Thursday, October 23, 2025

Pack it up, we're moving!

 I have been side eyeing blogger for about a year now. While nothing is inherently broken right now, the website feels like it is abandonware. I've been wanting to move my blog to a different platform, but things just kept getting in the way.

Well, now they haven't.

As of today, this version of Gorgon Bones is no longer going to have any new posts. I have migrated my blog to bearblog, and you can find the new home of Gorgon Bones >>RIGHT HERE<< 

Please add that one to your RSS feeders if you are interested in reading my session reports or whatever other nonsense I have decided to waste people's time about on that given day. 

Cheers, and see you around! 

Saturday, October 18, 2025

Zandan Megadungeon Session 6 - Hunt for the Basilisk

 

   

Characters

  • Hoot (Owl Primal Chaos Worshiper)
  • Varg (Wolf Troglodyte)
  • Borg (Ogre Shock Trooper)
  • Mortaron (Ogre Bogatyr)  

Session Recap 

    Last session the players agreed to assist the bogatyr Brainimir to help him hunt down the Basilisk of the Deep Forest. They recruit a pair of beefy ogres including Mortaron, another bogatyr and Borg, a former soldier and shock trooper. Stepping out of the comfort of the Domovoi Camp, everyone feels a sense of unease. It is as if the dungeon itself was darker, more hostile and on edge. The group head out to the crevice in the caverns to the east of them, which is the only certain entrance into the forest they know of. 

Descending down the ropes used by some of the hunters, the group find themselves in the Deep Forest - a strange place even the standards of the dungeon, with large vast rooms filled with all manner of twisted trees and plants. Having gotten some quick directions from the hunters in the cave above, they head to the second hunter camp down in the forest. Along the way they find a lost a John the Opossum (who had joined the hunting expedition a few sessions back) and helped him back to camp, where they boasted to the hunters about their victory over the Goat cultists and recruited two hunters to come join them in finding and killing the Basilisk. The hunters provided them some more directions, but the truth is they try not to roam too far off camp as the Deep Forest has the habit of sprouting entire new branches and rooms and so it's easy to get yourself turned around.

Returning back to the hall with the crevice in it the group then got their bearings a bit better, finding a suspicious pile of heavy stones but decide against trying to move them. Branimir also points out that it is unlikely a large beast like the Basilisk would be hiding its lair behind the rocks.



    The party decide to head westward, following the knowledge that a forest witch lives nearby and figuring she might be a good source of information. Along the way they see the Leshi of the deep forest - a pale and disheveled being made of sticks, moss and greenery. They hide and let it past, then proceed along their journey. As they try to find their bearings in the next wide "room" of the forest, Branimir and Varg sense something approaching them, and as they turn they find themselves face to face with the Basilisk itself. Branimir lets out a battle cry, while Varg uses his magic to conjure up a static illusion of Branimir right in front of the Basilisk's face. The trick works, as the beast is disoriented and ends up attacking the illusion, giving the rest of the party enough time to gather their wits and attack. Hoot unleashes a horrifyingly strong blast of chaos energies, using the power of the bronze sphere he found at the end of the previous session, nearly killing the Basilisk outright. Borg's shotgun and Branimir's club finish the job, the bogatyr viciously smashing its skull open and taking its fangs as a trophy for himself and Hoot (who also later takes the strange crown-like bone growth from the Basilisk's head).

 Finally making their way to the witch's cottage the party seem to aggravate...something. An invisible snorting animal of some kind charges towards them, smashing right into Hoot and knocking the poor owl unconscious. The commotion draws the witch Agata out who calls off her guard pig (named Dancho) and apologizes for its behavior, invites the party in and heals Hoot. They exchange information and small talk, she says she's willing to trade with them for various things, and the group heads out. 

Continuing south Agata catches up with them again, having completely forgotten to talk to the two hunters and they figure out some deal of their own, before she heads back out. Exploring the room the party find a hole in the ceiling, seemingly leading up into the dungeon (it does!), and also find another passage way hidden by thick vines. Deciding to investigate the group find a room with a giant oak tree and a camp full of people. Varg sneaks in and discovers some dangerous looking armed men. Bandits! 

Deciding that 12 guys with rifles are likely more than the party can handle right now, he sneaks back and the group proceed east, trying to make their way back to the hunter's camp. Along the way the poor wolf gets assaulted by strangling vines, and eventually the group make it to familiar (to the hunters) territory. A part of the forest overgrown with mushrooms and fungi and lichen of all kind. Gathering some of them, Varg discovers a passageway overgrown with a strange puffy type of mushroom. He decides to cut one of those off, but doing so releases a cloud of spores right into his face and he starts to choke, his muscles aching and convulsing. 

Everyone rush north back to the hunters camp, Varg barely alive as the poison from the spores spreads through his body. Luckily for them, the hunters have a potion from Agata the witch which can cure him, and it ends up saving the wolf's life. They share their adventures with the hunters and decide it is time to head back to safety.

The way home is slow, but mercifully uneventful, until the group are almost at the Domovoi Camp. A small old man dressed in scintillating green robes seems to be waiting for them near the staircases of the dungeon. Varg tries to distract him by summoning another illusion, but the old man is unimpressed and simply dismisses it, approaching the party. He introduces himself as Valvirian the Green Death. Hoot, still mostly out of it from his encounter with the invisible pig, tries to hide behind Mortaron but it is of no use. Valviran had sensed that magic was flowing through his bronze orb and kindly asked the party to give it back. Not willing to pick a fight with a powerful wizard the group handed the artifact back. Valviran, for his part, decided it was fair to repay them for finding his lost property and offered two spells of his impressive repertoire and as well as an engraved pesoglav skull which he had been using as a temporary magical focus. He then leaves down into the deeper parts of the dungeon, and the group finally make it home.

 

Map of the Deep Forest explored in the session, provided by one of the players.
 

 Observations 

    A lot ended up happening this session. I only had two players, so each ran two characters each (plus Branimir who is a fairly beefy NPC). They decided that even with reduced numbers it was important to honor their word, so off they went into the Deep Forest.That part of the dungeon I actually structured like a point-crawl rather than the typical detailed rooms. The spaces and size of the place are bigger, each node on the map taking 3 turns to traverse or to explore and each connection also taking 3 turns just to cross. While it didn't matter as far as encounter rolls (which happen once per node and once per transition), it did matter in terms of the light the party had as they managed to go through the entire large bottle of lamp oil the camp gave them, plus some of the batteries on their newly acquire flashlight.  Luckily for them a good chunk of the Deep Forest actually has a bioluminescent shimmering light in it, providing enough light to at least navigate on. 

For this session random encounters happened on a 2-in-6 rather than 1-in-6 chance and it definitely showed. Despite the session being only about 3 and a half hours, the party had five encounters, though to be fair not all of them hostile. The reason Agata ended up following the party for example is that she was rolled as the random encounter, and while I could simply just pick a different one if that made no sense, I thought it was kind of funny that she had ended up following the group when they left the node her house is in. 

Overall the deep forest pointcrawl worked quite well,  I think, and the upside of this over a more precise dungeon is of course it is very easy to just pile more and more stuff on there. The Deep Forest does have an effective depth of 3, which matters for Saving Rolls and general challenges to the party, but honestly they seemed to be doing quite well for themselves. 

The Basilisk deciding to ambush the characters was also purely a random encounter roll. The fight with him was quite short and brutal. It is likely the only thing of the session I found rather disappointing. Not that there was anything inherently wrong with it, but this has been the first fight using T&T that I felt just ended up feeling a bit flat. The players utilized their abilities and spells quite well and it lead to their victory. I had been worried the Basilisk had very low monster rating (85 in this case), but it also made no sense to have it be stronger. The fact is, concentrated ranged and magic attacks should, in fact, neutralize a singular enemy pretty well and they did. The illusion I thought was a brilliant way to give the party a chance to skip their surprised turn and let them act. Had Branimir and Varg failed their rolls (which both were very tight successes), the whole situation would have likely ended up much, much different. The Basilisk would have likely killed Branimir outright, likely also taking out at least one of the PCs too. 

While I do still enjoy T&T combat a lot, this was the first time I felt like this could have been a more entertaining battle using some version of classic D&D instead. 

Session Stats

Rooms Explored: 8
Enemies Defeated: 1 - The Basilisk 
Characters Dead: 0

Saturday, October 11, 2025

Zandan Megadungeon Session 5 - Goat Cultists, the Final Chapter

   

Characters

  • Flake (Owl Village Spirit)
  • Zlatia (Human Troglodyte)
  • Grismelda (Human Religious Radical)
  • Hoot (Owl Primal Chaos Worshiper)  
  • Reynaert (Fox Journalist)
  • John Shepherd (War Bear Peasant)

Session Recap 

    Leaving the safety of the Domovoi Camp once more, the group decides to try a sneaky approach near the territory of the Goat cultists. Using only the jar of glowing grubs as a dim source of light the party sneak their way north-east. Unfortunately just as they approach the junction they were going to take, they see a patrol of five goat cultists heading off from their own camp and out to look for victims. Deciding to use their sneaky position to launch an attack Zlatia and Hoot fire off magical bolts, taking out two cultists (including the one holding their torch), and then Flake and Grismelda rush towards them, but the cultists manage to repel them and disengage. The party do not feel like following deeper into the cultist territory, so they also step back. The groups have a tense standoff broken by the cultists demanding what their fucking problem is. Accusations of "You guys killed our friends!" fly from both directions, and the cultists just tell the party to stay off their fucking territory and they won't kill them anymore.

The party agree and continue eastward, making it only a few meters before the (in hindsight fairly obvious) betrayal as a group of six cultists sneak up on Zaltia and shank her to death, then proceed to push into the rest of the party. Grismelda turns with a roar of "THE EARTH MOTHER WILL DEVOUR US ALL!" and launches herself in a doomed attack at the cultists, who subdue and take her down as Flake and Hoot run past them and back to camp. 

They quickly recruit some more help, with Reynaert the Fox joining up and John Shepherd (not to be confused with the other John), a ponderous war bear peasant who also decides to come along. Hoot and Flake also spend quite a few turns resting to try and recover some of their magical energies, before the group ventures back out, this time deciding to avoid the cultists entirely and instead explore the southern parts of the dungeon.

They make their way into the overgrown massive cavern where the Domovoi hunters make their camp (only running into a pair of guys watching over the camp, with the rest of the hunting expedition down in the Deep Forest), who exchange some niceties and thank them for the Soup Stone that the party gifted them last session. 

Heading past the yawning chasm in the middle of the large cavern (the entrance into the Deep Forest), the party head north, exploring the best they can the rest of the cavern system. Heading back west they eventually complete the loop, discovering the same passage where they were attacked by the cultists and Grismelda and Zlatia were taken frrom.

Continuing around the caverns they run into Branimir the Bogatyr, a rather haggard and tired looking warrior sitting on a rock. When he sees they are not hostile he greets them and asks for their help - a fearsome and arrogant beast lurks in the Deep Forest, the Basilisk. Branimir has been trying to hunt down and slay the beast to avenge his brother, his lover and other companions that have all fallen to its petrifying poison. The group agree, but ask that Branimir come with them first, so they can prepare for the expedition back in camp. He's willing to join them, and in fact becomes very incensed when he learns about the Goat cultists and what they have been doing, and demands the group go back and confront them.

Emboldened by the warrior's presence the group head back into cultist territory, immediately running into them, and engaging them in a fight. Branimir rushes forward, slamming his large two-handed club in the ground causing a small quake to happen, which knows out several of the cultists. This gives the rest of the party the opening to also rush in and with the Chaos Shard (found last session) humming with magical power, the group make short work of the cultists. They put up a decent fight, but after two rounds of bloody combat there are only three of them left. The group interrogate them about the goat and about why they do what they do, then simply kill them. Unable to find their lost companions, they however find a stash of various interesting and useful items - shotgun shells, a working flashlight, some lanterns, a bunch of leaflets with strange writing on them and a strange bronze orb, inscribed with symbols, including the sigil of one Valvirian the Green Death, a fearsome and powerful wizard. 

Satisfied with their haul the party pack what they can from the cultist camp and leave their corpses to feed the Goat, and head back to safety. 

 

 Observations 

    Man this was a hell of a session. Quite short, unfortunately, as two of the players had to leave relatively early, but in the short time they played they managed to get into several fights (and even won the last one!), recruit a powerful ally and finally get some resolution with the goat cultists.

The Goat cultist thing has been a running through-line since session one, as the party either unintentionally or not keep running into these freaks and the violence between the two groups has kept escalating since then. With over 20 of the cultists left, their power (what little there was) is now very much broken, which will lead to some dramatic changes I would need to make about who and what can now roam in the dungeon. 

Branimir is also one of the encounters I was very pleased with when I was stocking the dungeon initially, and it made me quite happy to see him actually appear in the dungeon! He is quite a powerful fighter, with a good weapon and some magical abilities (like summing a small earthquake), however he also comes with a rather dangerous quest - delve down into the Deep Forest and actively seek and fight a rather dangerous enemy.I, as the referee, am really looking forward to see how this goes for them. The PCs so far have not been particularly good fighters (see previous session reports filled with the group just running away from fights), however some clever use of magical attacks and their new found powerful artifact might be enough to win them that fight. 

Now it just means I have to actually write up the Basilisk lair, hah since I  had not expected them to have to look for it that early! But hey, this is part of writing such a daunting project as a megadungeon - you don't write all of it at once, you simply add and expand as needed. 

Finally, Tunnels & Trolls combat continues to be fast and brutal, and the high level of abstraction is a bit lacking even when compared to just something like B/X or OD&D, it has served its purpose well enough so far. 

Session Stats

Rooms Explored: 2
Enemies Defeated: 12 Goat Cultists 
Characters Dead: 2 - Zlatia and Grismelda