The Gentlemen's Dungeon World

Underworld Revelations

Hereward and Zha-rka hire a thief by the name of Rake to descend with them under the city. Hereward hopes to fulfill Bishop Montaine’s request to investigate the mysterious buried city and to find enough wealth to pay for Moxie’s resurrection. Zha-rka is finally close to finding real answers about the history of his people.

The three successfully infiltrate the ruined dwarf city only to find it is in the hands of savage frogmen! They stumble upon ominously slaughtered corpses of some kind of corrupt, dark dwarves. Sneaking about the city, they later learn that the frogmen are carrying sacks of wealth for some unknown purpose to some unknown location, but they choose to press on.

Traveling beyond the city they find a beach leading to a veritable underground ocean stretching as far as the eye can see! The darkness of the cave is pierced only by an eerie green sun that our heroes later learn is in fact a lighthouse of immense size. The sea itself is lit by a green glow and in its depths giant sea serpents can be seen undulating.

Finding a barge, they set off across this mysterious Undersea, where there are set upon by a group of living corrupt dwarf slavers they dub Dark Ones. In a pitched nautical battle, they defeat the dwarves, but Rake, while trying to swim to an embattled Zha-rka’s aid, is savagely devoured by cave sharks. Only his severed hand remains floating in a sea of blood.

Undaunted by this tragedy, our heroes press on and eventually make contact with a creature named Magwen, some sort of underground halfling. According to Magwen a whole world exists below ground! Faced with this stunning revelation, the heroes choose to fall back. They make it out of the frogman city laden with magic items—including the fabled rings of St. Kolos!—stolen from an ancient library, pursued by frogmen led by their giant, bloated king.

Back on the surface, Magwen is shocked that such a world even exists. The heroes report their discovery to Bishop Montaine and regroup.

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Dragonslayers

Returned from the newly discovered underground world, Hereward and Zha-rka decide to lend aid to Bishop Montaine and the Holy Knights of Leudik in driving away the sea dragon that has devastated the city with its attacks. They decide to hire yet another theif, this one named Crum, a halfling who has only recently escaped from captivity in the bandit-town of Thudig. Crum, overhearing the two discuss a “pile of money” in the caves below the city, is eager to join the party. They sell off their magical loot to the wizard Zhegherkin, who runs a magic shop in the city.

Our heroes team up with a previous acquaintance, the knight Carolus Carel, to man a ballista tower in an attempt by the Holy Knights to shoot down the great beast. The dragon attacks and the towers prove largely ineffective. Carolus is flung far away by the dragon and Zha-rka rushes to his aid.

Hereward, throwing caution to the wind, leaps atop the dragon, but drops his armaments in the process. He clambers toward its head, trying to find a way to harm the monster.

Crum, finding his inner leader of men, marshalls the remaining knights, Sir Glanmor and Sir Dwynalt, and manages to use the ballista to seriously wound the dragon with two great bolts.

The beast thrashes in pain and dives under water. Hereward, fearful of the boiling river, jumps into the safest place at hand, the gullet of the beast.

With Hereward vanished and the beast fled, Crum and Zha-rka track it to its lair where they discover it has been building a nest. They arrive just as Hereward escapes, horribly wounded, from the creature’s digestive system. The three just barely escape the beasts rage with their lives.

Crum concocts a plan to use goat carcasses stuffed full of Bloodweed to poison the wounded dragon. Along with Sirs Dwyfnalt and Glanmor, the three sneak back into the lair and leave the deadly food behind. Hereward wakes the beast to get its attention on the way out and nearly brings down the cavern in the process.

Later, returning to see if the plan worked, our heroes are afflicted by their own poison! Crum finds a massive green gem wedged under the now dying dragon’s scales, and decides he must have it. He pries it free as the dragon breathes it’s last and when he refuses to leave without it, Zha-rka and Hereward leave him behind. Nearly drowned, Crum finally shakes off the stones influence and swims to the riverbank, leaving the stone and the bottom of the river and the dragon dead in its lair.

The heroes are lauded as saviors of the city. Crum in particular is dubbed ‘Crum the Dragonslayer’ by the common people of Leudik. All three heroes are awarded with gold and the gratitude of the city’s rulers.

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Weird Science

We returned to our Southern heroes, trapped underground in an ancient, partially ruined dwarf city. The party had been separated after an attack by blind cave-alligators, and only Roland, Fenfaril, and Baldur remained together, Bors and Baddon having disappeared into the darkness.

Sneaking about the city, the heroes stumbled upon a line of chained, enslaved villagers. They defeated the slavers in a tense, pitched battle, and upon freeing the slaves realized that one of them was their old acquaintance Raymon the Bard.

Raymon explained that he and the villagers had been captured by orcs and sold to the dark ones at the orc keep back on the surface. The panicked villagers revealed that many of them had been taken to a stalactatite tower nearby and had not returned.

Investigating, the party found that the tower belonged to a deranged, mutated dark one who was experimenting on villagers by implanting greenstone in them. Exploring his lair, the party stumbled on their old friend Aloyisius, priest of the order of St. Tottlemus, chained to a stone slab. Together, the group confronted the mad dark one, slew his two zombie manticore guards, and put the mad scientist himself to the sword.

Our heroes successfully performed emergency surgery on the afflicted villagers, removed the greenstone implanted in them, and turned their attention to the jail that held the remaining human slaves.

Assaulting the jail, the party fought a pitched battle between themselves, trash-eating xorn, blind cave alligators, and an entire unit of dark dwarf guards and clerics. Our heroes triumphed, freed the villagers, and managed to lead the people back out of the city by going up the same precarious stone stair they entered by.

Of course, the complication remained that the stair led directly to an fully manned orc keep…

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Full Circle

Our northern heroes had little time to rest and recuperate after their success in slaying the Sea Monster of Leudik. On one hand, the bandit, Irontooth had declared himself King of the South and was demanding normalized diplomatic relations with the Bishopric of Leudik. On the other, the party had long ago vowed to return east to cleanse the Temple of Amon-Gar of evil, and now, with the favor of Bishop Montaine and the fabled Rings of Kolos in their possession, they finally had the means to do so.

Hereward and Zha-rka decided to return to the Temple, Hereward to keep his vow, and Zha-rka to try to speak with the ancient dwarven spirit there. Crum, seeing no opportunity for wealth in such a journey, chose to remain where he was, being showered by wine, women, and gold as “Crum the Slayer,” hero of Leudik.

Hereward and Zha-rka were delighted when Bishop Montaine led them to a hospice room containing none other than their newly resurrected halfling friend, Moxie. Moxie, fresh from the Other Side, wasted no time in promising his aid on their quest. He was, after all, the one who had made the promise to the spirit of the Temple in the first place. The party pressed Bishop Montaine to accompany them, and despite grave misgivings about the ability of the city to manage the Irontooth problem without him, the bishop kept his word. The following morning the four departed Leudik, journeying east.

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