Wednesday, 11 March 2026

Exploring Kal-Arath - Episode 6 - New passageways

 Hi Everybody,

 Exploring Kal-Arath - Episode 6 - New Passageways

 Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1. Fate Point =1.

Male Human. Age = 24. Brown eyes and hair, 6'1" tall. 

Personality: Friendly, Moody,  Hp = 7 out of 7. Xp=1.

Equipment
Longsword, (Att +1, Dam +1),  Staff, Dagger. 
5 1/2 days' rations in a sack.Tarnak Berries R=1 (Sc=3), Waterskin. Tinder and flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
 Eggshell cooking bowl2 Torches unlit, 1 just lit.
In pouch - Gold Coins = 1. Silver Coins = 10.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.

                                 Yamil-Torl  - Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1.Fate Point =1.
Male Human. Age =34. Green eyes, Black hair.  5'11" tall.
Rations = 0.Personality: Independent, Opinionated. 
Goal: Wants to visit the jungle. Hp. = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage).Rough clothes. Bronze helmet. 
 Silver Coins in pouch = 15.

 Burvin Charank Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1. Fate Point =1.
Male Human. Age =31. Blue eyes, Black hair.  5'6" tall. Deep sleeper. Necklace from the Deity Wars.
Personality: Cheerful, Pretentious. 
Hp. = 6 out of 6. Xp=0. Dagger. Notebook, Padded ink, quills. Hiking gear - Hand axe.  
Rations =2, Tarnak Berries, R=4. Silver Coins =6.

Ref Sodrav, Tan Muen and Cazen Goorte

Day Three - Weather - A storm is blowing in.
(D6: 1-3 Stay, 4-6 Go)= 4 Go.)

 So Rev, Tan and Calzen decide to make an early start on descending the mountain. "What are your plans now?" asks Mal.
       "We may find an old battle barge and restore it, or join up with a crew that has already found one," replies Cazen.
"May Dorgan the Mighty. watch over you on your travels. I hope that we may see you along the path again."
"May it be so and your fire always be welcoming as last night," seconded Ref, as they turned to go downhill.
"What of your plans, Burvin? Are you risking the storm too?" asks Yamil.
(D6: 1-3 Stay, 4-6 Go)= 2 Stay.

Burvin speaks up, "Normally, I would have gone with the warriors there, since I, too, would like to see a battle barge and learn of its adventures. But I am interested in seeing what is in the mine, if you will allow it? I noticed you did not mention it to them."
"Well, to be fair", admits Mal, "You did find it first, and you might understand things we might miss. As to them, an old proverb states, 'What once has been said cannot be unsaid later, much as you might wish it.'

"We do not know their character; although I am a fair judge, they seem of good stock, but the chance of wealth can tempt anyone, especially the young. It tempted me to leave home, and here I am."
 They have breakfast, fill the waterskins from a nearby stream and then Mal and Yamil forage for torch materials and extra food.
(d12: = 9 torches, 30 stumps, Mal 5 rations, Yamil 3 rations.)

Burvin chops some logs up for tonight's fire and stashes them inside the entrance to keep the expected rain off them, as well as their camp things slightly further inside. The storm finally arrives, at first with a few spots and splashes off the leaves, then with increasing force. The threesome moves into the mine entrance, assembles the torches and then has their lunch. Yamil sniffs the air, "It seems much healthier in here today than yesterday."
Mal nods, "True, but the torches will burn quicker in the good air, at least we will not have to search along the passages for loose rocks and stuff until we get to a new section. These birchbark stumps will work better when we are in a static situation."

Burvin suggests, "If we take all nine torches in with us, then drop four of them at the furthest crossroads, we have less to carry afterwards, one lit and two spares unlit each and can easily come back for more, keeping one there for emergencies."
He swings on his empty pack, checks that the dagger at his belt is handy.

Once they entered the first chamber, they moved the wood from the right wall to the left wall so they could get from one tunnel to the other without tripping on anything, relying on following the right wall if all the torches were extinguished.

(Marching order - Yamil with torch and staff, Mal with sword and two unlit torches, Burvin with two unlit torches).

Still being wary of creatures possibly living in there, they advanced to the second junction, with the air shaft corridor on the left. They propped a couple of torches against the side wall and started in the tunnel opposite their entrance. This bent to the right and went for about 40 feet.
          When Yamel entered the next opening, he heard a scraping noise coming from the left wall. Getting to its feet was a skeleton warrior with a small shield and a sword. 
Yamil alerts the others, "Skeleton", and moves towards the undead horror, allowing the others to move behind him to the right and attack afterwards.
(?D: foe table.)

Skeleton Warrior S=0, Agi=0. Hp=11, Leather Armour 1, Slash and pierce done at disadvantage.
It speaks, "Who is the master?" and points to a symbol on the wall. A bird is being shot with an arrow within a circle.
(?d: Does Yamil know? 1= No) "Kelbos?" Burvin announces too late, "Melek-Kesh!"
"Unbeliever." It advances towards him with its sword ready.


Round 1
Yamil rolls 1+-1 Agi =0 for Initiative. 
Skeleton attacks Yamil with its sword.
 (? > 1+1=2 Critical Miss = Drops it's sword.)

Yamil attacks one- handed with his staff to the head. 
(?> 3+2+1 str =6 Miss).
"I'll attack the left side, you attack its right side, we should not get in each other's way."

Mal attacks with his sword on the leg bone. 
( ?> 5+3+1str =8 Hit > 5 damage-1 armour - Hp now 7.)    

Burvin drops the unlit torches at the entrances and moves to  Yamil's left, "Give me the torch."
Yamil does so, repositioning his grip on the staff to give himself a better blow next time.

Round 2
The Skeleton has to pick up its sword. Weak attack against Burvin.
 (?4+1 > Miss).
Yamil swings his staff and hits its ribcage as it is coming back up. 
(1+5+1 Str +1 Attack of opportunity, no defence = 8 Hit > Roll 2 damage -1 Armour=1damage. HP=6.)
Mal aims for its neck, but hits its armour.
(3+3+1 Str +1 Attack of opportunity, no defence = 8 Hit > Roll 2 as well, damage -1 Armour=1damage. HP=5.)
 Burvin wonders whether to try to set fire to its leather armour with the torch, but decides not to risk their only source of light. He did get his dagger out so he could block sword blows, though.

Round 3
The Skeleton tries a different tactic and lunges at Mal (2, 2 = Miss)
Mal has to parry the blow, so no attack.
Yamil hits again on its unprotected side. 
(2+5+1 str, +1 AO=9 Hit. > Roll 3 Damage - 1 armour=-2 Hp=3.)
Burvin shouts encouragement, "It's getting slower. You're winning."

Round 4
The skeleton switches its attack to Burvin, 
(5+5, possible hit. Burvin dodge roll 6+3-1 Agi =8, so Hit > Damage Exploding 6 + 6=12.
Hp = -6. (Burvin got a 7 on the wounds table, but 12 damage all in one go with no armour sounds pretty nasty to me.)
Burvin gets stabbed in the side, drops the torch and collapses backwards with a scream, "Ahh.."
Yavin yells a war cry and hits its skull.
(6+3+1str +1 AO=11 Hit > Exploding 6+1 -1 leather = 6 damage Hp-3 Dead). With its Skull decapitated, it crumbles to dust, leaving its armour and sword. 

Mal rushes to Burvin, asking, "How bad is it?"
But he gets no reply or response of any kind. He picks up the torch to get a better view, and that is when they see the bloody rock where his head hit it.
He bends over him and realises he is not breathing.
Mal said, "He is with the Goddess now. All of his questions will be answered."
"Yes, 'tis true."
"The first one would be who put that skeleton guardian there, and who is Melek-Kesh?"
"We may find out, but not today."
"No, not today. You take the torch and one spare; we can leave the rest here. I will have the honour of carrying him."
"No, I shall carry him; it is my fault that he is dead."
"That is not for you to say"
"Tis' what I believe."
"As you wish, then."
They carefully make their way through the passages to the fresh air.
"We will set him to rest in the meadow where he first camped; he must have liked the place to stop there."
"Yes, a good choice."

They dig the grave facing the morning sun and lay him to rest with his Deity necklace in one hand, his quill in his other hand, and his ink bottle at his side.
"I will take his journal to Thraz, so they can add his final journey to it, then it can be placed in the archives, to be read by scholars from all over the Heartlands," said Mal.
"I will take his dagger, so I can carve his name wherever I go in this world."


Just as they are placing the last few stones on his grave, they are interrupted by a shrill voice from behind them.
"You there, what are you doing in my meadow!"
They turn around to see a scruffy vagabond waving a staff in their direction.
(?d: 5 on encounter roll = Hermit.)

Mal asked, "Yes, my meadow. I live here, my mountain, so it's MY meadow."
"We are just putting a fellow traveller to rest."
"Oh, I see. "
He stopped, suddenly.
"Twas nothing dangerous to others, was it? Not one of them evil curses from those mad folks, was it now?."
 "Who are those mad folks?"
" with a big boulder on the left side wall. Well, let me just think back, yes, the tale goes that they were refugees from some palace that got attacked by a battle barge and looted. Ever since that time, they had been trying to bring their royals back to life, with something they know about, or once knew about. They camped up here for a few years, then moved on, where I could not say. Afterwards, there were ghouls and all sorts of things here. They attracted them or made them, I dunno, but they are here now. I stick to my side of the mountain where it's safe, and you'd better do the same, unless you want to be juicy monster food for something nasty!"
"We have seen one of the monsters roaming about yesterday, an Eukarrya. A very tall one, red, with a yellow striped back."
"Oh, yes, that would be my Jazz. I had a hatchling once as company, but it got too big as they do around here, so I freed it. I would not say it is exactly tame, but so long as you leave it alone, you might survive. But get too close or bother it in any way, and you two are its next lunch. You have been warned!"


End Of Part 6.

Map to be added.

Regards all,

Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief. Permission to copy for personal use.
Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.
Map 1a and Mine Maps 1 and 2 Artwork (C) Copyright 2026 Ivor Cogdell.
I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.

100 Items Found In An Abandoned Mine From (C) Copyright: the GM Mastery list.

P.S. If you have problems with my choice of colours, email me at ivorcogdell52 "at" gmail.com, and I will send you a plain text version. 





Saturday, 7 March 2026

Diary Info - WMMS - Alumwell 2026 cancelled.

 Hi all,

           7th March -  I just did a search for Alumwell, thinking that it was this weekend and found this note from the organisers.

                                                         WMMS 2026 CANCELLED                                                               

We at the Alumwell Wargames Society regretfully announce that we have had to cancel
The West Midlands Military Show 2026, due to circumstances beyond our control.

We also wish to thank all who have supported us and the show for the past fifty years.
Thank You!


That's a shame, I was very partial to that one, especially 

when I could walk to and from Wolverhampton station along

 the canal, enjoying the fresh air and the wildlife.

Happy memories.


  29th - 31st May   UK Games Expo        NEC        Birmingham

Barrage at Stafford is pencilled in for early July 2026.

Regards all,

Ivor Cogdell


Monday, 2 March 2026

Thoughts On - Stranger Things Series 1 Updated.

 Hi one and all,

                       A very warm welcome to my second follower on here, Richard B. Get well soon Kitty, his other half.

I have just got Netflix on my TV package, and I am cherry-picking the shows on there that suit my taste. As you can imagine, if you have already seen the show, Stranger Things is just up my alley. Not all fantasy stuff does, I could not get into His Dark Materials last time around, but I may try that series again at some point.

                      Stranger Things actually has the Dungeons and Dragons game as a part of the core storyline, helping to explain to the audience what is going on. I do not know if this is an adaptation from a book, but it would help in that situation, too.

                       The actors, especially the youngsters, give an outstanding performance in each and every episode. The plot is spine-chilling; it keeps building and building suspense and problems against a background of a sleepy little backwater township. The flashbacks enrich the story, instead of bombarding you with technical jargon all at once, feeding you with clues of how one of the heroines got to do what she can do.

                       The wardrobe and special effects teams get a round of applause, as they did their job perfectly; the sets and atmospherics are not overplayed, but hit the nail on the head.

Overall, a great first series, and I am just about to dive into season 2. They filmed season 2 about 9 months after the first one finished being filmed. (See below). It's a pity I could not say the same for Star Trek Academy. (See my review).

Stranger Things Rating: *****

Another titbit for you and me, there seems to be some info regarding a Firefly reboot coming soon, or something like that, very interesting indeed. Nathan and some of the cast are doing micro teasers on YouTube. Just waiting for a proper announcement, if they do one, that is. If there is anything to do with it, it will take about a year to come to the screen.

Regards all,


Ivor Cogdell

Stranger Things (C) Copyright 2026 Netflix.

P.S. Season 2 looks just as good as the first one. I am on part three already. 



































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Saturday, 28 February 2026

Call of Cthulhu 1920's RPG Episode 4 - A Stormy Nightmare - part 2. (Spoilers, 15 Rating). Updated. 8 March 2026.

Hi Everybody, 

A Call of Cthulhu 1920's RPG Episode 4. - A Stormy Nightmare - part 2 - 27 Feb 2026.

Hank talks Ferb into driving back to the Doctor's house again, hoping there might be more information to discover, as there is still a mystery about what the blue thing is and how to destroy it, and what happened to the two bodies.

Ferb shakes his head, "I don't think it is a good move hanging around there, but I trust you, so I'll go back. Keep your wits about you. "

"Thanks, Ferb. I trust you too".

Once there, we grab supplies and food and load them in the car boot in case they have to make a quick getaway from there. We go into the gloomy basement, lit by two bulbs, where we find electrical and mechanical equipment, along with human body parts in long fermentation jars, that may have been used to test the equipment or even keep that blue creature alive.

Also, Hank finds a printed receipt from Innsmouth Fisheries – From The Greenwood Sanatorium, to collect body parts and stuff and deliver them here. "That was the same company that was at the Hotel the other day. It proves that there is a wider conspiracy about this matter. We had better keep this."

We see the two bodies in the lounge. The Doctor had been shot, and the other body had been partly burned. "May the Mighty Angra Mazda judge them well when they come before Him." he pauses, adding, "And us too."

We find a shotgun and a few more cartridges. Ferb puts his barber's tools in a case with a silver lining, which was described in the journal. We also take the wax and the coating stick. We search the car in the garage and find spare keys.

Hank hides the shotgun under the seat. They take both cars and drive back to the diner, hiding the old car in the woods close by. Hank climbs back in their car, and they finish their journey, wondering what state everybody will be in.

As we pull into the car park, we see a figure by the diner loo, huddled up, moaning and sobbing, "Teddy, where are you, Teddy, Teddy". That would be Ethel. (The blue plasma got him in the last episode.)

The power is off in the diner, and some candles have been lit and stuck onto plates, casting a dim glow about the room. Ferb can hear a muffled argument going on.

Suddenly, the young chap from earlier, Billy Esterhouse, emerges out of the woods, pointing behind him and dashes past Ethel; not far behind him, about four feet off the floor, is some manifestation of ball lightning. It changes course, going towards Ethel, now the nearest and easiest target. She holds a crucifix out in front of her and whispers. “Begone, foul beast! Begone.”

Ferb loses 1 sanity point as he hears this.

Blue lightning tentacles come out from the ball and rip the widow to bits. Ferb shoots at it and misses, and Hank misses shortly afterwards. It hovers over her shredded form and consumes her, just leaving ash and the crucefix, while we flee before it again.

Both of us lose 1 sanity point after witnessing this horrific sight.

We dash into the diner and slam the doors behind us. The wind blows one of the candles out.

Who is in the diner? 

Behind the bar is Mary, and Emilia has the phone on the bar with the radio and has made a jury-rigged something, carefully sticking pins into it.

"Where are the others?" demands Ferb.

"They are in the garage, trying to get the truck to start with a new air filter or something," replies Mary, timidly, as she relights the candle from one further away from the door, then goes back to sticking pins into the phone and radio jury-rig on the tabletop.

Billy and Emilia are arguing, "Why did you have to come out in this storm?"

Suddenly, the radio emits sparks and bursts into flames. Mary gets a shock. Billy gets a shock, too. Mary doused the fire with water, which is on the counter and shocked everybody again. Ferb pulls the plug from the socket and then threatens everybody. 

"Calm down or else, Mary, come round this side of the counter where we can see what you are up to"!

Mary came round, and Hank tied her up with electrical wire. Ferb questions her about the phone call earlier, "Why did you have a conversation on a phone that was not working?"

"I heard some static and hoped someone could hear us, even though I could not hear them. It was worth a try".

"Well, now you have destroyed our only means of communication out of here."

"Why did you not recognise Emilia earlier, when she only lives up the road?"

"Well, she was all wet, with her hair all over the place, and that must be a new dress; I had not seen her wear it before tonight," she explained.

Ferb is not convinced. "What about you, Billy?"

Billy tells everybody about the blue light chasing him, which killed Martin Greaves, her boyfriend, at the doctor's cabin.

Hank ties up Emilia.

Mary tries to charm us with a spell, Ferb succumbs, Hank gets him out of it by slapping his face, "Don't disgrace your Deity like this." 

Hearing this, Ferb snaps out of the trance, shudders and blasts her with the shotgun, trying to wound her in the leg,

(Ferb is shooting at point-blank range, scoring a critical hit with "Exploding Dice", doing 24 points of damage) =  killing her instantly. 

4 points of sanity are lost by both of us.

Hank gains 7 points of mythos understanding. (That is bad news - the higher you get, the closer to madness you are.)

Hank can now see Mary's spectral form crawling towards him. This triggers his germophobia. He screams, "I've got Mary splashed all over me, and she is coming to get mee!. I've got to get her off me, got to get her off, off, off."

Hank dashes into the back workroom to wash the splashes of fresh, warm blood off his hands.

Emelia rolls a 42 on a Sanity check and does not know what is going on. 

(She rolls under her 50 Sanity roll. That is good, as what she does not understand cannot send her mad. It might kill her though. :-(  ).

Meanwhile, Ferb blesses the assembled company with his razor.“Begone, spectre of Mary”.

A BONUS SCENE that was added later.

Hank screams again, "Ahh.. Nooo..", as he sees Mary's fuzzy form coming through the wall towards him on her hands and knees. He backs up until he is flush with the drawer top, eyes fixed on her hideous form approaching him, leaving a trail of black, ectoplasmic blood. "Keep back spirit, keep back. This was not my fault", he pleads. 

Looking around for a weapon, he picks up an earthenware jar and throws it at her head. It goes straight through, of course, and smashes on the floor. She grabs his leg and starts to pull herself upwards. He tries to bat her away, "Begone, shadow, begone.", and gradually, to his great relief, the image fades from his sight. 

(The Vision faded because he was with a friend, technically.) 

He cleans himself as much as he can; his hands are visibly shaking, grumbling, "This will have to do for now," and opens a bottle of whisky that was on the shelf and takes a large slug of its contents. 

He looks down at his lucky rabbit's foot. "Protect me, Granny, protect me," he whispers.

He takes a few deep breaths to steady himself. Herb takes another belt of the clear liquid and then puts the bottle back, thinking, "I don't want a drunken Ferb, too; he is the only one of us that is holding it together". Which just goes to show how badly his judgment has been affected.

End of bonus material.

Just as he comes out of the back room, Herb sees through the Diner's windows the blue apparition attacking the lorry driver as he tries to get into his cab."Oh Noo, not again, it's attacking the driver", moans Hank, pointing at the event with a shudder. 

Sam runs away from the ball of lightning. Emelia has another fit, and when it is over, she looks slightly stronger than before, as she had the other time when we first saw her on the road.

Hank is emotionally drained by all of this; he collapses into a chair, rubbing his hands with a towel from the back room, constantly scanning the windows for the ball entity's return.

Ferb takes no notice of Hank's distress at the moment. He walks up to Billy, saying, "You have had a terrible night. Let me make it a bit better for you. Would you like a haircut? Free of charge?"

Billy just nods a few times, still in shock, going along with the situation. Ferb would have probably cut it in any case. Hank hopes it will calm Ferb, too, by doing something he is so familiar with. Ferb leaves the shot,gun by hank then gets the box from the car, along with the journals and the wax on top, the applicator stuck in his pocket. He puts these on the counter and proceeds to cut Billy's hair and gives him an expert shave with a perfectly steady hand; the light glints off the blade as he cleans it with a cloth.

"There, you look much better now."

Turning round, he asks, "Anyone else?"........

Regards all,

Ivor Cogdell

P.S.  7th March 2026 - Due to an unforeseen illness in the family, the next episode of this campaign is postponed until further notice. Ivor.







Friday, 27 February 2026

Call of Cthulhu 1920's - Episode 3 - A Stormy Nightmare - Part 1

Call of Cthulhu 1924. 

Episode 3 – A Stormy Nightmare Part 1. (Spoilers)

It begins one night after our other episodes had concluded. We are making our escape and find a woman in a red dress on the road, she had a ghostly outline for a second. She collapses. We picked her up on the road. We arrived at the Orchard Gas Station, Jack selling pies of uncertain origin, Mary, Ethel and Teddy. Teddy eats a pie and gets ill, goes to the loo and is fried by a blue light, leaving only his wedding ring. The waitress pretends to use the phone, but it is not working. She and Jack are now suspects in all of this, whatever THIS is.

The radio reported that we are now wanted for the murders at the hotel. But they did not mention the mutations of Zeke or the thing in the corner room. Maybe it was just an illusion or something. We forgot to scrub our names from the hotel register. Did they not find Charlotte there?

Who was the person I saw being tied to the rock? Martin?

Emilia Webb is her name. She has a fit while we are about to take her to her dad, at exactly the same time the blue light was happening in the loo to Teddy. Possibly, she is controlled by something, or she is in control of something.

She comes round asking for her grandad. We tell her to wait in the diner.

Ferb drives us to the doctor's farm, where Hank looks through the window, sees one, possibly 2 dead bodies that could have been electricuited, the first two victims of Emilia?

Hank sees male bootprints on the floor, with a crowbar outside. Hank gets the crowbar.

We decide to leave the house and get out of here. We see a chap with a partly burned face with a blue energy field coming after him. We tell him that Emilia is at the diner and to go there. We try to flee the blue thing, it chases us. Hank throws the crowbar at it, but it just turns it to ash. It tries to swipe at Ferb but misses, and we outpace it, but a telegraph is struck by lightning and blocks our path.

We go back to the house and search it, and Ferb finds two large tomes of rambling arcana, plus some diagrams from Mr Tesla about some electrical experiments Emilia was doing. I wash my hands in the kitchen and give them a good scrubbing.

(May be slightly out of sync there).

***********************************

Hank's thoughts on the way back to the diner, where we can read those tomes in peace.

  1. Did something go wrong, and she was somehow charged with some electrical power?

  2. Is this Mr Tesla involved in this strange weather we are having, or is it something else to do with the night's events?

  3. How does Billy, the chap on the road, know Emilia?

  4. He does not seem frightened of her. Does he not know she has been altered somehow?

  5. Did the blue thing kill the two people in the house?

  6. What was in the basement?

Hopefully, some of the answers will be in the two tomes.


    After reading these two journals when parked up somewhere,-

Hank speaks his mind, "If I had read these documents a few days ago, I would have thought them utter drivel, a story outl ine for a comic, but after what we have seen and experienced over the last few days, I can only suppose the doctor had been to some far-off land and in his wanderings had come across someone purveying the 'Black Arts' or Devilishness.". He was obviously performing some sort of rituals on his patients to get rid of unwanted pregnancies."

      He continued, "Mr. Teslas diagrams do make a bit more sense, in the way of some of the parts, but as to what the outcome would be when you assembled them, I would be at a loss to guess. It seems that some sort of curative or enhancement field or ray could be generated. How long that may last would depend on the power source."

     " Possibly the effect he hoped it would have on the human body was incorrect, and something else was manifested in Emilia. Could that have been the wispy thing surrounding Emilia, or that chased the chap and us? Was a ghostly manifestation given a gateway to the human plane of existence? Whatever it was, it consumes bodies, just leaving ash behind".
        Can Emilia control it? Very doubtful, I think, but we cannot let her roam loose and just keep turning folk to ash?"
      He gripped his lucky rabbit's foot,
 " The question is, what to do about it? We cannot keep murdering folk all over the place. They think we killed three people already. At this rate, we are going to be strung up for mass murder! I have never been much of a churchgoer, but this sort of stuff might change my mind. If only Granny were here."
      He looked up at Ferb, "This is more of your territory than mine, since you are a God-fearing man. What do you think, Ferb?"
"Do we stand any chance of stopping it? Now that we know about the equipment, should we go back and see what is in the basement?"

Regards all,

Ivor Cogdell

Monday, 23 February 2026

Exploring Kal-Arath - Episode 5 - Going Deeper in The Mine Updated

Hi Everybody,

 Exploring Kal-Arath - Episode 5 - Going Deeper in The Mine

 Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1.

Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 6 out of 7. Xp=0.

Equipment
Longsword, (Att +1, Dam +1),  Staff, Dagger. 
7 1/2 days' rations in a sack.Tarnak Berries (Sc=3), Waterskin. Tinder and flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
 Eggshell cooking bowl2 Torches unlit, 1 just lit.
In pouch - Gold Coins = 1. Silver Coins = 10.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3) Treasure seekers,
 4) Khainar Yak Folk, 5) Yamil-Torl.

Yamil-Torl Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1.
Male Human. Age =34. Green eyes, Black hair.  5'11" tall
Hp.  = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage).Rough clothes. Bronze helmet. 
 Silver Coins in pouch = 15.

Threads
1) Previous Tribe members.

Continuation of day 2. At the four-way crossroads. - Halfway through their second torch.  Yamil picks up a rock, "Let's mark the junctions we have gone down with signs on the walls and sticks on the floor, an arrow to signal which way we get out. off to one side, so we do not knock them unintentionally."
Mal agrees, "I like that, so even if the torch goes out, we are not stuck." he adds," We turn back when we light the third torch, regardless of where we are. So then, Left?" Yamil turns to the left tunnel wall and puts two lines on it, "Two vertical lines, so not a random mark that the miners would have made, also, it is fresh and sharp. Four stones in a square on the floor, too."
Mal nodded.

The shaft continued for about 15 feet, then turned to the left, and then another twenty feet to a dead end.
"The seam must have run out." They walked back to the main shaft, and Yamil put a row of pebbles across the entrance. "Blocked and done. Do the other side passage or the main one?"

(? 1-3 Main, 4-6 Side =2)
 "Carry on down the middle hole, we don't know in what order that they were dug"
They marked the tunnel and proceeded onwards, with occasional coughs to cover the silence. There were soot marks on the rough-hewn ceiling, leading them to think this was a frequently used passageway. It bent here and there but gradually swung to the left. Another chamber appeared.

(? 1-3 Still a mine, 4-6 Something else =4? 1-3 Dungeon 4-6 Lair = 5) 
The blackness gradually lifts, and we see scattered tables and chairs with a big boulder on the left side wall.. The oval room has three new exits again, left, right and straight ahead.
(NPC roll = Historian).

Suddenly, a voice rings out from the left passage, "Don't hurt me, don't hurt me."
"Show yourself", demands Mal, in a piercing voice, with his sword at the ready.
"What are you doing here?" asks Yamil,
"My name is Burvin Charank, a historian of Kar'Eldani, I am on my way to Thraz, but I lost my way in the hills. I was picking Tarnak berries when I saw your friend coming along the track. I saw the entrance just as you must have done. I felt my way along the tunnels, but I got lost in the dark, and I did not want to die in here."

(?Lair Occupied = 1 Empty / abandoned).
 There is an old nest in one of the corners, with some gnawed bones. An old wheelbarrow has been used as a nest by something smallish, like a cat or goat.
"Who else is with you?" growled Yamil, "Truthfully now, I can smell lies like flies love the Pit".
"No, no, I am travelling alone. I swear on the Shadow of Dorgan the Mighty. Patron of Travellers." 

He showed us his necklace from the Deity Wars.
"His aid and blessing were the only reasons I am here today, among the living. Many times our compound was attacked, but we were able to fend them off and survive."

 Burvin Charank Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1.
Male Human. Age =31. Blue eyes, Black hair.  5'6" tall.  Necklace from the Deity Wars.
Hp.  = 6 out of 6. Xp=0. Dagger. Hiking gear. Rations =3, Tarnak Berries, R=4. Silver Coins =6.

Yamil decided, "Now that you are here, you can be useful by carrying the torch. DON'T drop it, understand? Keep a firm grip, "Burvin nodded in agreement. Yamil passed him the torch. Barvin held it out in front of him at an angle.
(? Random Air Clock roll 20=5).

Mal suggested, "We may as well do this tunnel he came out of next." They introduced themselves as they went along the passageway. Yamil prodding in front of Burvin with the staff.  
This passage was only 30 feet long before it expanded into another oval chamber, The torch flickered and was slightly brighter. "There must be an air shaft somewhere."
In the far wall was a narrower opening, the width of a pick swing, which followed a crack in the rock. Rough foot holes were carved for better grip as the hole went upwards.
Putting the torch in there showed a speck of light twenty feet up.
"We should be able to clear it," declared Yamil, "I'll go up".
"Not with your leg, I'll do it."

He dropped his pack and the spare torches, took the spear and started upward, feeling with his hands and feet as he went.
(D: Agi roll  6,3 +1=10 Success) = He got to the top and gradually widened the hole by prodding it with the staff, where a rock had partially blocked it. With a shove, it was out of the way. Mal sucked in lungfuls of pure clean air, feeling the hot, stale air and smoke moving past him. He poked his head out of the hole, but could only see grass around him. He carefully made his way back down.

(D: Agi roll?Adv 4,6 +1=11 Success) = He was pleased at how well the air was moving up and out.
Even so, the torch was looking much dimmer. "We need to get out while the tunnels suck in good air. We can come back in the morning when we are rested."
They lit the last torch and made their way out.

Hilside            Entrance
Mine Map 2.

 They exited the tunnels, and Burvin brought his things to their campsite, expanding the shelter while there was still daylight to get dryish sticks and mosses. Burvin made short work of splitting them with his hand axe. They soon had a fire going from the embers of the last torch, once it was dark enough to hide the smoke. 
"I would be able to make the hole at the top wider if we needed to", mused Mal around the campfire."It would be easier to do from the outside if they left a pick somewhere we can find it. We may have to make a new handle for it."
Yamil will stand the first watch, then Mal.
Mal and Burvin settle down to sleep.

(Mal gains 1 Xp. Heals 1 Hp.)
(Yamil tries to heal his leg, fails on a 1 and 1+Pre =3 Fail. Use Fate Point =2 Still Fail).

(Roll 2 - A night encounter).
A voice in the night, "Hello, the camp, may we approach?"
Yamil nudged Mal awake with his foot and threw another couple of small logs on the fire from the pile drying next to it, sending glowing embers upwards, "Who is it that approaches?"
"We are weary travellers like yourselves."
"Come and be welcome", 
A few moments later, into the firelight stepped three men, the wet leaves had muffled their approach, wearing in part hiking garb, part warrior gear, carrying spears on their backs, their clothes still bloodied from the fight they had just had, swords in scabards, with their hands empty of anything.
The tallest of them spoke first, "I am Ref Sodrav, Tan Muen and Cazen Goorte." They each nodded at their name.
"I am Yamil-Tori, Mal-Shui and sleepy head there, is Burven Charnak. What brings you to the high forest in the dead of night?"

"We are trophy hunters, after gouls or giants and such monsters. Or we were, until we actually found a ghoul, and it killed three of our party before we could escape its clutches and run into the night."
They huddled around the fire. "We made sure it was not following us before descending the mountain. That is why we have not made camp sooner. We happened to smell your smoke on the breeze, luckily for us. We have food to share".
"Then eat, by all means," Said Mel, sitting up from his bedroll, where he had hidden his sword, ready if needed.

They grabbed about in their supplies, and they were soon sizzling morsels of dried beef over the fire on sticks. 
Ref said sadly while the food was cooking over the glowing embers and flames, "We overestimated our strength and underestimated the ghoul's. We thought that with the six of us, it would be a simple task to dispatch it. The folly of youth."
Yamil replied, "Ya. Wise words are usually learned by a hard lesson. 'Tis often the way of the world."
They gathered more wood and moss and prepared bedding around the fire, which had extra logs added to it. They were exhausted. and soon asleep, but tossing and turning from uneasy dreams, while Mal kept the second watch.
(No encounters on the second watch).

 Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1. Fate Point =1.

Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 7 out of 7. Xp=1.

Equipment
Longsword, (Att +1, Dam +1),  Staff, Dagger. 
5 1/2 days' rations in a sack.Tarnak Berries R=1 (Sc=3), Waterskin. Tinder and flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
 Eggshell cooking bowl2 Torches unlit, 1 just lit.
In pouch - Gold Coins = 1. Silver Coins = 10.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.

                                 Yamil-Torl  - Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1.Fate Point =1.
Male Human. Age =34. Green eyes, Black hair.  5'11" tall.
Rations = 0. Hp. = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage).Rough clothes. Bronze helmet. 
 Silver Coins in pouch = 15.

 Burvin Charank Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1. Fate Point =1.
Male Human. Age =31. Blue eyes, Black hair.  5'6" tall. Deep sleeper. Necklace from the Deity Wars.
Hp. = 6 out of 6. Xp=0. Dagger. Notebook, Padded ink, quills. Hiking gear - Hand axe.  
Rations =2, Tarnak Berries, R=4. Silver Coins =6.

Ref Sodrav, Tan Muen and Cazen Goorte

End Of Part 5.
Regards all,

Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief. Permission to copy for personal use.
Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.
Map 1a and Mine Maps 1 and 2 Artwork (C) Copyright 2026 Ivor Cogdell.
I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.

100 Items Found In An Abandoned Mine From (C) Copyright: the GM Mastery list.