Arden Vul Open Table: Session 17

There and Back Again

(The party attempts to flee the clutches of Deno but plot to return!)

Day: 38,  Mo/Yr: 5/12, 2993[AEP] irl: June 28th, 2025 Session 17

Scribe:   Saracor

GM: Evil Tables

We began in Deno’s lair with many of the party enthralled by her song

1. Escape from Deno’s Charm

  • The party is at Count Skleros’ wake when Deno charms most members with her song.
  • Alexos resists and uses Dispel Magic to free the party.
  • Deno fails to charm Alexos directly.
  • Agoston tries to cast Wall of Fire but is hypnotized by Dino. Belaros rescues him but some magical items are left behind.
  • The party escapes as others recover from the charm.

2. Beastmen Alliance & Return to Town

  • The party meets Grim while fleeing.
  • A group of beastmen confronts them, but the party convinces them to assist in finding Count Skleros’ killers.
  • They travel to the Darling’s area and then part ways with the beastmen.
  • The party returns to the inn for the night.

3. Meeting Gerrilad the Druid

  • At the inn, they encounter Gerrilad, a half-elven, wild-looking druid.
  • Using ESP, Agoston overhears Gerrilad discussing the green dragon Craastonistorex.
  • Gerrilad warns that Kronos is trying to cheat the dragon, which will end badly.
  • Gerrilad lives in the dungeon with baboons and offers judgment in the Halls of Thoth if someone is brought to him. His hall lies north through the forest.

4. Trouble in the Beastmen Tunnels

  • The party heads back to the basement toward the beastmen area.
  • They avoid giant centipedes but are attacked by rats in the fetid pool room—successfully evading them.
  • Passing through the monkey room, the party is attacked again:
    • Belaros is struck mute.
    • Alexos is injured.
  • They manage to escape and close the door behind them.

5. The Note to the Beastmen

  • The party delivers a note: if the beastmen return stolen items, the Darlings will avoid attacking.
  • The beastmen agree to pass the note to Dino.
  • The party cannot proceed through beastmen territory for now and chooses to explore elsewhere.

6. Descent into the Cavern & Meeting Gog

  • They descend about 250 feet into a massive natural cavern with a central water pool.
  • A troll-like creature named Gog, a Varumani, approaches in a rowboat.
  • Gog:
    • Wears a magical cloak that allows him to speak.
    • Was banished by another Varumani named Muq.
    • Claims other Varumani are liars and lives alone here.
    • Has a non-aggression pact with the beastmen but craves beastmen flesh.
  • Gog offers valuable information about the area if the party brings him beastmen meat.

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