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(Live RP) Where Webs Whisper - Sessions 1 & 2



OOC - Author's Notes:

Welcome, this is indeed the start of the story campaign called 'Where Webs Whisper'. It started as a shorter adventure into the marshes of breeland, so you'll see references to 'Muck and Mystery in the Marshes', which form a chronicle. Essentially this was 'Chapter 1' of the Where Webs Whisper story campaign. I recommend you start there and come back here, as you'll otherwise miss some excellent prose leading up to the sessions below.

Enjoy!


Additionally: This piece was shaped with a little help from AI. It provided assistance on things like the structuring, some names, shortening some verbose language/ideas as I'd written, and gave me the odd turn of phrase here and there. The heart and shape of the story are my own (as adapted from live-play with others naturally), but I realise it is important to be transparent about my use of AI support in producing it ultimately.


Session 1 - Muck and Mystery In the Marshes

Image Credit: Denis Loebner

Short Outline of Major Story Beats:

  1. Gathering at Staddle Gate – Vratni meets Flent as agreed in their ‘arrangement. They meet Tivlyn, and later Wittkun. Their collective journey into the marshes takes shape.
  2. Discussion of Poachers & Marsh Mysteries – Tivlyn brings news of poachers, Flent hints at something unnatural stirring, and the group discusses their motives.
  3. Vratni's Expeditionary Goals – Treasure-seeking and navigating with his dubious map define Vratni’s approach.
  4. Entry into the Midgewater Marshes – The band faces thick fog, buzzing midges, and uncertain terrain. The marshes begin to test them all, but perhaps Vratni the most.
  5. Discovery of a Strange Charm – Flent finds a half-sunken trinket, and unease spreads through the group as they seek to interpret what it might portent.
  6. Vratni Loses His Walking Staff – A moment of frustration as the marsh claims another item from Vratni’s ‘top of the line’ array of equipment.
  7. Ruins Up Ahead – Concerns about goblins and poachers deepen as the band near some old ruins.
  8. Ambush at the Sunken Stones – Goblins are encamped, and battle erupts after less than stealthy manoeuvres... by some…
  9. A Fierce Skirmish – Weapons clash, Flent and Wittkun take a lead… Vratni fights in unorthodox ways, and Tivlyn lands the final blow.
  10. A Haunting Final Message – A dying goblin rasps, “The… others… they.. bring.. meat…” raising further questions.

(Image created by AI, as an interpretation of my own hand-drawn map)


Recap of the Characters Involved:

  1. Vratni Copperhand – A merchant dwarf, ambitious for relics, but prone to mishaps, eager for adventuring if it means making a profit and always ready with a quip.
  2. Flent ("Boots") – A seasoned trapper and marsh expert with a mistrust for dwarves, practical but sharp-tongued. Keen to disrupt poaching activity, but also concerned about increasing disturbances in the marshes.
  3. Tivlyn Locksley – A Bree woman committed to stopping poachers, pragmatic and protective; wants to ensure no one is swallowed by the marsh.
  4. Wittkun – A dwarf fighter who offers his strength for a fair price. More straightforward than Vratni, and clearly has his own reasons for venturing into the marshes.

Summary of the Plot:

The adventure begins at the Staddle Gate, where Vratni Copperhand prepares for his expedition, proudly declaring, "You'll be pleased to know I’m fully kitted out! Finest expedition gear coin nearly bought!" His boasting, however, does little to impress Boots/Flent, who skeptically asks, "Did you pack your senses, too?"

Tivlyn Locksley enters with a sharp purpose,"Boots, you been having any trouble with poachers lately?", which instantly draws Flent’s focus. Suspicious, he responds, "Aye? What do you know of it?" The conversation turns toward poachers who "tend to kill cruel, hackin' and slashin' and hurting needlessly."

Wittkun, another fellow dwarf, joins the scene and prompts visible tension from Flent, "Now, what.." he mutters at the sight of another dwarf. Vratni recognizes Wittkun from a past Bree Merchant’s Guild meeting, greeting him warmly, "Didn't I see you at the recent guild hall meeting?" Wittkun bows stiffly but agrees to the venture, stating, "My service is my brawn and mettle for a fair price."

With the party assembled, they push into the Midgewater Marshes, where Flent voices quiet warning: "Whatever you choose, master Dwarf - there's rain rollin' in." The marsh proves treacherous, midges, deep muck, and eerie silence settle thick over their journey. Vratni, ever struggling against the terrain, exclaims, "I swear this marsh is growin’ thicker by the minute... or I'm shrinkin'. Both possible."

Vratni’s frustration only builds as the band proceeds further and the terrain proves ever more treacherous, forcing Vratni to flail his arms wildly when caught in sticky muck, while muttering about "fine Dwarven tailoring, ruined by swampy villainy." Flent lets out a gravelly chuckle, amused but unimpressed, "Not everything is measured in rock, gold and jewels, Dwarf." He sees Vratni’s merchant ambitions as naïve when placed against the true currency of the marsh, that of survival.

When Flent offers a more poetic (and grim) take on the marsh, "It's the scent of a place that remembers all that's died in it.", Vratni, unimpressed, simply responds, "Lovely."

Flent navigates without hesitation, his boots sink into the bog, but never too deep. He isn’t just walking; he’s measuring, judging the land underfoot, ensuring he never steps somewhere that could swallow him whole.

Throughout the journey, Vratni alternates between dubious confidence, "I reckon we move further in from this point..." (while holding his map upside down), and outright exasperation, suspiciously eyeing every puddle as if it might consume him next. And the squelching! Yuck!

One of Vratni’s finer moments comes when he boasts, "I've purchased the finest wares... to give protection on this trip." Only for Tivlyn to eye his “unbreakable” rope skeptically, knowing full well it won’t hold up. Vratni’s casually asks Flent for advice throughout, though never pausing long enough to hear the man reply…., "Say, Boots... what's the best thing to hit a snake with? Askin' for a friend.", only for Flent to deadpan, "A snake? Not your biggest concern here."

Tivlyn is well-versed in the wetlands, treating it with both respect and caution. Unlike Vratni, she moves through the terrain with ease, showing experience in navigating the bog. She doesn’t complain about the muck but does recognize its hazards, reminding others, "The marsh don't care who you are; it'll swallow you whole if you let her."

A particularly telling moment comes when she applies a tin of balm, warding off the biting insects, "Anyone want some bug off balm?", a small but practical gesture that proves her preparedness.

Wittkun is stoic, prepared, but mildly uneasy. His physical strength and combat readiness make him invaluable, though he lacks the deep knowledge of the terrain that Flent and Tivlyn possess. Unlike Vratni, he doesn’t blunder through the marsh, but he does acknowledge its discomforts, remarking early on, "I can smell the foul water from here." Though the muck and insects are an inconvenience, Wittkun takes practical steps to counter them, lighting his pipe, producing thick black smoke to ward off midges. His outlook is pragmatic, contrasting Vratni’s exaggeration and Tivlyn’s caution.

Tensions increase when Flent uncovers a half-sunken charm of bone and twine, muttering, "Wasn't left by chance... this." Vratni pushes forward immediately, "Bone an’ twine, simple enough, but that sort o’ work speaks o’ purpose."

Tivlyn’s keen awareness extends beyond navigating the marsh. When Flent uncovers the bone-and-twine charm, Tivlyn visibly refuses to touch it, stating, "I don't like the look of it. Makes my chest twist." Unlike Wittkun, who sees no issue, Tivlyn’s instincts warn her of something unnatural, a subtle but important moment as foreshadowing grows.

When the bone-and-twine charm is uncovered, Wittkun dismisses the unease, "Thing this crude wasn't made by dwarf. Yet it is no animal marker. This much I can tell." He doesn’t fear the implications like Tivlyn does, nor does he see profit in it like Vratni. His only concern is whether it means immediate danger, not superstition, not treasure.

Flent isn’t just walking through the marsh, he’s listening to it, watching for signs that something isn’t right. When they uncover the half-sunken charm, he doesn’t dismiss it like Wittkun, nor does he shy away from it like Tivlyn. Instead, he runs his thumb over the etchings, frowning, "Strange. I know these marks. They're on the stones, too."

Mood shifts from unease to frustration when Vratni realizes his walking staff is missing, "Blast an’ bother! Me staff’s gone, I’ve barely had it long enough for the muck to know it’s mine!" Tivlyn, unimpressed, hands him her own, "Try not to lose this one."

Upon arriving at the Sunken Stones, the tension erupts into outright danger: goblins.

Flent halts mid-step, his tone urgent, "Wait.." A scouting goblin emerges, clutching a freshly gutted swan. Vratni, unable to contain himself, yells far too loudly—"GOBLINS!" Flent groans, "By the Briar, you fool! There's never -one- goblin..". His frustration is more than just annoyance at Vratni’s recklessness, it’s the voice of someone who knows exactly how wrong this can go.

The group leaps into action, Tivlyn quickly urging Wittkun, "Shoot it!" He fires, his bolt striking the goblin down, but its last breath sends alarm through the camp.

A chaotic battle erupts as the whole camp reacts:

  1. Tivlyn fights fiercely, using her axe to dispatch a goblin that tried to ambush Boots.
  2. Wittkun engages in brutal melee, initially losing his mace but recovering with his hunting knife.
  3. Flent grapples with a screeching goblin, dispatching it with a dagger thrust.
  4. Vratni’s combat approach? Unorthodox, to say the least—first losing his dagger entirely, "That was ceremonial anyway! Not meant for actual goblining!", then resorting to wielding a tin canteen and frying pan, "Taste the bite of Dwarven steel! …Or tin! Tin’ll do!"

As combat erupts, Wittkun proves his worth, using brute force to dispatch goblins. Unlike Vratni, who swings a tin canteen, Wittkun relies on his crossbow, patiently loading each bolt, "as the goblin makes a sudden move, Wittkun grips his crossbow firmer and loosens the bolt at the goblin." But when the fight grows too close, he quickly switches to his mace, showing adaptability when his ranged weapon fails.

Unlike Vratni’s clumsy flailing, Tivlyn fights like someone who has done this before, dispatching goblins with precision and force, even when they lept onto her back.

Flent doesn’t fight loudly, he isn’t roaring into battle like Wittkun, nor swinging wildly like Vratni. His movements are precise, instinct-driven, and brutal.

The fight culminates as Tivlyn lands the killing blow, her axe sinking deep into the final goblin’s skull. Just before dying, it rasps out, "The... others... they.. bring.. meat..." before collapsing into the mud. The silence that follows is thick with unanswered questions. Flent lingers on the words. He doesn’t just dismiss it as dying nonsense, he knows it means something. The group encamps for the night, as they mull this over and prepare for a new, uncertain dawn…


Outcomes & Conclusion:

  1. The goblins are defeated, but their cryptic final words might suggest human poacher involvement in something sinister within the marshes.
  2. Flent’s unease grows, realizing goblins shouldn’t be settling this deep, but is there something even deeper afoot, yes, marked by their presence but also the changes he has witnessed within the marshes themselves.
  3. Vratni recalibrates his map, pleased, "Me map wasn’t that wrong after all!", even though no treasure has surfaced. He remains eager, convinced treasure is still on the horizon. Though at the rate he’s losing equipment, or it failing him outright (his frying pan and canteen are now useless due to the combat, not to mention his trousers letting in the water, so much for water-proofing!), he may not make it out of the marshes intact.
  4. Tivlyn and Wittkun suspect deeper trouble, unsure if poachers are tied to the goblin presence. Whether their resolve has changed remains to be seen, but certainly they may not have anticipated such a melee to erupt, nor for goblins to be so far down from the hills.
  5. The band stands at a crossroads, to hunt poachers, to investigate the goblin threat, or press further into the marsh toward possible riches? Or all three…
  6. The marsh still holds secrets… and danger lurks beyond the mists.

Session 2 - ctd.

Image Credit: Denis Loebner


Short Outline of Major Story Beats:

  1. The party wakes in the marsh after their ordeal the previous night, preparing to move deeper into the ruins.
  2. Vratni laments his misfortune (soaked boots, drowned tunic, lost walking stick) while the others gather their supplies and discuss their course.
  3. As they trudge through the marsh, tension rises as they approach ancient ruins draped in thick spiderwebs.
  4. A discovery: a silver object partially wrapped in webbing, hinting at deeper mysteries; with hints of some markings… not unlike the charm found the previous day…
  5. The arrival of Relkath, a mysterious "hunter," casting doubt on his true motives.
  6. As Vratni attempts to retrieve the silver object, spiders swarm and their monstrous Brood-Mother emerges.
  7. The party fights to hold their ground, but their weapons prove ineffective against the overwhelming horde. Relkath disappears, choosing to flee rather than fight.
  8. The Brood-Mother speaks, demanding meat, revealing hunger deeper than simple sustenance.
  9. Vratni bargains for survival, revealing the goblins’ deception; they have been feeding the Brood-Mother false meat (not fresh), keeping her hungry.
  10. Flent is seized by the massive spider, and the party must convince the creature to spare them. Vratni attempts to do this by directing its hunger toward its goblin deceivers.
  11. The Brood-Mother releases Flent, but offers a final challenge: a riddle to determine the party's fate.
  12. The riddle: “I creep.. but have no legs.. and I sleep without rest. I feed on the sky, and cradle the nest.. I am born in the West and die in the East. Now, speak my name, or this Dwarf becomes my... feast.."
  13. The group prepares to answer, knowing their survival depends on it… but the story ends on a cliffhanger (to be continued).

Recap of the Characters Involved:

  1. Vratni – A clever and treasure-hungry Dwarf, determined to survive and uncover hidden riches.
  2. Tivlyn – A wary but capable fighter, perhaps struggling with a fear of spiders.
  3. Flent ("Boots") – A rugged scout, nearly taken by the Brood-Mother, but willing to risk much for the truth.
  4. Wittkun – A practical-minded Dwarf armed with a crossbow, bringing strategy and brawn to the fight.
  5. Relkath – A mysterious stranger claiming to be a hunter but suspected to be after treasure; disappears when the fighting breaks out.
  6. Brood-Mother – The monstrous spider leading the swarm, possessing eerie intelligence and insatiable hunger.
  7. The Goblins (mentioned) – The unseen manipulators, feeding the spiders false meat and provoking the coming storm of vengeance.

A group of people in a field

AI-generated content may be incorrect.

Summary of the Plot:

I. The Camp—Morning in the Marsh

The weary adventurers wake in their makeshift camp, surrounded by dense reeds, mud, and ever-present gnats. Their bodies ache from the previous night’s ordeals, their supplies are damp, and morale flickers between grit and frustration. Vratni laments his drowned tunic, while Wittkun inspects his weapons with practiced hands. Tivlyn offers honey, and Boots, quiet but keen-eyed, already surveys the distant ruins emerging through the mist.

Their destination: the Woodsedge Ruins, nestled deeper in the marsh. But between them and their goal lies treacherous waters, shifting terrain, and something unseen stirring beneath the surface.


II. Into the Marsh & Uneasy Steps

Leaving behind the meager safety of their camp, the party trudges into the marshland, their boots sinking into soggy peat. The reeds grow thicker, slapping against their arms, obscuring their sight. Swamp stench clings to their clothes, and biting insects form a relentless swarm, eager for their flesh.

Vratni grumbles about flies forming a union, Wittkun shakes mud from his boots, and Tivlyn tries to lighten the mood with a joke about a duck. Laughter fades quickly, however, as they reach the first major obstacle, the deep waters separating them from the ruins.


A group of people walking in a muddy area

AI-generated content may be incorrect.

III. The Crossing

The group has no choice but to wade into black water, a cold, grasping force that pulls at their legs with every step. For Boots, the water reaches his thighs, but for the Dwarves, it climbs dangerously high, threatening to drag them down.

Vratni yelps as the ground disappears beneath him, swallowed by an unseen mud pit, while Wittkun almost loses his boot to the mire. Tivlyn remains at the rear, ensuring none are left behind, cheering them forward despite the growing unease.

Halfway through the crossing, Boots disappears momentarily into the reeds, only to return triumphantly holding a massive Neeker-Breeker, its bulbous form wriggling in his hands. He eats it raw, much to the party’s horror.

Drenched but victorious, the group reaches the opposite bank, boots squelching as they shake off slimy water, unknowingly drawing closer to something watching from the ruins.


A group of people walking through tall grass

AI-generated content may be incorrect.

IV. The Turn North

Pushing onward, they move north, heading toward the eerie twin pillars rising in the distance. Vratni examines a soggy map, noting their path. The ruins loom larger, now visible through the thinning mist, crumbling towers, forgotten corridors, and ancient stone half-buried in marsh.

Boots pauses. Something has changed since he last passed through these lands. The ruins were never this close to Chetwood… and yet, also the webs…

Thick, unnatural silk clings to the pillars, stretching like ghostly fingers, fluttering slightly in the breeze. A sickly scent lingers, something more than simple rot. Tension rises.


V. The Platform Calls

The group moves carefully, their steps deliberate as they navigate slick moss-covered stones. Suspicious bundles hang from the pillars, wrapped in glistening silk, some twisting as if something still lives inside.

Vratni is searching for treasure as the group moves ahead… he checks behind pillars, puts his hand into nooks and dark spaces… he is rewarded with a swarm of spiderlings crawling up and into his boots… which he unceremoniously takes off in a panic and tosses into the distance; drowning deep into the flooded mire encroaching upon the ruins. He’ll have to make the rest of this journey barefoot!

Boots, despite the eerie surroundings, spots a glimmering silver object, partially buried in webs. He crouches to retrieve it, but before he can act, a stranger emerges from the mist—Relkath, a self-proclaimed hunter emerges from nowhere.

Tivlyn remains on edge, Boots eyes the newcomer warily, and Vratni questions Relkath’s true motives. The conversation grows tense, but before accusations can fly, the ruins awaken.


A video game scene of a city

AI-generated content may be incorrect.

VI. The Battle Begins—The Brood-Mother Stirs

The spiders come. First, small ones skittering from crevices. Then, larger forms, emerging from the ruins. Clicking mandibles, reflecting dim light, hundreds of eyes locked onto the intruders.

The Brood-Mother, monstrous and unnatural, rises from the shadow, her presence suffocating, her voice not of beast, but something worse.

Weapons prove useless against the swarm. Wittkun fires a bolt, but more spiders come to replace the fallen. Tivlyn hurls her dagger, only to witness the horde close ranks, untouched by steel. Even Vratni parts with his last jar of Genuine Umbari Sand, throwing it into the multitude of glistening, hungry, eyes… causing them only to get angrier.

And then, Boots is seized. Lifted high, crushed in the Brood-Mother’s grip, his breath stolen as venom drips from fangs inches from his face. The party stands helpless.


VII. The Bargain & A Desperate Play

With Flent’s life hanging in the balance, Vratni steps forward. He speaks not in fear, but in knowledge, bargaining with the only weapon left: Dwarven wit.

He tells the Brood-Mother the truth, that the goblins have deceived her, fed her false meat, not fresh… kept her always hungry, never satisfied…. To control her.

Something shifts. The swarm halts, the Brood-Mother stills, contemplating the weight of his words seemingly. And then, she releases Flent, letting him fall to the wet stone, his breath shallow, but alive.

Yet the price for passage has not yet been paid.


A video game screen shot of a spider

AI-generated content may be incorrect.

VIII. The Riddle

The Brood-Mother offers a challenge.

"I creep but have no legs… I sleep without rest… I feed on the sky and cradle the nest… I am born in the West and die in the East..."

A test. A final trial. If the party answers true, she will let them pass. If they fails, she will consume them all, starting with Vratni!

The adventurers hold their breath. They prepare to answer….

The mist tightens. The swarm waits. The Brood-Mother’s many eyes gleam.

And the journey hangs in the balance.


Outcomes & Conclusion:

  1. The party is still in one piece, but barely. Flent is released from the Brood-Mother’s grasp but is left possibly injured and maybe unconscious.
  2. Weapons prove ineffective against the swarm, revealing that brute force alone will not win the fight.
  3. Vratni successfully redirects the Brood-Mother’s wrath, if only temporarily, exposing the goblins’ deception to her and setting the monstrous spider on the path of vengeance.
  4. The group is presented with a final challenge: a riddle that will determine their fate. A correct answer means passage into deeper ruins and answers about the goblins potentially. A wrong answer could mean death.
  5. The Brood-Mother’s reaction remains uncertain, will she uphold her bargain or twist the rules to suit her hunger?

The story remains at a cliffhanger, balancing between escape, danger, and unknown truths.


[see the continuation in the chronicle: "Where Webs Whisper"]