Erdudfyl’s Session 17 Notes

The adventure resumes late evening on the 17th with the party in Priv Arianrhod’s longhouse, discussing what to do with what are now evidently cursed or tainted objects liberated from the bog wights we dispatched. Presto suggests taking them to the Imperial Church, but acknowledges they will almost certainly be destroyed if we do so. Erdudfyl, preferring to avoid any Imperial entanglements, seeks alternatives, asking if Theodosia or Rhys have any ideas. Continue reading Erdudfyl’s Session 17 Notes

Erdudfyl’s Session 16 Notes

The adventure resumes late evening on the 17th with the party in Priv Arianrhod’s longhouse, discussing what to do with what are now evidently cursed or tainted objects liberated from the bog wights we dispatched. Presto suggests taking them to the Imperial Church, but acknowledges they will almost certainly be destroyed if we do so. Erdudfyl, preferring to avoid any Imperial entanglements, seeks alternatives, asking if Theodosia or Rhys have any ideas. Continue reading Erdudfyl’s Session 16 Notes

The Saexa Menace, Episode Fifteen

The spectral figure of a mounted horseman stands atop the trackless mire, wizened skin and primitive bronze armor. It leaps into combat immediately. Erudfyl stands her ground, launching volley after volley of iron tipped arrows at the creature, to little effect. Rhys attempts to protect Presto, with the end result of both going ass over teakettle into the slowly closing rift the horseman emerged from. Continue reading The Saexa Menace, Episode Fifteen

The Saexa Menace, Episode Fourteen

Presto extends his head through the illusory projection of the Devil’s Beacon mountains that resembles a fresco painting on the central chamber wall, and peers into Queen Eimhear’s final resting place. He spends a bit of time investigating cautiously, before stepping aside to allow Erdudfyl the Ranger to explore and discern more comprehensively. It’s Erdudfyl who identifies the two Cymru cult idols in the chamber (which faces the arcane circle / place of power in the central chamber), as well as the damage done to the withered husk of Eimhear herself; damage to the head, wrists, and hand. The evidence suggests that tomb-goods were removed from this chamber, and Eimhear didn’t choose to part with them easily. Continue reading The Saexa Menace, Episode Fourteen

The Saexa Menace, Episode Thirteen

Past the inclined slab that seals the entrance is the tomb of Queen Eimhear. The chamber is approximately circular, a rough-hewn 25 feet in diameter. There are exits to the east (the entrance), and two narrow passages on the western wall. There are shadowed alcoves on the north and south walls, a jumble of metallic debris half the height of a man between the two passages to the west, and primitive murals cover the four curving expanses of wall between the wall features. Continue reading The Saexa Menace, Episode Thirteen

Monsters of the Stinking Mire (Lyonesse)

All things give way to rot in the end. Food spoils on the table, men’s minds go mad with age and disease. Even The World itself, when left untended and uncared for, can turn to black muck and stinking air. Things dwell in these parts of Dungeon World. Things gone just as a bad as the swirling filth that fills the swamps. In these cesspit … Continue reading Monsters of the Stinking Mire (Lyonesse)