The Dwarven Halls, Chapter 2 [continued]


#summary

Previously, on The Dwarven Halls

Fighting for their life and overcoming mobs and traps is helping team to find out their strengths and weaknesses, but they have not yet found the way into the tunnels that will bring them to Stonehaven. They must push further into the dungeon.

Content Warning: Mostly just fantasy violence and mild language. Some minor drinking and smoking.

More info, attribution for the tools and materials used— including the splash art — can be found in the About & Credits, below.


#tomb5

Setting the Scene, The Tomb, Room 5.

I tried the piecemeal approach to the room last time and it did not quite work since the the room descriptions go a bit back and forth in places, so I'll spoil the room for a whole as myself.

{DH30} There are two skeletons (8/6 with Spear, Chain Cuirass, and Small Shield). This is a heck of a fight. Let's pull a card (Even) to see if the fight is as described: {GMAF25} Yes.

Inside the room is some minor treasure (28gc) and the equipment on the skeletons.

Like most other fights in this dungeon, and campaign, it's a "they will attack" situation.

DATE Played: 2026-01-09.

The King's Guards

Current order is as shone. Pholex is several paces behind, hiding back. Rather than risk a repeat of last time, Tholan and Tabintha are on either side of the door, giving Marryck enough room to pull back once the room has been checked for traps and checked to see if it is locked. It isn't either, but let's roll for the traps check:

  • 5 + 1 + (2d6) 6 = 12 < 15. Fail

There is an irony that most of these have been rolling pretty low so I had not switched to roll over, Marryck would have knocking it out of the park this whole time.

"Door is clear," Marryck says.

Tabintha nods to Tholan as Marryck steps behind her and pulls out an arrow to notch into their bow. Both Tabintha and Tholan have short swords drawn and Leonidas starts mentally preparing to cast his GOB spell.

Rather than get trapped and pinned in by the shape of the hall, the plan is for Tabintha to step back up the hall while Tholan pulls down and is backed up by Jortimer. Marryck will shoot what they can.

Tabintha opens the door and the strange blue highlights two stone shelves in a tomb-like room of higher quality than some others. Each shelf has the remains of warrior in still in-tact armor, holding a spear crossed over their chest.

As the door swings all the way open, the torches inside flare up and before Tabintha can even enter the room, both skeletons sit up and in one motion swing their bony legs over and leap from the shelves. The creatures advance immediately upon the party!

Tabintha shouts, "Go!," and then steps a full stride north. Tholan says nothing but takes a step back as Jortimer steps up next to him. Leo begins chanting in earnest.

Far behind them, Pholex sighs deeply.

Skeleton tokens from {DH30}
  • ROUND ONE
    • Tabintha + Marryck vs Skeleton A.
      • Tabintha: (Skill) 5 + (Sword) 2 + (2d6) 11 + 1 = 19.
      • Marryck: (Skill) 5 + (Bow) 1 + (2d6) 8 + 1 - (Firing into Melee) 3 = 12.
      • Skeleton A: (Skill) 8 + (2d6) 8 = 16.
      • Result: Tabintha hits, but not Marryck. Tabintha does (Short Sword) 3 = 2 Stamina. Skeleton blocks for (Chain Cuirass + Small Shield) 4 = 1 + 0 = 1 Stamina. Takes 1. Skeleton A has 5 Stamina remaining.
    • Jortimer + Tholan vs Skeleton B.
      • Jortimer: (Skill) 5 + (Club) 1 + (2d6) 7 + (Outnumber) 1 = 14.
      • Tholan: (Skill) 6 + (2d6) 7 + 1 = 14.
      • Skeleton B: (Skill) 8 + (2d6) 1 = 9 (!). Both hit!
      • Leonidas casts GOB — (Magic) 4 + (Sorcery) 2 + (2d6) 9 + (Focusing) 2 = 17 > 15 — and a 6/6 Goblin with a short sword materializes.
      • Result: Gobby might join next round. Jortimer does (Club) 6 = 3 stamina. Tholan does (Short Sword) 5 = 3 stamina. Skeleton blocks (Chain + S. Shield) 4 = 1 point of each. Takes 4 out of 6.
      • Is there enough room for Gobby to join the fight immediately? (Even) >> {GMAF20} No. He is on standby.
  • ROUND TWO
    • Tabintha + Marryck vs Skeleton A.
      • T: 5 + 2 + (2d6) 11 + 1 = 19 again.
      • M: 5 + 1 + (2d6) 11 + 1 - 3 = 15.
      • SkA: 8 + (2d6) 7 = 15.
      • Result: Tabintha does another (Short Sword) 2 = 2 Stamina. Skeleton (CC+SS) 4 blocks another 1. 4 Stamina remain.
    • Jortimer + Tholan vs Skeleton B.
      • J: 5 + 1 + (2d6) 9 + 1 = 16.
      • Th: 6 + (2d6) 6 + 1 = 13.
      • SkB: 8 + (2d6) 7 = 15 vs {J | T} = T.
      • Result: J does (Club) 2 = 2 stamina. SkB blocks (CC+SS) 2 = 0. Skeleton B is destroyed. But Skeleton B does (Spear) 4 = 3 stamina vs Tholan's armor (Leather Hauberk) which blocks 4 = 1 stamina. He takes 2.
      • Gobby and Jortimer push up to add the attack, Tholan holds back to keep protecting Leonidas.
  • ROUND THREE
    • Everyone vs Skeleton A
      • Marryck holds back to avoid hitting a larger crowd of potential targets in a misfire.
      • T: 5 + 2 + (2d6) 10 + 2 = 19 (again!).
      • J: 5 + 1 + (2d6) 9 + 2 = 17.
      • G: (Skill) 6 + (2d6) 8 + 2 = 16.
      • SkA: 8 + (2d6) 7 = 15 vs ... doesn't matter, they all beat.
      • Results. T: (Short Sword) 1 = 1. J: (Club) 4 = 2. G: (Short Sword) 3 = 2. SkA blocks (CC+SS) 6 = 2 + 1 = 3. Takes no damage.
  • ROUND FOUR
    • Same kit, basically, but Tholan will run help to help since the battle has stalled.
      • T: 5 + 2 + (2d6) 10 + 3 = 20.
      • J: 5 + 1 + (2d6) 5 + 3 = 14.
      • G: 6 + (2d6) 9 + 3 = 18.
      • Th: 6 + (2d6) 5 + 3 = 14.
      • SkA: 8 + (2d6) 11 = 19. vs {T | J | G | Th} >> G. Gobby takes (Spear) 6 = 4 stamina damage. Tabintha hits Skeleton for (Short Sword) 4 = 3 stamina and it blocks (CC+SS) 3 = 0. Ooo. It has only 1 Stamina left.
  • ROUND FIVE
    • AGAIN!
      • T: 5 + 2 + (2d6) 6 + 3 = 16.
      • J: 5 + 1 + (2d6) 10 + 3 = 19.
      • G: 6 + (2d6) 8 + 3 = 17.
      • Th: 6 + (2d6) 5 + 3 = 14.
      • SkA: 8 + (2d6) 11 = 19. Dannnng. Vs {T | J | G | Th} >> Tholan.
      • Result: Tholan takes (Spear) 3 = 3 stamina and blocks (LH) 1 = 0. Tholan is down to 3HP.
      • Morale Check: Tholan's Morale = (Skill) 6 + (Overpayment) 2 + (Tabintha's Leadership Skill) 1 = 9. (Morale) 9 + (2d6) 7 = 16 > 15. He continues to fight.
  • ROUND SIX
    • Tholan is still in, but this time Marryck will run up with a dagger.
      • T: 5 + 2 + (2d6) 4 + 4 = 15.
      • M: 5 + 0 + (2d6) 5 + 4 = 14.
      • J: 5 + 1 + (2d6) 12 CRIT! + 4 = 22+
      • G: 6 + (2d6) 7 + 4 = 17.
      • Th: 6 + (2d6) 9 + 4 = 19.
      • SkA: 8 + (2d6) 5 = 13.
      • RESULT. Jort's crit was 7 = +2 Damage Roll. Also a Powerful Blow. He does (Club) 2 + 2 = 2 stamina * 2 vs the Skeleton's armor (CC+SS) 4 = -1. That destroys it. Essentially everyone got a hit on but I won't roll the others.

After the battle, Marryck takes one of the spears and Tabintha takes a shield. The suit of armor is a bit bulky for her but she recognizes that it is astoundingly good quality...

  • Is it magical in any way? (Bad) >> {GMAF17} No.

I didn't think so, but since we've established pretty much everything has decayed I'd figured I'd ask.

...though it feels strikingly mundane. Leonidas, who has a sense for such things, feels no magical power.

Tabintha points out the other suit of armor and shield to Tholan...

  • Does he take them? (Even) >> {GMAF59} No.

...but he waves his hand.

"Nah, miss. I'm used to my own kit."

Jortimer shrugs and takes the shield and armor off the other, though it is bulky and causes his backpack to jangle loudly. The shield, at least, is light enough that he can make do with it.

Note that Tabintha has an Skill + Armor total of 7. She needs 8 to actually wear the chain armor. Jortimer has no armor special skill at all. Both can wield the Small shield.

Marryck has no special skill in spears but that might be a good weapon for them, allowing a long enough reach to attack a bit from the second line.

The other spear they leave behind. In the room, Marryck has been searching the shelves of these warrior's tombs...

I actually take the need for a roll back in this case, the description applies it is basically out in the open, so they get all 28gc.

...and is happy enough to find a good selection of coins. They pocket them to split later once the group are in a safer spot.

After that, nothing remains but to head up to the door at the end of the hall they are in. Even from here, they can tell it is a bit more sturdy and heavily decorated than the others.

#tomb6

Setting the Scene, The Tomb, Room 6.

"The Tomb of the Warlord" [note, title is taken from {DH30} though the description is {DH30-31}] is essentially the boss battle. It is, as written, a bit of an odd encounter. Here are some oddities to it...

  1. There is no key to the lock [as written] but instead it opens after people have spent five attempts trying to pick it, each time losing 1 stamina, or manage to pick it.
  2. Inside, there are four weaker mobs and a mob so powerful that no one can actually harm it.
  3. Outside of the book in Room 4, there is no real prompt to even bring up the dwarves to the big bad. The closest is that he has apparently killed some dwarves, which would make most parties I know not mention any dwarves whatsoever.

Starting with #1 for the moment, it doesn't quite feel Fighting Fantasy. It feels like the kind of moment where there would be a key and if you found it, you can get through the door but if you have not found it, you lose some Stamina and maybe a point of skill, right?

Also, strangely, I essentially ended the Advent(ure) 2025 with Barston having to sacrifice Stamina to open a door and a bit of something different might be nice.

Starting, there, let's ask one or two questions that are roughly equivalent to tweaks I might make if I was running this for a group:

  • Is there a key in the unexplored room of the dungeon? (Even) >> {GMAF120} No.

You know what, this puts me in mind for a "side quest" [in as much a side quest can involve figuring out a main quest objective]. This "The Tomb" section feels strangely copy-pasted like it was determined that characters needed a little more EXP before the next set of things, but doesn't have the narrative cohesion the scenes at the inn had before it.

What I'm thinking is there is a short dungeon nearby that ties in. We had a fight with Slykk as kind of a "test" battle, early on. Maybe they have occupied a structure that relates to this Tomb. The place where the key to this door is kept. Which also has some explanation as to why the Warlord is still animated and so cursed so that an entire section of undead are cursed to be on guard around him.

In that light, there door will not be openable without the key, and the Warlord will not be passible without the information.

IMPORTANT CAVEAT: There are pages of text in an opening "GM's Background" section that might help to give a GM info to explain this. However, one of the key tricks to solo-playing prewritten adventures is to gently nudge them off the rails.

DATE Played: 2026-01-11.

Another Locked Door

Marryck sighs strangely while trying to pick the lock...

I've established that the door needs the key to be opened, possibly explaining why the dwarves inside could not get out. This Skill (Locks) test will not be to open it, but instead to see if Marryck avoids the curse on the door [which I will upgrade to -1 Skill, -2 Stamina. Success will instead only take -1 Stamina, instead...

  • (Skill) 5 + (Locks) 1 + (2d6) 8 + (Big Obvious Lock) 2 = 16.

Marryck will feel the drain, and lose 1 Stamina.

...and then staggers a bit. Tabintha pulls them back and checks they are ok.

"Something...it feels weird. Like my teeth feel number and I can't stop shivering. Whoever locked this door, they don't want it opened."

"Maybe these strange words on the door explain it?," Tabintha says, pointing at the text scrawled into the door and near the lock...

  • Is this Dwarven? (Even) >> {GMAF120} No.

...but no one behind her really has a clue on how to read it. Another mystery for this strange place.

There is a bit of an oddness to this dungeon that I did not include, above. There are a few spots where a strange script, etc, is noted. Possibly magical. Yet there is at least one book that seems written in some variation of common and the King/Warlord will (spoilers) speak at least in a bit in perceived common, possibly just ghostly communication.

In that light, I'll say the writing is some sort of code related to the people who built this, but Ye Olde Commone is somewhat at play.

"Tholan, Pholex?," she asks.

"Don't look at us, miss," Tholan says, like he is sad he cannot help, "We are strangers, here, just stopping by. One of the folks upstairs might know."

Tabintha nods at this. "Ok, we'll backtrack. Ask if anyhow might have any idea. Leo, can you copy some of this text."

Leonidas says he can, but says he'll just copy a few letters at random. "Wouldn't want to curse my backpack."

Going to do an open Skill test but at +4 since he is not rushed and has folks there to give him feedback.

  • (Skill) 4 + (Bonus) 4 + (2d6) 7 = 15. Good enough that if someone has seen it, they would have an idea.

After that is complete, Tabintha gives a think. "There's another door, if it's more of these undead creatures, it might be a threat to the inn upstairs. Do you think we should fight it."

Jortimer agrees. Pholex looks nervous. Tholan points out that he is just here for the pay and the day is approaching done. Leonidas will back up his sister. Marryck, who has tended to be unluckiest in the torments of this dungeon, gives it a think.

  • 1d6 = 5. They are pretty confident, here.

"Yeah, let's..."

#tomb2

Setting the Scene, The Tomb, Room 2.

Another square room, another undead thing, another fight. This one is a bit more unique in that the creature inside, called "Zombie Abomination," is a collection of various discarded body parts.

It it is 6/10 but has four attacks. I think I have played multiple attacks incorrectly in the past. It seems like I am supposed to roll just once and that this is the combat strength for every attack (individually) but left over attacks can be stacked for an "Assist".

Anyhow, a bit more gold can also be found. It would have been a fun creature to have "holding" the keys, but ah well.

I'll skip straight to the fight since it will likely be pretty straightforward...*crosses fingers*.

DATE Played: 2026-01-12.

Zombie abomination token clipped from {DH28}

The Damned Thing in the Room

Tabintha shouts, "Keep it surrounded!"

The group had backtracked to this room to make sure the area was clear before they brought disaster on The Black Lobster, and once Marryck got the door open they spotted another pile of bodies much like the first room they had entered. Only these were a lot more bloody. A lot more...wet.

With a smell to match.

And rather than a few of the better maintained ones "waking up" and attacking, the whole damned pile of corpses in the middle shuffled up and this thing, this abomination started shuffling slowly forward. Heads and legs and arms from multiple people trying to work as one.

Tabintha did not hesitate and the team spread out to surround thing thing, Marryck getting a shot off before the thing could get closer.

Ok, let's tone down the note structure from the last one, more short hand.

  • ROUND ZERO
    • Marryck's "free" shot (Zombi-nation will only get skill of 6 to avoid...). M: 5 + 1 + (2d6) 6 = 12. Z: 6 + (2d6) 7 = 13. The shots hits the creature but hits nothing "vital" to it.
  • ROUND ONE
    • Marryk drops the bow and picks up the spear to attack, will be at -2. 5 + 0 + (2d6) 6 + (Outnumber) 3 - (Penalty) 2 = 12.
    • Tabintha: 5 + 2 + (2d6) 12 CRIT! + 3. Crit = 6, Double Damage. Total = 22.
    • Jortimer: 5 + 1 + (2d6) 6 + 3 = 15.
    • Tholan: 6 + (2d6) 10 + 3 = 19.
    • Zombi-Nation: 6 + 6 = 12.
    • Marryck ties. Tabintha scores double. (Short Sword) 4 = 3*2. Jortimer does (Mace) 5 = 3. Tholan does (Short Sword) 2 [Powerful] = 2*2. This all adds up to over 10 Stamina so the creature is destroyed in the first round.

"Gods, that is disgusting," Jortimer says, trying to fling gore off of his mace.

Tabintha pokes at it a bit with her sword but whatever might be under the strange pile of flesh, she is not sure her stomach can handle it.

As Marryck checks out the door to the south, they realize it leads back around to the stairs.

"Ok," they say, "I think the place is clear, besides the scary door at the end. Let's head back up and get some food and rest, see if we can figure out any clues about how to open the door."

#slykktemple

Setting the Scene, The Temple of the Slykk.

We'll do a slight time jump, here. If this was a more "traditional" solo play it might be interesting to see how the threads unfold, but since this is more like a "there will be a solution or the rest of the adventure is moot" then we will assume that eventually (1d2 days >> 2 days) later they have found out about the clue. An ex-temple with the rest of the Slykk, their "chieftain" and maybe a pet. Let me glance at Out of the Pit (et al) and see what fits in a second.

I remembered Dyson Logos had a small ruined temple map posted recently, and that's what first jumped to mind. A lot of the other details we'll find out more mid-scene.

FIRST things first, though, Tholan and Pholex will not be with the party at this point. We'll say they are staying on a few more days at the Black Lobster to see what the party decides to do but they won't be part of this particular side story.

SECOND: I'll use the Slykk description from {DH17}. Half will use spears, half will use slings. There will be 5 + 1d3 = 6. One of which will be the chief. +2/+2 (8/10). At the very end of the temple but might join in or run away depending on how the fight goes. Is there a pet? (Even) >> {GMAF57} No. Going by {OP106} we can say these are offshoots of a tribe that have been somewhat pushed out by their people. Over 1/3 of their people were killed in the fight on the bridge so they are not doing well. Just a single additional loss will have the non-chieftains testing for morale.

THIRD: The clue/key will be at the right/eastern-most section. A statue it looks like so a statue it is (at least the feet of one).

Again, most other things we can figure out as we go.

DATE Played: 2026-01-12.

"Fallen Temple of Sekhmet" by Dyson Logos.

The Slykk Infested Temple

Tabintha points for Leonidas and Jortimer to take position behind some trees as the sun sets behind the distant mountains.

NOTE. Though Slykk {OP107} can live in damp caves, there is no mention of them being particularly night-visioned. I'm going to assume they still require some light. I guess I could put this to the test...

  • Do Slykk take the same penalties as people fighting in the darkness? (Even) >> {GMAF113} No.

At least this group have some night vision. There will still be (1d3) >> 3 campfires around the old temple, so light won't be a huge issue. Unless the Slykk put it together [and they might].

Tabintha was taking the risk that the frogmen would be similarly put out by darkness as her and her friends, hoping she was right. The fact that from here they can see several fires blazing inside the crumbled ruins of the temple gives some ease. Surely creatures with night vision wouldn't need quite so many fires, right?

In the end, it had been...

  • {Eaken | Mera | Sige} >> Eaken, Jogi's wife and part-owner of the inn.

...Eaken who finally figured out Leonidas's scribbles. She went off to visit a relative, nearby, and got confirmation. Apparently her family used to picnic in an old, crumbled place nearby but in the last couple of years it was considered unsafe. Not only because it was near toppling but because some Slykk had taken refuge there. Not a huge number, probably just a scant remnants of some bigger tribe.

"Why haven't the locals dealt with them?," Leonidas had asked.

"Frankly, because the frogs seem smart enough to only attack travelers and many of the more local folks are not quite willing to die to protect the sort of traveler who can't fend off a few croaks."

In fact, Eaken had gone on to explain, there were a few locals, including some wild men, who did trade with the Slykk...

Oo, this can be a fun wrinkle...

  • Are the wildmen from the first chapter one of these traders? (Even) >> {GMAF53} No. Ah well.

...though the sort who did that didn't tend to be welcome at places like The Black Lobster. There had been a lot more Slykk at one point, but the numbers had dwindled many times as they bit off more than they could chew.

"Do frogs chew?," Jortimer asked and Marryck had punched. Not hard, but with some frustration that caused the bigger guy to hush. Having more experience with mixed races, Marryck consider some of the terms used to describe the Slykk as a bit derogatory.

Tabintha had been a fan of simply going through with a scorched earth policy. Even if the Slykk lost equal to the number of adventurers, they were still responsible for quite a few deaths in these parts. Jortimer favored at least giving diplomacy a chance. As for Marryck and Leonidas...

  • Leonidas {fight | diplomacy} >> Fight.
  • Marryck {f | d} >> Diplomacy.

...the party was somewhat split between the best approach.

Tabintha eventually compromised. They would try, briefly, the path of diplomacy but from a place where they can defend themselves. To wit, Marryck getting in position to shoot.

Leonidas summons up a pair of Gobbies...

These are 5/5 with short sword and light armor like the goblins the teeth came from. I see no mention on {AFF83} that Leo can only summon one at a time and his Natural Mage means he does not have to roll for it. However, he does lose two teeth and two stamina.

...who are currently walking in step with Tabintha and Jortimer, hidden a bit by the larger humans. As soon as the Slykk start attacking, hopefully the surprise of having more than double the expected attackers will make them think twice.

Well, no time like the present. Tabintha and Jortimer start walking forward...

  • Are the Slykk on the lookout for an attack? (Even) >> {GMAF18} Yes.
  • How many are on guard (1d3) >> 3. All three in the courtyard.
  • Marryck's sneak (at +4 vs their +2): (Skill) 5 + (Sneak) 2 + (2d6) 7 + 1 = 15 > 14 = (Skill) 6 + (2d6) 8. They just sneak into position.

"Hello!?," Tabintha calls, holding her hands up. She her sword awkwardly hanging from a hook thanks to a strap made by Sige. Won't hold in place long enough for a run, but should handle this.

  • Do the Slykk understand "Common"? (Even) >> {GMAF34} Yes. At least a little bit.
  • Do they attack immediately, anyhow? (Good) >> {GMAF104} Yes.

The three Slykk in the courtyard turn and stare at Tabintha and Jortimer walking up. A few seconds later one is twirling a sling while two are rushing forth with spears.

The first round will be sling-Slykk vs Tabitha and Marryck vs an unaware slink-Slykk. They will get +4.

  • Sling vs Tab: 6 + (2d6) 8 vs (Skill) 5 + (2d6) 5. Sling hits for (Sling) 2 = 1 Stamina - (Leather Cuirass + Small Shield) 5 = -2, a full block.
  • Marryck vs Sling: 5 + 1 + (2d6) 6 + 4 = 16 (vs the 14). Marryck hits for (Short Bow + 1) 4 + 1 = 3 stamina. Sling has 2 remaining.

The one in the back lets loose a stone which slams into Tabintha's armor without causing any harm. At almost the same time, an arrow from Marryck imbeds in the creatures arm and it croaks in pain and confusion.

As the spears approach, the the two gobbies rush out to join the others.

Round One

  • Tabintha + GobbyA vs SlykkSA: 5 + 2 + (2d6) 11 + 1 = 19 and 5 + (2d6) 7 + 1 13 vs 6 + (2d6) 4 = 10. Both hit, Tabintha with a Powerful Blow. She does (Short Sword) 1 = 1 damage * 2. GobbyA does (Short Sword) 1 = 1 damage. heh. SlykkSA has 2 Stamina remaining.
  • Jortimer + GobbyB vs SlykkSB: 5 + 1 + (2d6) 6 + 1 = 13 and 5 + (2d6) 7 + 1 = 13 vs 6 + (2d6) 7 = 13. Whiffs alllll around.
  • Sling's attempt to spot Marryck = 6 + (2d6) 7 = 13. No.
  • Marryck vs SlingA: 5 + 2 + (2d6) 11 + (Unspotted) 4 = 22 vs 6 + (2d6) 11 = 17. Manages to scramble around some rubble so Marryck has trouble landing a killing blow. Still, they do (Short Bow + 1) 4 + 1 = 3 more stamina. Which kills Sling.
  • Leonidas will begin focusing on a ZAP but holding it for now.
  • Since this drops the total number to less than 1/2, will do a Morale check. Which apparently is not a rule in AFF? Hmm, let's just pull a card, then. Do they flee? (Even) >> {GMAF61} Yes.

As the Slykk that had been using the sling collapses into one of the cooking fires, a pair of others coming from a side room see this and the overwhelmed others and shout something in their native language, then start bounding off into the woods.

Both spear guys also turn and run. Tabintha acts quickly to stab hers but Jortimer pulls up and lets his go.

Round Two, of sorts.

  • Tabintha and GobbyA vs SpearA, fleeing: 5 + 2 + (2d6) 5 + 1 - (Moving Target) 2 = 11 and 5 + (2d6) 4 - 2 = 7 vs 6 + (2d6) 7 = 13. SpearA gets away.
  • GobbyB vs SpearB, same penalty: 5 + (2d6) 10 - 2 = 13 vs 6 + (2d6) 5 = 11. Hit for (Short Sword) 3 = 2 Stamina, but is still up and running.
  • Marryck will hold their next shot and Leonidas will hold his Zap (+2).

Tabintha takes a wild swing at the back of the fleeing Slykk but misses and a second later, hear's Leonidas calling the Gobbies back. The second one, near Jortimer, managed to get in a stab but listened to Leonidas.

A roar rips through the night as a larger Slykk than the others comes out. Like the others, this larger creature is blue and orange but unlike the muddy loin-cloths of the others, it has a more ostentatious outfit. At least, one that probably once was fancy. The furs and scales and feathers are all mattered and decayed. If this is the Slykk equivalent of royalty, it has been on hard times.

It sees the party...

  • {Flee | Flee | Attack | Attack | Attack | Bargain} >> Flee.

...and then turns to flee. As it does, Leonidas claps his hands together and shouts, "ZAP!..."

+4 at this point.

  • (Magic) 4 + (Sorcery) 2 + (Focus) 4 + (2d6) 7 = 17. Success. It does 3d6 damage or... 10. Just enough to kill the chief.

A lightning bolt shoots out and hits the "royal" Slykk and the frog-like humanoid lets out a croak as it collapses.

"Umm, Leo...," Jortimer says, eyes slightly blinded by the flash, "Was that necessary?"

"The others are obviously too cowardly to fight a fair fight. All the deaths they caused is on his head."

"Or hers," Marryck shouts, hopping down from their perch, "I wouldn't want to wager the guess of the gender of the dead creature."

"True," Leonidas agrees.

"Let's see if we can find what we are looking for," Tabintha says as the gobbies fade into black smoke around her. "Otherwise, this was a lot of bother for nothing."

"At least travelers won't get randomly attacked," Jortimer says.

#searching

Setting the Scene, Searching the Temple.

Ok, the second half of this will be the lore bits. Well, the other lore bits. First though, treasure. Using the basic table on {AFF142} we'll add +1 to the loot to represent the Slykk trapping the road for some time:

  • Coins = 8+1 = 3d6 = 10gp.
  • Treasure = 9+1 = 4d6 = 20gp's worth.
  • Magic = 6+1 = No.

To keep it simple, I'll say the "treasure" is (1d3) >> 1 piece of jewelry (worth 20gp).

NOT, though, the key. That'll be in the statue I noted.

Now, let's find a story reason why the warlord/king is cursed. CAVEAT: If this ends up contradicting the background info or something that shows up later....I'll deal with it, then.

  • {GMAF72} Decrease Scientific Treasure
  • {GMAF37} Interrupt Material Tool
  • {GMAF69} Foil Fallen Network

All three start with some sort of "prevent/decrease" type word. I like going for Interrupt Fallen Treasure. The king found a piece of cursed treasure that changed him into the more vindictive thing that he is.

How can the — let's say obsidian necklace — be destroyed?

  • {GMAF52} ᛖ - Ehwaz: Horses/Travel.
  • {GMAF101) ᚦ - Thurisaz: Thor/Giant. Reactionary, defensive destruction.

It has to be taken from the room and then destroyed "defensively".

I think I am good with riffing off this.

DATE Played: 2026-01-12.

The Fallen Statue

Marryck had found a few gold pieces and a ring with a pretty jewel on it. And a lot of bloody clothing and trashed odds and ends. Jortimer, seeing the remnants of months of victims had mollified his stance on Leonidas's ZAP. The fight here had done the area, good. Maybe no more families would picnic in this spot, but at least people would be able to get the Black Lobster without risking death.

At least from these threats.

Leonidas is the one who spotted the statue. In the same room from which the "Royal" Slykk had emerged. In the back, a statue of a man in clerical garb had stood, now long toppled. Despite the cracks and the moss growing upon it, two things had caught Leo's attention. First, a weather worn version of the same script that had been upon the door, at least something like.

Second, the engraving of a key.

It had taken Tabintha a few seconds of poking to pick up a large cracked off piece of the statue and smash into the chest until a crack opened a small compartment inside had two items of interest. A stone tablet, and a large brass key still in good condition.

The tablet had cracked a bit in the fall but the following words stand out...

Good King...Axebre...fouled by the Heart of Bere...sigils protect the doo...yet only one unmove...erekh's Beauty can take...leeing from Ott...destroy it....ary, lest it...too.

After taking some sheets from Leonidas's backpack, he and Jortimer take a rubbing using some ash from the fire. Jortimer finishes some of the missing pieces.

"Something called the Heart of Berekh. Seems it cursed King Axebreaker and turned him foul. The only way to free him is to get whatever the Heart is from his presence and then destroy it."

"But," Leonidas notes, "Whoever takes it must be unmoved by it or they will be likewise cursed instead."

Finding nothing else of value, they start off to return to the inn and discuss some plans.

  • Does anything attack them on the way back? (Bad) >> {GMAF60} No.

They get back to good food and a warm bed without incident. The folks in the tavern celebrate the vanquishing of the Slykk and Jogi says he will put a sign declaring the bridge to be "Leonidas Bridge" after hearing the story of the ZAP spell taking out the chief.

After resting a night, the four would-be come up with a plan to get the Heart and free the curse spreading under the Black Lobster Inn.

#dougscommentary

DOUG'S COMMENTARY

The bit with calling the Slykk's "frogs" and then chiding, basically, myself was kind of a natural thing. In the middle of writing that I realized it violated my own general avoidance of using in-word racism as a plot device. I don't think Slykk would mind, per se, but still. It was a fun way to fuss at myself.

Something I have been playing at and think I will give a try as slowly but surely sliding this series more to a...self-aware series. When I started it, there had been idea to have the "soundtrack" to the series — the music I listen to while playing, writing, and editing it — being more ironic/slacker style alt rock. To give this a bit of a feel of disaffected youth bordering on punk types. It didn't quite feel and I realized around the time I was playing this that it wasn't quite what I was looking for...

I was looking for something a bit more ironic, at least dramatically so...except maybe not ironic. I like LitRPG and isekai type stories with LitRPG elements. I don't necessarily want people shouting about how many Ranks they have in the Bow special skill, but people being aware of the game rules to a degree. Find a balance between full LitRPG and something more like how characters talk in Dungeons & Dragons: Honor Amongst Thieves. Characters have an innate sense of in-word reality of their spells and skills and the limits of their class and background but also are kind of aware of how to abuse the game rules. Like a character in a videogame world being a bit aware of wall glitches.

I'll play at it and if it fails spectacularly, I can just drop it. It's my blog. I'm allowed.

Neener, Neener.


#credits

ABOUT The Dwarven Halls & CREDITS

A group of young heroes got caught up in an attack by goblins against a lone dwarf at the Black Lobster Inn. The dwarf begged them to help free the Dwarven town of Stonehaven. Entering into a long series of dungeons and caverns, they embark on their first quest.

The Dwarven Halls is played using Advanced Fighting Fantasy, The Dwarven Halls Campaign, and some supplementary materials from the Combat, Heroes, Magic, and Priest Companions. All from Arion Games. Monster and treasure stats are taken from Dwarven Halls Campaign {DH}. GameMaster's Apprentice: Fantasy Deck (Larcenous Designs) is used for oracles and prompts. Other sources used will be cited at the time of their use.

Maps are originally from {DH}. Tokens are from a variety of John Kapsalis art and others.

References to source materials use the following codes: AC = Adventure Creator, AFF = Advanced Fighting Fantasy, BP = Beyond the Pit, CC = Combat Companion, DH = Dwarven Halls Campaign, GMAF = Gamemaster's Apprentice: Fantasy, HC = Heroes Companion, MC = Magic Companion, OP = Out of the Pit, PC = Priest's Companion, RP = Return to the Pit. Citations to these will be in {curly brackets} along with a page number or card number. For instance, {AFF27} = page 27 of Advanced Fighting Fantasy.

Part of the Ick + Humb world, though set in the more "mainline" AFF universe [at least apparently so...].

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

ART CREDIT AND EXPLANATION

The ruined temple is from a photo by Cosmin Gurau on Unsplash.

The King's Door is from Levi Meir Clancy's photo, available via Unsplash+ license.

The Fallen Statue is from a photo by Alexander Van Steenberge on Unsplash.