out! Behind you!” Sheila screams,
hoping that her voice will penetrate through the wall of the wagon.
Pointy Kid turns around just in time to gaze into the
gaping maw of a gigantic wolf perched behind him over the driver’s box…
Instinctively, he hits it with his only weapon at hand – the whip! The leather
strap would scare any other creature – but this monstrosity doesn’t even flinch
– and it lunges forward – and misses! The sudden movement brings the creature
dangerously close the edge, but it stays on top of the wagon. Pointy throws the
reins and stands up to face the monster. Bamboo the horse needs no urging by
this point, as she feels the horrible smell of the werewolf. She strains to go
as fast as possible.
Meanwhile, below in the wagon Julia Maxima is still
struggling with her chain shirt. Sheila grabs her scimitar. “I cannot let
Pointy fight that… thing… all alone!” She opens up the back window of the
wagon, crawls out, and pulls herself up onto the top. As a trained dancer, she
manages this little acrobatic feat alright… But she also sees that the three
wolves are gaining. Callisto watches in horror at the pursuers and tries to
come up with a clever idea.
Up top, the monstrous wolf prepares for another attack.
But first, Pointy Kid lashes out with the whip once more – this time he tries
to hook it around the creature’s leg, but only causes some mild annoyance.
Luckily, he doesn’t lose his balance. Griswold (or rather, “Griswolf”…) charges
again – but Pointy Kid sidesteps, and the wolf jumps straight off the
carriage!!
Callisto tries to use his only trick, and “throws” his
voice, towards the approaching wolves. On a hunch, he imitates Griswold’s
monotone speech: “Fall back! This prey is no good!” And, to the Grand
Illusionist’s great surprise… the trick works! At least, the three pursuing
wolves stop and look around in confusion.
Sheila and Pointy look below and try to find the wolf.
At the same time, Griswolf “resurfaces” from under the
speeding wagon and snarls at Callisto (who is still standing at the open back
window). And then the monster jumps, tries to latch onto the vehicle – his
vicious claws miss the window just by a couple of inches.
Pointy climbs back into the driver’s box and takes up the
reins. Sheila stays on top of the wagon to see how things unfold.
Griswolf snarls angrily, shakes himself – and turns back
into a person! “You haven’t seen the last of us, carnies!!” he shouts after the
wagon, then, butt naked, runs off into the snow-covered forest to find his
pack.
Julia Maxima finally finishes putting on her chainmail.
“I’m never taking this off again,” she says.
The wagon speeds on, pulled by the panicking Bamboo, in
an unknown direction…
![]() |
| Cool Michael Stroganoff wolf encounter diorama by Taipeh |
Saturday, July 29, 2023
Dirt simple 2d6 weather roll
Here's a short entry for this month's Blog Carnival: Terrain, Seasons, Weather!
By now using Reaction rolls to adjudicate, umm, everything and anything, has become an OSR staple, and I'm here for it! I think I first stumbled upon this idea over at Talysman's The Nine and Thirty Kingdoms blog. Since then, this little table has been on my DM screen/binder.
|
|
Weather |
|
2 |
Worst possible, anomalous, no
travel |
|
3-5 |
Very bad, |
|
6-8 |
Normal for season, regular travel |
|
9-11 |
Advantageous,
bonus travel speed |
|
12 |
The best possible, bonus travel
speed and morale |
I like it, because it gives me a baseline, from which I can improv the actual conditions. If I'm stuck, I use the old "Dolmenwood Hex Crawl Procedure" document (no longer available on Gavin's blog, but pdf's hosted in other places are still around), which has a very nice 4xd8 table of possible seasonal weather types.
![]() |
| Giorgione, you rock. |
Sunday, July 23, 2023
[Solo] The Magnificent Adventuring Circus, Session 4: Carnies in the Mist
Introduction and links to other sessions can be found here.
The cast of characters:
- Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
- Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
- Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
- Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.
Day 4 – continued [camping in 3507 (river flowing
from north-east to south-west, swamp on northern half, barren mountain on
southern half), weather worsening, random encounter: Lycanthrope: Werewolf,
party not surprised, creature not surprised]
Cold Fore-Winter rains make the life of the Circus worse.
Pointy Kid is on lookout duty, Callisto cooks, Sheila and Julia Maxima work on
the broken wheel. The party has the tools and some spare materials, but lack
the expertise. It quickly becomes obvious, that even if they manage to finish
the work today, they have to camp here in the wilderness.
Dusk sets in. The wagon is complete, but it’s too late to
move. The troupe huddles around the fire.
“Somebody’s coming!” Pointy Kid points towards the rocky
slope of the mountain.
“Greetings,” the approaching person waves from a
distance. “Can a weary and unfortunate traveler warm himself by your campfire?”
The characters exchange a couple of words, then invite
the stranger over, as it has been the way of Circus-folks for centuries. Only
Callisto eyes the stranger with some slight suspicion.
He is a middle-aged fellow, with greying unruly hair, torn
dirty clothes, a sword on his belt and just a small bundle of stuff. “My name
is Abil Griswold,” he introduces himself. “I was traveling with three
companions through the mountains, but we were ambushed by monsters – I was the
only one to get away.” He speaks in a monotone voice. Grieving his companions,
Sheila thinks.
“Where are you headed?”
“To Tabriz first, then Turachow,” Griswold explains.
“Come travel with us, it would be safer. Of course,
you’ll be expected to contribute something to the performance or the running of
the circus – that’s the Circus custom – do you have any talents?” Julia Maxima
asks.
“I might have a couple of tricks up my sleeve,” says
Griswold, and for the first time his voice becomes lively. He even smiles a
little. “I can imitate the sounds of wild animals. Children love it,” he says,
and does a pretty good growling dog impression.
“We could use that as the sound of the troll, too, what
do you think, Sheila? Maybe in Tabriz, he can play the monster instead of you,”
Julia Maxima offers.
“Yes, I guess I could become a monster,” Griswold nods.
“But let us rest now…”
Watches are set – the night passes uneventfully.
Day 5 [travel from 3507 to 3407 (river makes a bend,
barren mountain on east bank, lightly forested hills on the west bank), weather
neutral, no random encounter]
In the morning, a light mist blankets the area. Callisto
is almost sure that he spies a couple of shadowy figures in the mist… But
perhaps that’s just his imagination running wild, or a bit of contact high from
Pointy Kid’s morning pipeweed.
The Circus (with new temporary member Abil Griswold)
continues its journey along the river. The swamp on the other bank ends and the
river now runs in a valley between lightly forested hills and mountains.
The wheel holds – although one particular bump gives the
whole party a scare – but nothing scary happens. Investigating, they find that
they ran over a slab of stone, half-sunk in the ground: an ancient grave
marker… Now this sends some chills down their spines, especially that the mist
hasn’t lifted yet. The name is unreadable.
But these small things don’t hinder them much.
The river takes a strong bend towards the east, where
more lightly forested mountains loom.
+ [travel from 3407 to 3508 (lightly forested
mountain), weather worsens, no random encounter]
Further progress is hindered by cold rain. The troupe
soldiers on. Just before darkness, they happen upon a cabin – built atop a tall
tree! There are no lights in the windows, nor smoke from the chimney. Nobody
answers their calls. So Pointy Kid throws up a grappling hook, then climbs up
to the little platform at the cabin’s entrance. Knocks – no answer. He opens
the door. A small living room: all furniture and implements cozy and
halfling-sized, but covered by dust. There are books and scrolls, all of
religious and philosophical content. Most of them are signed by a certain
Glomol Glomolkan Glomolklari – the owner of the cabin. A little silver
sea-shell is displayed in a prominent place: proof that the inhabitant of this
cabin made the pilgrimage to the holy site of the Birth of the Goddess, far up
to the north-east [5001]. Glomolklari must be a hermit. But where is he?
Pointy Kid doesn’t want to disturb the stuff of a hermit,
so instead he just climbs down and reports to the others.
They park the wagon under the tree, and camp. Julia
Maxima rations the food pretty strictly tonight: with an extra mouth to feed
(Griswold lost his bag), the Circus is running low on supplies…
The night passes uneventfully.
To be continued!











