You and the Elders wait for a few moments as Kaiil exits the chamber to retrieve the stone. It’s an awkward, uncomfortable sort of silence until she returns, bursting in through the door. It’s apparent right away that something is wrong. “The stone…it’s gone!” She says, staring wide-eyed at the Elders. As a one, they gasp, then start chattering amongst themselves. It’s a moment before Erden rises from his seat.
A full month since the last session, but it was necessary! After the party split and caught me off guard last time, it took me a bit of time to figure out how I was going to proceed. I spent some time considering the backstory of each character, plus the details of the adventure so far, and worked out some common themes. Once I did that, putting together the next phase of the adventure was much easier.
The session started with the party recovering in the home of their new acquaintance, Kaiil, in the city of Bane. Shortly after, Kaiil brought them before the Council of Bane, a half-dozen strong group of Elders led by a man named Erden. Erden explained some of the history of the town to them, and how they came to be there, before revealing that the town council held another Demon Stone, similar to the one that had brought them here. He had a great deal more information to share with them, but once the party heard about the Stone, they had little care for anything else.
Unfortunately, as they soon found out, the Demon Stone held by the council is gone. They were able to locate it magically, but it was not quite so easy—the Stone was no longer within Bane, but on the far end of a series of underground tunnels. While planning this next session, the dungeon itself, I wasn’t sure how to map it out, so…I didn’t. Instead, I built some random tables:
I designed a few significant encounters for the encounter table, went through some books and chose some fun monsters for the combat table, and that was it. I’ll note one major change—prior to play I swapped the number ranges for the Scrying Chamber and the Roll Combat Table entries, as on test rolls I discovered that the Scrying Chamber came up absurdly often.
In play, I just kept a d8 and percentile dice on hand, and rolled them for each new chamber—including if the party went back. The idea is that the tunnels, being on the plane of Abbadon, twist back and forth on themselves constantly, the better to torment whatever creatures may wander within them. It was interesting to watch the party tackle it—they understood the basic concept from the start that the dungeon was unknowable, but treated it more as a standard maze than a completely randomly generated dungeon.
Kaiil caught up with the party at some point, and they encountered the Contract Devil in the Scrying Chamber. I knew that that, had Yodelhim been present (instead of being whisked back with the stone last session), he’d have certainly taken the deal, but I wasn’t entirely sure about the rest. As it turns out, Delanna barely hesitated, trading her soul for three wishes. She spent the first immediately on restoring some of her former glory (to be later detailed as her backstory unfolds), then pocketed the other two for later. After that, the party moved on, battling a few other creatures, before finally encountering the last chamber, where the stolen Demon Stone had been used as the centerpiece to a large iron gate, transforming it into a permanently-open portal back to Otharion.
Here too, Kaiil found her mentor, Elder Erden, conspiring with the demons. As she surged forward and distracted them, she bought the party an opening to steal the stone and dive through the portal before it collapsed. They found themselves back on Otharion, in the deserted ruins of a palace courtyard, rather than the temple where they’d first made the journey. It took only a moment for Titanus to recognize the place as his long-fallen homeland.
There, we broke for the evening. Next time around I’ll run a solo session with Yodelhim, then we’ll return to see what surprises await the rest of the party!