Saturday, May 30, 2026

Beneath Ahknoor - Tue Group - It Took Up Residency

 

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

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.

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."

Arden Vul - Dungeon World - Session 7

 Arden Vul Session 07

What Gog Knows

Date: May 11, 2026

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

See the whole thing on my Arden Vul campaign page.



Gog is speaking to someone, someone you cannot see.

They came down the stairs with goblins beside them.

Not prisoners.
Not hunters.

Companions.

I heard them long before they reached the river.

The poison smell reached the water before the blood did.

Mm.

The goblins from below had done well for themselves.
They had found strangers with silver in their pockets and murder in their hands.

Skeff brought them safely through the hidden way.
Past the beastmen.
Through the halfling scouts.

And when they reached my cavern, Skeff spoke true.

“The bargain is finished,” he said.

A clean thing.
An honest thing.

But the strangers asked the goblins to wait.

They promised more payment.
More silver.
More reward once the talking was done.

Mm.

So the goblins waited at the foot of the stair.

While the strangers came to Gog.

They asked for paths.
They asked for secrets.
They asked for the shape of the deeper dark.

And they brought tribute.

One of Kerbal Khan’s dragonflies.

A delicate thing.
Cleverly made.
Too fine for these tunnels.

I remember how it turned in the cavern light.
I remember the feel of its wings in my hands.

The strangers spoke carefully.
Respectfully.

So I answered carefully in return.

Measured words.
Safe words.
Enough to guide them.
Enough to keep them from drowning below.

I let them leave my river alive.

Then they went back to the stair
  toward the waiting goblins.

And the fire came.

Not frightened fire.

Thrown fire.

Chosen fire.

I heard the screams before I saw the light.
Goblin voices echo strangely through wet stone.
Thin at first.
Then sharp.

Then fewer.

I ran toward the burning place.

Too late.

Two goblins lay consumed in the cave.
Burned black.
Split open.
Smoking in the dark.

Five more piled at the base of the stairs.

And the strangers—

Mm.

The strangers had taken ears.

Not weapons.
Not silver.

Ears.

Proofs.

I saw the cuts.
Quick work.
Practiced work.

Not slaughter born from panic.

Deliberate killing.
Deliberate taking.

Then the strangers fled back up the stair before I could reach them.

I heard boots scraping stone.
Fast steps.
Hard breathing.

Afraid.

Good.

They should be afraid.

The smoke of burned goblin flesh drifted through my cavern for hours afterward.
The river carries it still.

And now I know the shape of them.

Polite mouths.
Careful bargains.
Murder waiting underneath.

They think the deep dark does not remember.

Mm.

But below remembers everything.

And Gog remembers most of all.