Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Saturday, 1 August 2026

Exploring Kal-Arath - Episode 11 - The Revenant - Updated 06.08.2026

Hi everyone,

 A very warm welcome to my latest follower, RB.

Exploring Kal-Arath -Episode 11 - The Revenant

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

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

Personality: Friendly, Moody,  HP = 7 out of 7. Xp=1.1.

Equipment
Longsword (Att +1, Dam +1),  Staff, Dagger. Leather Armour
14 days' rations in a sack.Waterskin and strap. Flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
Burvin's Journal in a water-resistant pouch. Speckled Eggshell serving bowl
In pouch around neck - Gold Coins = 1. Silver Coins = 13.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.5) Hermit,  6).Mad Folk, 
7) Melek-Kesh symbol 

                                 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.
 Personality: Independent, Opinionated. 
Goal: Wants to visit the jungle. Hp. = 4 out of 6. Xp = 1.1.
.
Equipment
Sling, Staff, Club, (Att+0, Damage d6 / disadvantage).Rough clothes. Bronze helmet. 
Hand Axe. Dagger. Silver Coins in pouch = 17! sack.
Rations = 7 in a sack, including Burvin's supplies. Tarnak Berries/ 1 Ration.
Sword and Shield (Design of the Cultists).

Thread

 Burvin Charank 

   Deramask and the Hunters Str = 1, Tou = 1, Agi = 1, Int = 2, Presence = 1.Fate Point = Used.
Male Human. Age = 18. Green eyes, Black hair.  5'11" tall.
 Personality: Independent, Willing to listen. 
Goal: Wants to keep his tribe safe.

                        Hp. = 6 of 6.         Xp = 0.2.  
Scouts Boki      Hp = 3 of  3.         Xp = 0.1.   
             Kudu    Hp. = 1.of 1.         Xp = 0.2.   
          Shemba     Hp = 6 of 6.          Xp = 0.1.     

Equipment
Sling, Spear, Hand Axe, Dagger (Att+0, Damage d6/disadvantage).Rough clothes.
Tinder and flint in a pouch. Waterskin, clay bowl. 1 Food sack. Tribal necklace. Hammock 
and sheet. Bedroll, Rations = 7 in a sack. Banners Carriers x 2. Swords & shields X2


Day Five Continues -  Our adventurers have just entered another chamber and been met with a grisly sight. The skeletal remains of a corpse was laid out on a table, with the remains of ropes attached to it.

Taking no chances,  Mal had flicked the head away from the body. After this, the temperature got colder, and a smell of decay permeated the room. And a thin, wispy form appeared above the skeleton. It spoke like the wind, rustling through the trees.

"Who disturbs the rest of Aglar Krent. Speak!"

"I am Mal-Sui, formerly of the village of Scaleel." he said defiantly.

"Wait, I sense no malice in you; you are not like those evil ones who put me to death here. 

"We have been calling them the Mad Cult."

"So they are. I was told they called themselves The Beloved of Lotross. I was to be another guardian to their royalty. As you can see, it only partially worked."

"We found their resting place back there."

"Their shaman had managed to stave off their corruption, but nothing else. I can sense their presence."

"How can we grant you peace?

"Burying my body may stop my wandering, but as to my release, I do not know."

"That we can do for you." 
He picked up Aglar's skull where it lay on the floor and placed it back with the rest of the body.
"We shall return soon once we have finished our searches".
Hearing this, Aglar faded away.

He exits through the other hole. The others nod to the spirit as they pass the table and follow Mal.
Kudu, last in line, pauses in front of the table and whispers, "Watch over me, gentle spirit, if you can."
Aglar said nothing, but the smell of decay had lessened. He took that to be a good sign.

(? D6 Will Aglar try? True / False =5 True)

Mal remembers where he is and waits for Yamil to catch up with the torch, shuddering at what misfortune a wrong foot might mean. The tunnel curves back towards the banner room and soon they can see the glittering reflections of the torchlight again.

Yamil said quietly, "I am not sure how we will get him out of there, Mal."
"There was a pot I saw under the other table. That would do if we find nothing else."  

"There is just this tunnel to check now," said Deramask. We can use that old robe as a makeshift torch for later."
Deramask was going to bend down, but Yamil stopped him. " Always be suspicious in here." He prodded it with a staff and flicked it to one side.

(?D6 anything there? 4 = Yes, but)

Under the robe was a coiled snake, Dead, but to make sure, Yamil pounded its skull into pieces. He lifted the robe with the staff and gave it a shake; nothing came out. "That's better."

They entered the final tunnel in the usual manner, tapping away, noting that it angled downwards after fifteen feet. The torch flickered slightly more than usual; there must be a slight breeze.  After thirty feet, the way struck water, coming from the floor of another of the minor side tunnels, a small rivulet running in front of them.
"Be careful, the rocks will be slippery, but they should be rough enough to stop a fall."
A few feet further on.
"Ah, they have put a groove in again."
The water turned to the left of the tunnel floor.
 After another ten feet, it began to get steeper, but not too dangerous to proceed.  The water went faster. Yamil slowed his pace, watching the white rock shining in the wall tilting downward. Another few feet revealed a hole in the floor which the water ran into. 
"I think we have come as far as we can for now."
He did not want to get too close to the edge, as there was no protection against falling into this hole. The sounds of faint splashing came from below.

They retraced their steps to the banner room and then back to the torture room, and  Deramask placed the remains of Aglar into the pot and carried it. Kubu carried his skull, mumbling to himself. Boki and Shemba carried the banner pole. They went through the larger exit and made their way to the meadow where Burvin Charank was buried. They dug a shallow hole with their knives, placed his remains in and then covered them with rocks and stones, leaving a small mound. Yamil scratched Amil's name on a flat stone and placed it on top, as he had done for Burvin.
Mal quietly spoke, "Now you will not be alone, Burvin. Aglar, may Burvin and The Great Mother give you the peace that you deserve." (Graves lower right on map.)



                                                       Abandoned Mine Map 3


They made their way back to their original campsite and had lunch and then started back down the mountain path. They tried to make as little noise as possible, with the scouts out in front again.It was slow going, with the banner pole getting in the way of everything. Mal thought it was too much bother, but he kept silent. The youngsters did not want to come back empty handed from their journey. They came across some game tracks and signs of a Eucaryd hunting one of them. Lower down the slope, they arrived at their previous tribal camp and set up on familiar ground.  

(No new points of interest as they were travelling on a known path. No foraging needed as they had plenty of supplies.)

(? D6 Encounter 3= No. Overnight = 4 No.).

Day Six Light rain begins to fall. The mountain forest gives way to hills, but the game trails were wider and easier to navigate. They follow a stream for a while. Deramask points out edible plants as they pass them, but they do not stop to forage for anything. The rain stops and they gather bark from dead trees to start a fire for lunch and chat about adventures. After lunch, they realise they must have taken the wrong path and have to backtrack for a while before finding the correct one again. The forest begins to thin out. They have to take rest breaks and swop over carrying the banner often. It is not very heavy, but cumbersome and unwieldy, especially when footing is un-even and slippy in the wet. They find a rock outcrop that will serve as a campsite and decide they will stop early since they are all feeling the strain from the banner pole. This does give them the time to grab a few local plants to flavour their meal with. For the first time, Yamil carves Burvin Charank into the rock, as he promised to do. He sees Kudu watching him and explains, "This is our fallen comrade, I honour his memory, although we knew him for just a short time. He gave his life for us."  He draws a fallen stick man with a skeleton wielding a sword above it.

(?D6 =6 =TOU, Yamil's leg is healed.)

(4 = No new points of interest. No foraging needed)

(? D6 Encounter 4= No. Overnight = 4 No.).




                                       The Camp at end of day 6. (1 hex = 6 Miles approx.)

Day Seven - There are clear skies this morning, so that means it will be better underfoot  and a better travel rate.The way is still hilly. Mid-morning, in one of the valleys, they pass the overgrown ruts of a battle wagon having passed this way, with the remains of crushed trees strewn about its path, long since gone to its fate. Mal mutters to himself, "May they stay in the past."
Deramask leads them along its track for about an hour, before branching off to the right again.
"That was not the way we came last time, our prey was no so helpful as that, but it was going our way, so why not use it, especially with our trophy."
            We had a cold lunch by the stream running through the valley bottom, cold, clear and refreshing.  Some kind soul in the past had laid stones in the stream bed to aid crossing which we were grateful for. We saw the odd game animal in the distance, but none came near, most bolted at the mere sight of us.
 
More to come.

End of Part Eleven

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

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

Personality: Friendly, Moody,  HP = 7 out of 7. Xp=1.4.

Equipment
Longsword (Att +1, Dam +1),  Staff, Dagger. Leather Armour
9 days' rations in a sack.Waterskin and strap. Flint and tinder (Gathered inside from scraps).   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
Burvin's Journal in a water-resistant pouch. Speckled Eggshell serving bowl
In pouch around neck - Gold Coins = 1. Silver Coins = 13.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.5) Hermit,  6)  The Beloved of Lotross.
7) Melek-Kesh symbol 

                                 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.
 Personality: Independent, Opinionated. 
Goal: Wants to visit the jungle. Hp. = 5 out of 6. Xp = 1.2
.
Equipment
Sling, Staff, Club (Att+0, Damage d6 / disadvantage).Rough clothes. Bronze helmet. 
Hand Axe. Dagger. Silver Coins in pouch = 17! sack.
Rations = 7 in a sack, including Burvin's supplies. 
Sword and Shield (Design of the Cultists).

   Deramask and the Hunters Str = 1, Tou = 1, Agi = 1, Int = 2, Presence = 1.Fate Point = Used.
Male Human. Age = 18. Green eyes, Black hair.  5'11" tall.
 Personality: Independent, Willing to listen. 
Goal: Wants to keep his tribe safe.

                        Hp. = 6 of 6.         Xp = 0.4.  
Scouts Boki      Hp = 3 of  3.         Xp = 0.2.   
                                                  Kudu    Hp. = 1 of 1.         Xp = 1 (Deeply affected by his      
                                                  experience. He has gained a Spirit Guide.  He may become a Shaman)   
          Shemba     Hp = 6 of 6.          Xp = 0.2.     

Equipment
Sling, Spear, Hand Axe, Dagger (Att+0, Damage d6/disadvantage).Rough clothes.
Tinder and flint in a pouch. Waterskin, clay bowl. 1 Food sack. Tribal necklace. Hammock 
and sheet. Bedroll, Rations = 5 in a sack. Banner Carrier. Swords & shields X2


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. 


Thursday, 25 June 2026

Exploring Kal-Arath Episode 10 - Revelations

 

Hi everybody,

Exploring Kal-Arath - Episode 10 - Revelations

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. Leather Armour
14 days' rations in a sack.Waterskin and strap. Flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
Burvin's Journal in a water-resistant pouch. Speckled Eggshell serving bowl
In pouch around neck - Gold Coins = 1. Silver Coins = 13.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.5) Hermit,  6).Mad Folk, 
7) Melek-Kesh symbol 

                                 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.
 Personality: Independent, Opinionated. 
Goal: Wants to visit the jungle. Hp. = 4 out of 6. Xp = 1
.
Equipment
Sling, Staff, Club, (Att+0, Damage d6 / disadvantage).Rough clothes. Bronze helmet. 
Hand Axe. Dagger. Silver Coins in pouch = 17! sack.
Rations = 7 in a sack, including Burvin's supplies. Tarnak Berries/ 1 Ration.
Sword and Shield (Design of the Cultists).


         Deramask and the Hunters Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1.Fate Point =1.
Male Human. Age = 18. Green eyes, Black hair.  5'11" tall.
 Personality: Independent, Willing to listen. 
Goal: Wants to keep his tribe safe. Hp. = 6 out of 6. Xp = 0
.
Equipment
Sling, Spear, Hand Axe, Dagger (Att+0, Damage d6/disadvantage).Rough clothes.
Tinder and flint in a pouch. Waterskin, clay bowl. 1 Food sack. Tribal necklace. Hammock and sheet.
 Bedroll, Rations = 7 in a sack.


The Morning of day five, in the Mine Yamil peeked around the left corner into the latest chamber. "There's a central pillar, probably from the mining, and I can make out something else as well."
He shuddered.
"What is it? What can you see?" asked Mal.
"Glowing spikes are coming from the left wall, and there is a haunted altar."
He thrust the torch farther in to look for any imminent danger. "Wait, they are not spikes; they are crystals of some sort. And the light is reflecting off them onto the altar, giving it a strange glow."
They checked the immediate area for traps.

(?Q Traps? d6 > 2 =no traps).

They stepped farther into the chamber and looked to the left at the crystals, which had formed in a hollow in the rock. There were three lead-lined boxes in there, each with carvings on it. One had a royal arm bracelet depiction, the other had the symbol for Mother Nature of Fertility, and the small one had the Spear of the Royal Line upon it. Resting on each was a glowing blue crystal. The light was reflected off the faces of the other crystals, giving the chambers a faint ethereal blue radiance. This was reflected off the altar, giving it a faint glow. Yamil made the sign of warding off evil spirits. "May Dorgan the Mighty protect us."
"Always," replied the others.

"The miners must have hit this growth of crystals as they were coming this way. The cultists have taken advantage of it to honour their royal family. Those blue crystal things may be protecting them in some fashion. I, for one, will not be disturbing their slumber. We have already found out what their powerful mage could do."
"Yes indeed, they were clearly worshipping them or were performing some sort of rituals here."
 The wooden altar was stained with a dark substance that was probably blood. The Melek-Kesh symbol was carved into the top of the altar. Above it, there were metal hooks hammered into the high roof, with the remains of rope dangling from them.
Looking farther behind the large columns of rock, we saw old remnants of two crossed, sloping banner poles with tattered banners dangling from them, along with swords and shields mounted on the walls, all bearing the same design as the shield Yamil was carrying now. 
There were crudely made benches in the central area facing the altar..
"I will change the design on here as soon as possible, even if it is the brown of plain dirt. They clearly had power at one time, and it seems they did not use it for good".
"That is the way of great power; it always seeks more."

(? D6 Loot?  6 Yes, and information).

Deramask looked at the ragged banners and stated, "We will repurpose them to the glory of our tribe."
Not wanting to argue with their new acquaintance and having no need of them, they both agreed. "Take the weapons too, but check for traps first," he advised.
They carefully examined them, or so they thought.

(? D6 Is there a trap?  5 Yes).

(? D6 Look for trap, 5 Yes, Locate Trap?  1 No.)
 TARGET = Deramask, Boki, Shemba and Kudu 1-4 = 4.

Kudu states, "The wood of this banner looks fine." He picks it off the mounting hooks. There is a slight ping, and a sword mounted above it comes falling towards him.

(? d6 Do Mal or Yamil see the blade falling? Mal = 6+1=7. Y 3+1=4)

Mal shouts, "Above you!"
Yamil shouts slightly later, "The sword!"

(?D2 Dodge or Parry with banner? 2 + Dodge attempt. 6= fail). He slips on some gravel.

Daramask, who is next to Kudu, will burn his Fate Point and Strength to push Kudu out of the way, and he falls to the side, the banner still gripped in his hands.

  2d6+2 = 4,2+2 =8) Can Daramask twist out of the blade's path?  11 Yes, 

Using the skills honed in evading charging boars, he dodges the lethal blade as it clatters to the floor and collides with the benches, landing on top of them, his pack cushioning his fall.
Mal and Yamil are horrified at the sight, remembering what happened to Burvin.
Shemba asks, "Are you hurt, Kudu? Kudu?"
There was no reply.
Shemba rushes to his side. "Kudu!"
Kudu's eyes slowly blinked open. "Are you hurt, Kudu?"
"No, but I would have been if it had not been for Daramask." He slowly climbs to his feet and claps Daramask's arm in appreciation.

They found a braided hair connecting the base of the banners to one of the sword hilts on the wall, balanced so it would fall if anyone lifted the banner base off the ground.

Daramask looks at the other banner. "I think just one banner will do. We can leave it here for the time being."
Shemba noticed that Kudu was hurt. Kembu, you are bleeding."
"It's only a scratch."
"Sit on the bench while I fix it."
Shemba bound some healing leaves around it.
(Not worth losing an HP over.)

Mal looked around at the exits, wondering which one to take next.  The left one began just beyond the crystal chamber. The central one was wider than the other two. The other exit was to the right of the banners.

(?d6 Left, Middle, Right  1 Left tunnel).

"Let's go down the left tunnel. The torch should be good for a while." 
He prods around the entrance with the staff to check if it is safe.
"All clear, I hope."
He asks Yamil, "Do you want me to go first?"
"No, I am fine."

The tunnel was mostly straight, and then it curved to the right after a stubby dead end.  Further along, there were spots where they had dug minor holes in the walls, following some mineral that must have faded. They found another oval chamber with mounds of rocks piled against one wall and another exit in the right wall. After about  60 feet, it opened into another roughly circular chamber 30 feet wide with an exit in the right wall.

There was a central table with a humanoid skeleton chained to the top, and a far table with a Ghoul's head hanging from a beam above it.
Mal adopted a defensive posture. He approached the table and flicked the skull off the body onto the floor. He looked around nervously.
Nothing happened.
He drew a sigh of relief.
The others came into the room.

Suddenly, the temperature got colder, and a smell of decay permeated the room. And a thin, wispy form appeared above the skeleton. It spoke like the wind through the trees.

"Who disturbs the rest of Aglar Krent. Speak!"

End of Episode 10.

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

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

Personality: Friendly, Moody,  Hp = 7 out of 7. Xp=1.1.

Equipment
Longsword, (Att +1, Dam +1),  Staff, Dagger. Leather Armour
14 days' rations in a sack.Waterskin and strap. Flint.   
 Rough blue tunic, an animal fur cloak. Terradon Tooth necklace with Tribal Totem carving.
Burvin's Journal in a water-resistant pouch. Speckled Eggshell serving bowl
In pouch around neck - Gold Coins = 1. Silver Coins = 13.

Threads
 1) Scaleel or Goritan Village Member, 2) Wizard - Jis-Kel, 3)  Khainar Yak Folk, 
4) Ref Sodrav, Tan Muen and Cazen Goorte.5) Hermit,  6).Mad Folk, 
7) Melek-Kesh symbol 

                                 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.
 Personality: Independent, Opinionated. 
Goal: Wants to visit the jungle. Hp. = 4 out of 6. Xp = 1.1.
.
Equipment
Sling, Staff, Club, (Att+0, Damage d6 / disadvantage).Rough clothes. Bronze helmet. 
Hand Axe. Dagger. Silver Coins in pouch = 17! sack.
Rations = 7 in a sack, including Burvin's supplies. Tarnak Berries/ 1 Ration.
Sword and Shield (Design of the Cultists).

   Deramask and the Hunters Str = 1, Tou = 1, Agi = 1, Int = 2, Presence = 1.Fate Point = Used.
Male Human. Age = 18. Green eyes, Black hair.  5'11" tall.
 Personality: Independent, Willing to listen. 
Goal: Wants to keep his tribe safe.

                  Daramask      Hp. = 6 of 6.         Xp = 0.2.                 
Scouts Boki      Hp = 3 of  3.         Xp = 0.1.   
             Kudu    Hp. = 1.of 1.         Xp = 0.2.   
          Shemba     Hp = 6 of 6.          Xp = 0.1.     

Equipment
Sling, Spear, Hand Axe, Dagger (Att+0, Damage d6/disadvantage).Rough clothes.
Tinder and flint in a pouch. Waterskin, clay bowl. 1 Food sack. Tribal necklace. Hammock 
and sheet. Bedroll, Rations = 7 in a sack. Swords & shields X2


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.