Tag name:rpg

D&D Session 9

First published 18th October 2025

Pictures to follow when I (Trem) get the chance to find/create some

  • The fight continues in all directions, Crom continues in a rage & moves back down the stairs backed up by Fiorana. Chanting is heard by the party but seems faint & fades into silence again.
  • Silanne moves north, I head for a vantage point on the bridge we both observed something appear, possible supplies but I notice a light emanating from its location, I think I see something materialising from within.
  • Tharbin continues his pursuit of one of the enemies but is hit by a trap with spikes, he flinches and takes a slicing blow.
  • To the south light appears as Fiorana lights a lantern - illuminating much of the main cavern. Silanne moves to the object and observes its some sort of door but with light emitting from it. I join Silanne at what I think is some sort of portal as Fiorana moves up to our position. Tharbin appears a few secs later and heads to our position and Fiorana rushes past him advancing up the northwest tunnel towards the door to the south.
  • Bluebell tries to stuff blueberries down Trem's face, not realising it's Crom that needs healing and heads down the tunnel towards him.
  • Tharbin is heard shouting a warning saying creatures are appearing from the green portal, which confuses me as I am stood next to it. I realise there must be a second portal, whilst I peer at the portal next to me.
  • The battle continues to the south, an ice explosion is heard & Croms battle cry echos down the tunnel, in the thick of the battle you can hear some of the party shouting warnings amongst the chaos erupting all around. I head back down towards the noise and cast my light to illuminate the area. The main party continues to retreat to the south whilst Crom keeps the Redbrands & bugbears at bay to our left. He is joined by Tharbin & Fiorana, who collectively whittle down their opponents before Fi is heard shouting out that Tharbin is injured, Trem casts his spell that energies Tharbin and allows him the strength to retreat slowly.
  • Fi is heard shouting bugbear heading from the north. Silanne guards our exit route whilst I head out to check the entrance to ensure the door is accessible & our escape route is clear.

Traveller Session 14

First published 13th October 2025 (Last Modified 14th October 2025)
Game Date
237-1105
Location
886-945
A map of the local jump map around Bularia

View of 886-945 from space (with cartographic information added). Source of the radio jamming is shown as a pink ≏ at roughly the seven o'clock position about half way from the centre of the circle of the globe (and in a mountainous hex)

We use the asteroid belt around the Gas Giant as our launch point and set our trajectory towards the planet. We all man our own stations and are equipped with all our weapons, Cyn has medical supplies in a pack for emergencies, Junebug and Kimbley are in her quarters for safety. Masuyo has set up the recording device, and is on the bridge along with Cyn, Tharbin and Chase are in the pilot seats, Earl is in the Gunner seat and monitoring sensors and finally I am in engineering. Our pilot makes a perfect trajectory plan and pulls it off flawlessly.

The planetary maps we got from the previous surveys the first of which shows no water and the second one shows around 20 % water on the surface, but we estimate around 30%, we approach from the North and ship is holding up well, no active scans as far as we can tell as we make our approach. Respirators are required as the atmosphere in very thin (again!).

Two ships on a mars like surface. The ships are separated by a shallow canyon and overlooked by a large dark brown cliffside. The left hand ship looks like a standard type S scout ship. The right hand ship is larger and two decks in height.

The site of the radio interference. The left hand ship looks like a standard Type S scout ship. The right ship is larger and has two decks. The ships are separated by a shallow canyon (easy to climb from the lighter colour base of the canyon to the darker colour of where the ships have landed (taking, say, only one combat round to do). The site is overlooked by a much taller and larger rock/cliff made of a much darker brown than the rest of the scene.

Tharbin stays with the Hope and the rest of us except Junebug and Kimbley head out. We are around 11km away from the installation which will take us a day or so to reach on foot. After we several hours of walking we begin to see a narrow ravine in the distance, with two ships on either side of it. Neither of them are Imperial ships but one is a Scout ship at around 100 tons the other ship is of unknown origin and is around 300 tons, we don’t see any signs of movement around either of them but they do have running lights on. we approach from the North and pick out a discreet campsite to watch the ships overnight and forming a plan to get to them unseen. Watches are set and the night passes uneventfully, no signs of movement and no other signs of change overnight except for one cabin light that came on towards to front of one of the ships for about an hour before it was turned off. I have been asked to have another look at the unidentified ship to see if my time in the Navy jogs my memory for its configuration but nothing comes to mind, but I can confirm that it is not Imperial. The scout ship is armed as is the unfamiliar ship. Earls time with the Scout Service allows him to guess at it possibly being Darrian or Zhodani.

A blue bipefdal creature wreathed in some kind of white light. The creature has claws and a crazy grin

Artist's impression using the description of the creature as described by Earl.

A hatch opens and someone climbs out and then disappears as if they have fallen to the ground, we are in pretty open ground with very little ground cover for us to take shelter behind. Earl tells us of a humanoid approaching us but he is the only one who can see it???? He thinks it might be a Vargr, which is a humanoid canine, bipedal and sentient.

Why is Earl the only one who can see it?

As it gets closer it becomes obvious to Earl that it is not in fact a Vargr as it does not have any fur or the distinctive long snout and it does not appear to be wearing any clothing. Earl tries to communicate with it but gets no response and it attacks Earl with long claws but misses. He jumps back away from it, putting Chase in its path for the next attack and Chase feels a breeze pass his face. Masuyo radios for Tharbin to bring the ship to us and gives him our position, Cyn is next and her Armour seems to somehow fail and she is in a lot of pain but has no idea why. After several shots from all of us Earl informs us that it appears to be retreating and that it seems to be glowing. After having a careful look around Earl confirms that it has completely retreated and it appears safe for us to proceed. We head for the airlock on the Scout ship.

Again the question that most bothers me is why was Earl the only one able to see that creature? I ask him but he has no idea himself but Cyn decides she wants to runs some tests when we get back aboard the Hope.

Mongoose Traveller 2e Character Creator

First published 8th September 2024 (Last Modified 11th October 2025)

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            DJV's Mongoose Traveller V2 Character Creator Plugin Version 3.325.0

            Traveller Session 13

            First published 5th October 2025
            Game Date
            211-1105
            Location
            Iderati → Ucella → Bularia → 886-945
            A map of the local jump map around Bularia

            Preparations for departure have gone smoothly and you've completed the small amount of maintenance needed between jumps (The annual maintenance covers the major overhauls and servicing, but there is always some inexpensive checks that must be made between jumps).

            Chase and Earl hear that Captain Vexar's activities have picked up lately.

            Permission for take-off is denied as we await agents, four of them arrive at our dock with a warrant to search our vessel based on reports of us carrying Imperial contraband. We are only carrying standard cargo, so permission for them to board is given as we have nothing to hide. They will not provide us with any information on our accuser. Masuyo however accompanies them and makes sure they make quick work of their search, they are thorough and make a general search, the only information we get from them is that it came from an anonymous tip off... Masuyo asks Chase to check on all recently departed and currently departing ships. The Customs agents do not find anything, all the paperwork has been thoroughly checked and signed by Captain Earl. Only two ships have left within the past hour, a Far Trader and a Bulk Cargo Freighter. Junebug is suspicious in regards to our delayed departure. Launch clearance is finally given and our jump plot is successful.

            Masuyo asks me to look through all the engine and power systems and to keep an eye on things just in case of sabotage. As far as I can tell everything is running fine. The standard Jump nausea has passed so it should all be fine, but I will keep a watch on everything anyway.

            A smoggy view from several thousand feet. Through the smog we can see a town on the left hand side and in the centre is a hill also visible through the smog. A tower or grain silo is visible on the hill. Other hills are poking through the smog in the distance.

            The view of Ucella Town as seen during the approach.

            We reach our destination without incident and plan to land at the D-class star port, as we radio for landing permission, we are instead directed to land in a nearby playing field next to the river, we request authorisation to refuel from the river which is granted. LSP have had an accident of some kind is what we have been told. The star port will send trucks to us for unloading our cargo. Junebug decides to stand guard on-board for this as she is again suspicious. As we come in for our landing Chase makes a flyby the Star port which is no longer there, (smog causes visibility issues) but what we can see is a 10,000 ton freighter lying in what was the star port. We land and set up our hoses for the water refuel transfer.

            I make quick check on all our power systems and all is good.

            According to the star port staff LSP are crap, they have been planet-side for twenty years and own the star port for their freighters, but sometime within the last week one of them took off then crashed a few minutes later taking out the star port as well as the freighter. They are not overly forthcoming with information on repair times etc. The Merchants Hall is open for us to be able to acquire more standard cargo for our next stop.

            There is nothing of note happening (aside form the crashed freighter) for the day that we are on the planet surface, no strange incidents, we do have Kimbley sniff at the cargo as it is loaded to check for anything untoward which is great practice for her.

            We request launch approval and offer to pass on the information regarding the star port to Bularia which is our next stop. Our Jump this time was slightly more turbulent than usual and the nausea lasted a bit longer than normal as a result. I need another 8 week study period to up my Engineer(Power) to 2.

            A clean view of an agricultural town from a few thousand feet above. A wide river is flowing from the top of the image to the bottom of the right hand side of the image while the town is surrounding by farm fields.

            View on approach to Bularia Town

            We reach 110 diameters from Bularia (due to Jump), and contact star port control for landing permission and are assigned docking pad 7. We are informed that refuelling is 100 credits per tone of unrefined fuel. We pass on the news about the star port on Ucella, and we are thanked for the news and told an advisory note would be issued. We land and offload our cargo and pay for some fuel. We don’t take any cargo from Bularia as our next stop does not have a star port but they seem very keen to sell us their grain, we ask if they can keep 20 tons of it for our return trip. Bularia is an agricultural world.

            We all decide that this is a great opportunity to have some down time, 2-3 days, Chase heads to the pub to glean some information/gossip, and finds that a fair amount of non Imperial traffic comes through here from the Sword Worlds, Zodani and Darrians. Chase is approached by a journalist about the LSP freighter on Ucella but declines to give any information. He does ask about entertainment in the area and is told that there are dances and radio stations available and there is gambling as well (music and dancing is 1930's style). Chase tries out the gambling with a few bets and breaks even, while doing this he hears that pirate activity has increased which is unusual for Bularia. Traders have seen some action with laser scoring on the hulls. There is no specific route which stands out as being targetted. Masuyo and I offer to keep watch on the ship so Junebug can Get Kimbley out for some much needed fresh air and exercise and longer walks. Our downtime winds down and we plan for our next Jump.

            Launch clearance is given and we perfectly plot and execute our Jump. The trip is smooth and we all continue with our training/education. We emerge from Jump and a familiar level of static comes across on comms. We head for the systems gas giant as fast as possible, as the jamming affects the sensors too. We all dash for the windows to see if we can visually see anything unexpected, Cyn tries the sensors again but we are sitting in a ball of static and it's no use. Possible pirate activity, there are no active scans only passive ones. The jamming does appear to be coming from the plant we have been sent to survey, which seem to have a frontier style installation. We put the gas giant between us and the planet and any further scans do not net us and further information. The jamming does not appear to be affecting any of the other plants in the system, so we discuss our options for approaching the plant. We talk about trying to approach when the installation is on the dark side of the plant but as it is tidally locked to the gas giant this is not an option. we decide to approach with minimal systems online to leave as little signature as possible for any scans, which will essentially make us appear as a falling rock. as we will be running with very minimal life support we all put on our Vacc suits and put Kimbley into an emergency Vacc ball, then we turn off all no essential systems and head for the planet. We aim for a near miss by the installation so we can try and land on the backside of the planet as fast as possible.

            Cyberpunk Session 17

            First published 30th September 2025
            A cobweb covered cavern with a statue at the far end. The statue is carved out of a rocky base made up of hundreds of small children, each raising the arms towards the statue, although there are no facial features it seems they are begging for attention. The statue itself is in the female form hands lowered towards the children, hands open wide as if ready to grasp. There are a row of pillars either side of the statue and candles line the walls. In front of the statue and its base is a low altar with a single candle

            The cavern and the statue

            As we continue to move down the unexplored path it's hard to tell exactly how much time as past - even with checking our watches it's still uncertain and the cold is continuing to sap the warmth from our bodies. The murmuring ahead has a rythmic chanting feel to it. Shadow and Wakiya lead the party - using the technique of one moves, one covers even if there's no cover in the passage for them to use (the rest of the group lag behind to give them the room to do this).

            The chanting gets louder and the passage brighter and the last few steps lead out onto a flat surface and a balustrade overlooking a rough hewn cave. On either end of the balustrade is a flight of steps leading down onto the bottom of the cave. Looking into the cave we see a cobweb-strewn floor with carved columns on either side of the cave. At the far end of the cave is a statue of some sort (from this vantage point it's hard to distinguish of what the statue is).

            A quick radio check shows that those are working (in gact, working better than they did on the surface since it seems that the interference from the weather conditions is actually minimised.

            We split up three and three to take the two sets of stairs in tandem (trying to keep roughly in step as we descend). The cavern is lit by candles set into alcoves in the left and righthand walls of the caves. The floor itself looks like a sheet of ice (i.e., smooth and highly polished, it's not actually made of ice!).

            We stop on the bottom step of the staircases (there's about 20 metres between the two staircases). Nameraka cautiously touches the floor - it is cold, but not ice cold. Shadow moves onto the floor and hugs the wall as he moves deeper into the cavern. The room itself is symmetric (the statue at the far end, while centred in the cavern is not symmetric). The light is quite blue and bright with the polished floor being quite reflective (so much so that we can easily see our own reflections. We cautiously move up the room (along the walls) towards the far end of the cavern. Neither our footsteps nor the chanting is echoing.

            The columns are made up of hundred if not thousands of bones, it is hard to tell it they compose the whole column as there is no way you can see past them, you have no idea what sort of animal the bones came from. These alcoves have been carved out of the rock - but using relative old techniques (no evidence that power tools were used). In the alcoves stand blood-red candles with red flames. The candles stand between one-and-a-half and six inches tall and are about two inches in diameter.

            From a distance the statue seems to be carved out of a rocky base but as you get closer you can see detail in what you thought was bare rock. The base is made up of hundreds of small children, each raising the arms towards the statue, although there are no facial features it seems they are begging for attention. The statue itself is in the female form hands lowered towards the children, hands open wide as if ready to grasp. Again the face is featureless but it hard to overcome the feeling of dread that emanates from it. As we approach the statue the chanting stops and a very strong breeze blows from the hole above the statue. The candles flutter but don't go out. This lasts for a few seconds and then the breeze stops. There is a sweet smell to the breeze.

            Ricky approaches the statue and looks up through the hole above it. The light is from it is dazzling in comparsion to the light in the cave and is coming from moss and crystals lining the hole which continues upwards beyond the moss and crystals. The cobwebs look like a cloak drapped around the statue.

            Behind the statue there is no sign of any additional tunnels but to see the back of the statue requires climbing over the statues of the small children (they stretch the whole way either side of the main statue). Wakiya does climb over them but that doesn't reveal anything odd or strange about the back of the statue if you ignore the cobwebs.

            Nameraka approaches the altar in front of the display of statues. This altar is made from black stone and there is a single blood red candle in the exact centre of the altar. Wakiya remarks that, to her at least, the chanting was coming from the small statue of the children. This leads Nameraka to closely examine the small statues - they are extremely detailed - except that their faces are blank. The clothing on the small statues is old-style european (i.e., not modern and not japanese). Nameraka now takes the glove off of his human hand1 and, using a glancing touch, touches one of the small statues. He is freaked out to hear the word Father in his mind and a few seconds after that Nameraka keels over and collaspes.

            Tharbin tends to Nameraka who is in shock and brings Nameraka round though he remains a little shocked. Wakiya now takes a more determined touch of the children and gets the same response (i.e., a mental sound of the word Father and then collapsing after a few seconds). She is in a worse state than Nameraka and takes several minutes to come round (during which time her face is caught in a rictus of terror.

            I am now considering (a) whether we have any way to destroy the statue and (b) whether it would be a good idea to do so (as it could be cause of the portal). On reflection the team decides that returning and reporting to Kitsune is the best course of action at this point. As we leave Shadow sweeps the candle from the altar to the floor. The altar now shows no sign of ever having the candle on its surface nor is there any indication of the dead centre of the altar.

            We return to the entrance of the temple. The amount of time that's passed seems to be different to our internal body clocks but, as it's night time, we camp in the relative warmth of the courtyard of the temple. During the night there is minor earthquake2.

            In the morning we head back towards the cave with the portal. This takes two days and on the second day we can see the cave and, looking back, Shadow sees a shape entering the temple (and this isn't the same shape(s) we saw leaving the temple on our original journey towards the temple). Looking more closely at the shape through binoculars Nameraka is able, after throwing up the remains of his breakfast, that the shape seems to be horrible and enormous spider).

            A giant spider dimly seen in a dark forest

            Could this be the cause of the rustle and the webs?

            We return to the portal and travel through it. Shadow sets up a shaped charge to attempt to destroy the portal. The explosion does cause the portal to flicker but when the dust clears it's obvious that the portal is undamaged and still operational. The same can't be said for Shadow who clearly mishandled the charge and is very badly injured and requires hospitalisation. As we return down the hill and through the second Torii, Wakiya spins round and sees both the rustle of leaves and some fresh webbing.

            At the farm there is still many Section 9 operatives and they quickly call for medevac transport for Shadow. The rest move to return to base and prepare to report to Kitsune.

            Footnotes

            1. The other hand being a cyber hand as Nameraka lost that hand in Cyberpunk Session 13.
            2. Say about 4 on the richter scale.

            Cyberpunk

            First published 31st July 2023 (Last Modified 30th September 2025)

            This is a collection of notes and other details from and about Neil's cyberpunk game:

            Cyberpunk Session 16

            First published 8th September 2025 (Last Modified 28th September 2025)
            Kitsune showing her form as the nine-tailed fox of asian mythology

            Kitsune, as seen by Tremen when he was giving his report

            We return to the farm where there is now plenty of Section 9 activity (the normal parts of Section 9, not that part of it to which we have been assigned). After retrieving our gathered cold weather equipment we head up to the track that leads up the hill (attracting strange looks from the operatives in the area - but they know better than to inquire). We soon pass the first torii where, again, we get the feeling of being watched. This feeling only intensifies as we head further in and past the second Torii (Ricky reports that the feeling is no longer of unconstrained hatred but now has a tinge of restocking the larder about it).

            Now we're far away from prying eyes and ears (or, at least, those of Section 9 and the general public), Tremen shares his experience reporting to Kitsune and her apparent change in appearance. The consensus is that this is more evidence of the secret world that is really behind what is going on in the world. In addition we also conclude that we need to investigate the temple we saw on the other side of the portal and then find a way to deactivate that portal (preferably with us on this side of it). If we don't then Kitsune is going to have to do so herself and that is likely to be a lot more violent than any closing solution we're likely to come up with.

            We continue through the cave entrance and into the cave. There is now a noticeable breeze in the cave and the temperature is colder than our previous visit (e.g., the mist is deeper and thicker). We continue to the portal and do through.

            There is a storm raging outside the cave on the other side and we decide to wait it out (mainly because the ice crystals in the wind can be quite irritating. Shadow does take the opportunity to scout the downwards slope, but can't risk going too far.

            The storm passes in a couple of hours and the day become crisp and clean (even if the sunlight is somewhat pale and wan). We gather ourselves together, ensuring we have a rope tether to minimise the risks if (when) any of us stumble. A check of our short range walkie-talkies shows these are working - albeit with a limited range and a bunch of static. The path down is, initially at least, relatively easy going. Shadow, for he has taken point, spots something ahead and signals for Wakiya to join him. Through her scope she sees five figures - all hooded and larger than human apart from one. They seems to headed for the distant mountains and don't seem to have spotted us. We resume the journey towards the temple that was visible from the cave entrance - but now being more cautious about being spotted.

            A snow field showing some tracks (which stop a short distance away). Mountains are visible in the distance

            A view of one route we examined and then decided to avoid

            The terrain is relatively flat (there are small undulations in the snow but nothing too severe and definitely flatter (and easier) than the surrounding terrain). We do a quick check of the snow depth which shows it's at least four feet deep. Despite Nameraka struggling a little with the journey we feel we're making progress towards the temple, even if it's often a case of It's just over the next hill. It's at this point we realise that it might have been a good idea to record our route so we take some time to record the terrain of the hills we left together with some compass bearings.

            As the day wears on, we reckon that (a) we've come about half-way and (b) we have to make a camp that will have to be snow shelter dug into the snow. Digging the shelter takes a lot effort - so much in fact that Shadow collapses from the effort and Tharbin soon suffers from the cold (if in a slightly milder way than Shadow). Nameraka takes charge of getting Shadow and Tharbin into the shelter and working on restoring their core body temperature by any means necessary (including sharing body warmth). An uncomfortable night is passed by all with a light, intermittent watch being kept by Tremen.

            After breakfast the next morning (and we're relieved to see that there's no wind this morning) we set off - now with Wakiya taking the lead and Tremen stumbling at the rear.

            After taking most of the day we actually arrive at the temple. Its entrance has a large arch over it and there's no snow on the ground around the entrance. We welcome a warming heat from the entrance that not only has melted the snow, but dissipates the chill within us as well. To Shadow reminds him of South American monuments such as Machu Picchu.

            Inside the temple a green glow is coming from the walls - in fact from the lichen on the walls and a corridor leads onwards. Following it we soon come to a crossroads (i.e., passages to the left, to the right and ahead as well as the corridor we came down). Tremen stays to watch the crossroads as the rest of the team explores down the right hand passage.

            This leads to a large room with four closed and empty cages in it. Tharbin reports that one of cages shows scrape marks from its cage door and there's a black goo in the scrapes. A sample of the goo is gathered and Ricky observes that the cage itself has moved - but the cage is too massive for any (or even all) of us to move. On the wall a worn and indecipherable bas-relief - possibly a picture of some kind. Wakiya takes a film camera picture of the bas-relief (with Ricky standing next to it both as a marker of scale and cast a light along the surface to highlight any remaining relief to the bas-relief).

            A temple in the style of a south american pyramid but topped by a dome in the form of Cthuthlu

            The bas-relief in the left hand room

            Tremen is able to distinguish a faint machine/mechanical hum coming from the left hand passage and with investigation of the right hand passage being completed the team heads across and down the left hand passage. The hum is coming from a generator that is powering a bank of freezers (well one freezer - the others are not powered on at this time) and some fluorescent lights. The room also holds a pair of benches with a sheet over something laid on the benches plus what is obviously some kind of rest area (cots and furs are strewn about). However it is another large bas-relief that catches the eye of both Tremen and Ricky. This one is in much better condition and, for a brief period, Tremen and Rocky are capitivated by it - until they rouse themselves and hastily leave the room complaining of a nasty headache (Tharbin moves to deal with this leaving the others in the room). The bas-relief is of some kind of building/temple that is vaguely familiar to Wakiya.

            Nameraka examines the benches and lifts the sheet to reveal a large long segmented leg (approxiamately twice as long as Nameraka is tall). There is more black goo on the leg - presumably its blood and Nameraka surmises that it looks like it comes from a (huge) spider.
            He also checks the working freezer and determines that it seems to have a frozen block of the black goo (a sample of which is also taken).

            Ricky explores the rest of the room. In addition to the cots there's a ricketty desk (one that looks like it's a cheap flat-pack). On the desk is a test tube rack with a test tube holding a silver liquid within and two parchments. One parchment has a five item list, the other has unknown writing but with the logo of Neuf mères on it. There's also a leather satchel (containing a pack of cigarettes, a pen and notepad - inside of which is another five item list (including Moon Cow Milk), bad song lyrics and worse poetry).
            Wakiya scoops up the parchments and test tube, puts them carefully into the satchel and then moves the satchel into her pack.

            We now leave that chamber, head back to the crossroads and down the one unexplored path. This continues downwards and after a hundred metres or so it starts getting cold again. In addition the light cast by the lichen changes from green to blue. There's the murmer of some kind of indistinguishable language ahead.....

            D&D Session 8

            First published 22nd September 2025
            • The party proceed to the broken boundary wall and spot a path that heads off towards the woods.
            • Silanne takes the lead and examine the paths and observe several tracks, then heads to the isolated tree and then skirts to the south of the woods, before heading north into the woods. The path is well hidden under the canopy of the trees, Silane continues quietly up the path which emerges at a rock wall. Silanne points to the wall and signals Fiorana to come up and examine it. A hidden door is discovered that Fiorana proceeds to open.

            Excerpt of the Phandalin Map showing a path marked around the southernmost part of the woods to the east of alderleaf farm

            The faint path around the woods

            The party order

            The party order

            • The door opens into a tunnel that is just about wide enough for 2 persons, Fiorana takes lead followed by Crom, Silanne & Bluebell, Tarqual, Trem & lastly Tharbin. The tunnel continues north leading to and opens up into a cavern. Fiorana whispers to the group I'm hearing an ominous voice in my head, anybody else hear it?
            • The Tunnel eventually opens up into a cavern & Crom takes lead preparing for what ever lays ahead, Crom moves forward and steps up to a bridge, as he does so the bridge emits a loud cracking sound and collapses underneath him. He tumbles down.

            The map as initially seen by Tarqual

            The map as seen by Tarqual after the initial moves

            • Fiorana heads east along a path then disappears down stairs out of sight, A expression of concern that turns into a look of worry comes over Tarqual. He whispers something to Bluebell
            • I heard the words i like it when i can play with me food which I mention to Bluebell. I then hear the words you’re not like the redbrands are you? you seem too know what you are doing

            The map as seen by Tarqual after moving deeper into the caves

            • Fiorana disappears I hear the sound of a door being open, and all hell breaks open, Drunken voices and Crom screaming down the corridor to the east can be heard
            • There are sounds of shouting and whispers all round, and the party proceeds to disperse and target at range. Silanne hasn’t been seen since disappearing down the right hand tunnel near where we entered the cavern.
            • Fiorana & Crom attack the band to the east down the stairs, whilst Tharbin myself & bluebell target the creature to the North

            The map as seen by Tarqual at the end of the session