In the Aristrax Marches Ep20
Previously in the Aristrax Marches, the Ravens of Gadun explored the Bronzewood tunnels, and cleared the third level of skeleton defenders.
As I said in the previous session, I’ll be changing some things to make the session more interesting.
First of all, I want to add some more narrative, because I feel like there’s some narrative drought in my latest sessions (which is to be expected in a dungeon delve). So I’ll add the Connections mechanic from Book Of Legends and Deeds.
Secondly, because of the repetitiveness of setting up a dungeon table every time, with only so much variety, I’m going to turn to Wallet Dungeons. This will give me a quick map that I can easily set up, with a lot of information like room type, passage types and extra bits.
It’s combat is going to be mapped, not theatre of the mind, but not miniatures either (though I’m going to take a few photos for extra immersion). Therefore I need some rules set beforehand to make it work.
- The number of rooms (dice) rolled will equal 6 + Delve Level. It’s important to have more rooms than exploration markers, and a big enough dungeon to make sense. I feel like this number will work.
- Moving between rooms may require a Move Roll:
- A Move Roll is required to Move between Open Doorways passage types or more difficult. Each difficulty level applies a -1 Penalty.
- A successful Move Roll is done by rolling 1d6 equal to or below the modified Move Score (There’s a -1 Penalty for being in a Delve)
- If the previous Move Roll in the same Move attempt was a failure, no Move Roll is required.
- Anyone inside a room can attack anyone else in the same room. All defenders gain a Combat Bonus provided there is at least another capable defender in the same room.
- Phases work normally. If you moved in one phase you cannot attack, but can be attacked.
- Extra bits provided by the dungeon (e.g. traps/locks/secrets) will require a successful test to resolve.
- Enemies move in Groups as defined by placement rules.
- Each room cannot have more than one Exploration Marker.
- LOS is maintained through Open Doorways, Fully Open passages and Merged rooms.
- Enemies become Aware if there is combat in adjacent rooms
Turn 31
In BOLD I rolled the following:
- Proclaim, Lying, an Annoyance
- Examine, Detailing, a Skill
- Command, Excluding, Personal Qualities
No Camp Events were rolled. The Upkeep was at 1 Gold Mark. Boots Foraged for Herbs and got (1) Silvertree Leaf and Bolga returned from a Hunting Expedition with (4) Rations.
Again, I’m attempting the next Delve level, see if I can finish this.
The stench of the stale air of the tunnels has seeped into the Ravens of Gadun. They’re used to it. They’ve started to forget what sunlight is like. Yet Omac is not keen on stopping yet. Once Caldas and Bolga return from hunting and foraging, he gives yet again the go signal, and they delve deeper.
Combat
I rolled 10 dice, and came up with the following dungeon map. Going from top to down, and then from left to right, the rooms in order are:
- Trapped Jail
- Damp Arboretum
- Opulent Library
- Opulent Gallery (North)
- Opulent Gallery (Mid)
- Opulent Gallery (South)
- Library with Hidden Alcove
- Pristine Crypts
- Crumbling Store Room
- Quarters with Secret Exit

I rolled randomly our entry point and it’s Room 7, the library.
Caldas did his first move moving to Room 8, and found some Suspicious Tracks, which means I’ll add a Unique Foe to Room 5.
I rolled that there are Exploration Markers in all rooms except Room 4, Room 6 and Room 7.
The enemy is rolled to be 9 Skeleton Defenders and their Captain. They’re divided in 3 Groups of 3 each. Group 1 also includes the Captain.
Group 1 starts at Room 2.
Group 2 starts at Room 4.
Group 3 starts at Room 8.
Boots succeeds on Wits test to discover the Hidden Alcove.
The Exploration Marker of Room 8 revealed an Item, which is another Strange Map.
The Ravens enter a dusty room with crumbling bookshelves – all the books seem to have turned to dust.
Boots notices a hidden alcove in one of the walls, but what really draws his attention is a set of footprints in the dusty floor. He lies down on the floor, his face touching the cold stone to examine them, but all he manages to get is dust in his nostrils and he barely suppresses a cough.
He heads south as the room opens to a cryp and all of a sudden three skeletal figures come to motion, weapons drawn against him.
This way I scratched off the BOLD connection “Explore, Lying, an Annoyance”.
Round 1
‘Bolga fails his Move roll to follow Boots through the Fully Open passage. The enemy Group 1 want to stay to Room 2, but the Group 2 moves to Room 5. Temir, Omac, Myrick and Brobern attempt to Move to Room 5 through the Unlocked Door, but only Omac Succeeds.’
The Exploration Marker of Room 5 revealed Footsteps. An additional skeleton is added to Room 3, which is connected via an Open Doorway.
I rolled up the Unique Foe, which turned out to be a Ruthless Killer whose goals coincide with the skeletons…
His quick fencing blade at hand, Caldas engages all his enemies. The slow moving skeletons are no match for him, and he fells two of them, and leaving the third in a state of disrepair.
Omac heads east, opening a door and reaching a huge hall. It must have been a gallery, as exquisite frames cover the walls, having held paintings in times past.
In the centre of the hall, a few yards away from him are standing three skeletons, and a ruthless killer known as Drarder. A man infamous for murders in the Aristrax Marches.
“Your gruesome skill with the executioner’s axe won’t help you here Drarder!” Omac proclaims. “Your time has come to an end. You shall face justice!”
Who knows why the skeleton defenders don’t attack Drarder. Perhaps he’s reeking of so much death that they consider him to be one of their own.
And with this I scratched off the BOLD connection “Proclaim, Detailing, a Skill”.
Round 2
Temir and Brobern take their place besides the Raven. The trio stands against Drarder and his Skeleton friends. Omac casts a Binding spell to the skeletons and they stand motionless against the wall. The murderer accepts the challenge and attacks Omac who is on the defensive with his staff. He misses his first attack, but his next strike hits. His axe cutting through armour and flesh alike, and the Beard is down in onen hit!
Myrick enters the gallery just as Omac falls. He screams in anguish, vowing revenge. Bolga changes course and instead of following Boots turns to join the fight in the hall.In the crypts, the halfling and the skeleton fight it out, with Boots eventually destroying his foe.
‘Note: having a Mystic casualty with an active spell is a curious case. After asking Ivan on the discord, I got the answer that the spell wouldn’t fizzle. Nevertheless I decided to stop it after the Quick Phase of the next Round and not let it go the entire Round. Also… I forgot to roll for the skeletons to see if they break their spell. Wouldn’t make much of a difference though. Mistakes were made.’
‘As for the movement of the enemy Groups, both failed their initial Move Rolls, so they remain at their current position for this turn and will be able to move without a Move Roll in the next turn.’
Round 3
Temir extends his arm with the Heartseeker pointing to Drarder. Another challenge is made, and this time the murderer has found his master at combat. The first slash from Temir cuts a gashing wound in Drarder’s left arm. Blood spews out. He loses momentum and Temir comes in with a thrust right at his belly. The life fades from Drarder’s eyes, as he drops to the floor with a thud.
The skeletons, slowly come at the Ravens. Brobern wounds one, while Temir wounds another and decapitates one more.
Myrick charges at the skeletons, destroying one that Temir left damaged. The heartseeker blades make short work of the rusty skeleton armours.Boots having cleared the crypt from his enemies, moves to east. He enters what feels like a store room in a precarious state, as the supports are crumbling. Through an open doorway further to the east he can see three more skeletons standing around a pile of items. ‘Loot’ he thinks, and decides to move on.
‘Maybe I should have used the state as something to interpret mechanically. Either as difficult ground or a need to avoid falling rubble. I’ll keep this in mind.’
‘Movement of the enemy Groups is complete in this turn, as the generated skeleton defender enters the main hall and Group 1 enters Room 3 (Opulent Library).
Round 4
The fight goes on in the main hall. Swords clash together. A skeleton attacks Temir who quickly dispatches it, and then enemy reinforcements arrive. Three more skeletons and their leader. Their grim and menacing appearance does not deter the brave Ravens. Temir and Bolga both engage the skeleton leader. But he’s too strong and wounds Bolga with his rusty blade. Brobern and Myrick exchange blows with the rest of the skeletons but don’t score a hit.
Boots continues further eastward and enters what must have been the quarters of the guards once stationed there. He feels like something is off, and wants to search further, but first he’ll have to deal with the task at hand – eliminate the enemy.
‘As explained, during this round, enemy Group 1, made a Move Roll successfully and entered the main hall. The Skeleton Captain and three more Skeletons will fight the Ravens.
Round 5
The halfling fights the three skeletons, wounding one of them and managing to stay unharmed in the process.
The skeleton leader challenges Bolga. The duskling tries his best, but he misjudges the attack and with a second wound, he falls.
The rest of the skeleton group attacks Brobern and Temir, and the skilled warrior destroys two of them.
He and Myrick flank the enemy leader, and Myrick scores a wounding hit against him, but with Bolga’s fall, their defensive line is broken, and as Brobern fights another skeleton, he is striken down.
Round 6
The skeleton leader’s broken bones reattach themselves, as if by an unknown force. Temir has faced such foes before. He charges in and breaks the bones again, and with another strike from the Heartseeker, the cuts the skeleton’s skull vertically in half, and it drops motionless to the ground. Another animated skeleton attacks Temir, who turns in an instant and blocks the attack and strikes back, destroying it.
Myrick attacks and eliminates the last of the skeletons in the gallery. Temir looks at him. “They were no match for our magical swords combined. We will lead this warband to victory.”
And with this I finished the last BOLD connection “Commend, Excluding, Personal Quality”.
Boots is attacked by the skeletons in the east quarters. As he pushes back one of them and destroys it, another strikes from behind the little folk. Caldas drops.
Round 7
Temir and Myrick are the last members of the Ravens standing. The Ox turns to Myrick. “Let’s split to cover move ground. I’ll head Westwards, you go Eastwards, see what else this place hides.” Myrick agrees, and they take each their own path.
Temir enters another library, but he can tell for sure that this was much more important that the one they first went through. The crumbling books have silver linings and velvet covers. He is certain that there will be something of worth in here, so he sets on searching.
‘Temir succeeded in his Move Roll and entered Room 3, while Myrick failed so he’ll enter Room 7 next turn.’
Round 8
Temir finds some tapestries. They’re not in very good shape, but there are parts that are still fine. He considers they’ll be of value when they sell them in a city.
‘Temir was successful in his Scouting Roll, but I rolled that there was a Sack of Grain. Instead I switched to Tapestries as it would make more sense for an Opulent Library for the same value of 1 Gold Mark.’
Round 9
Temir enters a room that must have been used to collect herbs. Perhaps this whole place was a wizard’s den. Dead plants cover the walls. Fungi and mushrooms have grown over the place. The moisture inside leaves a mark on the air, that is heavy and hard to breathe. Temir regains his senses and through the damp air makes out another trio of skeletons moving towards him. They seem to have been guarding a pile of items, and as soon as Solas entered the room, they became animated.
‘Temir made a successful Move Roll to Room 2, and Myrick made a successful Move Roll to Room 8.’
Round 10
Three skeletons close in on Temir and three skeletons are destroyed. He kicks back, and slashes out, ducks and thrusts, dodges and strikes. Each time a skeleton falls, until there is a pile of bones around him. His skill with the blade delivered once more. He searches through the pile, and finds a set of weapons. A curious find for the location he’s at, but he’s happy with the loot. A bastard sword, a crossbow and a set of throwing knives.
‘Myrick successfully moves to Room 9, and he’s almost to the place where Caldas fell.’
Round 11
The entrance to the last room to the west is a cell door. It is unlocked. Temir enters inside, and sees manacles fastened to the stone brick walls. A motionless skeleton wearing rags and holding a bastard sword lies down on the floor. Perhaps whoever was imprisoned here made an escape, killing his captor in the way out.
Myrick enters the eastern quarters, and the two skeletons standing on top of the incapacitated halfling turn to him and close in.
‘I completely forgot about the characteristic of Room 1. I must be more careful next time, as it would be even more interesting.’
Round 12
The skeletons attack Myrick, but this Raven is as skilled as his equal, Temir. He dodges and ducks, and slashes and jabs, and the skeletons are destroyed. He then proceeds to place Caldas carefully on the side to recover and searches what the skeletons were guarding. He finds a variety of items including a Ferret’s Drink potion, Springwind berries and a mail cuirass. Something grabs his attention as he does so, and he finds a secret passage out of there behind a rotten curtain. Some ironshield root has grown there, and he harvests it and puts it in his pouch.
‘The Secret exit part of this room would be interesting if I had to make a quick route out of there. There was no need to do it now, so I didn’t use it.’

Resolution
The warband earns 2 Adventure Points for the Suspicious Tracks resolved, and 2 Adventure Points for defeating an enemy Captain and a Unique Foe.
Omac suffered a Gruesome injury (-5) and was Lightly Injured for 2 Turns of Recovery.
Caldas and Bolga were Knocked Out.
Brobern suffered Item Damage to his Helmet.
Omac, Brobern, Caldas and Bolga earned 1 XP each. Myrick earned 2 XP and Temir earned 4 XP as he delivered the finishing blow to both Drarder and the Skeleton Captain.
On Loot we rolled a Bag Full of Foreign Coins worth 3 Gold Marks, and in Unusual Finds we find a Strange Sack containing Fey Steel Full Armour.
We had no News Events occuring, and the Delve isn’t finished yet, and has more levels to explore.
Caldas, Bolga and Brobern stand back to their feet. A bit dizzy, but they’re not injured. Brobern was saved by his helmet. The warband turns their attention to their leader who was wounded by Drarder’s serrated axe. The wound was not too deep, so he’ll recover in about a couple of weeks.
Despite this small setback they’re excited. They found several weapons, armour and gear in the dungeon that will surely assist them in their adventures. A couple of bastard swords, Rahyrstian coins, throwing knives, a crossbow, a magic potion, but most importantly, another set of fey maille armour. Brobern takes the crossbow and gives his quick dagger to Bolga, while Caldas takes the set of throwing knives.
Session Summary
Same enemy, another delve level, repetitive? No! I absolutely loved this change of pace, and I’m confident I’m on the right track to handling my delves. I’ll certainly try to remember the extra tags for each room, and I’m thinking of adding some more traditional RPG dungeon crawl elements.
I want to make use of Torches. I’m thinking of extra rules about it. Perhaps give a Combat Bonus to the side that doesn’t have their visibility impaired in each Room. This will mean that the warband member who carries a Torch won’t be able to hold a Bulky weapon or a Shield.
Another thing I want to implement is to have a random number of enemies on the Guarded Stash roll. Maybe I’ll use the Unknown Enemies table to reveal the number of enemies guarding a stash.
I also want the opportunity to hunt a Monster in a delve, but maybe this will have to wait for later. Five Leagues from the Borderlands has specific connections between the different Scenario Types and I don’t want to break anything. I’ll consider this carefully, but I really like the idea of minions protecting a big bad monster, so perhaps there’s a way to connect these without breaking anything.
On the execution of the hack with Wallet Dungeons, I must say that there was nothing that felt wrong. It integrated with the core rules quite well, and the fights were interesting, while the bookkeeping was light. I had an overview of where the fights were taking place, and the time it took to clear the dungeon was acceptable.
Furthermore it became clear to me that I need more terrain props to populate my dungeon and help with immersion. Sarcophagi, torch holders, columns, bookshelves, I will have to make some.
On the strength of the warband, I’m feeling that Temir and Myrick are becoming unstoppable. The +3 Combat Skill cannot be reckoned with easily. The Heartseeker is also important against armored opponents as it can increase the odds of a successful hit by up to 50%. Perhaps the warband is now strong enough to attempt the quest I left unfinished.
Nevertheless the rest of the warband isn’t that strong yet. Despite fighting against a quite enemy – that is skeleton defenders – all but Temir and Myrick perished, and I was just lucky in my injury rolls to have no dead. Omac paid his insolence of challenging such a strong enemy.
I decided not to use either the Silvertree leaf or Omac’s Luck point and take the hit of losing him for the next couple of sessions, as I might need these later on.
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