
Run 2026/05/28 with 4 other players in person.
- Goals & Bibliography
- Session 0
- Session 1
- Session 2
- Session 3
- Session 4
- Session 5
- Session 6
- Session 7
- Session 8
- Session 9
Characters present: Bon Go, Edmund Blackudder, Henrick Candleswick, Rowan Malksmilk
In-Game time covered: 11:00 PM of Sunning, 21st of Symswald - 08:00 PM of Colly, 22nd of Symswald
Player-Safe Session Report
Last session, the party lost Henrick to his own heart of gold — and, granted, a Drune who crossed its path. Afterwards, the rest of them ended up on the western part of the Ditchway, a part of the road that’s known for being run through with blood-sucking worms that come out at night. So it’s too bad that night’s when we last left them here…
As the party rode their cart back in the direction of Droomen Knoll and Lankshorn, they suddenly heard something rustling in the bushes next to the road. They prepared for the worst, but out of the bushes came not a bunch of worms, but a single Grimalkin in its humanoid estray form. Still, the Grimalkin told them that he was here to rob them.
This turned out to be the bard Lord Ratbane, and the PC that would be succeeding Henrick. The party talked him out of robbing them and into showing them a good spot to camp out for the night.
The next morning, Rowan was still grief-stricken from losing Henrick, and he convinced the others that they had to try to recover his corpse to lay him to rest.
Once again, they headed east along the Ditchway, to the scene of the previous evening’s fight. Unsurprisingly, there was no dead Henrick to be found. But Bon’s tracking skills showed them a trail heading into the woods east of the road that seemed like it could belong to a party of one tall person and four small ones carrying two regular-sized bodies. 1
The party decided to hide their cart in the undergrowth and take their two mules with them into the thicket. After some time, they came upon a hedge maze in the woods, with the trail they were following leading directly into the entryway. They hitched the mules to a nearby tree and decided to go in.
Close investigation of the maze’s walls revealed at least one part of them to be a Brambling — the same kind of creature that had followed the Drune the day before. The Brambling moved and revealed a 10′ (~3m) square slab of yellow sandstone, split down the middle, standing at the dead centre of the maze. The stone was surrounded by dense patches of 2′ (~60cm)-high toadstools.
As the party tried to climb over the toadstools to reach the stone, the mushrooms released a cloud of spores, covering the whole glade, and sending Rowan and Bon on a trip where they experienced vivid, religiously tinged hallucinations. A few moments later, a towering (6′6″ or 1.9812m — which Edmund’s player doesn’t think is very tall for some reason) human Drune arrived with a group of Bramblings and firmly asked them to leave the maze.
Remembering how the previous fight went, they immediately complied and left. Accepting that they would probably not find Henrick’s corpse that day, they headed back to the Ditchway and followed it further west.
After some time, they arrived at the Jaunty Horn. An inn that spans the Ditchway like a bridge.

Raststätte Dammer Berge over the German A1. Pretty much what I imagine the Jaunty Horn to look like.
Here, they met Jesibelle Nag, the Jaunty Horn’s proprietor, and Lord Ratbane decided to eat one of the mice running around the Inn. (Lord Mousebane?) Unbeknownst to him, the fur of the mouse had become drenched in alcohol from all the small droplets of alcohol being spilled on it over time. So eating the mouse made him drunk. 2
He started speaking loudly, drawing the attention of a few of the Horn’s guests, who seemed to remember this cat attempting to rob them in the past…
Footnotes
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What can I say? His roll was solid. ↩
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This was based on this classic Dwarf Fortress bug. ↩
Dungeon Merlin