For several weeks, life in Okros had been good.
The five strangers who had arrived in the settlement had become part of the community. They foraged for food, ran errands and helped wherever they could. They had earned the trust of the people around them. They were becoming a crew.
And then the Delvers went missing.
Screams on the Wind
The first sign that something was wrong wasn’t something the party could see. It was something they could hear. Screams carried on the wind. Alongside them came a strange, rhythmic chanting. The people of Okros were terrified.
The Elder summoned the party to his office and gave them a simple task: find the missing Delvers and bring them home. The settlement’s remaining guards couldn’t go. They had a more important responsibility. They had to protect the Sacred Pyre.
For the first time, the party realised just how much the community was depending on them. They were Okros’s only hope.
An Unwanted Volunteer
As the party prepared to leave, they noticed a group of older teenagers watching them. One of them, Ariella, approached. She wanted to help. Ariella believed in Levens sermons and wanted to prove herself by joining the party on their mission.
The party, however, weren’t convinced that bringing an inexperienced teenager into a dangerous situation was a good idea. They told her to stay behind. She returned quietly to the others, rejected but seemingly accepting their decision (they rolled with Fear…)
For now.
The party headed out into the swampy marsh forest, following the direction of the screams.
The Ruins
The journey through the marsh was relatively uneventful. The party worked together to make their way through the difficult terrain, and after some time they broke through the trees. Ahead of them was a swampy lake. And beside it stood the entrance to some ancient ruins.
They weren’t alone. Three people were watching the entrance. Nienna decided to investigate. Being a Moth Faerie has its advantages, after all. She attempted to sneak through the doorway, but her approach didn’t go unnoticed. She was caught and plucked out of the air.
Things could have escalated quickly. Instead, Leven and Lucrezia stepped in and managed to calm the situation down. The strangers introduced themselves as members of the Clasp (a faction I may have stolen from a well known DND world ;), a gang from Blackjaw Harbour.
The name meant something to Leven. Blackjaw Harbour was his home.
The Clasp offered the party a deal. They could enter the ruins first. The gang would follow afterwards. It wasn’t exactly an agreement built on trust, but it was enough to stop things turning violent. At least for the moment.
Something in the Water
As the two groups negotiated,I spent a FEAR, something moved beneath the surface of the lake. The water rippled. Then the creatures emerged. Oozing, tentacled slug-like creatures attacked from the water. And there were a lot of them.
Four smaller creatures swarmed the groups while something much larger joined the attack. The battle was brutal. The Clasp took the brunt of the attack, but Leven was badly hurt in the fighting.
Eventually the smaller creatures were defeated. Then the larger creature fell. The party had survived.
But the Clasp hadn’t exactly walked away unscathed. One of the female ruffians lay face down in the swampy water. The party could have left them.
Instead, Drakana made their position clear. They would help. But the ruins were off limits. The Clasp wasn’t getting inside. The gang eventually slunk away, leaving the party with the ruins. And whatever was waiting inside.
The Pyre
The party descended into the ruins. At the bottom of the stairs they found a room dominated by a pyre. It wasn’t a Sacred Pyre. But it looked remarkably similar. Melvin and Lucrezia examined the room and began to piece together what they were looking at.
This wasn’t a place of worship. The pyre had been deliberately constructed as a protective measure. Paladins of old had established it here, most likely while hunting demons. Whatever this place had been, someone had wanted to keep something contained.
The party continued exploring. Eventually they found a note. It provided the first real clue about the history of the ruins. The Goldwyn Justicars had been here long ago. They had sealed something within the ruins. Something called Malix.
And their message to anyone who came after them was remarkably straightforward:
Leave.
The warning was enough to make the party curious rather than cautious. They continued.
Six Skeletons
The next room offered something more tangible.
Gold.
Potions.
Perhaps the ruins weren’t entirely hostile after all. The party pressed deeper into the complex, choosing doors somewhat at random as they went. That approach eventually caught up with them. Six skeletons emerged. One was considerably larger than the others. Melvin took the brunt of the attack. His armour held, but only just. Eventually the undead fell silent. The party had survived another fight.
But the room contained something stranger than the skeletons. One of the statues depicted a creature that looked like a goat-like person. The party decided it must be Malix (this was complete improvisation!, they told me it was Goat Like – I decided it was Malix)
If the Justicars had sealed a demon somewhere within these ruins, perhaps this was the creature they had been trying to contain. And if their interpretation was correct, there was still something else waiting deeper inside.
A Guardian.
Then Malix himself. And somewhere in these ruins were the missing Delvers. Their screams and chanting could still be heard. The party continued deeper.
From the Table: Leven’s Thoughts
One of the things I’m trying with this campaign is giving the players the opportunity to record their own thoughts about what happened.
The session journal isn’t just my account of the adventure. Players can add their own in-character reflections, giving us a glimpse into what was going on behind the decisions they made at the table.
This was Leven’s perspective on the session
As grim as it may seem, Leven had been looking for an opportunity to use his powers to help heal the world, so he was excited to be called up to help Okros once again. That excitement was quickly dampened when he had to stop Aiella from joining them. He could see she was not happy with his words, but there was no time to dither.
Although he failed to do much of use during the battle against the swamp creatures, he was heartened that his god stopped Nienna from being grabbed by the largest creature, and that they managed to avoid shedding blood of the ruffians (although he was concerned to meet strangers from Blackjaw Harbour so close to Okros).
If he wasn’t already convinced the Huntmaster and his Delvers were dead, the note took him the rest of the way. He is shaken, but if he can help defeat this Malix where the Goldwyn Justicars have failed, maybe he can truly start making this world ready for the gods return.
Looking Back
This session felt like the point where the campaign properly started to open up.
The first session was deliberately small. It introduced the characters to Okros and gave them a reason to care about the community.
This time, they had something to lose.
The missing Delvers weren’t just an abstract quest. These were people from the community the characters had spent weeks becoming part of.
I also liked the introduction of the Clasp.
They immediately gave us a little more information about the wider world. Blackjaw Harbour suddenly became a real place rather than simply something that exists somewhere beyond the edge of the map, particularly for Leven.
And, of course, we now had Malix. Malix will grow to be really important in this game, and I hadn’t planned that at this point!
At this point the players knew very little.
They knew that the Goldwyn Justicars had been here.
They knew they’d sealed a demon.
They knew the Justicars had left a warning.
And they knew something was still alive—or at least active—somewhere deeper in the ruins.
Most importantly, they still had no idea what had happened to the Delvers.
The chanting continued.
And the party had no choice but to keep going.
Next time in Age of Umbra
The ruins have more secrets to reveal.
The Guardian awaits.
Malix is somewhere below.
And the missing Delvers may be much closer than the party realises.

