Hello! Here is a play-report of my group inside the excellent Slate and Chalcedony module - written by Daniel Sell and illustrated by Andrew Walter.
It’s available here, and is very good; well worth a read!
Loads of inspirational stuff inside, even if you’ve never played Troika! before. I love this module and the “Grottydank” movement it aims to kindle.
I’m not great at writing prose or play reports, so forgive me if this is a little long and overwritten. If there’s enough interest, I’ll publish more when the party eventually creates more shenanigans to document. I’ve split this into two chapters, the link to the second is at the end of this document. Some footnotes have been added for meta reasons, but I’ve kept them minimal.
This was played over Play By Post over three/two-ish months, hence the length and slow-burn. If you’d like to join yourself, message me on Discord (@dtyn8) and I’ll see if I can fit you in!
!! PLAYERS - READ NO FURTHER - SPOILERS LIE HEREIN !!
Right - now they’ve all gone, go grab yourself a pint (alongside some pork rinds) and enjoy the long read…
THE APPROACH
“The wagon stops abruptly, its driver shooting a worried glance at the distant towers before turning back to the trail. The mules bray; the fine soot-like sand beneath their hooves filtering into eyes and nostrils. The towers stand before you now - only a walk away. Desolation is in the air.”
Four adventurers approached the towers that day; Desmond, a Red Priest, his gaunt faced red priest clutching his great axe, Perry, a Sorcerer, fresh from the college - bedecked with fine robes and dyed linen, Doss, a Chaos Champion covered with arcane tattoos, and Lance, a Lansquenet, gruff in demeanour, one hand on his holstered pistolet; always ready for the draw.
They walked through the black desert which encircled the towers, stepping over the desiccated remains of plant and animal life in their path; each crumbling to ash at the slightest nudge.
Reaching the Slate tower, they came across a knight, sandy hair flecked with ash. This was Sir Guilliam, who was surveying the entrance - shield and spear stowed on his back.
Before they could be introduced, there was a sickening squeal from above… Pig harpies!!
Desmond made short work of the first -
The cut is deep and blood rains from above; spattering gently against Desmond's face. The flying pig screams madly, corkscrewing up further above them.
Doss smashed the second creature’s wing, sending it into a fury, yet Guilliam was swift with his spear and soon both carcasses lay dead.
Lance, fancying bacon, attempted to prepare the corpses; although butchery was not one of his talents - what little greasy meat was upon their bones ultimately went to waste.
The party entered through the great doors into the atrium stairwell… though they were not alone.
ENTERING THE TOWER (S1)
As you enter the room, two large, shaggy, orangutans start descending the stairs; both brandishing spears. They stop for a moment, one picking nits from the other's mange. It looks like they haven't seen you.
Attempting to sneak into a better position, the party got onto their hands and knees… This would have succeeded, if Guilliam’s armour hadn’t caught the light - and the eye of the first apeman.
Desmond responded quickly, hacking and slashing with his great axe - and one apeman lost a nose and an ear… The second hit glanced off his shoulder, but grazed the flesh. It howled in pain.
Guilliam grinned as combat began, and he lunged his spear towards the second creature… but it parried with its own spear, glancing Guilliam’s cheek! With a roar of rage the knight shoved his spear down into the ape’s foot; skewering the flesh.
Seeing the chaos unfurl, Perry unleashed a vast web of lightning, flashing across the dark room and into the chest of the pinned ape. Instantly it was vapourised to ash; its compatriot widening his eyes at the sight.
Lance took initiative, and tried to wrestle the remaining creature to the ground, yet he slipped - feeling the primate’s knuckles bury themselves into his stomach. Yet Lance was strong, and managed to shift the ape into a chokehold. Guilliam swiftly disarmed it, and combat ended.
Yet the party had taken one casualty without realising; for Doss was nowhere to be seen, only the smell of sulphur left in his wake*.
*Player was unable to continue sadly due to time constraints. RIP Doss, you will be missed.
CLIMBING THE TOWER (S5)
[Serious Spoilers from here… you’ve been warned!]
Dismayed, the party attempted to interrogate their captive, yet alas, their only response was howls and simian hollering.
Keen-eyed Perry noticed a small square of bluish marble at this point; proud from the wall. Pressing it inward he was surprised when it sprung straight back out - yet the party was keen to ascend the stairs onward, so he left it behind.
Ascending, the party came to a door.
You stand now before a rusted bulkhead door, opened a crack. Lead paint peels in reams from the surface, and from within you get a sharp, acidic, smell. One flight of stairs above you, another door stands - this one set in gunmetal, also slightly ajar.
Before the players could react, the ape waddled into the immediate room… and then they heard the lock engage.
It is here something magical happened. Gentle Hurmin, the all-powerful pig familiar of the Slate wizard, enters the picture. Yet Hurmin, being bored, decided to play a game. Hurmin will become the captive ape creature.
Unbeknownst to the players, a horrific struggle ensues in that locked room. Fur is torn, screeching howls are muffled, flesh is flayed and, once the wet work was done, Hurmin stood in a fresh orangutan suit.
Meanwhile, outside the door, Doss encouraged the party to move aside. This could be a trap from their disloyal captive! They waited for the ambush… and then waited some more. Then some more.
The ambush never came.
Just as they were about to move on, the door unlocked. The ape creature is nowhere to be seen... But Guilliam, ears honed by years of hunting game, caught a sound. A scuffle! It was the “ape creature” attempting to flee!!
Of course, Hurmin is clumsy in his new skin, and the party easily caught him as he stumbled over his own fur. Desmond threateningly grabbed the nape of his neck.
“Perhaps we should see what our captive is so afraid of… Urge him to enter this room first…”
THE AMETHYST ROOM (S8)
The “ape” opened the door slowly, nervously. Performative terror deep in his eyes. The party saw the amethyst crystals, and Perry’s eyes went white as he attempted to sense the unseen and arcane.
Perry, as you enter the room you get a strong sense of latent magic in here, pooling like syrup from a gash in a tree. This doesn't seem to be malicious, just present, and you sense there are spells woven into the air here eager to be absorbed. You also see a similar pseudo-magic "glow" leaking from the ape, though it is difficult to tell if this is due to the proximity to the room or not...
Their captive took a deep breath, as if a snorkeler about to plunge, and entered the room. He turned to look at the party, grinning and unharmed, and beckoned them in with one hairy arm…
Guilliam led with shield raised, as Desmond and Lance followed, weapons ready.
The walls, roughed out briskly from the exterior walls of the tower, are lined by purple crystal spires - some as long as a man's forearm. The reek of sour air grows stronger further into the room.
Guilliam, observant as ever, caught a glimpse of something orange and red, before it was brushed away swiftly and deftly by the ape’s foot. Fur matted with blood - a remnant of the melee, disregarded by Hurmin.
Demanding the creature reveal what it was obscuring, he attempted to slap it with the pommel of his sword…
Guilliam, as the flat of the blade would meet the flesh, you curiously feel no resistance. The blade has gone clean through the ape, with no blood, nor visible damage, to speak of. A large, sly, grin appears on across its lips.
It was at this point Desmond disappeared, again leaving nothing but the smell of sulphur*.
*Player sadly, again, had to leave. RIP Desmond; gone but not forgotten!
THE INKY POOL (S6)
“WITCHCRAFT!”
Guilliam recoiled from the creature, Perry and Lance anxious to leave this room. They kept the “apeman” at sword-point and ordered it to lead the way towards the door of gunmetal.
Above them they heard a noise, slowly descending from above. Perry decided they should take shelter behind the metal door ahead, and see if they could catch a glimpse of what approached.
The darkness beckons silently, the door creaking at its hinges. Entering, the sound of your own footsteps ricochet off a metal platform - looking below you, you see you are above a mirror shine; perfectly black. Perfectly still. Above you, in the gloom, a dull shape hangs - hard to make it out properly. It is quiet here.
Lance lit his lantern and surveyed the room, the glass nub and deep black liquid clearly revealed by the lantern light.
Guilliam tightened his grip on his sword and listened at the door. The noise following them had grown louder, skulking outside… A snuffle? A growl? A snore? Guilliam braved a peep.
What Guilliam sees is a pair of socks, dangling just above the door frame. Getting a closer look, a drop of something wet lands atop your head... looking up, you ascertain this is drool.
—
Chapter Two is out now; available here.
(This very long post was split to make it easier to follow…)
Thank you so much for reading!