Monday, 23 February 2026

Deep Carbon Observatory adventure log - Session 17

What happened in Session 17


Friday the 12th Player


Characters and Retainers:

  • Ash - Xiaverine, Level 1 Grimalkin
  • Freddy - Trunchkin, Level 5 Friar
  • Marcus - Melysee, Level 5 Human Knight
  • Ythan - Clement, Level 5 Human Enchanter
  • Peter - Albert, Level 4 Woodgrue
  • Trunchkin is folowed by Gunter the dog
  • Melysee is folowed by Lizzy, a giant geko
  • Clement is followed by Max Kosciusko - Level 1 Hunter and owns Elain the dog.
  • Albert is followed by Petra, a Level 1 thief and Ella, a Level 1 Bard.

The explored section of the Observatory

The session opened with the aftermath of the previous day’s bloody struggle in the profundal zone. The immediate danger had passed, but the consequences were already unfolding. Zaratusa’s sailors are making their way toward the dried lake bed, and the kapeks, having lost too many warriors to the reed people, no longer have the strength to oppose them. For now, only scouting parties will venture ahead, but it is clear that the entire crew of the Laputa will follow in time. Their plan is simple: secure the abyssal zone, then descend into the dungeon. The magpies are working against the clock if they hope to plunder the place before their rivals arrive.


Kapek scouts reported something more unsettling still. Strange, low shapes had been seen slipping out from the Dam itself. Light bent around them in unnatural ways, as if they were negative images cut from the world. No one knew what they were, but all agreed they were deeply wrong.


Preparing to avoid open conflict with the sailors, the kapeks have begun migrating upriver. They will leave traps behind to delay pursuit. In gratitude to the magpies, they offered to resupply the party and agreed to store whatever burdens the Magpies did not wish to carry. Among these were crates of documents dating back to the court of Ambatorana, prophet of the Pluritine Church.


From the spoils of the defeated army, the party also claimed a remarkable haul.

They acquired three jars of Amber Nectar, each a small sphere filled with thick, honey-like liquid. A dose restores a measure of vitality and brings a rush of euphoric clarity, though it risks plunging the drinker into a heavy, dream-filled sleep.


Melysee gained a giant gecko as a mount, a powerful creature capable of charging, climbing sheer surfaces, and lashing out with its long tongue to snatch objects or trip foes. Along with it came a magical lance whose properties remain unknown.


Xavierine received a Ring of Vanishing, which allows its wearer, once per day, to teleport a short distance and vanish from sight along with all carried gear. The invisibility lasts only so long as the wearer refrains from violence or spellcasting.


Turchkin claimed the Bracelets of Passage, a matched pair through which sight and touch may pass regardless of distance, allowing objects to be manipulated from afar.


Albert took up the Wizard’s Pipe, a red clay instrument inscribed with astrological signs. When lit, it produces smoke that can be shaped into perfect, motionless illusions.


Clement received the Amulet of Density, a talisman that allows its bearer to become either a drifting cloud of vapour or a statue of iron for a short time, gaining near-immunity to mundane harm in either form.


The pit

Thus equipped, the party approached the black pit from which a column of steam used to rise. The shaft was searingly hot and utterly dry. Around the lake’s edge, mirrors caught the sunlight and cast it downward into the depths. After a long descent, the magpies reached a heavy yet perfectly balanced door. By manipulating its counterweights, they opened it and left it ajar behind them.


Beyond lay a narrow spiral staircase. It began carved in black stone, shifted gradually to white stone, and finally became metal. At the bottom, they emerged into the fulgarium, a vast chamber shaped like an inverted ziggurat or a funnel, with its lowest point at the centre where they stood. Broad ten-foot steps rose in tiers around them. On the first tier stood three white statues on each side, four on the second, and five on the highest. Two exits opened at the lowest level—an arched corridor and a rough hole in the wall—while two doors stood above, one obscured by a coiled metallic serpent. 


The calcite guardians

The party recalled Sorla Ghyll’s prophecy.


In the deepest part of the pit lurks a pale, vile giant. It will try to trap you and eat you.

The calcite statues bow to no-one who does not address them correctly.

The Vault is sealed by a serpent-shaped door. It demands a sacrifice you may not want to make.


When the magpies attempted to climb to the first tier, the statues there began to descend toward them. They withdrew at once, fleeing through the arch and along the corridor.


This brought them to the Nightingale Hall. Here, they realised the stone guardians would not follow. The chamber contained two stairways leading downward, a bronze sculpture of a grinning mouth set into the floor, and a shattered piece of transparent quartz resting upon it. Nearby stood a great mechanism: a ribbon of animal hide wound around a colossal wheel; it was further connected to a massive chain that disappeared into a hole in the floor. A final exit spiralled downward into darkness.


The party split. Some ventured down the spiral stairs and discovered a titanic scale equipped with an intricate calibration system and thousands of weights of varying shapes and materials. Unfortunately, none among them could read Laxian, and so the glyphs on the gauges and the labels on the weights remained an enigma.


Elsewhere, Turchkin and a retainer employed a bit of magical ingenuity to gain access to a chamber above the bronze mouth. There, they pulled a lever that opened the bronze sculpture into a pit, revealing a blade and the heavy chain below.


The gravity knife


At the same time, Xavierine used Fay magic to teleport onto the chain itself. He descended in total darkness before swinging toward a faintly illuminated balcony many tens of feet below.


A salt dryad

There, he encountered a group of salt dryads, kin to Nacla, who had lost her heart and longed to recover it so she might return to her post in Zeernebooch’s service at the Slime Embassy. He vowed to return the heart to her.



XP for session 17 


Treasure recovered and hostile encounters: 


None 


Feats of explorations:


  • Entered the Observatory
  • Explored 5 rooms
  • Applied lore (Sorla Ghyll’s prophecy)
  • Solved a puzzle (Opened bronze mouth)
  • Made contact with faction (Salt dryads)

Totals:


  • Melysee gains 2712 XP and reaches 22584 XP; they have 25% of the necessary XP to progress to level 6
  • Trunchkin gains 2034 XP and reaches 17391 XP; they have 24% of the necessary XP to progress to level 6
  • Xiaverine gains 2712 XP and reaches 3712 XP. LEVEL UP! Character ascended to level 2
  • Clement gains 1356 XP and reaches 21107 XP; they have 50% of the necessary XP to progress to level 6
  • Albert gains 1356 XP and reaches 16716 XP. LEVEL UP! Character ascended to level 5

  • Elain (dog, level 2) gain 678 XP and reach 5798 XP.
  • Gunter (dog, level 2) gain 678 XP and reach 4967 XP.
  • Max (Hunter, level 1) gains 678 XP and reaches 2387 XP. LEVEL UP! Character ascended to level 2
  • Petra (Thief, level 2) gains 678 XP and reaches 2387 XP.
  • Ella (Bard, level 1) gains 678 XP and reaches 2387 XP. LEVEL UP! Character ascended to level 2



Join my Discord Server. We only play in person, but you are welcome to pop in to say hi

All the details about Deep Carbon Observatory belong to Patrick Stuart - Buy the module - His Blog - My Review - Video Review

All the art belongs to Scap Princess - Buy her stuff - Her Blog

All the elements of Dolmenwood belong to Gavin Norman - Buy the system - Video Review

Saturday, 7 February 2026

Deep Carbon Observatory adventure log - Session 16

What happened in Session 16

Thursday the 11th

Player Characters present at the beginning of the session: 
  • Ash - Xiavorin, Level 1 Grimalkin
  • D. - Oobl, Level 5 Mossling
  • Freddy - Trunchkin, Level 5 Friar
  • Marcus - Controlling the Undead army
  • Peter - Controlling the Undead army

In the fiction, the Magpies had just passed the Dam. Between them and the entrance to the Deep Carbon Observatory stretched the profundal zone: the dried basin of Reed Lake, where the Kapeks and the Reed People were beginning a war.

The kapeks army

The Magpies were steadfast allies with the Kapeks and committed themselves to the conflict. To determine the outcome, we resolved the battle using a one-off wargame. The result would decide who controlled Reed Lake—and, crucially, whether the territory immediately outside the dungeon would be held by allies or enemies.

Download the wargame rules here

Before the fighting began, the Magpies witnessed a grim portent. The Laputa, Captain Zarathusa’s ship, obliterated the last remaining golem with cannon fire, then advanced toward the Dam accompanied by several lifeboats. Simple victory was not enough: the Kapeks would need to survive in sufficient numbers to resist the sailors once they arrived.

The wargame supplies

The Reed People were significantly altered from the source material. Their forces consisted entirely of undead, animated by an inherently unstable necromantic binding. This magic would only hold for a short time - six turns in game - during which they intended to complete a great ritual. Scattered across the lakebed lay the colossal bones of an ancient corpse, embedded in the mud and represented in play as control points.

If, at the end of the sixth turn, the Reed People controlled a majority of these bones, the ritual would succeed, and a vast undead monstrosity would rise, annihilating the Kapeks. If they failed, the necromantic binding would collapse, the undead army would crumble into dust, and the Kapeks would be left in sole control of the field.

The battlefield

The battlefield itself was treacherous and asymmetrical, shaped by several key terrain features:
  • Shallow ponds, freely navigable by Kapeks but difficult to navigate for the undead
  • Scalding geysers, hazardous to Kapeks but ignored by undead units
  • Dense fields of detritus that blocked charges and reduced the effectiveness of ranged attacks
  • Zones infested with rotting, explosive pufferfish that endangered any unit passing through at speed

Initial kapeks lines

The battle opened with a bold Kapek cavalry charge on the eastern flank, intended to seize the colossus bones in the opening round. The attack badly underestimated the undead archers, who inflicted severe losses and enabled a rapid counterattack. By the end of the first round, the Kapeks had lost roughly twenty per cent of their force and were already being driven onto the defensive.

The failed cavalry attack

The fighting soon shifted toward the centre, where the main bodies of both armies became locked in a grinding melee. Throughout the engagement, undead archers continued to harass Kapek units, steadily eroding their numbers.

Xiavorin revenge

Several figures distinguished themselves in the chaos. Xiavorin the grimalkin killed an undead commander and then broke through the enemy line and charged into the archers, disrupting their fire. Elsewhere, Kapek heavy units disengaged from the central struggle and regrouped, preparing for a coordinated push elsewhere on the field.

The battle for the centre

By the beginning of the sixth and final round, the undead army held a decisive numerical advantage, fielding nearly twice as many units as the Kapeks. Yet numbers proved less important than position. The undead had concentrated their strength in the east to defend the bones. The Kapeks, recognising the futility of that front, abandoned it entirely and committed everything to a desperate assault in the west.

All remaining forces - including the characters Xiavorin, Oobl the Mossling, and Trunchkin the Friar - were thrown into the attack.

The final showdown

The final moments were tense and finely balanced. Against the odds, the Magpies succeeded in destroying two undead monstrosities, capturing two control points at the last possible moment, and interrupting the necromantic ritual before it could be completed.

When the dust settled, only fourteen Kapeks remained from an original force of ninety. As they looked out across the Dam and the approaching sailors with grim resignation, the Magpies pressed onward toward the entrance of the Deep Carbon Observatory.

Dungeon delving will begin next session!





Join my Discord Server. We only play in person, but you are welcome to pop in to say hi

All the details about Deep Carbon Observatory belong to Patrick Stuart - Buy the module - His Blog - My Review - Video Review

All the art belongs to Scap Princess - Buy her stuff - Her Blog

All the elements of Dolmenwood belong to Gavin Norman - Buy the system - Video Review

The wargame rules are inspired by hell march by Alchemical Raker

Tuesday, 27 January 2026

Deep Carbon Observatory adventure log - Session 15

 Session 15


Sunday the 7th, from to 18.00
Monday the 8th
Tuesday the 9th
Wednesday the 10th
Thursday the 11th, up until 9 am

Player Characters and Retainers present at the beginning of the session:
  • D. - Oobl, Level 5 Mossling
  • James - Tomkin, Level 3 Hunter
  • Marcus - Melysee, Level 4 Human Knight
  • Peter - Albert, Level 4 Woodgrue
  • Ythan - Clement, Level 5 Human Enchanter
  • Clement is followed by Max Kosciusko - Level 1 Hunter (likeable sailor covered in tattooed monsters; loves oranges) and owns Elain the dog.
  • Oobl is followed by Rex, a Level 1 Fighter (pox-scarred and with a prominent gold tooth).
  • Tomkin is followed by Osric, Level 1 Fighter (an exotic look, with a strange accent, green-tinged skin and an unusual 2-handed sword) and owns Zoe the dog.
  • Albert is followed by Petra, a Level 1 thief (Lovely perfumes and dressed in colourful silks, very elegant) and Ella, a Level 1 Bard (a prominent shack bite on her left shoulder).


The breached Dam - this picture has been modified from the original


Sunday the 7th – Evening

The Magpies spent the evening in the shallows outside Polnogallum after the Sparrows found them there. The Magpies bartered some riches and a magical ring for a potion of invisibility. They also exchange some magical mushrooms for provisions.
  • Oobl spent some time training and became at last proficient with Echo's Kusarigama.
  • Tomkin trained with Zaghouan's crossbow, making some progress but not reaching proficiency yet.
  • Albert exchanged stories with the Sparrow's bard.
  • Clement and the retainers attempted fishing unsuccessfully.
Monday the 8th 

Part of the group, led by Clement, made an expedition toward Pollnagollum, gathering wood and tools to construct wheels for transporting their boats on land. 

The other half, led by Tomkin, enjoyed an exceptionally successful hunt, killing a red deer and preserving approximately 35 rations of fresh meat. 

In the evening, they noticed the Laputa (Zaratusa's ship) sailing north upriver. 


The tamed Horse-Shoe Super-Crab



Tuesday the 9th 

The Magpies discovered strange driftwood floating in the river, encrusted with golden metal. They were carrying it with them in place of one of the two golem gears they had been carrying.

They spotted the Laputa again, now moored against a rock roughly one mile south of the dam. To avoid the sailors, the party moved through shallow water and muddy banks, completing the assembly of their wheels. 

During this time, they surprised a Horse-Shoe Super-Crab emerging from the mud. Albert suffered a nasty bite after managing to pacify the creature, and Tomkin successfully tamed it. The party found footprints of Kapeks moving north. 

That evening:

  • Melysee learned how to fight while mounted on the crab.
  • Oobl and Albert dried some of Oobl’s symbiotic fungus, producing a smokable tobacco that allowed breath underwater.
  • Clement experimented with reinforcing the boat using the unusual metal-encrusted wood and made some progress on the work.

The mastodontic Eagle feeding on the smashed crab


Wednesday the 10th

At dawn, the Magpies witnessed a colossal eagle flying south from Reed Lake, clutching a different Horse-Shoe Super-Crab in its talons. The eagle dropped the crab onto the rocks near where the Laputa was moored and began feeding on the innards of the smashed crustacean. The Laputa hastily moved away to avoid the creature. 


The Magpies proceeded north, riding their tamed crab and wheeling their boats behind them. They reached the base of the dam, observing a golem several miles to the east; six massive sluice gates are embedded at the dam’s base; a barge was moored near the structure, and they noticed a chamber inside the dam on its eastern side of the broken section. 

Using one of the recovered golem gears, they opened an entrance and brought one of the boats inside. As the golem approached, they abandoned the tamed crab and the second boat outside. 

Inside the dam, the party ascended internal stairs, hauling the boat with them over many exhausting hours. They reached the top of the dam after sunset and made camp there. 

During the night, they heard screaming coming from the area where the dam had collapsed. 


The golem of Mintaka, at the base of the Dam



Thursday the 11th 

At dawn, the Magpies stood atop the dam, overlooking the flooded Lock Valley to the south and Reed Lake to the north. 

They spotted the Laputa moored at the base of the dam and observed a group of Kapeks gathering on what had once been the lakebed. 

Using a scroll, Clement cast Move Terrain, creating a ramp that allowed the group to descend safely into the lake basin and enter the profundal zone.


XP for session 15

Feats of Exploration

  • Discovered point of interest: Polnogallum
  • Tamed the Horse-Shoe Super-Crab
  • Produced wheels to transport a boat on land
  • Used a Golem gear to open a slushgate
  • Used a scroll to descend from the top of the dam
  • Surpassed the Dam

Treasure recovered

  • None

Adversary defeated

  • Horse-Shoe Super-Crab

Totals:

  • Tomkin gains 1663 XP and reaches 8968 XP; they have 99% of the necessary XP to progress to level 4
  • Oobl gains 2494 XP and reaches 21120 XP; they have 20% of the necessary XP to progress to level 6
  • Clement gains 1663 XP and reaches 19751 XP; they have 41% of the necessary XP to progress to level 6
  • Albert gains 1663 XP and reaches 14360 XP; they have 79% of the necessary XP to progress to level 5
  • Melysee gains 3326 XP and reaches 18872 XP. LEVEL UP! Character ascended to level 5

  • Zoe gain 831 XP and reach 1895 XP.
  • Elain gain 831 XP and reach 5120 XP.

  • Max (Hunter) gains 831 XP and reaches 1709 XP.
  • Osric (Fighter) gains 831 XP and reaches 1709 XP.
  • Rex (Fighter) gains 831 XP and reaches 1709 XP.
  • Petra (Thief) gains 831 XP and reaches 1709 XP. LEVEL UP! Character ascended to level 2
  • Ella (Bard) gains 831 XP and reaches 1709 XP.


Join my Discord Server. We only play in person, but you are welcome to pop in to say hi

All the details about Deep Carbon Observatory belong to Patrick Stuart - Buy the module - His Blog - My Review - Video Review

All the art belongs to Scap Princess - Buy her stuff - Her Blog

All the elements of Dolmenwood belong to Gavin Norman - Buy the system - Video Review

Deep Carbon Observatory adventure log - Session 17

What happened in Session 17 Friday the 12th Player Characters and Retainers: Ash - Xiaverine, Level 1 Grimalkin Freddy - Trunchkin, Level ...