Thursday, June 4, 2026

Beneath Ahknoor - Thu Group - The Saga of Beornhelm

Three strangers entered a buried library beneath the ruins of Ahknoor and found a place that remembered too much.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Thursday group includes:

  • Torrens as Eldric
  • Michael as Thanatos
  • Cameron as Gohma

The library is waiting.


Previously: Three adventurers came up out of the Buried Library with ink on their hands and five clues they did not yet know how to read. Gohma left a book on the floor of a dark corridor and did not look back. Eldric walked out still carrying a page written in his own handwriting that he has never written. Thanatos walked out nauseated and carrying scripture in a language he cannot place. They had five clues, three conditions, and a gallery full of empty plinths where something valuable used to be. The session closed above ground. There was unfinished business waiting for them there.


The Cost of Coming Back Up

The camera opens on the market square in Limbros, mid-morning. Gohma and Thanatos are walking back from wherever they slept. The city does not treat them warmly. Cities rarely do, with people who come back from underneath.

They stop at a produce stall they have stopped at before. The vendor places the goods on the counter rather than handing them across. He waits for their coins to land on the wood before his hand moves toward them. His eyes keep finding the ink stains on their skin, then looking deliberately away. Close-up on his hands and theirs, the gap of air between them that neither party closes.

Gohma reads this without offense. He is from the mines. In the mines, ration tokens sat on counters while the person on the other side looked away. You did not touch the person giving you what you had earned. That was never the arrangement. This vendor is not afraid of them. He simply understands how certain exchanges have to work.

The camera holds on the coins on the counter. Then on the vendor's face.

The vendor won't take their money directly. It has to be exchanged first. Somewhere in this city there is a place where darkness-touched coin gets converted into something a market will accept. That is a problem they now own.


Cut to a different part of the market: the back stalls, the kind that exist slightly behind the ones you can easily find. Eldric knows which stall he is looking for.

Kaden has carried odd items and useful items and items with no clear category for as long as Eldric has known him. The arrangement has been simple: Eldric moves between Kaden and the other merchants, vouches for the goods, smooths the exchange. A go-between. A known quantity.

The camera holds on Kaden's expression as Eldric approaches.

The problem with being known as an adventurer is that known quantities become unreliable. The other merchants are less willing to deal with someone who goes underground and comes back changed. Kaden has already found someone else to play the middle role. He did not wait to see if Eldric would return to find out.

Eldric picks up the package Kaden is holding out. Plain brown paper. Twine. He opens it.

Inside: a manifest, written in four different colored inks. The same teamster who gave him a partial map in Three Bridges has been busy. The manifest lists a delivery to the cave opening. Among the items listed is something from one of their three packs: a starting item, something they were carrying before they ever went down. Close-up on the manifest, on the ink colors, on the line that names the item.

Someone has been paying attention to them for longer than they have been paying attention to that someone. The camera holds on Eldric's face as he folds the manifest carefully and puts it away.


What the Clues Were Saying

The three of them sit down with what they have.

Thanatos reads the clues aloud, one at a time. The camera cuts to each object as he names it. The mummified hand with ink-stained fingers. The newly bound book with mismatched contents and a page in Eldric's handwriting. The sheet of vellum covered in disturbing inkblots. The piece of wax fruit with the marks of too many rat teeth. The torn sheet written in three different hands, careful at the top and frantic at the bottom.

Five objects. One question. Which faction controls the Buried Library, and what has controlling it done to them?

Gohma has the answer.

The camera stays on him as he builds it. The book wights were Bibliarchs once. Scholars. Curators. They shared knowledge the way some people share bread: freely, assuming there would always be more. Something got in. Rats first, then wasps, then the accumulated weight of things going wrong without anyone left to fix them. The Bibliarchs could not leave. The library was their life's work and their life's meaning and there was no version of themselves that existed apart from it. So they stayed. And they became what they are now: not scholars exactly, not anymore, but something that still remembers what scholarship felt like and will not forgive the world for the distance between then and now.

They built the ink golems to fight the rats. The mummified hand belongs to the first Bibliarch who did not survive the building process. The wax fruit was a deterrent. The inkblot vellum was the incantation.

The torn sheet in three hands stops the room. Who wrote in three different hands? Pat asks the question without providing the answer. Thanatos suggests a man writing his own death, the script growing frantic as the wasp venom moved through him, documenting symptoms because documentation was the only thing left he knew how to do. Gohma has a different answer: one of them lost their hand. Switched to the other. When that hand stopped, someone else picked up the pen.

Pat lets it land.

The Bibliarchs are the faction. The book wights are what the library made of the people who loved it too much to leave. The roll is a success. There is a complication somewhere in the library waiting to arrive at the worst possible moment, and they do not yet know what shape it will take.


The History of a Place They Have Not Entered

Before anyone can go down, there is a story to tell.

The sun hasn't burned off the cool of the stones yet, and the market square is still in that soft hour when the bakers are louder than the merchants. A half-circle of children has formed around the old storyteller's stool — some sitting cross-legged, some perched on crates, one standing on tiptoe because she refuses to sit when heroes are involved.

Behind them, three adventurers — not Gohma, not Thanatos, not Eldric — have drifted in with the same guilty eagerness as everyone else who pretends they're too grown to listen to tales. A sellsword with a dented pauldron. A scholar with ink on every knuckle. A pilgrim whose boots have seen too many roads.

The storyteller taps his staff once on the cobbles. The square hushes.

"Gather close, little ones. Today's tale is an old one — older than the stones beneath your feet. It is the Saga of Beornhelm, the hero who was laid to rest with honor… and rose again with wrath."

A ripple of excitement moves through the crowd. The adventurers lean in despite themselves. The children inch forward, eyes wide. The baker's boy forgets the tray in his hands.

The storyteller smiles the way only someone who knows the whole tragedy can smile.

"It begins with a funeral procession through Old Ahknoor… and ends with three companions who learned that even the bravest tomb can be broken."

He lifts his hand, ready to begin the first verse.

"They carried him through Old Ahknoor with hired criers and professional mourners, because that is what you do for a hero, whether the grief is real or performed. Red petals on the cobblestones from the first street to the last. And at the entrance to the catacombs, every mourner reached into their coat and placed something of their own into the casket. A ring. A folded letter. A coin kept for years for reasons no longer remembered. Small things, sent forward into whatever comes next.

"He was set behind heavy stone and magical wards, and the three companions — Mother Arla, Dreven the Warden of Hollowhearth, and Sael the Morrowkin — believed the work was finished.

"It was not finished.

"They came in the dark, the ones who broke the tomb. Not simple thieves. A society of specialists, the kind who treat magical wards the way a locksmith treats a lock: a problem with a solution, no matter the cost. They wanted the amulet. A wizard had placed it among the burial goods, and the society knew its worth, and they wanted it badly enough to send people in knowing some would not return. Two of them dissolved against the wards before the seals gave way. The amulet was taken. The tomb stood open.

"When the companions learned what had happened, they went back down.

"It went slowly at first. The horror of it arrives in stages. You see the outer damage and think: this is bad but recoverable. Then you see the next thing. And the next. And then you understand what was taken, and you stop moving carefully and start moving fast.

"They were not the only ones moving.

"The sound came from everywhere at once: armaments clanking, deliberate, unhurried, approaching from every passage. Not a warning — an arrangement. Something was herding them inward, pushing them toward the center, making sure there was no direction left but forward. And in the central chamber, all the figures came out of the dark at the same moment.

"Beornhelm was at the front.

"He had the eyes of someone who has left everything behind except the one obligation that wouldn't let go. He looked at them the way the dead look at the living: without malice, without grief, without anything you could appeal to.

"This place is for the dead, he said. Leave now, or you never will.

"They left.

"And that is where the story of Beornhelm ends. But the stories of the three companions go on a little longer, the way stories do when they have nowhere good to go.

"Sael the Morrowkin was named for his gift of seeing the next day. He had always known what was coming. He walked out of the catacombs and the gift turned on him. Every morning he woke with a vision of his death: clear, specific, arriving tomorrow. Tomorrow came. It brought no death. The next day brought the vision again. For months he lived inside the certainty of an end that refused to arrive. He chose it himself, in the end, from a high precipice, in the most unglorious way possible. They say he is still waiting, somewhere on the other side, for the tomorrow that will finally be different.

"Dreven the Warden posted himself at the entrance and did not leave.

"People brought him food. He accepted it. He was not guarding against further desecration, not exactly: he was waiting for Mother Arla to walk out. She had gone back in after the companions left. She brought her sect with her. She had her faith and her purpose and the certainty that prayer could reach even the restless dead. She was wrong, or she was right in a way that cost her everything: she is part of what is in there now, one more soul added to what she came to release. Dreven stayed at the door because she was the last person he might have walked away with, and she never walked out.

"His armor and his bones are still there. In the dust, at the entrance, where he kept his watch.

"The catacombs remember all three of them.

"And the doors are still open, little ones, because no one has ever closed them for good."

The storyteller lowers his hand.

The square is quiet.

The baker's boy realizes the tray is still in his hands.

The three adventurers — the sellsword, the scholar, the pilgrim with the road-worn boots — don't look at each other. They are each doing the private mathematics of people who have heard a warning dressed as a story and are deciding whether to heed it.

None of them leave.


The Entrance

They choose the catacombs.

The Buried Library is still there, still locked around a question they do not yet have enough clues to answer. The catacombs are new territory, and the Saga has made them real in a specific way, and that specificity is enough reason to go.

The camera walks them down to the entrance. The exterior walls carry inscriptions that were once sacred and are now something else: words scratched out, words altered, words replaced with mockery. Someone took the time to change the scripture into a joke at the expense of the people buried inside. The camera holds on a particular phrase where the original text is still half-legible beneath the defacement, the two versions running over each other.

Inside: the remnants of honor in the debris. Rats scurrying from the torchlight. Noises in the distance with possible natural explanations.

Probably not.

A large painting has been cut from its frame. The frame was plain, so they went for the painting itself, and they were not careful about it: jagged corners of canvas still hang from the wood where the cuts went wrong. Close-up on the jagged edges, the missing center, the shape of what is no longer there.

A coffin has been pulled from a hidden room and stripped of everything. Gold handles pried away, the marks of the tools still legible in the wood. Jewels gouged out. The casket empty, lying open, abandoned in the middle of the floor once there was nothing left worth taking.

The camera pulls back to show all three of them standing at the threshold of a place built to honor the ordinary dead of Ahknoor and used instead to demonstrate what happens to things when the people who cared about them are gone.

They have not gone deeper yet.


Where Things Stand

Cut to: the entrance. They are standing at the threshold of the Plundered Catacombs. The above-ground phase is behind them. The Buried Library has a question they cannot yet answer and a complication they do not yet know about. The catacombs have two questions neither of them have begun. Somewhere in the city, Kaden's replacement go-between is already doing the work Eldric used to do. Somewhere in the dark, a manifest written in four different colored inks says an item from one of their packs was delivered here before they arrived.

The camera holds on the entrance, on the dark beyond it.

Somewhere in that dark, Beornhelm awaits with the Children of Senkrit.

Fade to black.

The next session opens with what they brought with them, what the library owes them, and the first step into a place that has been waiting a long time for someone to come and ask it what it wants.


Tuesday, June 2, 2026

Beneath Ahknoor - The Dungeon Follows You Home

 

This post is part of the ongoing development of Beneath Ahknoor, a Carved from Brindlewood megadungeon where understanding is survival. Session chronicles, design context, and playtest notes live on the campaign page.

Monday, June 1, 2026

Arden Vul - Dungeon World - Session 9

Arden Vul Session 09

What the Ambassador Files

Date: June 1, 2026

Party: Florian (bard), Lorez (wizard), Cedric (Fighter), Johannes (cleric), Runner (Ranger)

See the whole thing on my Arden Vul campaign page.

A dispatch from Ambassador Clug

Saturday, May 30, 2026

Beneath Ahknoor - Tue Group - It Took Up Residency

 

Group 1 | Session 2: "It Took Up Residency"

Four strangers entered a story before they entered a dungeon. They spoke the dead into history. They gave names to the grief that built these halls. They learned, in the manner of folklore, what happened here, which means they learned several things that contradict each other, and all of them are true.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Tuesday group includes:

  • Chris as Gueller
  • Danny as Caspian
  • Matt as Swalthazar
  • Torrens as Tengi

The catacombs are waiting.


Previously:Three strangers entered a story before they entered a dungeon. They spoke the dead into history. They gave names to the grief that built these halls. They learned, in the manner of folklore, what happened here, which means they learned several things that contradict each other, and all of them are true.

The procession was enormous. People came from everywhere, from cultures that had no other reason to stand in the same place, all drawn by a man whose influence reached further than anyone admitted while he was alive. There was an assassination attempt. One of the three mourners disappeared. Beornhelm was laid to rest behind magical wards in the plundered catacombs of Ahknoor, under heavy stone, watched over by his companions and by whoever had tried to kill someone in the middle of a funeral.

And then Malric Vane came down.

The apprentice believed the death was a murder dressed as something else. He believed an artifact was about to pass into the wrong hands. He had been inside the wards when they were made, so he knew their shape from the other side, and he walked through them.

He did not understand what he was walking into.

When Beornhelm's friends learned what had happened, two of them now, the third still missing, they went back in to find the one responsible and bring them to justice. Instead, they found that breaching the wards had let in something older and darker, something that had been waiting at the threshold and had simply walked through the opening Vane made.

It took up residency.

And Beornhelm himself rose, not into a body but into the walls around him. He became the dungeon. Enraged beyond reasoning, he began to curse everyone who followed Vane down: turning them into animated armor, animated objects, things that moved with fury and no face. The ones who crawled back out spoke of passages that changed, of the dungeon itself coming alive to attack them, of their companions turning and not stopping.

Those turned things are called the Children of Senkrit.

That is the story as it is told.

That is what waits at the bottom of the stairs.



The camera holds on the entrance. Two guardian statues flank the doors above. One has no eyes. The other has no hands.

Nobody has crossed yet.

Pull back to reveal three figures at the threshold. A cat, somewhere among them, has already made her assessment.


What Caspian Sees at the Entrance

The camera pulls in on Caspian's face.

He has a sensitivity that other people don't have, a way of reading what a place is trying to say before it says it. He uses it here.

Close on the two statues. The eyes were not broken out. Not chipped, not worn down by time. They were removed with purpose, the sockets cleaned and smooth, the damage careful in the way that only intentional damage is careful. The hands are the same: gone at the wrist, the break too clean for accident.

The camera holds on the sockets. On the place where the hands were.

Caspian knows what it means to walk into a place that has had something taken from it. He knows that kind of removal. He knows what it leaves behind.

He walks in.


What Tengi Notices in the Entry Hall

The camera cuts to the niches.

They line the passage, dozens of them, cut into the stone at regular intervals, sized for the statues that once stood in them. The statues depicted heroic things. Battles. Moments. The kind of images that say: this person mattered, and here is why. They were ornate. That is precisely why they were taken.

But not all of them were taken cleanly.

The camera pulls in tight on the remnants. Some of the statues were too deeply set, or the stone gave wrong when they tried to pull them free. So they broke them. The rubble is still here: fragments of carved faces, stone fingers, pieces of whatever heroic pose held until someone decided it was worth more as portable wealth than as memory.

Tengi slows down. The camera holds on his face as he moves along the niches.

There is something wrong with the fragments. Not wrong in a way he can point to. Wrong in the way that a place is wrong when something in it is paying attention. Around the rubble of the broken statues, the feeling is cold and specific and unhappy.

He keeps walking. He does not touch the rubble.


The Chapel

The camera follows the party along the right-hand wall.

The passage winds through the dark and the torchlight moves with it, and the sounds from deeper in stay at a distance that is not quite reassuring. They find the chapel.

The camera opens wide on the room: rectangular, low-ceilinged. It smells of old stone and the faint sweetness of decay. The benches are overturned, the wood splintered in ways that suggest violence rather than time. Where the altar wall should be inlaid with precious metals and gems depicting the gods of Ahknoor, there is bare stone: scraped clean, the shapes of what was there still visible as shadows in the rock.

The empty plinths stand where statuary once stood. All of them empty.

Almost all of them.

The camera finds the central alcove. A columnar plinth, not freestanding but carved from the wall itself. Above it: a statue. Still here. Still standing. The hands are broken off at the wrists. The eyes have been gouged out.

One socket is empty. The other is not.

The camera pulls in very close. A glass eye sits in the hollow where the stone eye used to be, placed there by someone, deliberately, after the original was removed. It is intact. It is catching the light. From across the room, it gives the impression that the statue is looking at something specific, and the camera slowly pulls back to reveal the angle of its gaze.

Hold.


What the Chapel Feels Like

The camera cuts between three faces.

Tengi: standing in the room as the feeling of it settles over him. There is reverence here, underneath everything else. The looting did not take it. The broken benches did not take it. The chapel still breathes tranquility, still holds the shape of what it was built to do. It is calming, in the way that holy places are calming, until you notice the statue. Until you notice that the statue is eyeless and handless and still seems to be looking at you, still seems to be reaching for you, still seems to want something it cannot take. He does not look away from the statue. The statue does not look away from him.

Caspian: feeling the weight of the watching. There is a benevolence to it, he thinks, or something that wears benevolence the way a magistrate wears authority, which is to say as a tool. The room is pleased, so far. The room is measuring. He has the distinct feeling that the moment someone steps out of line, the nature of the watching will change completely.

So far.

Swalthazar: who left the room briefly and came back to find his companions staring at the statue. He turns to show them something. He turns back to his companions. He opens his mouth. He turns to show them. The room is empty. The mannequins are gone.

Hold on the empty benches. Hold on the overturned wood. Hold on the place where they were.


What Comes Out of the Dark

The camera catches the movement in the hallway off the chapel.

The cat sees it first.

Close on Ink, who has been here the whole time, whose opinion about this room has been a matter of contained unease that a cat can project without much effort. The cat was uneasy. The cat is now frightened. The cat moves in one decisive motion to the space directly behind Caspian, putting him between itself and the doorway.

The doorway where the sound is coming from.

The camera turns.

There is a figure in the hallway. It approaches slowly, in the manner of something that does not need to hurry. The torchlight reaches it.

Close on what it was, once: a human corpse, more or less intact, more or less upright. Close on what it is now: the skin moves. Not with decay. With occupancy. There are holes, and through the holes the camera can see movement, and the movement resolves into wings, and the wings resolve into insects, dozens of them, flying in and out of the body like it is a structure they have built and not a thing that was once alive.

The buzzing becomes audible. It has been audible for a moment. Nobody noticed when it started.

The figure steps into the light.

The camera holds on the doorway. On the chapel. On the glass eye, catching the torchlight from its socket. On four people and something that is no longer concerned with the business of the living.

Cut to black.


Where Things Stand

One clue. One room. Four other locations nobody has seen: the reliquary, the vestiary, the processional hall, the ossuary of the lonely dead. All of them somewhere in the dark, past the thing standing in the doorway.

The Scar of Lost Grief waits if any of them need it. The catacombs were built for people who died without enough ceremony. The scar fits.

The Children of Senkrit are somewhere in the dark. Beornhelm is the walls. Malric Vane has not been accounted for. The glass eye is watching something specific, and no one has yet looked at what it is aimed at.

Ink has made her position on all of this very clear.

Next session picks up exactly here.

Tuesday, May 26, 2026

Beneath Ahknoor - Thu Group - The Door Is Hungry

 

Group 2 | Session 2: "The Door Is Hungry"

Three strangers entered a buried library beneath the ruins of Ahknoor and found a place that remembered too much.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Thursday group includes:

  • Torrens as Eldric
  • Michael as Thanatos
  • Cameron as Gohma

The library is waiting.


Previously: Three strangers became a party. They built the history of a lost library from nothing but names, rumors, and a dead scholar's memory. Then they stood at the entrance and waited to see what came next.


The scene opens on a door that doesn't open. It exhales.

The ichor in the cracks pulses. The old emblem above the lintel is split clean down the middle: one half eaten to nothing, one half intact and reading like a warning. Inside, the air is wet and wrong. Something that is not wind moves through the study chambers. The paper wasps have made their nests from the books, and you can still read the words if you look closely.

The camera holds on the threshold. Nobody has crossed it yet.

The library is waiting.

Pull back to reveal three figures at the entrance.

Eldric knows this feeling. He has spent his life walking into places that know things about him. He goes up, toward the mezzanine, toward the gallery. He is a collector. He wants to see what is displayed.

Thanatos doesn't slow down. Non-attachment means not standing in doorways thinking about it. He jogs until something looks like a scriptorium. He finds it.

Gohma goes down. The most valuable things are always buried deepest. This is the lesson of Broken Hill and the Necropolis and every place he has ever been. He takes the stairs.

The camera splits. Three directions. Three stories.


The Hallway Knows Eldric's Name

The scene opens on a four-way intersection. Low settees against the walls. A book on a pedestal, chained.

The camera pulls in tight on Eldric's face as he sees it: the gallery, visible at the far end, close enough that he can almost make out the shapes inside. He has come a long way to see what is in there.

The book opens.

Close on the cover's edge. What he took for deterioration resolves into teeth.

He does not hesitate. He calls up a gust of wind, pushes back, gets clear. The spell works. He is safe. The book strains against its chain and goes no further.

But the wind takes something with it on the way out.

The camera holds on Eldric's face as he realizes what is missing.

His magic speaking voice. Gone. The silence where it was is louder than he expected.

He has earned a mark toward the gallery. He can try again. He tries again.

The camera follows him down the hallway. He rounds the corner.

Smash cut to two paper wasps, the size of dogs, built from salvaged pages and binding string.

The gallery is right there.

Pull back slowly to reveal the distance between Eldric and the gallery entrance. It is not far. It might as well be a mile.

Eldric is cornered, his magic at disadvantage, facing two creatures made from the books he came here to find.


The Scriptorium Remembers Everyone Who Ever Worked Here

Cut to Thanatos at a doorway. The door is open. The trap in the doorway is not.

He reads the mechanism. The camera pulls in tight on the runes beginning to glow under the bandages on his right hand. He names his fear: that the magic will make it more unstable, not less. He rolls. It holds. He steps through.

The scene opens on the scriptorium: a long, narrow record of labor.

The ink-stained table. The quills on the floor. The wood of the desks written on so many times they lacquered over it and started again, each layer pressing new words into old ones, a palimpsest of everything done here.

The camera lingers on Thanatos's face as he takes it in.

He thinks of the ships in Herjitz Ford. The work of mucking them out. The family he left behind when he decided to prove his mother wrong.

He starts going through the unfinished books. Close on his hands, moving through the pages. He rolls a five.

The camera pulls back fast.

The ink stains flow off the table. They gather on the floor. They pull themselves upward.

Thanatos grabs everything made of paper he can reach and presses it against the shape, smothering the ink, pulling it into the pages. He uses his Partial Book of Scripture for advantage because he is standing in a scriptorium and it seems correct. He rolls a twelve.

The camera holds on the golem as it falls apart into the pages he is holding.

One of those pages is now covered in disturbing inkblots. A clue. In the cubby he was searching when all of this started, there is also a piece of wax fruit so realistic you would try to eat it, if not for the rat bites all over it. Also a clue.

Pan to Thanatos: ink across his face, ink across his bandages, two clues in his hands, a spent book at his feet.

Thanatos has two clues, ink across his face and bandages, and a partial book of scripture that has done everything it is going to do.


The Armium Gives and Takes

Cut to Gohma, alone in the armium.

The scene opens wide: a double-wide hallway, lined floor to ceiling with cubbies. Moldering books. Graffiti over everything.

The camera pulls in tight on the labels beneath the graffiti. Gohma looks closely and recognizes that the original writing, the careful labels and the books they described, used languages that no longer exist. The graffiti is legible. The history underneath it is not.

He keeps looking. The camera follows him along the wall of cubbies.

His roll comes up a thirteen. In one of the cubbies: a mummified human hand, its fingers ink-stained. Close on the hand. Close on Gohma deciding to take it.

He keeps searching. He rolls a seven.

The camera catches the movement before Gohma does.

A desiccated figure, almost human, smeared entirely with old ink, has been working its way along the cubbies. It sees Gohma. It turns.

The camera pulls in tight on the pickaxe going up.

Gohma names what happens if he fails. Pat tells him it is worse than that. He rolls the Mortal Move and hits a seven. The figure explodes into a cloud of ink dust and dried flesh and everything that dried up inside it over the centuries.

The camera holds on Gohma, face forward, taking the full cloud.

He marks the condition Blurred Vision. He can still fight. He can still move. He just cannot trust what he is seeing.

Close on the satchel in the figure's hand. Close on Gohma opening it.

A newly bound book. He opens it. The contents are mismatched, documents from different eras stitched together by whoever made it. Some pages are very new.

The camera pulls in tight on Gohma's face as he reads.

At least one of those pages is written in a handwriting he recognizes.

Hold.

He has seen that handwriting before.

Slow pull back.

It belongs to Eldric.


Where Things Stand

The camera cuts between three hallways. Three characters. None of them moving yet.

Four clues. Two conditions. One open question that nobody has asked out loud yet.

Eldric is in a hallway with two paper wasps. His magic is at disadvantage. The gallery is close enough to see and he cannot get to it.

Thanatos is in the scriptorium with ink on his hands and two clues in his satchel. His scripture is spent.

Gohma is in the armium holding a book that should not exist, written by a man who has never been here before today.

The camera holds on the book. On the handwriting. On the impossibility of it.

The library is not done with any of them.

Fade to black.


Next session picks up exactly here. Eldric goes first.


Monday, May 25, 2026

The Saga of the Plundered Library - Thu Group

Three strangers entered a buried library beneath the ruins of Ahknoor and found a place that remembered too much.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Thursday group includes:

  • Torrens as Eldric
  • Michael as Thanatos
  • Cameron as Gohma

The library is waiting.

Tuesday, May 19, 2026

Arden Vul - Dungeon World - Session 8

 Arden Vul Session 08

Back Up The Stairs

Date: May 18, 2026

Party: Florian (bard), Lorez (wizard), Cedric (Fighter), Johannes (cleric), Runner (Ranger)

See the whole thing on my Arden Vul campaign page.

What happened when they came back up the baboon stairs, as told by a rat-headed beastman scout to a colleague in the barracks.


The rat-headed scout drops onto the bench and sets his helmet beside him.

"You want to know about the outsiders. Fine."

He glances toward the passage. Listens for a breath. Satisfied, he continues.

"Skleros is two doors down and still cooling off. So keep it quiet."


He sets it out in order, the way you do after a debrief.

"They came back through. Smelling of smoke and fresh goblin blood, which is what they were contracted to deliver. But underneath that: something older. Deeper. Water from two levels down. Mineral cold. Gog's level."

He pauses to let that land.


"Skleros ran the debrief at the barricade. I wasn't in the room. Renner was, and he said you could feel it coming off him before the first sentence was finished. That cold he gets."

"They killed them all. But they let them run first. That was a risk. Then they took them out, right in his cave."

"Count one against them: they handed her a pile of ears instead."


"Count two: Gog, and he was the witness."

He says it the way you'd set a cracked weapon on the table.

"One of them mentioned it in the debrief. Casual. Like a footnote. Said Gog confirmed they were worth working with."

"You know what Skleros did? Nothing. Went quiet. Didn't follow up, didn't push back. Renner said the room got cold enough to hang meat in."

"When Skleros goes quiet like that, you pay attention."


"So: they went below. Two levels. Came back up the goblin stairs without the dragonfly they'd been carrying. Came back smelling of the deep river."

He opens one hand, a flat gesture.

"What happened down there? Nobody's saying. And I'm not asking Skleros."


"Now. You want to hear the part that's actually embarrassing?"

He leans forward slightly.

"After the debrief, Skleros gives them twenty minutes and sends them south. My unit follows at the interval. They go east. Past the goblin room. Past the edge of anything we use openly."

"Treth's squad tracks them through the eastern section. No torches. You know the stretch: the light we set in the offering room carries, and they were moving toward it."

"They found the room. They found the platter."

A pause.

"They touched it."

He sits back.

"The sleep gas took two of them down before they got to the door. The mouth started singing. Hadresh was at the peephole and watched the whole performance. Said the tall one with the red cloak tried to swap stones for the coins first. Like the oldest trap in the hall was going to fall for that."

"Hadresh kept the strip closed after that. Figured they'd earned a moment to lie on the floor."


"Treth's squad comes up on them in the east corridor. The big one, Cedric, upright. The pale one with the god-mark, upright. Runner and his wolf, barely. The other two still down."

"Treth asked the standard check: had they cleared the goblins. The god-marked one said 'so far.'"

He considers this for a moment.

"Brave or stupid. Probably both."


"That's where the report ends. Deino has Skleros's account. And Gog’s. She hasn't moved yet."

He is quiet for a moment. His nose works, reading the air.


He picks up his helmet. Stands.

"You asked about the fifth one, earlier. How Deino knew to expect him."

"It's not complicated. We scout the Long Stair approaches. She put the word out: bring her handsome men. The fifth one was flagged before the party reached the gate."

He glances toward the eastern passage.

"That's all it was. Good intelligence."