Quester Class

The Quester is my version of a generic adventurer, one whose abilities are related to the things they encounter while on adventures, and the studies they pursue in their downtime.

The class works roughly as follows – the character begins about equivalent to a Normal Person in your ruleset of choice, or whatever is suitable for someone who is able to go on dangerous adventures, but has yet to really acquire experience.

As an example in something like Swords & Wizardry:

Hit Dice (d6)Thac0 [To Hit]Saving Throw
119 [+0]15

I’m not a big stickler for numbers nor do I really think they ever really make sense in many rulesets, so I think its more important you select a baseline and stick to it. So if you decide to use old school saves, pick a class or row in the monster table for saves and use that for this class.

Questers have no limitations on arms or armor.

Quester Advancement works a little different from other classes. Instead of utilizing XP-for-gold they instead complete a number of objectives to level up. These goals are usually player-created, sometimes personal to the character and sometimes shared among the group. The referee has final say on what is a suitable quest for advancement, and whether or not the character has fulfilled the pursuit of accomplishing their quest.

Quests are also declared long before a session. They act on a player-level as a way to communicate table interests in specific goals, and to focus the referee’s prep. I usually rule that a character can have 1 group quest and 1 personal quest active at any time, but if you feel you can juggle more threads go ahead.

Questers need to complete a number of quests equal to their next level to reach the next. Upon doing so the Quester returns home and enters into a downtime phase – reflecting on their adventure, pursuing mentoring, following projects, etc.

For the player this means that they assemble actions the character has performed while adventuring onto an Advancement Table, and the player either selects one ability from this table, or randomizes two (which can result in one entry being selected twice, if appropriate).

Ability Triggers

ActionAdvancement Table Entry
Entered into deadly combat and remained conscious until its end.+1 HD
Struck a foe with a weapon, melee or ranged.-1 Thac0 [+1 To-Hit]
Studied closely the workings of a trap, witness the use of a malicious enchantment or binding, observed the specifics of a mystical creature’s gaze attacks, or noticed the tells predicting a beast’s breath weapon.+1 SV (or move your saves up by one level)
Fell prey to a dangerous trap, the effects of a wand, a spell, the unnatural pains of a creature’s special abilities.+2 to saving throws made vs. the specific kind of save
Survived a duel with a fearsome foe (up to ref’s designation, but I usually reserve this for character’s personal enemy, big-bads, or creatures whose HD is at least double the level of the character).+1 Attack when doing no other action in a round
Attacked by more than 2 melee combatants in a single round.+1 AC when taking a parry action in a round (or whatever equivalent in your ruleset)
Retrieved a manual or the specialized equipment related to a specialized technique or skill.+1 to the relevant skill*
Bravely led hirelings into the fray, and succeeded in not losing a single one.+1 to Morale checks for hirelings
Thoroughly dissected a bizarre creature, taking time to understand its strange anatomy.+1 damage when striking creatures of this type
Ingesting monster parts prepared by a mystic, ignoring their warnings, and succeeding at your saving throw (ref determines consequences).Gain a daily use a limited version of the monster’s powers, negotiating with the ref its specifics and any negatives of activating it
Retrieving a magical grimoire, tablet of power, necromantic codex, or any other wizardly instruction manualIf the character has not learned magic yet, gain 3 Spell Dice and 1 spell (I treat spells as level-less). Otherwise +1 Spell Dice.
Studied a scroll, tome, odd runes, or other depictions of the alien beings known as “spells”+1 spell
Returning an alchemists station, a rune-carvers workbench, an orrery and telescope, or some other large lore-based work station to your laboratory/tower/cave. The ability to learn crafting recipes related to the associated lore, negotiating with the ref the details

Add, hack, and discard results from this table to your preference. Write custom ones specific to a single quest, dungeon, or creature. Don’t be afraid to ask your players for additions, as well.

Skills

I have one entry above that allows the characters to gain skills, and have sometimes added multiple entries to a player’s advancement table for different skills. I am not here to tell you how you should run skills in your game, or if they are even mechanical things. I trust you to handle it. Whether this is a narrative conceit of “ok now your character knows how to ride horses in combat” without checks, or a “ok thief, your thievery went up by +1, so now you can sneak on 3-of-6”, or some other system.

Spell Dice

For this class I have used Necropraxis’ excellent Spell Dice, but you could hack this to use original D&D magic-user levels (you may just get people casting high level spells early), GLOG Magic Dice, or some other system. I have just found the Spell Dice system to work with this form of advancement.

Note I always impose some sort of restriction to casting in armor. I’ve done this by increasing the range of “burn out” on the above spell dice system, +1 for each category of armor (so unarmored casters lose dice on 1-2, light armor loses dice on 1-3, chain on 1-4, and plate on 1-5).

What about Clerics?

If you noticed the table doesn’t really have “Clericy” entries like turning undead. If you do enjoy Clerics you could add entries for exorcisms, boons to healings or blessings, etc. But for all my runs with this system or earlier versions of it I have played in a setting that lacks Clerics, which is why their equivalent entries are missing.

Thoughts

Depending on the availability of these triggers for characters, this may result in a significantly lower or higher magic game than you anticipate, so be mindful of what you add into your game.

The benefit I have found from using such a system is that you can use the foundation of the original fantasy game, while getting a lot of the benefits of “you get better at what you do (or are interested in)” that comes with sometimes-heavier ruleset.

You also get the benefit of players actively seeking out things in the world, searching for rumors, and overall getting invested in your setting. And since they are always explicitly telling you their goals, you can direct your prep towards relevant topics.

I should note I have only ran this class is insolation, so I have yet to mix it with the traditional classes in the original game. Since they use a different advancement system I don’t think they would mix, but who knows. Anyway, let me know your throughs.

Thank you!

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20 Failed Careers

Here’s all 20 failed careers I set out to write in a few months, as per anything I do it ended up not getting finished nearly as quick as I would have liked. These are the 20 failed careers from Knave, but I wanted to give them two d6 tables, kind of how Electric Bastionland did, but not really balanced for specific rolls of money or hp or anything like that. Just some inspiration for slightly weird takes on all of them.

  1. Alchemist
  2. Beggar
  3. Burglar
  4. Butcher
  5. Charlatan
  6. Cleric
  7. Cook
  8. Cultist
  9. Gambler
  10. Herbalist
  11. Magician
  12. Mariner
  13. Mercenary
  14. Merchant
  15. Outlaw
  16. Performer
  17. Pickpocket
  18. Smuggler
  19. Student
  20. Tracker

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Failed Career: Tracker

File:Medieval forest.jpg - Wikimedia Commons

You get

A very short bow, muddy shoes, a bottle of deer urine.

Why have you quit?

  1. Cursed: A gigantic blue elk with golden glowing eyes approached as you took your final catch, promising to hunt you to the end of your days if you stepped foot into its forest again.
  2. Hunting Accident: Your younger sibling would invite you hunting every time your parent spoke of passing down the family’s wealth onto you. You got the message with the last crossbow bolt that narrowly missed your head, and have disclaimed your inheritance.
  3. Broken Heart: After your old blood hound couldn’t follow you on any more hunts, you felt it wasn’t
  4. Nobles: All of the lords decried the forests of the land their own person domain, forbidding any others to hunt within, putting you out of a job.
  5. Wizardslaughter: You didn’t mean to kill the village’s most-loved and kindest-hearted wizened old sage. You had no idea they polymorphed themselves into wildlife to go frolic in the woods.
  6. Haunting: The dooming blight that has choked many lands has reached your ranges, littering the once peaceful groves with hungry ghosts.

What keepsake did you retain?

  1. Worm-Calling Whistle: High-pitched whistle that attracts around a dozen earthworms, grubs, and other dirt-crawling beasts when blown.
  2. False Boomerang: This heavily-weathered boomerang not only does not return to you, but seems to travel unerringly in a straight line forever until it crashes into something. You’ve been worried you’re going to lose it if you throw it towards the sky.
  3. Bear Suit: The entire furs of a person-sized bear, treated and stitched to be wearable. Its a bit hard to see out of the beast’s snout, but not the worst disguise from afar. On a foggy day. While situated amongst the brush. When trying to hide from someone with poor vision.
  4. Game Spookers: A very weighty round brass bell. Toss into a bush to scare out any game, or to dangle upon your walking stick to give yourself your own entrance music.
  5. Snare Kit: A heavy canvas sack filled with all manner of traps – iron teeth, lassos, ropes, nets, counter weights, snares, etc.
  6. Salts & Spices: A very fine wooden box filled with tubes and pouches of uncommon spices, treating salts, fancy woods. Suitable for preserving small game or adding a bit of pizazz to a campfire meal.

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Failed Career: Student

You get

Austere robes, book critiquing a rare field of study, ink-stained fingers.

What ended your studies?

  1. Tuition: After an adventuring crew wrecked the local economy, prices at the academy have been steadily rising. You were not able to pay last semester’s rates, but maybe if you could find the elf crypt those adventurers were whispering about…
  2. Forbidden Studies: Your latest term paper startled the whole faculty. The model of the metaverse you presented lorded over by about a half-dozen capricious deities literally playing dice with the universe got you immediately expelled.
  3. Bullying: Stuffed into a locker for the last time, you have decided to find a magic item to prove to your ruffian classmates that you have more mettle than they believed.
  4. Academic Cult: Staying late in the library one night, you heard a commotion in the commons and tip-toed to check it out. The entire faculty was surrounding a horrific obsidian idol, and they removed their faces, revealing themselves to be some kind of worm or centipede creatures posing as teachers.
  5. Doppelganger: A alchemical experiment gave life to an evil twin of yourself. The academy only had room for one student though, and your doppelganger made quick friends with your friends and teachers, and they decided that it would remain in your place. The final straw was when you returned home and your parents were feeding and bonding with the clone.
  6. Lack of Languages: Despite your best efforts, you just haven’t been able to speak the dozens of fantastical creature and planar-being languages. Maybe if you encountered them in an environment outside of the classroom you could catch up.

What was something you never returned to your academy’s tower before leaving?

  1. Technicality Imp: Former familiar of one of your teachers, this annoying little creature always corrects people with the most specific interpretation of topics discussed.
  2. Cypher Satchel: Shoulder bag that jostles letters around in any book contained within. Normal books are reduced to incoherent messes. When a jumbled book is placed back into the satchel and shaken around the letters return to their normal position.
  3. Inverted Chalk: A stick of chalk that consumes writing instead of producing it.
  4. History of Known Traps: While not going into the mechanical workings of any particular traps, this tome describes the history, trends, and authors of a variety of known dungeon hazards.
  5. Monocle of Dust and Mites: A single lens that reveals the precise quantities of dust in the nearby environs, as well as allowing the wearer to peer into the secret lives of the microscopic goblins that dirty all our things. Everything else viewed with this monocle on is indecipherably blurry.
  6. Blood Dowsing Rod: Creepy forked stick that points to the largest source of blood in a thirty-foot area.

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Failed Career: Smuggler

You get

A net, a dark handkerchief, a board with a spike through it.

Why did you stop smuggling?

  1. Pursued: A paladin of the lawful deities of economies & trade swore an oath to see you apprehended. Fortunately they are still tied up getting the correct permits to come after you, but you fear the day they get their paperwork in order.
  2. Unnatural Encounter: Delivering trinkets to shadowy cove, your patron revealed itself to be a tentacled thinking fish who psychically monologued about drenching the surface to return the planet to the control of a oceanic empire.
  3. Blackmailed: The local rogue’s guild threatened to go directly to the Bishop, your uncle with proof that you have been delivering relics to the cults of chaos. They now demand you seek out treasures for them.
  4. Revenge: Appalled to discover that the “rare heirloom bottles” the dark-robed figures had you trek back and forth between coteries contained the spirits of the deceased, you swore an promise to free any remaining soul part-damned by your deeds.
  5. Catastrophe: Your entire supply was sunk deep under waters, the duke you were delivering it to demands you pay, and a population of clamfolk are infuriated at the pollution you caused.
  6. Addicted: Having made it big smuggling a very rare myconid growth to rich merchants of the port cities, you tried to sample just one brewing of mushroom tea. The other realms of existence it revealed to you was so intoxicating, but the price of a single serving so high that you knew you had to get as far away as possible.

What’s one item that “fell off of the wagon”?

  1. Frost Giant’s Spit: A bottle of azure liquid that stays exceedingly cold, can temporarily freeze anything it is poured upon. Enough fluid remains to coat a hypothetical forearm.
  2. Dark Creeper’s Night Soil: This bag of foul smelling fertilizer can cause seeds or bulbs to full grow within 24 hours. You really hope the name is just a joke.
  3. Insurrectionist Doom Tablets: Clay tablets pressed with worrying amount of praise to the dark gods, coupled with some really good criticisms of the exploitation done by nobles and clergy.
  4. Displacer Beetles: Tiny box filled with beetles that are always closer or further than they appear.
  5. Faulty Holy Symbols: A bunch of vampires were trying to circulate holy symbols that would fail mid-turning among the clerical order. You have about a dozen of these.
  6. Shrieker’s Treat: One vial of a particularly nasty poison that forces its victim to continually scream until passing out and potentially suffering permanent brain damage.

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Failed Career: Pickpocket

You get

One nasty dagger, a pouch full of buttons, a tooth pick.

How were you caught?

  1. Lack of Finesse: Turns out walking right up to someone, holding direct eye contact, and shoving your hands straight into their pockets and purses is a great way to be immediately arrested.
  2. Mini Man Alarm: Bit by a pocket homunculus, your yelps gave you away.
  3. Outplayed: Your last mark was a master counter-thief, every pence you thought you took from them somehow ended with every last thing you owned being transferred to them.
  4. Betrayed: One of your companions pointed you out to the sheriff, who used your capture as a feather in their cap.
  5. Loud Mouthed: After buying several rounds of ales, a stranger asked you how you came upon such good fortunes. You quickly learned that honesty is not always the best policy.
  6. Divination: After retiring from a career of adventuring, the local hedge mage decided to become a village detective.

What was the oddest thing you lifted?

  1. Tiny Totem of Confidence: A figure of a local deity carved from smooth stone, when it belly is rubbed you can hear affirmations in your head.
  2. Digestible Treasure: One purse full of imitation coins, the gold nothing but foil. The chocolate internals at least is a rare treat.
  3. Psychedelic Mold: The leather purse your stole from a visiting druid contained only patches of moist growth inside. Ingesting this made you acutely aware of the secret lives of colors and the varies polyhedral shapes living in-between wood grains.
  4. Pouch of Devouring: Fanged on the inside, this bag whines if not provided with a weekly meal. Seemingly able to digest all sorts of organic and inorganic material you can it into it without producing waste. Or at least, without producing waste as of yet.
  5. Monster Teeth: Unsettlingly, the local miller had a purse practically bursting with a variety of fangs, teeth, and claws. You are unsure if you should report them to someone, or if you can use these in some kind of ritual.
  6. Lovely Lich’s Locket: Unsure who it belonged to, but someone in your village kept a heart-shaped locket with a rendition of the Dread Lich Pestulentia. Can you use this to your advantage?

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Failed Career: Performer

You Get

A dramatic outfit, a set of makeup, a withered rose.

What was your final performance?

  1. Avant-garde: You experimental one-person-show perplexed even the most diabolical coalition of warlocks who cursed you to never play again.
  2. Offensive: The prince did not enjoy the laughter of the crowd responding to your musical accusations of his romantic failings.
  3. Injury: The exotic beast seller promised you that your purchased owlbear was toothless. Turns out beaks are just as deadly.
  4. Maddening: A travelling astronomer pitched you a sheet music inspired by vibrations they claimed to hear while looking into the night sky. Your fluting rendered the audience into a gibbering, howling state, rasping in fear and admiration of something called “the dwellers beyond the veil of space.” Not exactly your theater’s name so you didn’t take it as praise.
  5. Timidity: Your one and only performance involved you staring wide-eyed into the audience for several minutes. When you finally opened your mouth to speak your lines you were caught in anxiety-induced dry heaving. Everyone uncomfortable got up and just walked out.
  6. Cursed: The various poems you recited mocked all variety of unnatural beings and their believers as delusional. A wayward godling found your atheism disquieting and cursed you to be a magnet for the supernatural.

You made off with this trinket from your troupe:

  1. Simian Skull: Sometimes confused for monster bones, this fanged skull smells faintly of exotic fruits.
  2. Massive Prop Weapon: A gnarly blade resembling one of the many gods’ weapons, much more intimidating until its revealed to be a wood-and-wool replica.
  3. Speculative Future Clothing: A peculiar cotton t-shaped tunic, and rough blue trousers with a peculiar buckling apparatus near the front of the waist. This outfit is based on a fictional codex of time traveling serf to the far futures.
  4. Tome of Troubling Limericks: These verses become less bawdy the further into the book you get, and become more and more harrowing.
  5. Many Faced Mask: This leather and plaster mask appears mundane, but every time it is slipped off it takes the countenance of a random creature of legend.
  6. Stage Double: Seeing as how you are out of work, your double also is. They continue to follow you day to day, but not without regularly complaining that you ruined their career.

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Failed Career: Outlaw

You get

A green tunic marked by a few holes, a painted wooden pence, a threatening short bow.

What ended your run from the law?

  1. Snitching: You reported on fellow scoundrels out-of-law. Your name was cleared, but you made a few enemies.
  2. Humiliated: You were captured, put into the stockades, and the whole town got a good laugh by throwing rotten food and eggs at you for a week. Now the urchins point and laugh, calling you Stinky Salad.
  3. Conscience: The first time you tried to grift or rob anything a small child looked at you in shame, you have since recanted your ways, fearing the gaze of the innocent.
  4. Remuneration: You turned yourself in, and were fined everything you own. Routinely you witness the Baron’s snotty son misusing your former prized possessions.
  5. Loophole: Turns out your crimes were not really crimes. You spent all the time living off the land, so you need to make the oncoming years count, and everyone feels a ton of pity for you.
  6. Betrayal: You strolled into the town and pinned and made a bold-faced lie that you were framed. Nobody really liked the miller who suffered the wrath of your pointed finger, but many say his daughter has declared revenge upon you.

What weird trinket did you stumble upon on your journeys?

  1. Eternal Hat: The hat you wear upon your head always produces a new hat underneath when you take the previous one off. Every hat is distasteful and out of style. You haven’t figured out how to bare your head since putting the initial hat on. None of the removed hats retain this odd affect.
  2. Comedic Apple: This piece of fruit won’t stop telling groan-worthy jokes and puns that barely work. You think your companions are going to eat it out of annoyance.
  3. A Very Stupid Parrot: This gorgeous bird is willing to follow commands, but always misinterprets them in astonishingly bad ways.
  4. Fireworks: You stole a crate of very moldy fireworks off of a wagon. Somewhere less than half a dozen still function, although not predictably.
  5. Lasso of Fibs: When bound by this rope, the victim may not say anything that is true.
  6. Tin Can of Partial Message: A single word may be shouted into this tin can, and then next time someone holds it up to their ear, they hear it. Its also very strict about compound words and you almost feel like its judging you when “strawberry” gets repeated as only “berry.”

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Barrowmaze Open Table Sessions 27-29

Session 27

Players

  • Barmox the Magic-User, played by Stripe
  • Glarg the Fighter, played by Trusty McGurk
  • Rocco the Fighter, played by Daryl
  • Robber Key the Thief, played by Robert
  • Sena the Ranger, played by Malley
  • Sky the Druid, played by Captain Caveman

Summary

Krothos sends goons to search after Sena, apprehending magic items to provide to Mazzahs the town mage for divination purposes. The party decides to relocate to bogtown. One the way they are approached by a witch-hunter from the church named Magnus Raich, and his quarry, a supposed binder of demons named Lennard.

Suspecting foul play, the group attacks this hunter in the night, slaying him and releasing his captive, who is a deacon from Bogtown, and an enemy of the Bishop of Aerik. The group sets him off towards Helix, telling him to find the Chapel of St. Ygg there.

Off of the corpse of the witch hunter the party retrieves a wand of paralysis, cloak of elven kind, and a supplied. They proceed to Bogtown and meet many of the locals. They meet with the Mother of Toads, the local wizard. They stop into the Toasty Troll Inn and Glarg and Key make quick friends with some scoundrels, hinting that they are looking for work, they are sent to a chapel to St. Ygg, obviously a front for criminal activity.

In attempted subtle fashion, the “priest” says that the current “pope” is unfit for duty, given over to extravagances and a up-and-coming “cardinal” would very much like the head of their “church” disposed of by outsiders, with a wink and a nudge.

They are then pointed to a shrine to Janus out in the Bog, and instructed of a ritual that may transport worshippers to a sister-shrine in the barrowmarsh or back, for a sacrifice of wealth or goods.

Session 28

Players

  • Barmox the Magic-User, played Stripe
  • Boris the Barbarian, played by Modest Mace
  • Glarg the Fighter, played by Trusty McGurk
  • Lathan the Half-Elf, played by Ragnar
  • Robber Key the Thief, played Robert
  • Sena the Ranger, played by Malley
  • Sky the Druid, played by Captain Caveman

Summary

The party investigates Mecit Manor, traversing through the haunted estate, stumbling upon a corpse in a yellow-mold filled bed, encountering violent fungi, ghouls, and an easily-scared ghost butler, who startles Sena forcing her to run. In her sprinting she steps through some water-damaged floorboards and falls through to a torture chamber below. She spends rounds cowering in the dark before getting her wits about her and using her magic rope to climb back up.

Bertelan the Butler tells the party that the manor of the house, Lamric Mecit is upstairs. They find small demonic creatures trashing the furniture in the estate, and poor Boris the Barbarian is defaced by one of the chaotic creatures.

Twisting a series of crow sculptures on a display in the room a secret passage is opened to the master bedroom, mired in filth with the windows boarded up. The sheets are thrown off the bed by the being resting upon it, Lord Lamric in full regalia, even wearing boots to bed.

He accused the party of awaking him, but Ragnar says that they have traveled long from Barrowmaze, bringing the Mecit family blade home.

Overjoy the young lord asks them to hand it over and breaks out some brandy to celebrate, mentioning of further quests he has for the party to fulfill. The entire party is very apprehensive, and after some investigating, sneaking, and mind reading they realize the lord is not as he appears, so Ragnar leaps into battle, striking the creature.

The young lord is transformed before the group’s eyes into an eight-foot tall woman in decrepit clothing, with ruinous claws and hatefull eyes. All the adventurers leap in to slay her, but she is able to shift in and out of the material realm, avoiding their blows. Barmox steps up and uses his wand of paralysis, disabling the creature just enough for the party to decapitate the crone.

For their reward the party finds a massive horde of jewels and a silvered dining set, and they retrieve a massive oil painting of the manor, selling it to the “head grocer” in Bogtown.

Session 29

Players

  • Barkface the Druid, played by EvilTables
  • Barmox the Magic-User, played by Stripe
  • Lathan the Half-Elf, played by Ragnar
  • Robber Key the Thief, played by Robert
  • Sky the Druid, played by Captain Caveman

Summary

The party continues their search of Mecit Manor. Deciding to investigate the attached Wizard’s tower. They encounter haunted rooms along the way, acquiring a log of the manor and spell scrolls. Entering into the trapped tower, a wizard’s assistant named Humfra shouts down from the second floor that if there are any spiders with them, he will release the dogs, referring to a chained collection of ghasts and ghouls.

Ragnar casts Charm Person on this being, and learns that the wizard Orias sleeps deep in the earth, having been blessed by the Dark Lord with vampirism. They ask to be led to his study, a library and alchemical lab on the third floor, noting all the windows having been blacked out. They spy a multitude of potions, a spellbook on a plinth, and a chest full of wealth. They also are seen by a crow, and Humfra confirms this to be his master’s familiar.

Barmox asks for Humfra to bring the creature closer to him, and while the one-eyed assistant is warning the crow to not try pecking out his good eye, Barmox sleeps the both of them. They slay the familiar, bound and gag the assistant, and kill off the undead guards of the tower.

Barkface detects danger in the room from the book, the chest and some potions, and worries that the master would know of the familiar’s death, so the group decides to aim for slaying the vampire sooner rather than alter.

Entering into the basement they see a variety of barrels stored under the tower. They enter through two double doors and into a barracks filled with rat men. A deadly melee is engaged, multiple party members are struck by the ferocious creatures, but the Druids cast heat metal on their chain, burning many of them and forcing the creatures to run. Barmox’s wand comes in handy yet ago, disabling many of the combatants.

Deciding they are too injured to proceed, they return to the tower, collecting the potions that did not detect as dangerous, carefully grabbing the tome without touching it, and plundering the vampire’s chest for a ransom of gems, platinum, and electrum.

They decide to camp out in the woods overnight, fearing that the vampire will travel to Bogtown seeking revenge.