TPK in the Pagoda of the Pink Plains

System: Maze Rats

Setting: Scifi/Fantasy South/Southeast Asia 

Magic: d64 Trigrams

The Setup

The world is inspired by Roger Zelazny’s Lord of Light, a neglected colonial world with two moons and vast plains of rose pink grass. Eons ago, the planet was colonized by East Asian adherents of Buddhism and Daoism, and south asian Hindus. The world exists now in a medieval state, the little original technology long since broken, lost, buried, or held by the religious oligarchs.   

The two players played as monks who were banished from the holy city because they each broke their vows of samaya. Heretic, played by Phil W., disrespected the holy sutras in word and thought. Bourej, played by Steven, gave in to his anger while sparring and accidentally killed his partner.

I cobbled together a character creation one-pager with hacked Maze Rats rules and some open source images. In addition to the crunch, there were a few opportunities for storytelling during character creation. I asked each player the nature of the sin that led them to banishment. I asked what discipline they were, and asked what was entailed by that study. I was using my own magic system, inspired by the I Ching divination system.

The two monks had been travelling the wilds for years, but had recently gotten word of an ancient pagoda that was said to be locked against the ages. If they could find a way in, surely the ancient artifacts would ensure that they could fix their karma with the masters, or live comfortably off the coin from selling it on the black market.

The Approach

I shared this map and described the situation. They stood at the base of a hill, amidst chest-height rose-hued grass. Miles above, in the hills, stood a tall wall stretching for miles around a towering pagoda. A winding road led down from the gatehouse. Some dust on the trail made it clear that some sort of caravan was heading their way, 14 men with a few pack horses. Rumors around say that bandits have taken to using the gatehouse as their base of operations.

The players chose to hide in the tall grass to wait for the caravan to pass, this happened without mishap and the players approached the wall in the evening light. Two moons were visible on the horizon as they approached the wall far from the gatehouse and climbed over with their grappling rope. Inside the wall was a large courtyard entirely paved in bricks forming elaborate tessellations. From the wall they could see that a significant camp was setup near the gatehouse. The sounds of drinking and laughing carried across the hard ground of the large courtyard, but no patrol approached. Also, the wall near the pagoda was destroyed by a landslide, a large boulder was half sunk into the ground and debris was scattered about the yard.

The players followed along the wall, intending to approach the pagoda. Along the way, they approached the broken wall and rubble and saw that the brick floor had caved in from the weight of the boulder. There appeared to be a cave mouth or sinkhole with a fall of about 30 feet. The monks decided to investigate, sunk the grappling hook into a fissure of the boulder and climbed down the hole into darkness


On the way down, a d6 encounter dice roll of a 1 determined that the rope would break. The two monks landed heavily, each taking 1 point of damage. They decided to use some medicine to regain full health, which used up the dR4 medicine they had. They struck a lantern and looked around to see a corpse in the distance. As the light broke the darkness, squeeks could be heard in the distance.

The contemplative monk used the spell Conjoining to mend the broken rope. The rope, which had fallen down into the hole, snaked its way back up to rejoin the fibers still attached to the grappling hook. While Heretic was doing that, Bourej moved towards the corpse. Bourej saw that the corpse wore an amulet. As he took the amulet from the body, the hand reached out to grasp his arm. He threw the body away with a successful strength test, and clubbed the side of the skull in with his deadly cudgel.

Heretic was rushed by some mole rats that seemed hungry. He quickly dumped oil in a circle circle around him and struck a spark. The flames kept the rats at bay while Bourej escaped from the risen undead. The flames peaked and both men could see through the pillars that many bodies were rising all around them. They quickly climbed the rope and inspected the amulet, which depicted the pagoda and was ringed with a prayer of opening.

The Pagoda

Suspecting that the amulet would open the pagoda, they monks approached the door directly. The amulet unsealed the door and they entered to see a battle scene long undisturbed. The skeletons of holy warriors clutching weapons lay fallen where they had died in combat. A stairway down seemed like it had been barricaded, but breached.

The monks scanned the room quickly, but without inspecting any of the dead they headed up the stairs. As the approached the second level, a fog began to form and thicken around them. They momentarily paused to confer but continued upwards. By the time the stairs leveled off on the second floor, both monks had an unbidden fear in the pit of their stomachs and the fog was thick enough to heavily obscure the area.

Sounds like a wounded animal emerged from near the base of the wall. As the two monks crouched to see through the heavy fog, a dark shape materialized behind them. They turned to see a red-eyed bear-sized humanoid creature swipe at them with heavy claws. Bourej was slain by the first blow.

Heretic had used his spell slot for the day, but risked the act of casting beyond his limit to try to Swallow the creature to enable him to flee. The day was not his, as he failed the Will save to cast and took a lethal 4 damage. Instead of casting the spell, his blood erupted from his flesh into a fine mist, and his bloodless body fell dead to the ground.

Session on 10/24/2017

Other notes

I used an instance of to track all the game information, which was pretty fun.

Dolmenwood – Journey to Dreg

System: Maze Rats - Ben Milton

Setting: Dolmenwood - Gavin Norman

Magic: Wonder & Wickedness - Paolo Greco

I prepped this session as a point-crawl one-shot originating at the Falls of Nyf in the River Hameth (hex 1112) with the town of Dreg as the destination (hex 1110). We allocated three hours so I expected to get through 3-4 scenes. One of my players wasn’t able to make it, but Sxott was at the FLGS for a different event and ended up joining us. I was using a Mage: The Ascension Storyteller screen which seems like a more effective tool than my 5e screen for attracting the right kind of players.

Character Creation

The mission was to investigate the port of Dreg as a potential staging ground for a larger inquisitorial presence in the Dolmenwood. The previous mission to the town of Lankshorn found it to be filled with mixed-blood goatmen and human goatmen sympathizers.  

We played with David P, James S, and Sxott RC. I asked each person to roll up two characters and choose one of them to begin with. We used Maze Rats character generation, but rolled spells from the Lost Pages spellbooks. As players begin with three weapons in Maze Rats, I allowed the players to burn a starting weapon slot to give one of their remaining weapons the “iron” quality or to burn two slots to give their only weapon the “silver quality.” I then had each player answer one of the following questions:

  1. What commonly known concept about the Occult do you know to be false.
  2. What little-known concept about the Occult do you know to be true.
  3. What experience set you on the path to become a witch hunter?
  4. What experience between you and one of your companions established trust between you?

Sxott was a zealous torturer named “Irving the Gnostic” who had studied the translocation spell Living Gate under the auspices of the three secret gods. Sxott chose question 4, answering that Irving believed that Destrian, played by David, was the Chosen One.

Destrian wasn’t so sure that he was chosen, but went along with it for the elegant clothing and elevated status. David answered question 2, as Destrian knew that mirrors are often gateways to the otherworld. Further, he knew that mirrors should be covered or turned-around but should not be broken.

James answered question 3. Lyson had been a bystander of a magical attack as a child. The attack scarred his skin, discoloring his hands and arms. It also left his parents and a number of other innocents crippled, maimed, and killed. Lyson despised all magic users as a result, and joined up with the inquisition.


The party began on a large barge travelling up the River Hameth. The bargeman was a gruff local who had been paid in advance by the inquisitorial brass down river. He explained that the quickest way to Dreg was from the west-bank, but that the trails will ill-kept and little traveled. The east-bank had a road which led around the perimeter of the woods to Castle Breckenwold, but also some well-traveled paths heading into the woods to a manor and a woodcutter's camp.

On the barge there were eight additional hunters, two groups of four each with distinct missions to investigate the Castle Breckenwold and beyond. There were also four local masons who had kept to themselves and spoke a dialect that wasn’t comprehensible. Everyone else was disembarking on the east bank, so that was the first place the bargeman put in.

The party decided to disembark here as well, but Irving hung back and began to question the bargeman’s faith. When the bargeman answered dismissively and encouraged Irving to shove off, Irving jumped on him trying to pin him down. The bargeman had grown strong in his life of hard labor, and easily shoved Irving away before clubbing him into the water and pushing off. Irving pulled himself out of the water and made his way over to the camp that the hunters had begun to set up. The masons headed up the path into the Dolmenwood despite the late hour.

The Woldish Inquisitors

Two witch-hunters from one of the other groups decided to go for a hunt in the evening hours, but the players did not join them. Instead, they walked over to talk to the other group of hunters who had set up camp a bit removed from the rest. These hunters spoke a different language amongst themselves and only one was proficient in common, he introduced himself as Malnex. He explained that his people spoke Woldish and were from a small kingdom north-east of the woods. They had joined up with the inquisition because of their hatred of the fey and the giant bray-men who haunt the woods of their lands. Malnex explained the difference between the goat lords of the south west woods who cohabitate with humans, and the giant beastial hybrids of the north woods who held only the smallest vestiges of humanity. Malnex further expressed his disgust with all fey creatures and told the party that they had gone south to look for weapons to use against the fey, joining up with the inquisition in the process. The party had initially had misgivings about these hunters, but after the conversation they felt much better about Malnex and the Woldish.

Around this time, the other group walked over and expressed their concern that the two men who had gone hunting still hadn’t returned despite the late hour. Silas wanted to go looking for his men, but Hannibal suggested that they wait until morning. Silas asked the party for their assistance in looking for their missing companions. The group drew straws after some initial debate. Irving had the final say and decided they should go.

The Black Bile Wyrm

Silas led the way into the woods for a bit.  Destrian stepped forward to lead once the trail became difficult for Silas to follow. Destrian stepped through some dense brush and suddenly found himself in an 8-ft wide clearing that looked like a nest. The trees and brush had been broken and pushed to the edges of the clearing, and a single enormous broken egg lay half-buried in mud.

The sound of rustling was heard at the edge of the clearing, and a pale black wyrm with a lupine head and a revolting mixture of fur and scales emerged and took a position against the party. The party charged in zealously, and Irving’s vial of acid found purchase in the wyrm’s eyes. The eyes went pale as the young wyrm thrashed around, blindly spitting an acidic bile. The party mostly jumped out of the way of the breath attack, but all took some damage as the acid spray found purchase.

Destrian took the brunt of the acid attack, but bravely fought on wounding the wyrm with his silvered sword. The wyrm smelled Destrian’s acid-burned flesh and focused its second attack at him. He fell dead under the weight of the wyrm, as acid spit burned away his face.

In fury, Irving unleashed his magical energy as a maleficence, choosing to risk catastrophe to increase the damage of the attack. Irving steeled himself against the void, avoiding the catastrophe. Radiant bolts of light exploded out the wyrm in a number of places, exposing the flesh beneath the young scales.

This attack seemed to have grievously wounded the wyrm, who began backing away from the group. The wyrm wounded one of the other hunters, Hannibal, with a bite to the leg. But Hannibal responded with a mace blow to the head of the wyrm that crushed its fledgling skull. Just beyond the clearing the two missing hunters were found, victims of the wyrm’s acid and teeth.

As the group recovered, the briarborn Mattias showed up. (David’s second character) They hacked the wyrm up and built a small cairn over the dead. Irving secretly took a finger from Destrian, hoping to build a shrine to the fallen chosen one.

The Manor

The next morning the party set off down the road. Hannibal and Silas split off to the east, planning to circumnavigate the wood. The four Woldishmen planned to take a different route to Castle Breckenwold, through the Dolmenwood.

Around noon, after an uneventful morning of travel towards the manor, the party arrived at a small canyon that seemed to have been blocked by a rockslide. The rockslide had recently been cleared and there were signs that a camp was recently made and broken. A campfire could be seen burning on the bluffs above the canyon, and the parapets of the manor were visible above as well.

The party decided that they would not investigate the manor, continuing on the road towards Dreg.

The Ambush

Along the path to the woodsmen camp, the party heard whispered voices ahead on the trail. They snuck into the woods and saw four emaciated ambushers with clubs. One had some leather armor and a spear. Mattias put an arrow through him, killing him. Irving then jumped out with Lyson close behind, they convinced the other men to surrender. The surviving ambushers looked starved and beaten, revealing evidence of burns and broken bones. The apologized and said that they were desperate for food and had turned to ambush as a measure of last resort.

The party gave them some food, and asked them how they had arrived in such a desperate situation. They talked about how the Lord Daggert of Bogwitt Manor had emerged from the winter a changed man, possessed with wickedness. He had been the only one to survive the winter, after a rockslide and heavy snows kept them isolated for months. His entire family and all retainers had supposedly died from starvation, but he emerged a changed man. They called him the cannibal lord. Further describing that after the winter, he had decided to force the woodcutters to work longer and for less pay, keeping them prisoners in a labor barracks and hiring armed guards to keep everyone in line.

Assault the Labor Camp

The party knew that they would need to go through the woodcutters camp to get to Dreg, but decided that they would kill the lord. They devised a plan where they would kill the guards during the day when they were out with the labor parties and would surprise the lord with an ambush in the evening.

This went to plan, they killed four guards and allied two full labor parties, equipping the initial three men with armor, weapons and a crossbow. They arrived at the outskirts of the woodcutters camp and Mattias snuck ahead, planning to light some fires to add to the distraction. As three roofs began to burn, the lord and his retainers emerged from their headquarters, an old Inn. The lord had black eyes, wore a long dark cloak and a wide leather hat.

The woodcutters ran for the lord as soon as they saw him, and only the careful guidance of Lyson kept them from all massing as one group. The lord unleashed a bout of fire, killing three laborers and singing another. Irving responded in kind, again risking a catastrophe to empower a radiant blast afflicted the lord and his retainers - three of whom fell dead with radiant light emerging from their gullets. The lord and his remaining guard stood strong, light burning within their eyes. Light and dark energies swirled around the lord, seemingly battling before the darkness returned to the lord’s eyes.

A general melee was joined, the remaining retainer slain but the lord seemed to shrug off many of the blows. Shouting in dissonant fury, the lord erupted with shadow tendrils while flailed all around him. All but one of the laborers fell beneath the onslaught of dark energies. Another round of combat found the lord diminished but his runed blade slew another hireling, and the dark runes glowed with a blood-red energy.

Lord Daggert thrust his charged sword into Irving’s gut, and the dark energies of the sword’s magic violently expelled Irving’s soul from his body. In a fury, Mattias thrust a silver spear through the lord’s chest. The lord fell to his knees and the shadow pooled around him like a heavy fog. The lord’s eyes cleared and a final tear rolled down his cheek. He coughed out “My family… What have I done?” before he died. The black shadow receded into the woods.

Final Thoughts

I presented the West path as the darker path, and the East path as more travelled to allow the party a choice between two distinct types of sessions, one with dark forest creature enemies or one with human enemies. I am not sure that this was made too clear as I did not explicitly say what the choice meant. I think the East path was chosen because it seemed safer and the other hunters were travelling that way.

Both the Bile Wyrm and the highway ambushers were random encounters. Since the party did not go on the hunt, I still rolled the random encounter for the other adventurers and then presented getting involved as an option via the concerned Silas.

The ambushers allowed me an opportunity to connect the lumber camp to Bogwitt manor, so that I could use my Bogwitt manor prep despite the fact that the adventurers skipped the manor. I did not really prep for the woodcutter camp but it all worked out pretty well on-the-fly.

I really like the Leviathan head from hex 1009 (Wormskin 7), I am imagining the canyon/cliff on which Bogwitt manor is built to be the Leviathan’s hand up-laid with fingers curled-in, the canyon forming between fingers and thenar eminence.

I am not sure how I feel about point crawling with two such distinct paths. I often have more overlap between nodes and connections so that I can feel like my prep goes further. I still think point-crawl this is the most efficient way to prep for a one-shot.

I liked the mental impact of prepping two character, as it prepared the players that they might have a character death. With each death, I allowed the player to narrate the death scene and details. I did not allow any death saves, zero hp meant death. Narratively, acid burning and shadow magic both seemed like fun and final ways to die anyways.

The Black Bile Wyrm was an HD2 foe who rolled 10hp. I gave the beast resistance to all but silvered weapons. I probably should have made the wyrm immune to the acid, but it didn’t occur to me at the time and didn’t really end up having much effect on combat. as I was able to use an area attack and then smell to direct the remaining blows.

The shadow lord was an hd3 foe who rolled 15hp. He had resistance to all but silvered weapons as well.

I really like these Wonder & Wickedness spells but I’m sad I still haven’t gotten to trigger a spell catastrophe - they look so fun.


Witch Hunting in Dolmenwood

We begin with a band of witch hunters, loosely affiliated with a larger inquisition. Andrew Shields played Saffron, a zealous ex-contortionist warrior who sought to rid the world of devils and their kin. Along the way, Saffron picked up the convicted kidnapper Rex, played by Steven F. Rex joined the inquisitorial forces rather than face prison time. Paul C played Mortimer Silverless, who was rescued from his time as a galley slave on the sea, joining up with Saffron and Rex. Finally, they all joined up with Remie Wallid, a survivor from a witch cult where he learned the spell Tune of the Yondkind.

Rumors and Suspicions:

Remie had heard that the lord of Lankshorn, Clewyd Barrathwaite, had some sort of illicit connection with a cabin north of town. It was suspected that he was keeping a second, Fey, family there.

Saffron knew that witches are created by making a pact with a demon, sealed with a kiss. He suspects Fey can also make witches.

Mortimer added that witches cannot just change appearance whenever they want. Instead witches age & their appearance changes in cycles, with the season.

Rex suspected that whatever is going on, the townspeople are in on it. They know more than they let on.

The party had heard that there was a sympathetic blacksmith in Lankshorne named Jorye who might be relied on for assistance.

The Dragula

The group arrived in the outskirts of Lankshorne in their black carriage, adorned with various witch hunting paraphernalia. Saffrom and Rex stayed on the edge of town while Mortimer went to meet with the priest and Remie went to scout out the inn.

The four adventurers all paused to look at the shrine to King Pussifer, with its demand for an offering of mice or milk. Saffron took the opportunity to preach to his companions about the many false beliefs of the world, he asked Rex to decide between defacing the shrine, providing an offering, or simply passing it by. Rex chose to simply pass the shrine, a decisions which Saffron supported.

The Hornstoat’s Rest Inn

Remie made his way to the Hornstoat inn, observing an affluent inn well attended with patrons. He suspected something was amiss and waited until some drinkers began singing. As the first song ended, he took up with a spell-laden version of the Tune of the Yondkin. As he looked around the inn, most of the patrons didn’t know the song but looked to him as he finished his recitation. The spell revealed that with was tied to other planes, Remie was surprised that every fourth patron came into clear focus while the rest of the tavern faded into a blur.

The patrons who came into focus all had goat-like features which had not been immediately obvious. Horns were concealed by hats, tails hidden in pants, goatees on every face, and a few with horizontal goat pupils. The goat-men were all keenly aware of the magic in Remie’s song, and their eyes uniformly turned towards him while he was singing.

Remie made a slow departure, trying carefully to lose any followers. As he made his way out of town, he noticed some lingering followers.

The Church of St. Pastery

Mortimer walked into the church at the end of Father Dobey’s sermon. The prayer closed with “...bless us, butchers and well-borers all. Amen.”

Mortimer approached him after the sermon, offering praise of the sermon and asking about whether he could assist the pastor in any duties. Father Dobey appeared hesitant, but after Mortimer told him that he had been a hunter Dobey said that he walked in the path of St. Pastery.

Dobey told Mortimer that if he wanted to bring himself into the good graces of the church he should assist by finding the Barrowbogies that were haranguing the parishioners as they made their way to was in the creek to the east.


The party met up at the campsite with their pursuers hot on their trail. They lay in wait, traps and bows ready. As soon as the first man came out of the woods, they hailed him. He told them he knew they had a caster with them and that they weren’t welcome in Lankshorne. Rex sent a crossbow shaft into his chest, he fell dead to his knees as his companions rounded the bend. One fell to two thrown weapons and the other fell down concussed as Remie chased him down, swinging his flail from horseback.

They brought the survivor back awake and asked him about the town. He told them that Lankshorne was ruled by the goat-men lords who traced their lineage back for generations. Further, he said that their kind, witch hunters, were not welcome.  

The group asked about the cabin, he said that he knew supplies were taken out to a cabin by the lake once a week. He said that the cabin was home to a twisted skin-warper and that he didn’t know more than that. Finally, he said that he didn’t know anything else and that they should kill him or let him go.

The Fight

The party got in their carriage and headed north past town towards the cabin. On the way, they passed by some standing stones which seemed to hold the light of the full moon. Soon thereafter they saw a manor house on a hill to the west. Finally, they arrived at the lake and saw some ghostly-lights floating over the water. They turned towards the east and soon saw the cabin on a hill overlooking the lake.

They snuck over the low stone wall and approached the cabin which was dimly lit from inside. The party crouched down to watch the property and Mortimer snuck up to try to look through the window. Unfortunately, Mortimer stepped on a dry branch which snapped. The sounds of conversation from within stopped abruptly. Mortimer dove behind some bushes just before a dark human silhouette filled the window. The silhouette seemed to turn sideways to blow out the light, but from the side the figure was only a few inches thick.

The party decided to wait it out, getting into ambush position to shoot into the window and door with their bows. The melee combatants got into charge range of the door, taking cover. After a few moments, the sounds of magic syllables wafted through the air. The door creaked open and a skeletal hand struck a black octagonal chime that hung in the doorframe. A deep resonance rung out and three of the party members found themselves suddenly unable to control their bowels.

As they shit themselves, a skeleton and a strange distortion ran out of the door to attack the party. The distortion wrapped itself around Remie and it felt like a translucent warm skin wrapping itself tightly around him. Both his arms were wrapped in the embrace. The skeleton bashed Saffron’s shield, but he took no damage.

Remie freed his arm and bashed the distortion, which slowly became opaque and looked like a human skin. The mouth of the skin kept trying to suffocate and smother Remie, but he continued to fight his way free. As the skeleton was harmed with melee attacks, the skin began to show damage. Likewise, as the skin was flailed, the skeletons bones became brittle.

A somber spell carried through the air out from the house, causing Saffron and Rex’s arms to grow heavy with exhaustion. Finally, a killing blow was struck to the skeleton and both figures fell down defeated. A gurgling spittle sound echoed from the house.

The Cabin

Inside the house there were various alchemical devices and mixtures, as well as a journal and notebook on display. Some silver tools were wrapped in a leather carrying case, along with a fine quill. Inside a copper tug were the viscera of a human, with a trachea and tongue visible atop the rest of the organs. The organs looked battered and bloody, and the trachea looked like it had spit up blood recently. None of the organs appeared to be functioning.

In the back room, a woman was dressed in a funeral garb. She was cold and stiff but showed no signs of decay or rot. There was a small oil painting of her with a fine looking man and a child. The party placed her in a coffin which was in the room, and also took the oil painting and the objects from the workbench. They then burned down the cabin and made off into the night with evidence of dark magic to report back to the inquisitors.

System: Maze Rats by Ben Milton

Magic: Wonder & Wickedness by Lost Pages

Setting: Dolmenwood by Necrotic Gnome

Session 10: Journey to the Biting Marsh

Renn’s Downtime

Renn spent some time with High Priest Ressimilae Starlight helping the refugees. While doing so he heard of some highwaymen waylaying refugees heading south.

Return the Slaying Stone

The party went up to the keep to give Kiris Alkirk the Slaying Stone. They saw the town militia arming themselves in preparation for the Orc attack that seemed imminent. Alkirk thanked them for their deed and said that the stone might be useful in the coming attack. He gave them a chest with 300gp and some gems and told them to stay safe.

Finding a Vessel

The group decided to get out of town before the attack, and went looking for a boat south. The prices were very high for boats on this side of the waterfall. A new row-boat sold to a rich man for 100gp. The party decided to get on a river-barge that was almost overloaded with passengers for 5sp each.

The Interruption

The journey went unremarkably for the first afternoon and night. However, the boat ran aground a small sandbar during the late morning of the second day. Theodore and Renn tumbled off the boat into the water along with half the passengers. Renn made quick work getting back on the barge, but theodore began slipping away into the strong current along with some of the other struggling passengers. One passenger screamed in surprise and was pulled down into the water, air bubbles indicating his position. Theodore was able to get back on the boat with the aid of Al’s thrown rope, and the two of them went about trying to help passengers and unmoor the boat. Renn dove in to try to save the drowning passenger, finding a zombie like hand grasping the leg from out the mud. Renn lost his dagger trying to free the passenger, but managed to unclasp the hand after a few rounds of struggle. Once the hand lost its prey, it made a grasp at Renn. Luckily, it missed. In the stress, Renn bounded up to the surface but forgot to bring the passenger with him. He returned and finally got the seemingly lifeless body up to the boat. His first resuscitation attempt was fruitless but a magical healing did the trick.

Fort St. Argus

Fort Argus loomed ominously above the river, sitting on an embankment of lichen-covered stone. Rickety docks held a variety of barges and row-boats  belonging to refugees from the north. A few illkempt guardsmen stood at the open gate, passing a cigarette with yellow paper and a strange smell. The fence seemed made from swamp wood, a ramshackle assortment of whatever could be found and scrapped together. It wouldn’t stand up against much of an attack, but seemed suited to helping the townspeople forget that they were living in such a dreary location. Unfortunately, even with the surrounds out of view, the town was equally dreary. People loafed around in the late evening, the smell of cook fire in the air. The smoke from the pits seemed to sit thick in the town as if afraid to venture too far from the hearth.

Twice-bitten Tavern

Al had been to town before, and led the group to the only inn with a bathhouse. They checked in and paid their 1g each. Al went to the barkeep, Dick, and chatted to him about the recent goings-on. Dick told Al that he didn’t know where Redmaine was, but that the tanner or the witch might know. They would both be around the market in the morning

Merchant Knights of Flatstone Fortress

In the tavern, the only patrons of note were Ser Caliba Thial and Ser Neve Mezer. Both were dressed in strange armor, seemingly of Tortoise shells and other rare materials. They were discussing trade values in nearby locations when Al approached. He asked if they knew where Redmaine might be found and they demurred, but said that he was known to trade at the Flatstone Fortress. They asked if Al was buying anything and ended up selling him 5 doses of Saporific Slime for 10g.

Alfie Richardson - The Tanner

Alfie and Al had met on Al’s previous visit. Alfie slowly remembered Al from the tavern, and warmed up to him. He said that Redmaine tended to come by with skins and pelts twice a month, and that he had last come 6 days ago. He indicated the area where he thought Redmaine lived, in the haunted woods behind Kalton Manor. He also offered to assist the party with some magical leather armor in exchange for assistance with a task. He told the party to come back in a few hours to sit with him at lunch for more details.

Session on 9/11/17

Wandering Beyond Sessions 2-7 Summary

Session 2

Genevieve found the Goblin sorcerer’s map of Kiris Dahn  with locations where he had detected magic. The hot springs and the manor house were the two locations that were marked. The party decided to proceed to the hot springs.

On the way out of the library, they found two orcs looting a secret room. The room had been raided, and where there was clearly once a location for the Slaying Stone there was now a painted eye.

Exiting the library, the party beheld a large group of kobolds. They asked the Dragonborn paladin if he was there to save them. They agreed to help the kobolds. The kobolds scattered and readied for themselves for revolt.

The party arrived at the Hot Springs and searched a nearby home. The bottom floor was covered in dust, they heard skittering upstairs and left the house.

Session 3

The party walked up the hill behind the hot springs and found a place to take shelter and rest. From their vantage, they could see that the Kobolds had started revolting across towns, fires and combat sounds were springing up. After some time, the gate of the manor opened and the Hobgoblin leader emerged with a goblin horde. The party also saw the band of orcs, who were also searching for the Slaying Stone, enter the hot springs cave below them.

They decided to enter the caves below, and followed the orc trail. One orc ambushed them and was vanquished. The other orcs were encountered in a large storeroom, they were running towards the party. Only after the party killed them did they discover what was chasing the orcs. A number of wolves ran out followed by an orc witch. When the wolves were slain, the witch offered the injured party the chance to parley.

She offered the Slaying Stone in exchange for the head of Vhox the Betrayer. He had turned his back on Gruumsh when human clerics of Bane came and offered promises of power. The witch said her name was Ursula, and she led the party to her lair. She began butchering the dead orcs. After the party agreed to help her she took a lock of hair from Theodore the halfling sorcerer.

The party proceeded upstairs from the caves into the manor.

Sessions 4 & 5

The party explored the wing of the manor where they emerged, it was mostly abandoned. They found a drunk hobgoblin passed out in a latrine room on a pile of rags. They slayed the monster with a coup-de-grace and turned him over to find a charm below him. The latrine seemed to be a crack in the foundation which led to a cavern below.

The party continued exploring the manor, saw that the door was open with the guards all outside. They closed and barred the door, which alerted the goblins guards but also sealed them out.

They explored a hallway, finding a room with two goblins bickering. They killed the goblins and saw that they had been left to guard a captive family. They freed the family and told them to stay put while they explored more.

They went upstairs and found the chambers of the hobgoblin, discovering a hidden chamber filled with treasure chests and valuables. They did not take any treasure, but instead sealed back up the room. While they had been in the treasure room, they heard cries of help from the family they had left below. They entered to see two adolescent guard drakes had pinned the unarmed family into the corner of the room.

A tough combat ensued in which both Sam and Torren, the paladin and cleric, were killed.

Session 6

We began in the town of Fallcrest, fast-forwarding the return of the remaining party members and the freed hostage family.

The town was receiving an influx of refugees fleeing from the orc raids. In the tavern, the party overheard a family who were trying to bury their daughter but the crypts were inaccessible from some sort of monster within.

The party went to the Septarch’s Tower to discuss the disturbance in the crypts. Septarch Nimozaran was convinced to give the party the code to awaken the tomb guardian construct.

The party did not trust NImozaran, and checked with High Priest Ressilmae Starlight who confirmed the code.

They arrived in the crypt to find the ceiling caved in, revealing a substantial tunnel through the stone above. Around the next corner a large worm had knocked over some sarcophaguses and appeared to be vomiting on one of the bodies.

It was a close combat, but the party slaid the Carrion Crawler and returned to receive their reward.

Session 7

Theodore and Al overheard a smuggler in the back of the tavern, and followed him to the docks. They purchased a boat from some refugees and followed the man across to the Tower of Waiting. They explored for a while, looking for a hidden way in. They found some high windows that would require a grapple, and also saw a cellar entrance, but it was covered in large rocks and inaccessible.

They stumbled upon a giant spider which almost killed them both, they barely got back to town and lost the boat in the process.

Session 9 – Reuniting with Ursula


The worm continued to gnaw at Vhox’s brain until Al approached, trying to sever the Orc’s head. Spittle and dura-mater bits sprayed over Al as the worm reared back and hissed a warning. The group soon attacked the worm, slaying it just after it latched onto Grumble’s bear-form head.

Al clumsily hacked away at Vhox’s head, standing up in time to see Theodore walking as if in a daze towards the fishery. Al and Grumble followed along, Al had a bad feeling in his stomach as he approached the wooden building covered in fishing nets and other gear. Theodore walked in through the ajar door to see a dead orc slumped against a wooden counter. The room was lit by a greenish light coming from the stone salt-aging room.

The group slowly approached the door, Al tried to hold Theodore back but the compulsion to enter was too strong. Theodore pushed the door open to see a green fire beneath a cauldron. Ursula the orc witch was in the room, and with a flick of her wrist sent the flames flaring up before dying back down. The room smelled of bone broth, and the remains of a butchered Orc were piled in the corner.

Ursula laughed maniacally and displayed a totem of Theodore, made from the lock of hair he earlier provided her. She whispered into the totem, “give me the head of Vhox” and Theodore felt himself compelled to ask Al for the head. Al handed over the head to Theodore, who walked in in turn across to the Orc witch.

She took the head from him and the compulsion charm faded. Theodore stepped back to behold Ursula whisper a twisted spell that coaxed the skull out form Vhox’s head. She dropped the bone into the broth and held up the face for all to witness. She whispered “What fun I am going to have with you Vhox!” and chuckled to herself.

Al spoke up, “You promised us the Slaying Stone.“ Ursula chortled, “Did I? I suppose I did. Very well, you kept your end of the bargain, I will keep mine.” She retrieved a leather-wrapped stone from the corner of the room and handed it over to Al. She mused, “You all have been good servants to Ursula, and servants are hard to find. Are you looking for more work? I have many enemies to slay and tasks to be done.”

Al demanded that Ursula relinquish the totem of Theodore, and Ursula agreed that she would do so in return for information regarding the Hermit Redmaine, who she believes to live to the South. The party assented and made their exit.

Watch Tower

As the group set fire to the remaining watch tower, they skirmished with a small band of orcs and goblins. Grumble and Al were coaxed to larger sized by Theodore’s magic, and made quick work of the enemies. The last goblin fled in terror from the giant bear, and the party did not give chase.

They readied a boat and waited as the fire took, ensuring that the tower would burn down. After a few minutes a large group of orcs and goblins returned to the area, led by the escaped goblin. The leader saw the burning tower and ordered his troops to put out the flames with water from the river. Theodore cast Fog Cloud on the riverbank, delaying the goblins for long enough to ensure that the tower was lost to the flames.

The Inn

The party returned to the inn, paying 2g each for a night’s rest. Al found himself drawn towards the bar before he retired, and he took a seat next to Beatrix the Tailor. She chided him about his ragged garments and then he asked her if she knew anything about the Hermit Redmaine. She related what she knew:

The Hermit Redmaine was once a trusted guard to the noblility of Fallcrest, Lord Faren Markelhay. When Lord Markelhay was still a young lord warden he was besmitten for a woman who called herself Lady Oblington, who came calling under the auspices of being a student of the wizard Fox Erlong, famous through the lands. Lady Oblington earned the trust and affection of the Lord, but before long made a quiet escape with some family heirlooms, the original hand-written score of a musical masterpiece that raised Faren’s grandfather from his humble origin to nobility, a song titled the “Snare of Rage”.

Lord Markelhay sent Redmaine after Lady Oblington, and after seven weeks Redmaine returned with a tale that he had failed to find the Lady. Soon afterwards, a report surfaced that Redmaine had, in fact, been spotted with Lady Oblington. The rumor was that he had fallen in love with her, but that she had slipped away from him as well and disappeared from the land.

Redmaine was disgraced and exiled, and has made his living as a swamp trapper in the Witchlight Fens.

Beatrix claimed not to know where he could be found specifically, but a fur trader that sold his wares each Friday morning might know. She also mentioned that some of Redmaine’s old comrades-in-arms at the keep might know more of his tale and whereabouts.

The Dream

In sleep, Theodore descended a wormhole of fish before gaining awareness of the Fishery room from before. He beheld Ursula conjuring a gelatinous mass from the thick bone stew. The mass took the form of a huge humanoid creature, and Ursula placed the face of Vhox over the head. Soon, the translucent form grew opaque and became indistinguishable from Vhox himself. Ursula chuckled in glee in front of the naked orc, and Theodore’s dream faded away.

Session on 8/28/2017

Session 8 – Vhox’s Brains

Wandering Beyond on 8/14/17

The town of Fallcrest has been receiving refugees from the frontier. You met with Kiris Alkirk to catch him up on the status of your quest, you need to kill Vhox, leader of the Severed Eye Clan. He tells you that he has received news that the Severed Eye Clan is moving on Greycrest.

Quest: Kill Vhox (Complete)
Quest: Burn the 2x Guard Towers (½ Complete)
Quest: Rescue the Stragglers (Complete)
Quest: Find the Curio from the house of the merchant Hannu Hardel
Quest: (Theodore) Find Ursula in the Fishery

The group spent 12 gold to buy a rowboat from the war refugees arriving in town, profiting from a struggling and scared family. The trip upriver was uneventful, the group put in just past town.

The sky over the town was pierced by irregular clashes of battle, hacking of wood, and a few plumes of black smoke.

The group snuck up on the edge of town, spotting 5 orcs and 2 goblins trying to enter a barricaded home. Theodore was knocked unconscious during the fight, but the group otherwise emerged without too much damage. The group escorted the stragglers back to their boat and sent them on their way.

They made their way up to the first guard tower without being spotted, using the scroll of create bonfire to set it ablaze. As they made their way towards the second tower, Vhox himself stepped out of the warehouse with a human head in his hand. He tossed it towards the group and readied himself for the fight.

A short two rounds of combat later and Grumble’s ferocious claws tore Vhox apart, adding to the effect were notably also Pan’s Guiding Bolt and Theodore’s brain-sucking Enlightening Worm.

As the worm sucked Vhox’s Brain, the group paused to regroup.

BitD Session 2 – Robbing Aldo Haig, the Slumlord

During the second session we had Deckard the Leech and Finn the Lurk looking for some opportunities to take advantage of the chaos of the gang war. They met with Frake the Locksmith, a good friend of Finn’s. Frake gave them a lead on a nearby slumlord named Aldo Haig who was thinking about upping his security due to the local unrest. Frake agreed to give the team the details in exchange for half of the take.

The party accepted the offer and Frake drew them a map. He said that each day people from around Crow’s Foot go over to Haig’s and pay him their rent. Mostly people go after work, and especially they go on payday - tomorrow. Each evening, after they close up shop, Aldo has a team of thugs take the money out of Crow’s Foot towards a safer district where he keeps it locked in a bank vault. When asked for more info, he said that he had been commissioned to go over to a tenant's unit to change the lock. Bryan Wright was two months overdue.

The Stakeout

The party left to go scout out the facility, Finn, the lurk, found a good spot to watch from across the street while the Deckard walked the block. They saw a decent stream of people go in to pay their rent after working hours, two tough guys stood outside the alleyway door and frisked each new arrival before they could go in to pay Aldo. After a long while, the two felt like they had seen enough and went to get dinner. They returned soon after just in time to see the four guards emerge with the day’s rent money. They acted casual and attempted to remain unobserved.

The peace was broken by the piercing calls of bluecoat whistles. “Stop! Thief!” carried through the dark street and the two party members turned to see a thief carrying a briefcase running at full speed away from three Bluecoats, straight towards the four guards. The guards glanced at one another in the split second they had before the thief was upon them, three stepped out of the way but one decided to make an attempt at a tackle. The thief narrowly dodged the guard and ran straight on towards the party. Deckard the Leech took a wild attempt to simply get in the man's way, succeeding at falling in front of him and tripping him up, but taking a solid kick to the ribs in the attempt.

The bluecoats were barreling down on the party, but Finn the Lurk approached, kicking the briefcase from where it had fallen towards the prone Leech. Finn skillfully helped up Deckard while sneakily scooping up the briefcase. They began hobbling away as the first two bluecoats appeared at the scene. The first to arrive punched the downed thief, and the second grabbed at the man’s wrists. The third to arrive looked around and noticed the missing briefcase. He blew his whistle and called for Finn and Deckard to stop. When they ran, he followed.

The two men split up at the nearest intersection, Finn still carrying the briefcase concealed in his billowing cloak. By chance, the guard followed deckard and the two ran towards a nearby park. Deckard eyed a trashcan on his way up the hill and took a chance to pause and throw it powerfully down towards the pursuer. The bluecoat tried to dodge aside but tripped and landed heavily. The commotion of the incident turned many eyes towards the spectacle, Deckard paused to look for a good way to get away from the crowd, and made off towards an empty side street, soon losing the pursuit in the darkness of the alleyways.


The two men returned to the hideout after their excitement. Deckard slept through the night to recover from his bruised ribs, while Finn tinkered with and finally opened the briefcase. Inside the briefcase he found a velvet sack full of silver and a docket with the crest of the rumored vampire, Lord Scurlock, imprinted on the leather. Within the docket was a sketch of an occult object, a map, and instructions to exchange the silver for the object at a specified time - earlier that evening. Finn pocketed the coins and stashed the other information for later.

Walk the Joint

The next day, the two men set off towards Aldo’s with the intention of scoping out the inside. They were going as if loan sharks covering Bryan’s missed rent. They passed by two guards in the alley who frisked them without comment. They continued up three flights of stairs and on into the third floor hallway. At the second door down, two guards stood chatting in the hallway, they stopped talking and eyeballed the two men as they made their way into Aldo’s waiting room. A guard gestured for them to sit, and knocked subtly on Aldo’s door window.

After five minutes, a nicely dressed man opened the door, shook Aldo’s hand and walked out of the waiting room without glancing towards the party. Aldo squinted and looked meaningfully at the two men in the waiting room before waving them over. He shook Deckard’s hand but ignored the Skovlan Finn’s outstretched hand. Arlo sat down and asked Deckard how he could be of assistance. He told Deckard that Bryan was two coin in debt, Deckard said that he had only come with one coin. Aldo said that it wasn’t enough and Deckard apologized and bowed out to leave.

Finn has scoped out the room, noticing that the room was nicely apportioned and many of the small items would likely sell for a decent amount at just about any fence. The walls appeared poorly made, perhaps thin as they could hear sounds from next door. A large safe was against the back wall, and the desk and bar were the only other adornments in the room.

The Entrance

Finn packed a light load, while Deckard prepared just a bit more gear. They set out and waited for the couriers to leave with the money. They had decided that they weren’t prepared to deal with the whole bunch, and that they would instead try to hit the safe after the bulk had been sent towards the bank and get whatever change was leftover for the next day. The last remaining guard closed the alley door and shut off the light, the thieves approached in the dark and found that the door had no handle, only a key hole. Finn picked the lock while Deckard got a crowbar out and leveraged the door open. A steel rod had been leaned against the door from the inside, and as the door opened the rod fell to the ground making a loud noise that echoed up the stairwell.

The crew paused to listen for activity, and when none was forthcoming they prowled up the stairs slowly. The dim stairs were only lit by a single emergency light per level. As they reached the third floor, the found another emergency exit door with no handle. They repeated the earlier operation, this time carefully pausing to open the door as slowly as possible. They proceeded through the door without increasing the alarm. The hallway looked clear.

Finn snuck down to inspect the office while Deckard held the door open slightly. Finn saw that the inner office still had a light on, and when he tried the handle he found that the outer door was locked. It was an easy lock to pick, and within moments Finn was waving Deckard to approach and enter. The door creaked on its hinges as it swung inwards, and Deckard stepped heavily on an old board, adding some noise to the otherwise quiet hallway.

As the thieves entered the outer room, they could hear movement from the inner office. Papers were rustling, a chair was being pushed out and a drawer sliding open. The men approached the inner door, Deckard pulled out a pistol and Finn put his pick into the door. Finn was surprised as he applied pressure and the unlocked door slipped open, creaking into the room. Deckard stepped forward from his surprise, leveled a pistol at Aldo Haig, and commanded that he step aside.

The Fight

Aldo saw through the Leech, judgning that he was prepared to defend himself and his money. He grabbed a pistol from the drawer he had been rifling through and fired a shot, hitting Deckard. Deckard’s armor absorbed part of the blow, but the shock of it knocked him back and left him dazed.Finn tried to offer a surrender, waving his hands desperately in the air to distract Aldo. Aldo turned and fired at Finn, who’s fortitude helped to absorb some of the blow. Deckard returned fire to Aldo, only to have his pistol misfire. He looked at the gun in shock, turned to look at Finn. Finn heard the click of the misfire and charged recklessly, desperately diving over the desk with his knife drawn. Aldo stepped out of the way, and Finn came crashing down onto the ground, his knife blade snapping off as it hit the ground. Deckard advanced with gun drawn, advanced a new round and finally hit Aldo square in the chest. After seeing Aldo collapse, Deckard sat down heavily in the corner of the room, the shock of the violence overwhelming him.

Sounds of heavy footsteps echoed down the hallway, Finn dove behind the desk to take cover. He picked up Aldo’s fallen gun and readied a round. A husky voice shouted “Arlo? Arlo? What the fuck man? Are you okay?” From Deckard’s stupor, he crazily taunted “Arlo’s dead and you’re next!” The man responded, “You sick fucks! Arlo better not be dead or you’ll be fucked! You’re trapped in there.” The man’s muscled silhouette filled the doorway.

The Possession

Finn peered from behind the desk as the man stepped into the room, suddenly Aldo sounded a death rattle, grotesquely dying from the shot to his lungs. As he died, a somber bell rang through the streets, carrying easily through the thin window panes and shoddy walls. Within moments, a death crow appeared at the window, knocking its beak against the glass. The man mouthed “fuck, fuck, fuck… he’s really dead” as he entered the room and looked around. The man saw Deckard sitting in the corner and approached with deadly intent.

Finn saw a dark shadow approaching from behind the man, dimming the light in the sitting room. Once the man stepped towards Deckard, Finn could clearly see a powerful and malevolent ghost approaching the man from behind. As the man stepped towards Deckard, the ghost lurched forward into the thug’s body. The man fell to the ground, shouting in agony and writhing in pain.

Finn glanced around quickly as the man writhed seizing on the floor, he saw the glint of Aldo’s pocket watch and jerked it hastily from the corpse, snapping the chain in the process.  He ran around the seizing thug and helped Deckard to his feet, ushering him towards the door. The man’s screams reached a creshendo and just as the thieves exited the sitting room into the hallway, the screams abruptly stopped. The crew turned back to look into the inner room, and amidst flickering lights and an eery silence, saw the thug move towards the inner door, lock eyes with the crew, smile malevolently, and close the door slowly.

BitD Session 1 – Raid the Red Sash Infirmary

  • The Lampblacks are at war with the Red Sashes.
  • The party meets with Bazso Baz, leader of the Lampblacks
  • Bazso asks them to run a smash & grab at a Red Sash infirmary. They are to get the medicine or to destroy it.
  • The party approached the score using deception. One Leech “Deckard” and one Cutter “Brigsby”.
  • Brigsby commanded the guards and doctor to tend to Deckard, who had used subterfuge tools to make himself appear injured.
  • Doctor led them to the back infirmary room, on the way they saw a few rooms without doors, these rooms had medical cots, some filled with injured and groaning foot soldiers. The last room they passed before entering an infirmary room had a heavily reinforced door.
  • They entered the room and the doctor helped Brigsby lead Deckard to a cot. The doctor turned his back to get some medical supplies from a nearby table. Brigsby attempted to sneak up behind the doctor, but the doctor turned and saw him, readying a scalpel. Brigsby incapacitated him, made some noise doing so and using his armor to absorb the blow from the scalpel.The group heard the guard down the hall ask “what’s all that commotion?” and footsteps heading their way.
  • Brigsby pivoted the unconscious doctor into an empty cot and took position near the door. Deckard readied a weapon but kept attempted to look unconscious in his medical cot.
  • The guard was smoking a cigarette and paused a moment before entering the room, gazing out the window in the hallway.
  • Brigsby repositioned himself to the other side of the door, and as the guard walked in Brigsby jumped him. After a brief scuffle, Brigsby took a blow but incapacitated the guard.
  • Deckard found the key from the doctor's body as Brigsby listened at the door. Another guard shouted down the hallway “What's going on down there?”
  • The party moved right for the storeroom door, getting spotted while crossing the hallway. They heard a shout “Hey!” and the guard started running for them.
  • They entered the storeroom and locked the door behind them. The guard started banging on the door, shouting down the hallway “They’re in the storeroom, bring the key!”
  • Brigsby and Deckard looked around the room, seeing shelves of medical bandages and other supplies, there was a locked cabinet against the wall.
  • Brisgby looked for another way out of the room, noticing that the masonry in one corner of the room looked to have been worn away, drip marks led down the wall and a sickly circle spread from the corner of the ceiling.
  • Deckard used the key to open the cabinet and shoveled medicine bottles into a sack.
  • Brisgby used Deckard’s small hammer to remove one of the bricks from the wall, he can see that the entrance to the infirmary is on the other side of the wall.
  • Brigsby and Deckard work together to remove more bricks as the guard continues to pound the door.
  • The pounding stops and the party hears a key entering the door lock from the other side.
  • Brigsby throws his shoulder into the wall, busting his way through.
  • Both men look up as they hear a loud crack. The bottom of a claw-foot tub has sunk through the ceiling. The men leap out of the way as the tub descends.
  • The porcelain shatters and gorey acid splashes and spills, the wood of the medicine shelves dissolving and smoking as the acid spreads around the room. A half-dissolved corpse lays sprawled across the remains of the shattered tub.
  • Both men have acid spotting their clothes and skin from the splash, and they run out the door as the guards navigate around the acid to follow.


Session 1 – Kiris Dahn

The party began in the town of Kiris Dahn. They had been tasked with retrieving the last remaining Slaying Stone from a human town which has been eight years fallen to chaos. Orcs, Goblins, and Kobolds have made the town their home.

The party stealthily approached the edge of the town and observed some goblins beating up a kobold, they took advantage of the distraction to sneak deeper into the town to look around.

They looked at a map they had been provided and decided to sneak through the woods to approach the library. They hoped to find the stone within. Some of the party were a bit heavy-footed passing through the woods. Some nearby kobolds saw and heard the party leave the woods near the front entrance to the library. The kobold ran up to behold the Dragonborn in the party, and asked him if he was there to liberate them from the oppression of the goblin overlords.

The Dragonborn, Sam, was made uncomfortable by the situation and answered affirmatively in the attempt to get the kobold to leave them alone. The gleeful kobold ran off saying that he would spread the word that it was time for rebellion.

The party snuck into the library and the rogue went to dispatch the goblin patrolman that was singing a song in a nearby hallway. His attack missed and the goblin went running into the main room. The goblin was struck down but not before raising the alarm. Goblins from upstairs swarmed down into the main room of the library, and the party took a few well struck blows before cutting down the last goblin.

They proceeded upstairs, searching for a Goblin named Rort whose name they had found written on a note in the pocket of one of the goblins. Rort was found in a room full of books, devices, alchemical contraptions, and other junk.

Rort was surprised by the group, but was denied the opportunity to respond due to a Sleep spell. He awoke tied up and answered the parties questions about the town. He said that there were two areas of the town that had undiscovered magical items. The manor house and the hot springs. He moved to the table to show a map to the party, and stealthily readied a darkness scroll.

After a few moments of discussion, he activated the scroll and made a dash from the room. He bumped into Genevieve on his way out, and Genevieve was able to keep up with him. She caught him in her next Sleep spell and cut his throat while he was held on the ground.