The Hole in the Oak: Day 2

I am as with pretty much all my blog posts very late with this one since we played about 2 weeks ago. This post is a recap of a Dungeons and Dragons session where we play a module called The Hole in the Oak. Please be aware that this whole post is a spoiler for that module.

This blog post was actually written by Elena who plays Monstera. In the future I will try to be less lazy and do more work on these posts on my own, but I’ve gotten to a point where I just need to quickly have this ready before our next session!

‎A Hole in the Oak Session 2 – 12/‎4/‎2020

We decide to head back to Ramius’s house to investigate the study, which we left in haste 5 nights previously. 

We enter the study, and begin to investigate. In the room, we see many shelves of books that contain childish stores, and some upholstered chairs.  None of us discover any traps (so many fails), however suddenly Shen asks the group if anyone saw the chair in the center move. No one did, but  then Rhys walks over to the chair and gives it a kick. Suddenly, a ton of books fly off the shelves at us. Some of us take damage. We enter combat, and defeat the upholstered chairs handily. We then head back towards the faces.

Bosbe agrees to forfeit 5GP to hear another hint from the faces in the wall. They say, “A silver sword lies hidden in a pillar of stone”

Shen also pays out 5GP to hear more. The faces say: “The horned ogre owns a treasure whose value he doesn’t understand” 

Kaliyah pays out 5GP to hear the following: “Reptile worshippers dwelt here long ago. They entombed a great enemy, guarded by his queens.” 

Monstera reluctantly pays 5GP as well: “Do not meddle with the hunter. His presence still haunts these caverns” 

We decide to head westish, towards the sound of rushing water.The path is sandy with 6ft high ceilings and some roots hanging about. The path then curves to the north, where the sound of wind/water gets a little louder. 

Ahead, we suddenly see the ethereal form of a white haired, purple robed wizard. He gestures seemingly benevolently, and says “Welcome to the realm of the imperishable… Please wait in the …. provided…” and then the voice cuts out. It sounded sort of like a borken, magical recording. 

I proceed forth and check for traps, and successfully dont find anything. However, the rug in the center of the room gives me the heebie jeebies. 

Rhys investigates the rug (as he is a magic user) and comes to the conclusion that the rug itself is not magical, but there seems to be magic in the room maybe?

Shen chooses to throw a pebble  onto the rug to see what happens, and the pebble sort of disappears into the shag of the carpet, but thats it. Shen repeats the process of throwing a pebble, and as the pebble reaches the center of the rug, it seems to disappear, just like the first time.  Shen moves the rug a bit and throws another pebble to see if the “center” of the rug where the pebbles have disappeared remains with the center of the rug, or if the pebble disappears in the center of the actual room. it disappears in the center of the room. We determine the rug is not magic, but something in the center of the room is. We roll up the rug and push it to the side. In the space that was covered by the rug, there is a circle of magical runes. Rhys is not skilled enough to read what the runes say. 

Suddenly. worms wriggle up from the dirt between the cobbles and form the words “Burn the Stump” before quickly wriggling back into the ground.

Shen moves forward a bit to peek down the hall to the right.  something is reflecting light from his torch, but he cant tell what it is.  

There is a door with tree motiffs on it on the left side of the room, a path to the right (that Shen checked out) and then the path continues to the north, where the sound of water/wind is emanating. 

I choose to to open the door on the left. Inside i see stone walls and floor, and an ornamental table about 2ft high in the room. there are dozens of glass jars and one green bottle. In the jars is a tiny dead person, about 1 inch tall. They are human, and appear to be fully grown, but shrunken human bodies.  I check for traps and enter the room to inspect the jars of bodies. It doesnt look like anyone has been in here in a long time. The bodies in the jars all look different. THey are fully clothed, and it looks like they died in the jars. The green bottle appears to be half full of wine or something, and there also appears to be a piece of rolled up paper in the neck of the bottle. It looks like the intent was probably to keep the bodies in the jars like a kid keeps a bug in a jar. 

While i am checking out this room, shen listens to the north. Nothing remarkable is heard. 

I pocket one of the jars. I then pull out the paper from the neck of the jar and find that it is actually two sheets. One is covered in writing i cant make out. The other appears to be a page from a tale about a journey to a world of micro people. I pocket the story. 

Rhys glances at the paper with undiscerned writing, and mentions that the paper is covered in magic writing. It looks like a magical scroll. I give the scroll to Rhys on the condition that he buy me a drink when we get back to the tavern. 

Both the table and the rug in this appear to be high quality, and could be worth a pretty penny if we can carry it out of here. 

We then proceed down the path to the East. In the center of that easterly path is a statue of a Hunter with his two hounds. He has a bow in his hand and sword at his belt. The statue appears to be made of stone. The walls to the sides of this path are lined with tall mirrors. The statue brings to mind the prohecy from the faces, regarding  avoiding the hunter. We snealpast the statue taking care not to disturb it. 

We then come upon an archway in the path, made of tnree carved stone serpents intertwined. 

Shen chooses to throw his pebble down the hall through the archway. As the pebble passed directly under the archway, he noticed the very fleeting image of something reaching down and back up again.  Like an appendage maybe? 

We decide to turn around, grab the rug and the table, and head back to the tavern for the night. we hope to get a bigger party together before proceeding any further into the eastern path. It takes us three times as long to get back due to dragging all this heavy stuff. 

Treasure per person:


and we keep the rug and table to decorate our space. 

The Hole in the Oak: Day 1

Warning: The Hole in the Oak spoilers!

The adventuring party consists of Kaliyah the cleric, Monstera Siltepecana the thief, Bosbe the cleric, Doran Bolvard the fighter, Rhys the magic user, and Shen Silverleaf the halfling. They begin having drinks together in the Pork Pie Tavern where they hear rumors of a dungeon beneath an old oak tree in a glade within the Fellnari Forest. Lured by the promise of treasure, they leave the comforts of the Pork Pie Tavern to investigate.

Once inside the dungeon, the party comes to an intersection, Doran decides to cut through some roots blocking a path to the east. This triggers an ominous rumbling, shaking the tunnel but once through doesn’t seem to cause any further effect. On the other side, they found faces covered in moss in the walls which spoke, asking for payment in return for information. For 5 gold each, the party learns:

“Fruits of the underworld are often magical, but can twist the mind of the weak willed”

“Beware the treachery of the gnome”

“The gnomes are guardians of a secret god with great power”

Heading north the party finds what appears to be a 3 cloak nooks carved into the tunnel, within are cloaks, coats, hats near a picture of a gnome. In one of the coats is a key, which Bosbe takes.

Further along the tunnel is what seems to be a waiting room. In it is a wooden table and stool, with a bell upon the table. Beside the bell is a note that states, “Please ring”. Doran rings the bell and presently a sheep headed faun appears from further up the tunnel. He bids the party come with him and offers tea and crumpets. The party is led through a study and into a kitchen where they meet two other sheep headed fauns. The first faun is named Ramius and his female companions are named Ewely and Shorny. They become very insistent that the party drink tea, to the point of suspicion. Eventually Rhys takes a sip of the tea and the sleep draught within makes him immediately unconscious. The fauns then attack, during the fight one of the female fauns Shorny is killed, Rhys and Bosbe are both knocked out. However, Ramius surrendered the fight after seeing a member of his flock killed and taking significant damage himself. Once the fight was over, with Ramius and Ewely tied up, the party continued to explore the faun’s living space. They discover that the monstrous fauns eat people, luring them in with the promise of tea and crumpets, drugging them into submission and then cutting them up into morsels for dining on. The party execute Ramius and Ewely for their crimes to prevent them from causing further harm.

Rhys and Bosbe’s injuries are pretty bad so the party leaves the dungeon and returns to the Pork Pie Tavern to tell of their adventures and recover.

The Beast

I’ve been pretty good about keeping up with my writing, but haven’t done a great job of posting what I write to this blog. The following is a short story I wrote earlier this year, just before I had decided to put my writings online. I’ve got a pretty good backlog of writings, I just need to make sure I stay on top of getting them edited and making blog posts out of them. I hope you enjoy this one as it is one of my favorites so far.

The beast’s eyes reflected back the firelight as a vivid and raging glow only furthering it’s demonic aspect. It’s body was that of a wolf, but certainly this was no wolf for it spoke to me in the night, taunting, yet it would not approach the fire that kept it at bay.

“A man has little tinder left for his fire, I think it will not last the night.” rumbled the low voice of the beast as it paced before the fire. “Come out of that cave for it is cold and dank where my belly is warm and your suffering will be no more.”

I shivered for the beast was right, the fire was low and the beast drew nearer to the lip of the cave where I huddled against the cold, a dwindling pile of firewood lay at my side and I doubted if any would be left come daybreak. I doubted that I would remain come daybreak. Yet I kept my voice level as I taunted back at the beast.

“A beast has no blade and no shield and will meet it’s end at the tip of my sword which served my father and his father before him against both beast and man. Flee from here, for the only reason I have not slain you is that I wish not for your tainted meat, demon.”

A sound like rolling thunder emanated from the beast that was his laughter at my words. “A man hides his fear well and has my respect, but I fear no blade and have no need to hide behind a shield. My jaws have torn the throats of both beast and man, my claws are as many of your sword. Furthermore, I do hunger for your meat.”

Despite my desire to show no fear to this monster I shivered at his words for I had no doubt that this beast had tasted the flesh of man before. I threw another branch onto the fire and looked past for a sign of the coming day that was truly my only hope, for the demon could not bide the sun. He had stalked me for three nights now and only in the darkness of night could his paws be heard breaking the twigs in the dark woods and his voice rumbling forth from the shadows.

“A man now shows his fear.” Though the beast had the aspect of a wolf he seemed to grin at me through the failing flames of the fire. “Come out of this cave for daylight draws near, but not near enough that you should see the morrow, I wish to eat slow and savor your flesh. Come daylight I will have to leave what scraps of you remain and they will be stolen from me by the other creatures of this wood that feed upon meat. No creature dares steal from me in the darkness.” The beast laughed again in a deep rumble that shook the stones upon the cavern floor were I sat.

I looked at my waning pile of firewood and back at the purpling horizon. It did not give me hope. I threw the remaining sticks onto the fire, pulled my sword and my shield closer to my side and shut my eyes to sleep for I had, had little slumber since I had entered the beast’s wood and knew that no matter what, I would know either daylight or death next I opened them.

As you well know, for I am here to tell you what I have told, I woke to the warmth of daylight on my face. I saw not, the beast again in his woods for I now sleep in my own home. Yet, Hemthir’s son has gone missing and the wife of Uthmir claims she has seen the shadow of a great wolf stalking among the huts. I fear I have led the beast here and that it would have been better had I been taken in the dark while I journeyed. Perhaps, the beast in his demonic cunning thought for me to lead him to our home all along.

The Rise and Fall of the Torang Dynasty

No one would call themselves king today except for the dwarves in the West who mostly keep to themselves. The Elves and Giants in the Northern reaches are ruled by queens but are too busy warring amongst each other to be of any concern to humankind. The world is largely as it was before the fall of Emperor Helmund Torang VI. In that time Sirinaria’s main continent was divided into dozens of city states each with their own king.

King Helmund Torang IV ruled over Endlass which is now present day Greegate. In those days the kings – descendants of generals from the war between the true dragons, that lived when the Earth was still cooling and all magics were as yet untamed, against the Old Ones who created Sirinaria as nothing but an afterthought – held artifacts and magics of great power. While they warred against one another often in petty skirmishes no king was willing to truly test another for fear of arousing their true powers. In truth these artifacts and magics existed as forgotten dusty tomes and relics locked away in the deepest recesses of their respective strongholds, not lost, but forgotten as only a glimmer of fear, a threat, in the minds of those kings. Helmund IV was one of the more ambitious kings in that time, as skilled a general as his ancient forbearers who were created by either the dragons or old ones, no one really knows, for the purpose of directing armies. Helmund IV felt a strong bond with his ancestors and directed his lore masters to delve into his keep in search of lost knowledge about his heritage and to teach it to himself, his son and his grandson. In their search these lore masters, who were the first wizards of human stock for no man yet knew how to call upon magic and bend it to his will, found the ancient texts and lost artifacts that granted them this knowledge. While the other kings would have quivered in fear at the unearthing of this power, the Torang’s embraced it, as it was, so they believed, their birthright, and the will of the ancients.

Helmund IV was able to learn only the basest of magics, but his time was nearing its end. His mind held much in the way of statesmanship and war craft and held no more room for the arcane. Helmund IV taught his son and grandson all he knew and had his lore masters teach them of magic and it’s use. When the fifth and sixth Helmund were at the peak of their power their patriarch passed, commanding them with his dying breath to go to war against all the other kings and make all of Sirinaria a single empire under the rule of the Torangs. Declarations of war were drawn up and sent to all the nations. Allegiances were forged, some nations surrendered immediately, most were utterly crushed under the vastly superior might of the Torangs as their empire expanded with each victory. In two decades the Torangs ruled all the human lands East of the Norost Mountains. It was the Dwarven kingdom that gave the Torang empire it’s first real test. The dwarves had never forgotten their lineage, having crafted even the weapons of power the Torangs used to secure every victory they had tasted thus far, they were able to beat back the human armies from their walls but did not have the strength or will to pursue them, creating a stalemate between the two nations. Helmund V driven by the final commandment of his late father strode to the front line with his son, each of the Torangs were unmatched in both war craft and spell craft and showered the dwarven nation with spells of such destruction the world had not seen since the ancient war that the magics had been created for many eons ago. Still the dwarven walls would not crumble and after three moons of bombardment Helmund V was slain and the youngest of the Torangs crippled.

Helmund VI fled back to Endlass along with his favored general, Arito Greegate, perhaps the most powerful general in the empire now that only one crippled Torang remained, for while Greegate was also injured and taken out of the fight it was clear he would recover whereas the last Torang would not. Helmund VI raged as only a man in the prime of his youth can. He brought together his lore masters and wizards and scoured his library of magics, both those that had been handed down among the generations of his own family and those taken as spoils of conquest from his enemies. Together they found a spell that would create an invincible warrior, a deathless knight that would not tire, would shrug off even the most grievous of injuries, and would have the strength of a legion of men. The man bestowed with this power would also be cursed, never again would he see the rise of another sun. Such was the cost of victory and General Greegate paid it gladly for he loved and trusted his king and believed as did the Torangs that it was their birthright to rule all of Sirinaria.

The spell was cast and Greegate was transformed into one of the undead, a vampire who thirsted for blood. Of course Arito’s bloodlust was soon to be quelled as he left Endlass once again for the battlefront. The vampire Greegate met the front line like a mastodon trampling a straw hut. Victory would have been assured but for a defeat behind their own lines. Human defectors, tired of the cost decades of war had enacted upon them slipped into the Torang castle and slew the last of the Torang bloodline. Where the 3 Torangs slew millions in their pursuit of a global empire, only 3 assassins, equipped with only stealth and daggers brought it all to an end.

News of the fall reached Greegate and for the first time he felt not just his new power but also realized his curse for what it was. In a terrible rage he withdrew the army that answered now only to him in defeat and turned it upon Endlass. When he arrived he razed the city in a single night. No stone was left standing. Most of the army abandoned their cursed lord, their purpose dashed. The remaining wizards took the artifacts and spells they held and hid them throughout the continent, making their new abodes in out of the way places far from their fallen kingdom and Greegate’s wrath which they all feared.

When Arito’s wrath cooled he instructed those still loyal to him to construct a new city upon the spot where Endlass once stood. This new city he called Greegate, in the center of which he constructed a great manse with a tower that allowed him to look upon his city, while his thirst for war had been forever quenched he rules over his namesake city with an iron hand. Arito’s desire for war was spent though and he would never again leave his home.

Thus it is that there are no more kings or emperors among men. Mankind’s magics are lost and waiting to be found in the dark places all over Sirinaria, wizards tend to hide in studious solitude in their towers, and bards sing of the glory and fall of man. The dwarves, who, perhaps if they had pursued humanity back to where they fled upon the death of their emperor, could have wiped them out entirely, never did. Instead, keeping to themselves in their mountain keeps, their own purpose unknown and unknowable, except to their own king, who sits atop the highest tower in the greatest structure ever constructed above or below Sirinaria’s vast firmament. The elves and giants of the North, were vaguely aware of a war but remained unconcerned for they too have their purpose knowable only to these great races, and had their own war against one another to be waged, which persists in a seemingly endless stalemate to this day within the mountains and silver pine forests of the farthest North.

It was also after this time that mankind’s first gods were born, ascended from mortals, the favor granted them by other men in life seems to have elevated their souls to godhood when their mortal bodies perished. While their power can be felt by the most devout of their followers, these young gods remain nearly as aloof as Sirinaria’s original creators, the dragons and the old ones.


The skinchanger started out as my own take on the druid, but has gradually shifted towards being its own unique class. There are still a lot of similarities with the druid, but I’ve also tried to make the skinchanger stand out on its own. I created this class for my wife to use and she has really enjoyed it. It is still very much a work in progress, so please provide any constructive criticism in the comments below. The stats provided are intended for Old School Essentials by Necrotic Gnome, but it should be easy to adapt this class to the system of your choosing.

Requirements: None
Prime Requisite: WIS
Hit Dice: 1d4
Maximum Level: 14
Armor: Leather
Weapons: Club, sling, spear, staff
Languages: Common, the secret druidic tongue

The skinchanger is a type of druid who has learned the ability to transport their minds into and possess other creatures. These can be either animals or monsters, but not humanoids or other intelligent beings. Skinchangers’ bodies are generally very frail, and it is believed that nature has granted them the ability to skinchange in order to compensate.


Skinchanger Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
101d419 [0]11121416151
22,0002d419 [0]11121416152
34,0003d419 [0]111214161521
47,5004d419 [0]111214161522
512,5005d417 [+2]9101214122211
620,0006d417 [+2]91012141222211
735,0007d417 [+2]91012141233221
860,0008d417 [+2]91012141233322
990,0009d414 [+5]67911944332
10125,0009d4+1*14 [+5]67911944433
11200,0009d4+2*14 [+5]67911955443
12300,0009d4+3*14 [+5]67911955544
13750,0009d4+4*12 [+7]3578765554
141,500,0009d4+5*12 [+7]3578766555
* Modifiers from CON no longer apply. D: Death / poison;
W: Wands;
P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.


Like the druid, the skinchanger must be neutral in alignment.


Skinchangers may not use or wear anything metallic, as it interferes with their abilities. Since the skinchanger is able to control animals at will, they will more often choose to try to force their will on an animal or simple minded monster to defend them rather than join in combat themselves.

Divine Magic

Unlike druids, the skinchanger is not required to carry a holy symbol, but they do need to be faithful to the tenets of their alignment and religion. Their abilities are granted to them by nature and therefore they must not offend nature or incur penalties. The skinchanger does not gain spells through research, but through a process known as a “spirit walk”. A skinchanger can also use magic scrolls for spells on their spell list as well as items that may only be used by divine spell casters.


Skinchangers have the innate ability to transport their consciousness into animals which gives them control over that animal. While using this ability, the skinchanger’s body enters a state of torpor, to an observer they appear asleep. The skinchanger is completely unaware of anything happening to or around their own body unless they are observing through the senses of the animal they have taken control of. This ability can be used at will, but is not guaranteed success. Use the table below to determine success. If the skinchanger has failed to take control of an animal, then they are unable to attempt another skin change for 1 hour and may not attempt control of the same animal for 24 hours unless that animal is willing. Attempting to skin change to a willing animal always succeeds unless a failed attempt was made in the last hour. If the animal the druid is possessing dies, the druid immediately returns to their body and is shaken by the experience, unable to take any action for the next round. If the skinchanger’s body is killed, the skinchanger’s consciousness may remain within the possessed animal. If a skinchanger spends more than 24 hours within an animal, they will forget their humanity. Even if their mind is returned to their original body, they will behave as that animal would, although they will eventually regain their humanity over time. The length of time is up to the GM’s discretion and should be based on how long the skinchanger lived as an animal. This is true even if the skinchanger’s body is killed and and then resurrected. Any time spent within the body of an animal should have an effect on the skinchanger’s mind, affecting their behavior upon returning.

Skinchange Success table
-: The skinchange fails
Number: If the 2d6 turning roll is higher or equal, the skinchange attempt succeeds.
S: The skinchange succeeds

Creature Hit Dice†
1 7 9
2 S 7 11
3 S S 9 11
4 S S 7 9 11
5 S S S 7 9 11
6 S S S S 7 9 11
7 S S S S S 7 9
8 S S S S S S 7
9 S S S S S S S
10 S S S S S S S
11+ S S S S S S S

* monsters with a special ability
(i.e. with an asterisk next to their HD
rating, in the creature description) increase the level to roll against by 1. ex. 2* becomes 3, 5** becomes 7.
† At the referee’s option, the table may be
expanded to include more powerful
types of creatures.

Spirit Walk

A Spirit Walk occurs while the skinchanger is asleep and involuntarily skin changes into a nearby animal. During a spirit walk, skinchangers don’t have full control over the possessed animal as they would during a skin change. Unlike a skin change, they will also immediately return to their body if it is disturbed. The effect is more of a dream like state rather than a full voluntary possession. Skinchangers cannot willingly perform a spirit walk, they must be initiated by the GM and at the very least should occur every time the skinchanger gains a level. While possessing an animal during a spirit walk, the skinchanger can learn new spells, interesting lore, be alerted of danger to self or to the party, or anything else the GM deems important. GMs should try to describe the spirit walk in detail and include how the new information is learned. Skinchangers are aware that when they find themselves involuntarily possessing another creature they are about to learn something important. Common skinchanger lore is that while they may gain great control over nature, it is ultimately nature that controls them.

Animal Communication

A skinchanger cannot speak with animals in any language, howeer beginning at 3rd level, they are able to use their mental bond with an animal to communicate thoughts and emotions. The animal will not understand projected words, but the skinchanger can try to describe concepts by sending images and emotions telepathically.

Reaching 12th Level and Above

There can only be nine druids of 12th level, and since skinchangers are druids, this applies to them as well. When a skinchanger has enough experience to reach 12th level, they must challenge an existing 12th level druid. The character only advances to 12th level if the other druid is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). Likewise, there can only be three druids of 13th level and a single druid (known as the arch-druid) of 14th level. Druids who attain 12th level or above may build a stronghold integrated into a natural setting.