Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Saturday, September 6, 2014

WH7 The Fountain of Life

My experiments continue. Only two players of the regular group could make it this weekend. So I've decided to include another adventure into the current UK2 The Sentinel module. The adventure is called Fountain of Life and was originally published in the RPG magazine "Tortured Souls". I am using the German translation that appeared in ZauberZeit #8.

Note: Still using the complete PHB and the D&D Basic for DMs V0.1.

Cast of Characters:
  • Grandor, male mountain dwarf cleric (acolyte)
  • Orell Underhill, male stout halfling rogue (spy)
After helping Khelben and company to investigate the standing stones Dancing Dew Maidens, Grandor is sent south to Wolfsdale to find out if Mab, Bruenor and Orell need help in dealing with the troubles at Wolfsdale. After a week of uneventful travelling, Grandor arrives at the village. He is pointed to the inn where Mab and Orell are staying. Mab introduces Grandor to Orell and tells him that Bruenor has taken their drow "prisoner" to Lakehaven to a magistrate located there to get her official papers.

Orell and Grandor go around shopping a bit, but the stores don't really have what they require. Then they see a young man, a blacksmith coming into town carrying a dead man in his arms. The blacksmith is called Travultar and the dead young man is Pugnam. He was bitten to death and a javelin was found at his side. Grandor recognizes the javelin as lizardfolk-made. Also, the bite marks point in the same direction.

Papa Kursk, the village elder, suggests that Grandor and Orell could ask a friendly young lizardman called Tsziktezz for aid in tracking down the lizardmen responsible. Tsiktezz lives in a small valley at the edge of the Mountains of Mist (yeah... I was very Tolkien inspired back in my youth when I came up with names). Papa Kursk tells them that Tsziktezz lives at the Fountain of Life. Grandor and Orell decide to accept the mission in return for a modest payment of 25 gold pieces.

Before leaving the village of Wolfsdale, Orell shows Grandor the strange inscription in blood that they found earlier. Grandor is able to translate the draconic writing. It seems to be a rather mysterious plea for aid, warning of a great evil stirring.

As they prepare to finally leave for the half-day journey to the Fountain of Life, Travultar approaches them and tells them about his brother Trackak. He went missing some three weeks ago. He wears a necklace made of crystals similar to the one Travular wears on his dark haired chest. If they can return his brother alive, he promises them 200 gold pieces. If they can return the crystal necklace to him as proof of his brother's death, he'll still award them 100 gold pieces.

After half a day of travelling into the mountains, Grandor and Orell reach the temple of the Fountain of Life. As they enter the seemingly abandoned caves, they disturb a swarm of bats. After chasing them off, they proceed deeper into the caves. They don't find much of value, and turn back as they encounter a stone guardian on a bridge. Then, Grandor decides to cast locate object in order to find the necklace (good thinking on part of the player). That leads them back to a T-junction covered with wooden planks. As the halfling and the dwarf stand together on the planks, they break through into a watery hole. The oil lamp of Ordell is extinguished as it plunges into the water. Suddenly, only Grandor is able to see anything. They are in 5 feet deep water (pity that dwarfs and halflings are less than 5 feet tall...). Grandor feels that the necklace is near. He dives into the water and retrieves it, while being attacked by a poisonous water snake that has taken up residence in a skeleton. Grandor defeats the snake, then emerges from the water again. He dives back down to retrieve his shield and Orell's lamp. Then he guides the halfling to the eastern ladder. They climb up. But just as Orell reaches the top of the ladder, it basically disintegrates below him and dwarf and halfling fall back into the cold water. They finally get out of the pit by climbing the western ladder. Only real problem: the collapsed T-junction blocks them from the exit of the caves...

They approach the stone guardian. It asks them what they want. They reply that they want to see Tsziktezz. The guardian steps aside and lets them pass. Behind the room with the guardian, stairs lead down to another level of the abandoned temple.

On the second level, they enter a dining room. A loud gong sounds. Food appears on the table and two goblins run out of an adjacent room. The party parleys (that's sensible little folk for you). The goblins want some money, then tell them that they don't know anything about Tsziktezz and let them continue exploring the temple in peace.

In the next room Grandor and Orell find Tsziktezz waiting for them on a marble throne on a platform across water. They talk a bit. He isn't really interested in helping them, but allows them to visit the Fountain of Life. The halfling and the dwarf take him up on the offer.

While investigating the alleged healing properties of the fountain (water gushing out of a solidly golden lizard head), first Orell and then Grandor is sucked into an underground river. Both quickly lose their senses and start drowning...

Both of them awaken at the banks of a small brook, where they have been deposited by the river. It is dark and they decide to take a long rest (being both at 1 hp). On the next morning, they try to find the Temple of the Fountain again, but become hopelessly lost in the mountains. They make camp in the mountains and on the next day walk down into the Weathered Heath again, arriving at the mines of Wolfsdale in the evening. After sleeping at the mining outpost, they are pointed back to the village.

Since Orell lost his equipment in the temple, including a valuable healing potion, they decide to go back to reclaim the equipment. Also they want to talk to Tsziktezz again and get him to help the villagers. But before they leave again, Grandor takes the crystal necklace to Travultar. He is dismayed at the death of his brother, but pays them 100 gold pieces as promised. Orell uses the money to buy some gear.  Grandor meanwhile wonders how Travultar's brother ended up dead in the temple. Something else to talk with Tsziktezz about.

On their way back, they meet a monk called Urquant from the Order of the Grey Cowl. He asks them for help. He was visiting the hermitage of a fellow member of his order, but on arriving he found the brother hanged in a tree and was attacked by two gargoyles. He fled into the wilderness and now seeks help to reclaim the treatises on philosophy the hermit was writing. Orell and Grandor promise to help. In return they may keep all the valuables except the books.

The three make camp. The next day, Grandor changes his line-up of spells and together with Orell comes up with a plan for attacking the gargoyles. First they approach the cave, then Grandor fires a guiding bolt at one gargoyle. Orell shoots that one with a bolt from his crossbow. Then the gargoyles are upon them. Grandor summons a spiritual hammer, then swallows the moonstone containing the blessing of Elissar (god of dreams, wolves and hope). The moonstone dissolves into a salty liquid and the two are blessed. Orell valiantly continues to attack the Gargoyles. Grandor uses all the healing power at his disposal to keep the fight going. Then Orell goes down, Urquant recues him and gives him a healing potion. Meanwhile Grandor falls under the attacks of the last gargoyle. But Orell gets up, and swings on the branches of a tree until he can fall from above on the gargoyle. He finishes it off! The day is saved, The group retreats into the woods around the hermitage and takes a good long rest.

On the next day, the trio investigates the devastated hermitage in the cave. Orell and Grandor find the treasure of the gargoyles and Urquant true to his word allows them to keep it. The actual library is guarded by witherweed. But Grandor manages to find a way around the choking plants. Inside the library, Urquant takes the eight books on philosophy written by the dead hermit into his possession, but allows Orell and Grandor to keep a curious blue book that isn't part of the collection.

Grandor studies the book. Apparently, it's the lineage and chronicle of the Arthog family. The head of the family was responsible for guarding a mountain fortress called Adlerweg. When the last guardian returned from Adlerweg, he brought a curious magic item with him that is called The Sentinel in the text, but isn't described at all. Then the family line faltered with Henryk von Arthog who squandered the family fortune and had to abandon the lakeside villa inhabited by his family. Maybe that's the same lakeside villa that Mab, Bruenor, Chasna and Orell heard about some days ago at the half-orc camp.

Anyway, Orell and Grandor split from Urquant who is really grateful for their help and continue on to the Temple of the Fountain. There, they cleverly use a rope and grabbling hook to bridge the T-junction and talk to Tsziktezz again. Still, the young lizardman isn't moved by the plight of the villagers. But as it turns out, he knows about the goblins in the temple who apparently work as guards for him. Also, he set up the stone guardian on the first level. But unable to get to the bottom of the story, Grandor and Orell leave and return to Wolfsdale,

To be continued...

Friday, September 5, 2014

TJ5 Sometimes Even a Dragon Requires Help... Part 1

My experiment in using modules for older D&D versions continues. This time an adventure module from the old German RPG magazine ZauberZeit #2 (Auch ein Drache braucht mal Hilfe). I've DMed this adventure several times already, once with the D&D Rules Cyclopedia and twice with Tunnels & Trolls.

Notes: The full Player's Handbook is used together with monsters from D&D Basic for DMs V0.1.

Cast of Characters:
  • Aethelric, male half-elf warlock (criminal/spy)
  • Bangrimm, male hill dwarf cleric (acolyte)
  • Bjarne, male human fighter (soldier)
On his travels from Rakurstada to Knuivigi, Bangrimm meets two other adventurers: Aethelric and Bjarne. Together they continue their travels to find safety in numbers this close to the Weathered Heath. In the evening, they arrive at Knuivigi and decide to rest at the Dancing Boar Inn. The locals tell them about a sighting of five dragons near the ruins of Castle Raven's Aerie. The next day, the three adventurers leave for the castle.

As they arrive at the castle, they don't see or hear anything out of the ordinary. Just a ruined castle standing seemingly abandoned on the Weathered Heath. Cautiously they investigate first the outer, then the inner courtyard. As Bjarne moves into the inner courtyard, he is attacked by a vicious brown bear and heavily wounded. During the battle, Aethelric discovers a sleeping green dragon resting in the adjacent courtyard.

After defeating the black bear, the three try to leave before the green dragon notices them. But they are unsuccessful. Aethelric withdraws into the outer courtyard, but Bangrimm and Bjarne are detained by the green dragon. Reluctantly Aethelric moves back in. The dragon explains that he needs heroes to investigate a crypt. He is too big to fit inside, and the first party he sent in failed to return. The green dragon is looking for the Scepter of Yragael, a warlord who lies buried in the crypt. He points them to three healing potions and then herds them down into the crypt. Besides the entrance to the crypt, a temple to Celos, god of the sun and wisdom, sits in the smaller courtyard and adjacent to it lies a small graveyard.

The adventurers enter the crypt cautiously. The find a big entrance hall, where three doors lead deeper into the crypt. Each door guarded by two skeletons. After a short discussion, Aethelric attacks one skeleton with an eldritch blast. All six skeletons start moving and attacking the adventurers. A pitched battled ensues. The tide only starts to turn when Bjarne goes from a purely defensive stance to the offense.

After the battle the group investigates the door to the left and find an old chest containing two jewels. Aethelric investigates one wall and finds two indentions. They put the jewels there and find a hidden room. There, they are attacked by two giant centipedes. After defeating them, they find some more treasures.

Then they listen at the door to the right and hear squabbling squeaky voices. Entering the room, they see eight kobolds engaged in a heated discussion. Another battle is quickly finished, when Aethelric casts shatter in to the room. They find nothing of value and decide to take a short rest before proceeding into the dungeon.

As they continue their explorations, Aethelric discovers a suit of armor that animates as he tries to retreat. As reward for defeating the animated armor, Bjarne takes the jeweled greatsword that the armor was wielding.

Then they arrive at a staircase that leads down into the lower levels and a big double door that leads into a further room. There they discover a strange dimensional door that deposits them right outside the courtyard again. The green dragon ushers them down into the crypt again, as they tell him that they don't have the scepter yet.

The staircase down to the next level is filled with cobwebs. They proceed through the cobwebs and reach a room with a fountain. The fountain bears a small inscription: "Drink and forget all your sorrows forever." Somehow the party doesn't want to be relieved of all their sorrows and continues onward.

Bangrimm falls into a trap where he's attacked by a giant poisonous snake. Aethelric prevents the trapdoor from closing, and Bjarne rescues Bangrimm from the snake. His dwarven resistance to poison definitely helps him survive the attack. While in the pit, he has spied two scroll cases stuck in a skeleton, but didn't manage to grab them.

The group presses on into a large room where a bronze double door leads onwards. First, the decide to take another short rest. Then they try to pry the door open. It is stuck, and won't move. Aethelric has an idea: they use torches to heat the metal and then cool it rapidly with water from the fountain, thus turning the bronze brittle. After that they successfully force the door open.

Behind the door, a corridor filled with spider webs stretches into the dark. They decide to be more careful this time and burn down the webs. Out of the burning corridor they are attacked by two burning giant spiders.

After defeating the spiders, they decide to take a long rest.

To be continued...

Saturday, August 30, 2014

WH6 Trouble in Wolfsdale

The adventure from last Saturday is a bit of an experiment. I am using UK2 The Sentinel as the basis (replacing some of the weirder creatures with currently available counterparts) and not caring much about encounter balancing. So far it works great. Also, I want to see if an "adventure path" survives the changing player roster of my campaign.

Notes: The full Player's Handbook is used together with monsters from the Hoard of the Dragon Queen web supplement and D&D Basic for the DM V0.1.

Cast of Characters:

  • Bruenor "Bonebreaker", male mountain dwarf fighter (soldier)
  • Chazna Faertala, female drow druid (noble/hermit)
  • Mab "Steelfist", female human fighter (soldier)
  • Orell Underhill, male stout halfling rogue (spy)

Bruenor, Mab and Orell are still at Miller's Crossing, celebrating and relaxing at the Sleeping Mermaid Inn. At another table we have short cameos by Khelben, Valrian, Sh'razzar and Grandor. Then, Orell spies something unusual outside a window: a hooded shape with burning red eyes. The four heroes dash outside to see a fleeing person that heads toward the sacred grove. Had the person headed into any other direction, they probably would have let them go. But this just looks suspicious. Upon reaching the grove, the person tries to climb a tree but falls down and is finally caught by Mab who handily outdistanced the dwarf and the halfling during the pursuit.

The person turns out to be Chazna, a drow druid from the underdark on the run from mysterious forces who murdered her mentor and stole her circle of standing stones (see a pattern here?). The heroes march her back to the inn in order to interrogate her in a rather friendly manner. Kellion is at first a bit suspicious of the drow, but later relents. Chazna appears to be rather innocent in comparison to the vile legends about her kin. Mab decides to arrest her at the inn and see what they can do about her the next day.

On the next day, a village elder from the south arrives at Miller's Crossing. He is from Wolfsdale and reports about trouble at the village. Some has been murdering farm animals, babies and the elderly. He heard that Captain Khelben of the Dragon Guard is at Miller's Crossing and hopes for help. Khelben and company is already gone though, investigating a stone circle across Lake Crescent. But Mab promises to help. They decide to take Chazna with them, because they can't really leave her in Miller's Crossing all by herself. After all, she might be a spy - something that at least Orell suspects.

After a week of travel across the hills of the Weathered Heath, they reach Wolfsdale. There they start to investigate. Apparently, a script in blood was left at one of the almost-murder sites. But they aren't able to read the script. It's not any language that they know. Not even Chazna can help them.

The next couple of days of investigation are rather frustrating:

  • The town cleric of Arianna, goddess of stars and the hunt, thinks it's an ettercap committing the atrocities.
  • Apparently, the murderer has grown less murderous. There are survivors.
  • Patrolling the immediate area doesn't turn up anything at all.

Finally, Bruenor turns up a lead. While at the inn, he talks with the townsfolk. They tell him that they fought a goblin tribe some years ago. They never found the lair, but suspect that it's located near the lake to the south. Not having any other lead, the group decides to search for the lair. Maybe something can be found there.

After a days travel into the forested hills around the largest lake in the Weathered Heath, the heroes find a hill that is fortified with a stockade. Some people seem to be on patrol on the stockade. After making camp, Chazna decides to go into elven trance, so that she can take watch at night. Orell decides to go swimming. A small creek is running at the back of the hill, and Orell carefully hides in the water. At the backside of the hill, he leaves the water and climbs a steep rock face with many handholds that is about 10 feet high. Above the rock face he reaches the stockade and manages to get a glimpse of the other side. The "people" on the stockade turn out to be spears with helmets stuck on them. With this new discovery he returns to the camp.

After Chazna has awoken from her trance, the group advances on the stockade. Mab discovers that the front gate isn't even barred. They enter the stockade and find the entrance to a network of small caves under the hill. They encounter a couple of traps, then two mountain lions and their master, a half-orc. They kill the lions and capture the half-orc. Mab and Chazna get him to talk. He tells them that:

  • He lives here with his human mother and six half-orc brothers.
  • They captured an ettercap, but another got away using magic.
  • His mother and brothers are looking for the ettercap.
  • His mother is a mighty wizardress,
  • They chased away a tribe of goblins who used to lair here half a year ago.

Mab tells him that they have seven days to leave the area and that they should take that chance. Then the group searches the living quarters of the bandits.They find a lot of loot that the bandits captured, and also quite some riches amassed by the mother. They only take some of the coins (platinum pieces, eight aquamarines and some of the gold). The rest they leave for the family.

They also find a rough map of the surrounding area. It shows a cross about six miles to the south, indicating a villa and the note: "Villa and ettercap."

Then they move out of the lair and to the back of the hill. There they hide and wait until mother and three of her sons return. Then they sneak out to the front gate, but are discovered shortly before leaving the compound. The half-orcs attack and advance on the party. Chazna is seriously injured and goes unconscious. Mab goes on the offensive. Bruenor carries Chazna outside and then joins Mab. Orell takes up sniping position. The mother is indeed a wizardress or sorceress. She blasts Mab and Bruenor with a color spray, casts mirror image to protect herself, and her sons advance on the party. Mab repeats her threat of seven days. But ultimately, the party has to withdraw. Everyone is already outside of the compound, except Mab. When she tries to leave, suddenly a stone wall appears across the exit. But Mab isn't phased at all. She leaps up onto the stockade and then jumps down on the other side (That was rather spectecular, especially since Bruenor was immediately afterwards: "Why didn't you use the gate?" - Phantsmal force was really brilliant here.) As the heroes flee into the night, some bolts hit them. But that's just some random shots. As they enter the forest, Bruenor turns around at screams: "You have seven days to leave! Then we will be back."

To be continued...

Thursday, August 28, 2014

TJ4 The Swamp of Dying Dreams Part 2

This is a direct continuation of the first part: TJ3 The Swamp of Dying Dreams Part 1. I consider this part of the same "module", therefore it is still TJ3. Tanris, the rogue, unfortunately couldn't make it to that game session.

Notes: This session used the full Player's Handbook (in practice the heroes were still all built with D&D Basic) and monsters from the web supplement for "Hoard of the Dragon Queen" and the D&D Basic DM Guide V0.1.

Cast of Characters:
  • Bangrimm, male hill dwarven cleric (acolyte)
  • Brim Smallcare, male lightfoot halfling fighter (folk hero)
  • Taklinn Frostbeard, male mountain dwarf wizard/fighter (soldier)
  • Tendrak Talis, male human fighter (soldier)
On the next morning, the heroes eat breakfast and encounter a bar maid that has apparently slept very unwell. She tells them that everyone is having bad dreams and a restful night is something from the past. They then decide to interrogate their lizardman prisoner again. After some intimidation by Taklinn, he spills the beans in Draconic which only Bangrimm can speak. Taklinn uses comprehend languages to listen in. The lizardman tells them that they are planning to return the swamp that was drained during the founding of Rakurstada to its proper place. He claims that they need the captured townspeople for a ritual to drown the town. He also tells them under duress that the other lizardmen are hiding somewhere to the north of the town within one mile of its walls.

Then the heroes go into the town of Rakurstada to complete some business. Bangrimm goes to town in order to visit the temple of Nastruhal, deity of smiths and craftsmen, for some advice. Taklinn wants turn over the lizardman to the authorities. Tendrak and Brim want to visit the temple of Waradin, deity of war to get some advice and healing potions.

Bangrimm is met with incredulousness by the local clergy when he tells them about the plans of the lizardmen. But in the end, he browbeats them into promising him a reward, if he can prove his story.

Taklinn meanwhile is surprise by the swift justice of the Jarl's huscarls. Their leader simply executes the lizardman on the spot, and tells Taklinn that their heads a worth 2 gold pieces each. Taklinn gets those two gold pieces. Also, the leader of the huscarls is not very convinced of the story told by Taklinn.

Tendrak and Brim fare a little better at the temple of Waradin. A cleric tells them that indeed the town was founded on a swamp and that the swamp was drained. Then he sells them healing potions and emblems of Waradin. Even Brim gets a healing potion after Tendrak testifies that the halfling is a mighty warrior.

The group meets up at the marketplace and decides to check on the resident wizard. Maybe he can tell them more about the ritual. He isn't at home and they just meet one of his apprentices, the girl Ysra. She can't really help them, except tell them that the wizard is the eldest son of the Jarl and not very well liked by his kinsmen. Brim suspects that he maybe in league with the lizardmen.

Finally, the group leaves town. And indeed, the captive lizardman didn't lie to them. There is a small hill by a stream just outside of town. Brim scouts ahead to a ruined hut, but there he is discovered by a lizardman guarding the approach to the hill. He calls for reinforcement, but even four lizardmen don't stand a chance against the heroes. During the battle, they even try to drown Tendrak in his armor. Brim and Tendrak set two of the lizardmen on fire, but the fourth can escape.

Afterwards, they try to cross the stream. Brim finds a tree on the other side of the stream at the entrance to a cave into the hill. He slings a lasso around a branch of the tree and does some impressive tightrope walking to the other river bank. Unfortunately, the tree is alive. It jerks the rope and Brim goes tumbling into the water. At the same time two lizardmen throw javelins at the group. A lengthy combat ensues. The lizardmen are backed up by some sort of shaman or druid who casts spell after spell at the group. Melf's acid arrow wounds Taklinn heavily, Brim and Tendrak fight underwater against the two lizardmen, then a stinking cloud incapicitates Bangrimm and Taklinn. But too late, they take down the awakened tree and finally reach the other side of the stream. The day is won! But the druid escapes through the water,

Inside the cave they find maps and ritual scrolls that could indeed return Rakurstada to a swamp. Also, they find the missing townspeople and some treasure (money, spell scrolls and healing potions). The ritual scrolls are enough to convince Bangrimm's superiors of the validity of the threat and they also reward the party. Taklinn collects on the lizardmen's heads.

Saturday, August 23, 2014

WH5 The Walking Stones: Tannoch Rest of Kings

Notes: The adventure is based on Tannoch Rest of Kings and introduces part of the campaign arc for the Weathered Heath. The full Player's Handbook is used together with monsters from the Hoard of the Dragon Queen web supplement and D&D Basic for the DM V0.1.

Cast of Characters:
  • Bruenor "Bonebreaker", male dwarf fighter (soldier)
  • Grandor Runnaheim, male dwarf cleric (acolyte)
  • Khelben, male human wizard (soldier)
  • Mab, female human fighter (soldier)
Khelben and Mab are still trying to solve the mystery of the vanished stones, when Silea, the half-elven druidess of Miller's Crossing asks them for another favor. The village provides food and other consumables to a group of nuns living on a rocky island in Lake Crescent. They belong to the church of Celos, the deity of light and wisdom. The nuns apparently guard the resting places of magicians. But the last supply ship sent by the village a week ago, hasn't returned. So now Silea is worried and asks Khelben and company (Mab and Grandor) to investigate what happened.

But before they can set sail for the island, the head of the town militia reports that just outside of town, a caravan is attacked by "flying creatures". Khelben immediately asks: "Do you have trouble with harpies?" A perplexed militia captain answers "Yes, sometimes.." (good call by the player). So the three rush out to help the caravan that is under attack. 

There, they find Bruenor defending the caravan leader against attacks by vicious harpies. But all in all, not a big issue, since Khelben and Company makes short work of the harpies. Then they head back to town with the survivors and Grandor recognizes Bruennor as a cousin from the south, and of course Mab remembers the dwarven fighter who saved her live at the Battle of Madrenor. Five years ago, he literally dragged her out of a pile of dead soldiers shortly before the firewall spells hit the battle lines to cover the retreat of the defeated army of Thoran.

After taking a short rest, the companions set out towards the Isle of Tannoch Rest of Kings in a small sailing boat. Much to the dismay of Bruenor who somehow doesn't like water. Shortly before reaching the rocky island, they are attacked by an aquatic orgre who destroys their boat, but can be defeated. Mab almost looses her enchanted plate mail armor during the battle, as she wasn't wearing it. Mab has the idea of clinging to the wreck of the boat and swim the last few minutes to the island.

The plan is sound, but as the approach the stairs leading up to the tower on the island, rocks are thrown at them. The remains of the boat are smashed to pieces and they have to start swimming while rocks are launched at them. This attack continues all the way up to the tower, apparently perpetrated by an ogress who clings to the topmost battlements of the ruined tower.

Inside the tower, the group heads down into the lower levels. Everything here is wrecked and apparently, the nuns were taken as food by the ogres during the previous months. They barricade themselves in the lower levels and take a short rest. Suddenly, they are startled as a surviving nun appears out of the rock. Marta, as she is called, fills them in on what happened here: during the winter, three ogres came and stormed the nunnery. She tells them that the nun were guarding the remains of evil magicians who feared for their souls at the end of their lives. She also tells them about an ogre in the crypt who has started to open the graves and eating the ashes of the deceased. The group decides to search for that ogre.

Mab continues to think about everything that was happening in winter: three standing stones disappear, three ogres appear. She seems to see a connection.

But first, they battle the one-eyed ogre in the crypts. He is very strange. Each time Mab cuts him with her sword, something escapes from his flesh. Once even a spectre that is turned by Grandor. The group quickly dispatches the spectre after defeating the ogre. Then they return to Miller's Crossing, promising Marta to send her provisions.

In Miller's Crossing, they continue to investigate what happened. Apparently a lot of things:
  • The dead wizard Hallad al-Bim was brought to the isle of Tannoch in the last summer by his apprentice Stannus.
  • Later in fall, the apprentice re-appeared and tried to be taken to the island. But the villagers didn't help him.
  • Stannus seemed to be looking for something.
  • On the hill with the three missing standing stones, they find a small altar dedicated to Vathris, a southern sun goddess associated with fire.
They come to the conclusion that somehow Stannus managed to turn the stones into ogres after they hearing legends from Silea that the standing stone in the Weathered Heath were originally giants turned to stone by the gods themselves. But how can that be? Giants are a myth and only appear in the tales for children to frighten them. But Mab thinks there is truth behind the stories. Now Khelben worries that Stannus might be out there, trying to turn other standing stones back into giants.

During the investigation a couple of adventurers arrive in town: Kellion, apparently a sorcerer, and Tris, his ranger companion. The two have even met Stannus and Hallad al-Bim, because they were fighting them about a year ago. They know that Hallad al-Bim possessed a diadem of some arcane power. Apparently that diadem was taken to the isle of Tannoch, but Stannus wants to have it for himself. That's why he came back.

Fearing for the nun's safety, Khelben and Company return to the island. But there, the nun proofs rather uncooperative and even summons spirit guardians to keep the heroes from investigating the diadem that rightfully belongs to her order. Frustrated they leave.

In the evening, Kellion and Tris return from their adventures and tell them that another circle of standing stones has gone missing. This time six of them. Kellion posits that, if the myths around the standing stones are true, the unravelling of the gods' curse could cause a chain reaction, slowly turning all standing stones back into giants. Khelben is rather unsettled at hearing this. He asks them, where the next standing stones are located. They tell him that it's across the lake. The circle is called the Dancing Dew Maidens. Khelben decides to investigate. First, in all haste, but then Kellion tells him that the spell probably won't unravel over night. The group debates on the fastest way of getting to the Dancing Dew Maidens: either two to three days by horse or six hours straight across the lake by boat and then a short hike into the woods.

To be continued...

Closing note: My players are far too experienced. I had hoped to not have them notice that the standing stones walked away for at least another couple of months, since they are still too low level for the main plot which includes fighting giants.

Friday, August 22, 2014

WH4 The Walking Stones: Another Missing Person

Notes: The full Player's Handbook is used together with monsters from the Hoard of the Dragon Queen web supplement and D&D Basic for the DM V0.1.

Cast of Characters:

  • Khelben, male human wizard (soldier)
  • Mab, female human fighter (soldier)
  • Orell Underhill, male halfling rogue (spy)

Khelben and his small travelling company (see WH3) have reached Miller's Crossing at Lake Crescent. There they meet with Mab and Geoffrey (see WH2). At the Sleeping Mermaid Inn, Orell finds them with a message from Khelben's superior officers. In the message they order him to remain in the Weathered Heath for the time being and to continue monitoring for unsual activities.

The evening at the inn is spent playing cards, talking to some locals and later Mab sees Geoffrey slipping out with a local youth called George. Everyone returns to their rooms. At night, Khelben dreams about a meeting with his elven superior back in Mirena (actually a dream spell used to speed communication). He informs them about the dark wizard Archibaldus, his collaboration with the goblins and that this was seemingly instigated by the Walyran hierarch of Taronn via the dancing devil Malburzan (see WH2).

On the next morning they meet the half-elven druidess Silea who tells them about her predicament: her circle of standing stones has gone missing in the previous winter. Khelben, Mab and Orell find that hard to believe and go to investigate the sacred grove on the top of the hill. Silea apparently was right: the three standing stones have gone missing, leaving only holes in the ground. Only the sacred twin oak in the middle of the grove remains.

From the hill, Mab sees a body floating in the water of the lake. They go down to the shore and it turns out to be George. He's dead, apparently seared by lightning. The heroes decide to return him to town. There, they hand him over to his crying mother. Then they start wondering what happened to Geoffrey. They hear about some caves below water level. Mab intimidates the village youths into telling her, where to find the entrance to the caves. The intimidation consists of simply slugging two of them unconscious on orders from Khelben as they are reluctant to talk at first.

They return to the shore and Mab scouts ahead under water secured by ropes. She finds cave entrances, a cave with a small beach and and a dry tunnel leading deeper into the earth. Orell and Khelben follow her. Before Mab ist out of the water, they are attacked by a Will O'Wisp. It downs Khelben immediately (critical hit), but is defeated by Mab and Orell. Back in the cave, they find an unconscious Geoffrey who tells them that George and he were headed to the shore sharing tales and beer. There they were attacked by the Will O'Wisp. George was killed, and Geoffrey was taken captive.

But still they are no closer to solving the mystery of the vanished standing stones.

To be continued...

Saturday, August 16, 2014

WH3 The Caves of the Living God

This is the third session of my ongoing home brew D&D 5e campaign. The last time our heroes defeated an evil mage who was organizing the goblins of the Weathered Heath into a fighting force allied with Thoran's deadly enemy Walyra.

Note: This session used the full Player's Handbook and monsters from the Hoard of the Dragon Queen web supplement and the D&D Basic DM Guide.

Cast of Characters:

  • Grandor, male dwarf cleric (acolyte)
  • Khelben, male human wizard (soldier)
  • Sh'razzar, female tiefling ranger (guild artisan)
  • Valrian Liadon, male wood elf fighter (spy)

Khelben and Grandor are on their way to Miller's Crossing from Griffon Rock as the first stop of their way back to Mirena. Valrian is on his way to Griffon Rock to deliver an important and sealed message to the baroness. And Sh'razzar is on her way south from the empire of Irralldon to seek vengeance for the death of her guild master at the hand of the undead. They killed him and stole something precious from him, apparently in the employ of an even greater evil hiding in the Weathered Heath.

Sh'razzar is crossing the Silver Run when Khelben, Grandor and Valrian notice that she's walking directly into an ambush. A bugbear and his two hobgoblin cronies are waiting for her. The three heroes decide to save the tiefling. Together, they defeat the goblins, but only after Sh'razzar is gravely wounded. Grandor heals her, when they notice that bad weather is arriving rapidly. Rain, thunder and lightning make travel a hazardous proposition at best.

Sh'razzar spots the entrance to a cave and they hurry to get there before the storm begins in earnest. Their relief at finding the cave is short lived, as the cave is chest deep under water for the most part. The adventurers have to move deeper into the cave to reach a dry spot. While swimming through the waters, they are attacked by two giant crabs. The group defeates them handily and decides to take one for dinner. In the dry part of the cave, they are surprised by a trio of lizardmen that demands tribute for their god Rashambur. A god nobody has ever heard of. Grandor manages to convince them to take the crab and leave them alone. At least that's what he thinks will happen.

Meanwhile, Khelben examines the cave walls and finds barely visible primitive pictographs about a series of battles between little folk (most likely gnomes and halflings) and some giantish folks. It's unclear who remained victorious. The pictograms seem to be ancient and dedicated to the three northern gods Elissar, Nangaloss and Nitarro [1]. The three are brothers, yet Elissar created Nitarro as a companion, and both together created Nangaloss. Elissar is a deity of wolves, dreams and winter. Nangaloss is a patron of the crafts and smiths, as well as the creator of dwarves and dragons (incidentally, Grandor is a cleric of Nangaloss and Sh'razzar worships that deity). Nitarro is a dark god of lies, trickery and illusion who created the dark elves (who are the predecessors of the high elves in my campaign setting).

The party settles for a long rest. Valrian takes first watch and hides behind a stone pillar. Sh'razzar is having some really eerie dreams. She meets  a man that sits cross-legged at a fire. The flames cast his skin either as pale or extremly dark. His flaxen hair is covered by a deep hood. He tells her that ancient things are moving again and that she should watch for the giants' dances. Then he hands her moonstone [2]. At that moment, she's painfully awakened.

While the party was sleeping, the lizardmen returned. They snuck into the cavern and attacked the three sleeping party members. Valrian did not notice them (Stealth check 25 vs. his passive perception of 14), but they also did not notice him. Sh'razzar is knocked out immediately, the others wake up. A battle commences. Sh'razzar is revived by Grandor and the tide of the battle turns rather quickly. In the end, two lizardmen are dead, the third is taken prisoner. Grandor interrogates him and afterwards Valrian kills it in cold blood. They find out that (a) the "god" of the lizardmen seems to be a living being, (b) the "god" can fly and most importantly (c) that he doesn't look like them. Which is a relief, because the party suspected a dragon. Now Valrian thinks the "god" of the lizardmen is a manticore.

Cautiously, the heroes move deeper into the cave. They do not encounter anymore lizardmen, but they do find more pictographs and the "god" who indeed turns out to be a manticore (good call by Valrian). Again a fight takes place. The party manages to defeat the hungry "god" of the lizardmen. Among the bones of its victims Sh'razzar finds 100 gold pieces and Goggles of Night. She keeps everything for herself, except for one gold piece that she gives rather dismissively to Valrian.

After a short rest, the party continues to explore the caves. Behind an ancient portcullies they find the remains of four small bodies arranged on funeral biers. One is wearing copper bracers that seem untouched by the tides of time. The other three have small bottles tucked in the remains of their belts. Khelben prevents Sh'razzar from disturbing the remains of the little people. He checks for magic and finds lingering traces of abjuration magic around the bracers, and evocation magic in the bottles. Finally Grandor discovers a glyph warning of good magic in the place. The glyph seems to be dark elven in origin. This confirms their suspicions about proud and good warriors resting here, and they finally decide to try another long rest.

During the rest, Khelben figures out the Goggles of Night, and has a strange dream where a spectral halfling hands him the two bracers for the coming hardships. After he wakes up, he carefully removes the bracers from the halfling's corpse. They will turn out later to be Bracers of Defense.

Then they decide to go on exploring beyond the dark elven glyph. After spending some hours in the upper reaches of the Underdark, they narrowly manage to avoid a party of dark elves led by a priestess of Sardyna, deity of death and disease. That convinces them to return to the surface and leave the caves behind. The four heroes continue on their way, carrying with them knowledge of the ancient deeds and a blessing from the moon gods.

To be continued...

Footnotes: 
[1] My campaign setting has a total of three different pantheons. The primordial gods who shaped the world, the lunar gods [3] who found the world, and the mysterious eightfold gods that simply came from nowhere. The lunar gods are mentioned above, Sardyna is part of the eightfold gods, as is Celos the main (and only) deity of Walyra, her brother.

[2] Moonstones are sacred to the lunar or northern gods. They are said to be crystallized "tears" (or some other bodily fluid) of the gods. Swallowing a moonstone enables you to cast a bless spell as first level cleric once.

[3] The setting has two moons: a blood red moon dedicated to Nitarro, deity of trickery and illusion, and a silver moon dedicated to Elissar, deity of wolves and winter. A third moon might have existed, but all that remains are the Shards of Nangaloss that form a ring about the world.

Thursday, August 14, 2014

TJ3 The Swamp of Dying Dreams Part 1

Again a Google hangout session with some of the folks from the previous hangouts.

Notes: This session theoretically used the full Player's Handbook (in practice the heroes were still all built with D&D Basic) and monsters from the web supplement for "Hoard of the Dragon Queen" and the D&D Basic DM Guide V0.1.

Cast of Characters:

  • Bangrimm, male mountain dwarven cleric (acolyte)
  • Brim Smallcare, male lightfoot halfling fighter (folk hero)
  • Taklinn Frostbeard, male mountain dwarf wizard (soldier)
  • Tanris, male human rogue (criminal)
  • Tendrak Talis, male human fighter (soldier)

The characters are travelling (as always) as caravan guards with Sorrenson and his beautiful daughter Ingdis from Svarturvigi to the remote town of Rakurstada on the outskirts of the country of Tjalmar, adjacent to the Weathered Heath. On their way to Rakurstada they are attacked by a trio of Perytons that they are able to defeat, but Tanris manages to turn over the lead wagon and the oxen break free. Brim captures the oxen and the caravan continues on. During the fight everyone was very protective of Ingdis, but Tanris was knocked unconscious and the cleric had no spells left to heal him.

As they arrive at Rakurstada, the gates to the town proper are already closed. So they have to stay at the Burning Rooster Inn (so called because it burns down a lot) in the foregate. Bangrimm is greeted by the townsfolk who are in dire straits. People keep disappearing at night on the streets.

Meanwhile, Brim settles Tanris in a separated sleeping quarter so that he'll awake rested and relaxed. Tendrak pays a bar maid to listen to his stories, but wants it to appear as if they were doing more than talking. Taklinn has a run-in with a group of hill dwarves who don't seem to be overly fond of their mountain dwarf cousin.

After Tanris is awake and the heroes have taken a short rest, Brim dresses up as a helpless maiden to act as bait for the unknown kidnappers. The plan works, even though Brim is overacting more than a little bit. A trio of lizardmen appear to kidnap him and are defeated by the heroes. One lizardman is left alive and interrogated by the cleric. So far, it hasn't told them much. Brim plans to turn the lizardman over to the town's watch in the morning. The party ties up the captive securely and go back to the Burning Rooster for a well-deserved long rest.

[Here we made a break since it had gotten late. The initial fight with the perytons took a lot longer than anticipated. The story continues with part 2]

Wednesday, July 30, 2014

TJ2 Against the Spectre Queen

This is a continuation of the previous adventure "TJ1 The Barrow of the Dwarven Queen" that I DMed via Google Hangout. The adventure is loosely based on my Dungeon World adventure "Against the Spectre Queen".

Notes: The session used D&D Basic V0.1 and monsters from "The Lost Mines of Phandelver".

Cast of Characters:

  • Aelar, male high elf wizard (spy)
  • Grimbolt Doomhammer, male mountain dwarf fighter (folk hero?)
  • Maedric, male human cleric (soldier)
  • Tanris, male human rogue (criminal)
  • Tendrak Talis, male human fighter (soldier)


The characters are staying at the Silver Cat Walk Inn in Svarturvigi. Some (Tendrak, Maedric) have traveled together with Sorrenson the merchant and his beautiful daughter Ingdis from Solacebury to the fortress of the dwarven king Rafnar the Black. The others are guests at the inn. In the morning, Sorrenson finds that his daughter has disappeared (again). He asks the characters to help him find her and (again) offers a generous reward.

The city streets are patrolled by grim hill dwarfs in the service of Rafnar. Maedric first suspects Haddun, a fellow caravan guard of eloping with Ingdis and thus the group searches the gates and the harbor. But they do not find a trace of her, but manage to alienate the townguards (or at least Maedric manages that). Aelar even visits a brothel because a town guard insinuates that Ingdis might have gone there. Embarrassingly, it turns out to be a brothel for dwarfs, halflings and gnomes. So as mistress Roshildur informs him, the elf won't be served here - even though she finds him cute.

After trying the harbor, they investigate the old city cemetery that is protected by wards designed to keep something in as Aelar discovers. But apart from ancient tombs and catacombs dug into the mountain side of the actual black fortress they don't find anything there.

With empty hands the adventurers return to the inn. There, they decide to search Ingdis' room. Apart from a smashed mirror they don't find anything. But it dawns on them that she might be possessed. Tendrak asks a serving girl about Ingdis. And indeed the girl saw her leave in the early morning - alone, no with Haddun - for the temple of Nastruhal, deity of crafts and smithing.

The group goes there as well and finds massacred dwarven priests, and a break-in into a secret crypt beneath the altar. In the crypt they are confronted by skeletons and zombies. After defeating them, they discover that whoever was down here, stole a book that was chained to a lectern in the crypt.

As they leave the temple, they see a massive storm gathering over the city that is centered on the cemetery. They rush there to discover Ingdis inside chanting from an ancient book made out of stone. As the group attacks, the ritual is interrupted and a wraith leaves her body to attack the party. In the fight, Grimbolt is killed by her touch, before the combined might of the surviving heroes can defeat and banish the wraith. The storm breaks and the heroes return Ingdis safely to her father. Aelar takes the book with him. He later discovers that it is the Treatise of Stone, containing rituals and spells of the First Dwarfs, those who are now known as derro dwarfs.

Grimbolt Doomhammer is honored with a funeral pyre at the temple of Waradin, the deity of battle, to prevent his soul from returning as a wraith.

Saturday, July 26, 2014

WH2 The Ruined Village of the Goblin Lord

This is the second part of my home brew D&D 5e campaign. The last time the player characters found a troubling letter that previously belonged to a dancing devil "merchant" which they could not decipher.

Note: This session was based on D&D Basic and monsters from The Lost Mine of Phandelver.

Cast of Characters:

  • Grandor, male dwarf cleric (acolyte)
  • Karsal Kesh, male stout halfling rogue (acolyte)
  • Khelben, male human wizard (soldier)
  • Mab, female human fighter (soldier)

Two weeks earlier: Khelben meets with his superiors in the ducal capital of Mirena. He shows them the letter captured from the dancing devil (a species of Tiefling that can only procreate with human females) Malzurban. It turns out that the letter contains a treaty of cooperation from the Walyran bishop of Taronn to the goblin tribes of the Weathered Heath in case of an attack on the mining outposts of Thoran in the heath. It is addressed to someone named Archibaldus. Khelben is entrusted with the mission to find Archibaldus and stop him. Grandor is hired to accompany him and Mab joins them as a bodyguard. Together they travel to Griffon Rock, a keep in the borderlands.

Now: As the trio approaches Griffon Rock, the attract the attention of Karsal Kesh, a rogue travelling to the keep as well. With some difficulties the party enters into the keep, as Karsal seems to be bend on alienating the guards at the gate.

Khelben immediately seeks an audience with Baroness Deirdren of Griffon Rock, but is met only by her husband. Apparently, the baroness is in deep mourning ever since her two sons passed away in the war against Walyra. Khelben tells Baron Padraig in secret about his missions, and asks him what he knows about this Archibaldus. Apparently, he was the apprentice to the resident wizard Peredur.

Meanwhile, the others go shopping at Shea's Warehouse, where Karsal again causes trouble as he really tries to rob the half-orc proprietress of the store. With some difficulty, Mab and Grandor get Karsal out of trouble.

Later on the party decides to spend the night at the Green Dragon Inn. There Mab has a run in with Geoffrey, the stable boy. They talk and Geoffrey promises her to go with them to Peredur in the morning. Apparently, Geoffrey knows the wizard from some favor he performed for Geoffrey.

In the morning the heroes seek out Geoffrey and after a short delay, because he has to fasten his belt, he leads them to Peredur. They get the old wizard to talk and he tells them of a ruined village and the former wizards' guild located there. Apparently, it was quite an illegal guild devoted to dark arts. The troubles with Archibaldus started, when the apprentice looted parts of the wizards' guild hidden knowledge. He turned down to a dark path and split with his former master. Peredur tells them the location of the ruined village.

Before the adventurers move out of Griffon Rock, Mab gets into a verbal fight with Geoffrey. She smacks him in the face for a perceived insult. That really seems to hurt Geoffrey, as he is really looking up to Mab as a female fighter. Apparently, women aren't allowed to practice the fighting arts in Griffon Rock. Mab doesn't understand at first, until Geoffrey shows her what he got from Peredur: a belt that changes her gender to male. Otherwise, (s)he would never have managed to become a stable boy. Mab is deeply moved by that revelation and promises Geoffrey to take him with her, when she leaves after the mission.

Then the party gets moving to the abandoned village. There, they get into various fights. Unfortunately, a chance encounter with twig blights gives them away to the goblins way too early. They get into an extended battle at the towers of the wizards' guild that they barely manage to survive. Then, they break into the tower and discover an excavation site in the cellar. A bugbear, a hobgoblin and two goblins try to break into an ancient sarcophagus. After defeating them, the heroes loot the sarcophagus themselves and find beautiful plate armor of the Order of the Dragon (Khelben's order). Khelben decides to allow Mab the use of arms and armor in order to complete the mission. Then the four adventurers barricade themselves into the tower for a long rest.

During the long rest, Mab dreams of past glory. She kneels before the first king of Thoran and his elven wife to receive arms, armor and a blessing. In a courtyard on the outside she sees a silver dragon rearing its head in triumph as she receives the arms from the king.

After the long rest, things get pretty serious. The evil mage Archibaldus knows that they are holed up in the tower and he has gathered his forces in the courtyard of the ruined castle overlooking the village. When Mab goes scouting, she is discovered by the mage and he sends her plummeting off the wall with a barrage of magic missiles. Thankfully, she survives the fall and Grandor heals her back to full health. Angered, Mab takes her bow and shoots an arrow into the courtyard over the wall. She aims for the position of the mage. He apparently hasn't bothered to move and is wounded. Angrily he orders the offense versus the heroes. A desperate battle ensues. The tide finally turns, when the heroes decide to flee, but Karsal is held by a spell. Mab turns around and attacks again, soon joined by Khelben and Grandor. In the end, the determination of the heroes proofs to be too much and the goblin forces are defeated, Archibaldus is taken prisoner and returned to Griffon Rock. Without their leader, the goblins go back to being disparate tribes again, instead of being a threat to Thoran.

To be continued...

Saturday, July 19, 2014

WH1 Trouble on the Great River

Today we started our regular D&D 5e campaign in my home brew campaign setting. We are usually playing on Saturdays, and the players are drawn from a pool. Usually, the first four players that have time do get to play in a session. The pool contains about a dozen players, some have more time on their hands than others, so they and their player characters will be appearing more often. The actual play posts will appear at the date of the game session. That way it's easier for me to track things.

Note: This session was played using D&D Basic and monsters from The Lost Mine of Phandelver.

Cast of Characters:

  • Grandor, male dwarf cleric (acolyte)
  • Khelben, male human wizard (soldier)
  • Milo, male halfling rogue (spy)
  • Valrian Liadon, male wood elf fighter (spy)

Play is taking place in the Weathered Heath, a border region of the kingdom of Thoran. The kingdom is ruled by a half-elven nobility that was founded over 1,200 years ago by the marriage between a human tribal chief and the elven queen who sought to preserve the elven heritage beyond the time of elves on the continent. Her court followed her into the human lands where she stayed for the better part of a century to oversee the establishment of a strong dynasty. Her heirs still rule the land. She and her court returned to elven woods, where she still rules today.

The past decade has been troublesome for the kingdom. In the south, a new aggressive power has arisen. A theocracy based on the lawful teachings of the chief deity Celos. In Walyra, law is emphasized above good, and the theocracy is aggressively acquiring territory. A standing army of Paladins turns them into a formidable opponent. Thoran has lost it's southern most duchy to the theocracy in a bitterly fought war five years ago. Tensions remain high and the half-elven kingdom is wary about renewed aggression.

Khelben, a captain in the Order of the Dragon, is sent by his superiors on a mission to spy on Walyra. He is placed in command of Milo and Valrian, two spies who are to insinuate themselves into the Walyran border town of Karollyn. In order to appear inconspicuous, they travel with a barge of lightfoot halflings from the northern river port of Aescford to their destination along the Njangdal river. Apart from them, a dancing devil (a species of Tieflings who can only procreate with human females) called Malzurban and his two concubine-slaves travel with the halflings, as well as a dwarven cleric of Nangaloss called Grandor. Nangaloss is a northern deity of craftsmanship, smithing, dwarves and dragons. He is brother to the two moon gods Elissar and Nitarro. Grandor is telling legends of his god to the halfling children during the day.

At nightfall, the barge stops and a camp is raised on the Thoran bank of the Njangdal. The halflings start dancing and celebrating. Milo joins in the celebration, when a comely halfling lass asks him to dance with her. Khelben keeps to himself, Grandor is eventually persuaded to dance, and Valrian keeps watch above the valley. That was a good idea as it turns out. A group of goblins led by hobgoblins attacks the barge folk. The heroes are victorious in repelling them, but a some halflings are kidnapped.

Khelben promises to free them, and Milo, Valrian and Grandor tag along. After a short rest, they pursue the goblins across the Weathered Heath until they arrive at a small cave. The goblins enter the cave and shortly thereafter leave without the captives. Our heroes stay behind and investigate the cave. It turns out that it is guarded by giant spiders. But apparently, they let the goblins pass. The heroes attack the spiders and in harrowed battle enter the cave. There, they discover that the captives have been placed on altar dedicated to the dark goddess Sardyna. The eight-armed goddess is a deity of death and disease, more feared than worshipped, except by the most dark-hearted folk.

The pitched battle with the giant spiders nearly turns out to be a complete disaster. First, Milo daringly attacks a spider and injures her gravely. Valrian is knocked unconscious (the player had to leave early). Then Grandor goes down and Milo is killed. Captain Khelben saves the day. The wizard lures the surviving spider out into the open and then destroys her with fire. He saves the halflings who help him to return the unconscious Grandor and the dead Milo to the barge. Valrian is gone, when Khelben returns to the cave.

Milo is given a touching funeral on the Njangdal in the style of his people. His body is placed on a small raft with twigs and tinder. Then pushed out on the river while the halflings shoot burning arrows at the craft.

The halflings travel onwards. Khelben's mission is basically ruined as one of his spies is dead and the other has vanished. Therefore he decides to travel back to headquarters to get new orders. Grandor decides to join him. They do not disembark at Karollyn, but instead go on to the ducal capital of Mirena.

But someone does disembark at Karollyn: the dancing devil Malzurban and his two concubine-slaves. After they are gone, the halfling lass that Milo was dancing and flirting with, goes to Khelben and reveals that she stole a letter from Malzurban written in dwarvish script. Grandor cannot read it, so it seems to be some other language that is using dwarvish script. Khelben decides to show that letter to his superiors.

To be continued...

Friday, July 11, 2014

KT1 The Secret of Ravenscar Abbey

This was a spontaneous test round for D&D 5e with some of my regular gaming buddies.

Notes: The session used D&D Basic V0.1 and the monsters from the latest play test package released by WotC back in September 2013.

Cast of Characters:

  • Aktaias, male human wizard (soldier)
  • Alethra Marsk, female human cleric (folk hero)
  • Imra Bersk, male human fighter (acolyte/folk hero)
  • Kayleigh, female human rogue (folk hero)

What happened before: Alethra had come to Ravenscar Abbey looking for shelter with fellow clerics of Celos, deity of the sun and wisdom. There she discovered that something was off about the nuns worshipping at the abbey. When she confronted the nuns, she had to flee from them, and she managed only to convince Imra, a young paladin in training of the falsehoods spread by the nuns. They had strayed far indeed from the faith. The two ran off the the nearby village of Sea Gull Cove.

Meanwhile Kayleigh had stood up to the tax collector sent by the abbey. She snuck into his waggon and stole the tax money back for the people of Sea Gull Cove. She was also suspecting that something wasn't quite alright in this backward corner of the kingdom of Thoran, in the middle of the Karak Tarn Forest. The taxes were just a bit too high and the tax collector a bit too cruel. [1]

Now: Alethra and Imra sought refuge at the only inn in Sea Gull Cove before looking for the captain of the guard. While they were still looking, a fighter from the Abbey confronted them. They took him to their room, and killed him when he tried to attack them. Then they went to get Aktaias, the captain of the guard at Sea Gull Cove. Kayleigh was also getting curious and overheard their conversation. The four of them decided to check out what was going on at Ravenscar Abbey on the next morning, after taking a long rest.

On their way to the abbey, they made a plan to enter through the back entrance of the walled compound. That entrance turned out to be trapped. Though Kayleigh managed to open the lock on the backdoor, she set of a fire trap that burned Aktaias badly.

They snuck into the abbey and Kayleigh was scouting ahead. She found a grisly altar dedicated to Sardyna, the eight-armed goddess of death and disease in the cellar. Meanwhile, the other three heroes where discovered. They killed Sister Cellarer in the kitchen, after discovering that she did not venerate Celos, but rather Sardyna. Then the alarm was raised. The nuns and fighters of the abbey attacked the group on the meadow behind the temple. In the ensuing combat, Aktaias managed to injure the Mother Superior gravely before being killed by her magic. In the end, the heroes were victorious. They returned to Sea Gull Cove with the corpse of Aktaias. He was laid out in state, and the mayor informed the surviving heroes that Aktaias was to be transferred back to the chapter house of the Order of the Dragon in Thaugros, a coastal city at the Gulf of Thoran.

To be continued...

Footnotes:
[1] Back story provided courtesy of the players of Alethra and Imra.



Saturday, July 5, 2014

TJ1 The Barrow of the Dwarven Queen

This is the very first adventured I DMed for D&D 5e, two days after D&D Basic V0.1 was published. Since I didn't really have time for preparation, I reused the Dungeon World adventure "The Barrow of the Dwarven Queen" from two years ago.

Note: The game was based on D&D Basic V0.1 and the monsters of the last playtest package by WotC (back from September 2013).

Cast of Characters:

  • Brim Smallcare, male halfling fighter (folk hero)
  • Haddun, male human rogue (criminal)
  • Maedric, human male cleric (soldier)
  • Tendrak Talis, human male fighter (soldier)
The adventure basically followed the plot of the Dungeon World game. The characters are on their way from Solacebury to Svarturvigi, the fortress of the dwarven king Rafnar the Black. They are guarding the caravan of Sorrenson, a merchant from Solacebury. He is as always accompanied by his beautiful daughter Ingdis. The main stretch of the journey takes them through the dangerous boreal forest of Skogurhörmullegur. Haddun is scouting about 450 feet ahead, while the other three adventurers stay with the main caravan. 

As expected, they are attacked by gnolls. It is a tough fight for Brim, Maedric and Tendrak. Only Maedric's healing words save them from certain death. Meanwhile, Haddun confronts a lone gnoll scout ahead of the others. They have a rather dynamic, somewhat ridiculous fight that doesn't end well for Haddun. Fortunately, he stabilizes by himself. The others would have found him too late otherwise.

When they return to the caravan, Sorrenson tells them that his daughter has been abducted by the vile gnolls. At first, Maedric is somewhat reluctant about saving her, seeing the larger danger to the caravan. But Sorresenson pleads with them and offers gold and healing potions. Mercenary as they are, they set out after a short rest to find the gnolls.

Brim successfully leads them to a barrow in the middle of the woods. The top of the barrow is guarded by two gnolls that are taken out by some smart tactical fighting on part of the group. Then they enter the barrow. The group remembers that this might be a barrow of a cursed queen of the first dwarves who were infamous for consorting with demons. Later, the mountain dwarves and hill dwarves rose up against their successors and defeated them. The queens were imprisoned in barrows such as this.

In the lower level of the barrow, the group finds itself confronted by the ghosts of two hill dwarves that were guarding the tomb. They rise up as their remains are disturbed. After a short battle, the adventurers the ghosts are defeated. Tendrak exchanges his armor against the plate mail worn by one of the dwarven guardians. It seems to be a fine set of armor indeed (plate mail +1).

Then they break into the inner sanctum of the barrow where they interrupt a dark ceremony of a gnoll priest. Apparently, he tries to use Ingdis for some nefarious purpose with the spirit of the dwarven queen. The adventurers attack and defeat the priest. Then they proceed to loot the tomb. Brim graps the chain shirt of the dwarven queen's remains. Maedric revives Ingdis, but fails to note something very important about her.

Then the group reports back to Sorrenson to collect their reward and finally see the caravan safely to Svarturvigi.

Note: The player of Tendrak Talis has posted a play report/review on his web site in German.

Sunday, March 31, 2013

Space 1889: Riders of the Upper Nepenthans

Wherein a small group of stepperiders accompanies a pregnant woman to meet her future husband. A  story about glory and battle told at the fires of the Upper Nephentans.

Ranix the Warrior, Fazuuk the Seer and Tarn'k the Hunter are given the task of bringing the pregnant woman Kiszula to meet her future husband Prince Harka from the Lower Nephentan tribe. Among the stepperiders of Mars, it is taboo to marry within ones own tribe. Kiszula managed to get herself pregnant at the last tribal gathering and insists that the child is Prince Harka's. So the princes of the Upper and Lower Nepenthans brokered an agreement for a marriage between Kiszula and Prince Harka. Fazuuk, Ranix and Tarn'k are now suppossed to take Kiszula to the Ruumet Breer Graveyard located between the tribes' territories.

Tarn'k scouts ahead on his gashant while the other three Nephentans follow on their own gashants and with the gashant carrying the dowry for Kiszula. Travelling with a pregnant  Martian woman is exhausting. Her constant complaints are met with stoic silence by Ranix, chatter about the ancestors by Fazuuk, and an absent minded "Yes, Kiszula" by Tarn'k. Maybe that's why Tarn'k acts as an outrider.

Near the end of their journey to the Ruumet Breer Graveyard, Tarn'k encounters a carcass of a slain ruumet breer. From the wounds it looks like steppe tigers had slain the mighty beasts. In the distance, he spots a cave that might be the lair of the steppe tigers. He leads the group on a detour to avoid directly crossing through the steppe tiger territory.

At nightfall, they set up camp. Fazuuk proceeds to settle down Kiszula as comfortably as possible. Tarn'k builds the fire and Ranix keeps watch. Then Kiszula asks Tarn'k to come over and asks him to bed down next to her during the night, because she is cold. Tarn'k elegantly passes this task off to Fazuuk who tells Kiszula that he knows how difficult things are. Kiszula says he can't imagine what she is going through. Fazuuk tells her that the female ancestors also speak to him and thus he knows what to do. He gives her a broth of steppegras beer and herbs that settle her down - and make her somewhat delirious. She implies that Prince Harka wasn't alone with her when she got pregnant, that he didn't lead "his gashant to the watering hole" and that he isn't even interested in women. Surley, the ravings of a delirious mind and nowhere near the truth...

Later at night, during Tarn'k's watch, the young hunter suddenly hears a noise in the dark. He draws his bow, wakes Ranix, tells him to be silent and cautiously proceeds away from the fire. Indeed, they are not alone. Two steppe tigers are circling around the camp. Tarn'k shoots an arrow but narrowly misses one of them. Then the steppe tigers leap into the camp. Ranix get badly wounded, Tarn'k lets loose arrow after arrow and Fazuuk protects Kiszula and prays to the ancestors. Indeed, the ancestors are on the side of the Nepenthan warriors. Ranix manages to slay both steppetiger after Tarn'k has hit his them with arrows several times.

Afterwards, Ranix insists on moving the camp a bit; and in the morning hours, Ranix and Tarn'k start to gather trophies from the carcasses: teeths, parts of the furs and Tarn'k successfully removes one of the bone plates from a steppe tiger's skull. Fazuuk tries to get Kiszula to eat some raw steppetiger meat to make the unborn child stronger. Then the warriors and Kiszula continue their travels.

On the last day of their journey, Tarn'k finds some trails of heavily-loaded  gashants and as he arrives at the Ruumet Breer Graveyard, he finds a discarded metal flask with some clear liquid that smells and tastes alcoholic. The alcohol is much stronger than any steppebeer. Probably belonging to some red nosed invader.

After a while, the entourage of the Lower Nepenthans arrives. Their gashants look as if they were wounded and their leader Tenpashan demands to married to Kiszula. Fazuuk refuses and after some huffing and puffing by Tenpashan and his warriors, he gets to the bottom of the tale: Prince Harka was apparently shot down from his gashant by some red nose warriors that he tried to attach. Instead of helping him, Tenpashan ordered a tactical retreat. With the prince dead, he'll become the next chieftain of the Lower Nepenthans. Kiszula would be his fourth wife. Fazuuk then brokers an agreement: the Lower Nepenthans will guard Kiszula while Fazuuk, Ranix and Tarn'k will verify that Prince Harka is indeed dead. Also, if Kiszula marries Tenpashan, the Upper Nepenthans will receive eight rifles. That settled, the three warriors proceed to track the red noses.

Tarn'k can easily track the trail left by the gashants of the invaders. The red noses aren't particularly careful to conceal their tracks. They feel rather secure out here in the Nepenthes-Toth Steppe. As the night falls, and Phobos and Deimos rise in the sky, Tarn'k finds their encampment behind a hill. He sneaks closer, signalling Fazuuk and Ranix not to approach. Tarn'k sees several earthmen dressed in uniforms sitting around a campfire, drinking and joking while a lone guard patrols the perimeter. Also, he sees a cage large enough to hold captives with one huddled form inside. That could be Prince Harka.

Tarn'k reports back to the other two warriors and they formulate a plan. Ranix and Fazuuk will approach the camp to trade the prisoner, while Tarn'k will sneak around to the cage ready to free the prisoners, if Ranix and Fazuuk fail.

As Ranix and Fazuuk approach openly, the red noses call their officer forth. He speaks some Koline and the trade commences. But unfortunately, Tarn'k is discovered and all hell breaks loose. Ranix is gravely wounded by the sabre of the office, but with the help of Fazuuk's ancestors and Tarn'k's arrows raining down, the three Martians prove victorious.

Tarn'k opens the cage and discovers that there are not one but two prisoners. One is a savage High Martian without wings, the other one calls himself "Hamfreyy Laawreenz", a warrior of the Princess Kwin Vyktooreea, a might warrioress chieftain from Earth. Ranix collects the rifles and ammunition of the fallen invading warriors. Also, he claims the sabre as his trophy. The High Martian confirms to Tarn'k that Prince Harka is indeed dead.

Triumphant, but with sad news they return to Kiszula. Haamfreyy and the High Martian come with them, to be taken to one of the canals after the marriage ceremony. Fazuuk marries Kiszula and Tenpashan. The warrior return with 38 rifles, steppe tiger furs, and teeths and bones from the beasts to the Upper Nepenthans to be hailed as heroes and celebrated.

Note: I keep wanting to write "... her future ex-husband". Definitely reading too much After Elton.

Sunday, March 24, 2013

Space 1889: Scandals in St. James's

Wherein five adventuresome gentlemen meet for a rather unintentionally scandalous evening at the Travellers Club in 1889. Acquaintances are made, the Russians make a move and dinner is interrupted.

The evening starts at the estate of the Sir Winston Lawrence, chanting can be heard from downstairs. As the head of the household investigates, he finds his daughter Elizabeth Lawrence listening to the chants of a human who tries to clean the house with fake Martian chants. Her sister Lydia is watching from the stairs. Sir Lawrence doesn't find that very amusing and has his Martian butler, Vincent, remove the fake Martian guru from the property. Vincent (his Martian name being unpronounceable to most humans) complies and while escorting the guru out, secretly retrieves the 20 pounds sterling that Miss Elizabeth had paid the fraudulent guru. Sir Lawrence has a stern talk with his daughter in the meantime and decides that it's best, if she gets married soon. Miss Elizabeth begs her father to not reconsider taking her to the dinner reception of Sir Robert Whitecliff at the Travellers' Club. Sir Lawrence relents and tells her that she can still come.

Meanwhile at the Travellers' Club, Humphrey Lawrence, the estranged and missing son of Sir Lawrence, is talking with his High Martian travelling companion. The winged monstrosity gulps down raw meat and speaks in a strange mixture of Martian and German.

William Herondale, gainfully employed with the Foreign Office in London and a second-degree nephew of Sir Lawrence, meets with Sir Pinterbottom at the request of Lady Amelia Pond, a woman playing in the Great Game for the British Intelligence agency. William had met Lady Amelia in Cambridge where she had recruited him for the British Intelligence agency. After spending some time in Istanbul and getting entangled with a Russian operative called Natasha Iswolska, William had returned to London and a new assignment with Sir Lawrence. Officially, his mother asked her uncle to employ him, but unofficial William is under orders of the British Intellegence agency.

Sir Pinterbottom sits on a bench and reads a newspaper as William approaches and sits down next to him. Pinterbottom tells him about the dinner reception at the Travellers' Club and more or less points out that this is important business that William is attending there. The young man should keep his eyes open.

In the evening, Mr Huntingdon, a veteran of the second Afghan war and a suitor of Miss Elizabeth is travelling by Hansom cab to the Travellers' Club to attend the same dinner reception as the other gentlemen. His cab is forced into a detour because of Irish dock workers rioting in St. James's. That is just a bit odd, because the dock worker union was suppossed to have ceased their strike some days ago. Nevertheless, Mr Huntingdon arrives at the club, limps in and deposites his big hunting rifle at the reception desk.

In the drawing room, others are already waiting. Sir Lawrence with his wife Margret and their daughters Elizabeth and Lydia, and the young aide William Herondale. Butler Vincent is standing discreetly on the side, ready to serve his master Sir Lawrence. Shortly after Mr Huntingdon enters, a big burly Russian named Ivan enters and asks the somewhat impatient Sir Lawrence and entourage to follow him to the ballroom. William finds this a bit odd, since the dinner reception will be held in the smoking room.

The assembled ladies and gentlemen follow Ivan and he leads them to meet with his employer, Duke Alexander Petrovitch Iswolski. When William is introduced to the duke, he reacts a bit impulsively and tells him to give his daughter Natasha his regards. Sir Lawrence is irritated by that. His aide is not supposed to speak before him. As introductions are finally made, Sir Lawrence belittles the Russian diplomat in a rather insulting manner. But that isn't what concerns the duke. He merely wants to present Sir Lawrence with a mutual acquaintance.

Humphrey Lawrence is waiting in an anteroom with several doors. He has been told by Mr Robert Whitecliff to wait there. Humphrey is patiently waiting for the dinner reception of Mr Robert Whitecliff to begin. He is wearing leather pants, boots and other rough travelling gear. Suddenly, one of the doors is opened by Ivan. Humphrey wonders why it is the door to the ballroom and not the door to the smoking room, when Duke Iswolski points to him and presents him to his father, Sir Lawrence. While doing so, he tells Sir Lawrence that Humphrey was found wandering the streets of Syrtis Major in a rather dishevelled state and slightly out of his mind. Humphrey is glad to see his father, but his father will have none of it, even implying that Humphrey is an imposter.

Miss Elizabeth swoons upon seeing her lost brother, but Mr Huntingdon manages to catch her and carries her to a nearby couch. He tells Vincent to get some water. The Martian butler leaves, but encounters Ivan who tells him that Sir Whitecliff is already waiting for his guests to arrive. Vincent goes back to the ballroom and tells Sir Lawrence that Sir Whitecliff is waiting. Duke Islowski leads Humphrey back into the anteroom. Everybody else leaves for the smoking room granting Miss Elizabeth and Mr Huntingdon some time alone. She complains about her tight corset and asks Mr Huntingdon to please loosen it a bit. Of course, the love-struck Mr Huntingdon complies. Then both of them go to the smoking room, just in time before Sir Lawrence sends Vincent to get his daughter.

Besides the entourage of Sir Lawrence and Duke Iswolski, Mr Runark is attending the dinner reception. Sir Whitecliff is a tycoon building etherships for her Majesty, Queen Victoria. The HMS Canterbury is his most recent project and is affected by delays. The dock workers strike is just one of many issues. The HMS Canterbury is suppossed to contain a lot of new and innovative designs, yet none of the patents have been registered yet. The maiden voyage will take the HMS Canterbury to Mars, but things are not going well. Apparently, Sir Whitecliff is getting desperate by inviting a Russian duke and his competitor Mr Runark to  dinner. He hopes to gain something here.

Before the dinner begins, Sir Whitecliff opens the door to the antechamber and introduces Humphrey to his family. None of the assembled guests hint at meeting Humphrey earlier already. Sir Lawrence greets his son a lot warmer than just minutes before and asks Vincent to pick out some suitable suits from among those stashed at the club. Vincent leads Humphrey upstairs to help him get changed. When the two return, the dinner has already started.

Mr Huntingdon flirts with Miss Elizabeth who tries to get William Herondale to join into the discussion too. William obliges and smiles at her. Something that Mr Huntingdon doesn't find very amusing. He gets into a duel of words with Mr Herondale. Mr Herondale likes the dance of words and secretly delights at appearing to flirt with Miss Elizabeth. Though his true target is Mr Runark. The other tycoon is rumored to still be single at a rather advanced age and to have a rather unseemly close relation to his personal secretary and aide. William know the secretary from meetings in circumstances best not mentioned in polite society. Now, William is casting occasional glances at Mr Runark. Mr Huntingdon elbows him in the side causing William to loose his composure on the first try. But finally, Mr Runark notices the young man's interest.

During dinner, Vincent uses the opportunity to nose around the club a bit. He notices Ivan, the butler and bodyguard of Duke Iswolski going upstairs. Discreetly, he follows him and observes that Ivan exchanges coin with a person guarding a door, saying something about 9 o'clock and the duke leaving at that time. Vincent looks around a bit and finds another door leading into the guarded room. There he picks the lock and carefully opens the door. On the other side, a High Martian is sitting in the room still chewing on raw meat and muttering words Koline and German.

Shortly before 9 o'clock, Ivan enters the smoking room and whispers to Duke Iswolski. The duke gets up and excuses himself from the dinner, since he has to attend to urgent business elsewhere.

After the duke leaves, the dinner is interrupted as an angry young man intrudes into the smoking room. He confronts Sir Whitecliff and apparently is his son Michael Whitecliff. Father and son go into the adjoing room. Then a loud noise is heard like someone hitting somebody right in the face. William very rashly jumps up and goes into the other room to see if everything is alright. Sir Lawrence tries to stop him by asking for a few words, but William brushes him aside more concerned with the well-being of Sir Whitecliff.  Unfortunately, invading a families privacy in Victorian times is a social gaffe. As he opens the door, he watches Michael Whitecliff storming out of the room and Sir Whitecliff holding a bloody handkerchief to his nose. William asks if everything is alright and then escorts Sir Whitecliff back into the room. None of the others have noticed the blood.

Sir Lawrence is rather angry at his aide, and even Miss Elizabeth is not so sure, if William will be adequate competition for Mr Huntingdon. Suddenly, noises can be heard from outside. Mr Herondale walks to the window and sees rioting dock workers in front of the club. They throw a brick through the window which narrowly misses Mr Herondale. From downstairs noise indicates that the front door has been broken open. Upstairs, Vincent sees the guard lifting his rifle, turning to the door and shooting through the door - presumably to kill the High Martian.

In Closing: This report is of course heavily biased by the person witnessing the events and reporting them to his superiors in the British Foreign Office.

Sunday, March 17, 2013

Monsterhearts: Devil Falls, AK Episode 3

In the third episode only three players were present: Max the hollow, Annalee the witch and Baron the infernal. A week has passed since the party and the disappearance of Chloe. The episode opens at the funeral of Erica. Annalee refuses to attend, therefore she isn't present. Max more or less watches impassively. Baron tries to throw some of the merrow ash into the grave, but is prevented from doing so by grandma April. The old witch wants to talk with Baron and grabs his ear. That's when he pushes her into the open grave. Max jumps down to help the elderly woman to get out. But apparently, she has broken her leg. The football team helps to get her out. Baron wants to runs off, but is stopped by Ms Chamberlain the homeroom teacher. She gives him detention for the rest of the week. Baron huffs off. Max follows him.

Meanwhile, Annalee has taken refuge in a quiet corner of the library. She gazes inward reaching for visions. She sees how Carol prays to Kal'Thoragh to set her free. The demon lord complies with her wishes and opens her cell door and loosens her straight-jacket. She attacks the nearest orderly and kills him by chewing through his neck with her bare teeth. Annalee feels that Carol is coming for her and Max. Frightened, she runs from the library into the arms of Spencer the groundskeeper. He corners her and she eventually faints. He carries her off into the gym.

During a short break, Max wonders where Annalee is. He asks around until he meets Misty, Iris and Amanda. They tell him that they haven't seen her at all. Baron hovers around the edge of the conversation, while Misty tentatively tries to flirt with Max telling him that she's sorry for what they did. But she also reminds him that without the witches he'd literally be nothing at all.

While Max is talking with the witches, Baron talks to his best friend Veronica. Then he suddenly has an insight where Annalee is. He sprints to the gym followed by the coven, Max and Veronica. Just in time they stop Spencer from doing something unmentionable to Annalee and wake her. Annalee runs out into the rain, while the three remaining witches turn on Spencer who is fleeing. Baron runs after Annalee, and Max goes after the witches.

The witches are standing at the edge of the hockey field, chanting. Spencer is climbing a ladder into the lighting rigging. Max suspects the obvious: the witches want Spencer to kill himself by jumping down to the hockey field. He starts to talk the witches out of their course of action. They don't really listen. In the end, Max grabs Misty to carry her away. Misty slams a pair of scissors into his back. Max is injured, but the circle is broken and Spencer survives.

Out on her way to the greenhouse, Annalee meets the merrow. The one that Chloe turned into. Baron stops in his tracks as well and flees into the greenhouse. He slams the door shut and cowers on the ground. Annalee is lunging with her knife at the throat of the merrow. Baron gazes into the abyss. Something unexpected happens. He sees a vision of how he can save himself from Kal'Thoragh by saving Annalee and trying to get away from his demonlord. He hears the words "God loves you." He gathers his courage and leaves the greenhouse to confront the merrow.

Annalee manages to wound the merrow, but it lashes out at her. Enough is enough. Annalee changes. Her hair becomes darker, her fingernails grow, she becomes her darkest self and casts an illusion. Suddenly, to Baron and the merrow she appears as an incarnation of Kal'Thoragh the Butcher. The merrow retreats in panic. Baron kneels down and sees that his demonlord reaches for him with his flaming sword. Annalee cuts of a lock of hair from a terrified Baron. The boy flees to the front of the school to get away from her.

Max, Baron and finally Annalee go to their sixth hour class: English Literature with Coach Delgado. Since Max and Baron arrive much too late, he gives them detention. Annalee arrives last, almost five minutes before the end of class. Delgado talks to her, giving her the choice between detention and joining the school newspaper. She opts for the latter. Then she tries to turn him on. He turns her down. She is hurt and turns all the books in class into bugs. Everyone freaks out. Except Baron and Max. Baron crushes the big bug in front of him and pulls its intestines out. Max watches calmly and suspecting something to be very wrong with Annalee. Annalee flirts openly with Gary who tries to protect his screaming girlfriend Faye. Delgado suffers a nervous breakdown. Class is over and Annalee persuades Gary to join her in the cellar for some hot kissing.

Annalee drags Gary down into the boiler room where they start making out. Kissing turns into much more. Afterwards, Gary gladly gives Annalee the friendship jewelry he shared with Faye. Annalee is happy, but not finished. As the two leave the cellar, they stumble upon a corpse. Another cheerleader has been killed. They inform Principal O'Rourke. But when they return with her, the corpse is gone.

After school's out, Max and Baron return from seeing the school nurse James who treated their wounds. They join Coach Delgado and the hockey team at the ice stadium. Zack is there, Baron's friend from the WoW guild, Veronica and Annalee. All three want to watch the hockey practice with Baron. Zack uses his iPad to tape the whole thing. Veronica doesn't like Annalee being there. She's afraid that the witch is after Baron who she's secretly in love with.

The hockey game between Team Max and Team Baron is surprisingly evenly matched. A whole lot of calling on dark powers is going on until Kal'Thoragh grants victory to Team Baron. Coach Delgado looks pleased that Baron is finally becoming a team player and offers him a place on the ice hockey team. Baron - to everyone's surprise - accepts.

Annalee is cheering Baron, and Veronica has had enough. She pushes Annalee into the row in front of her. But Annalee isn't intimidated. She causes all the hockey sticks to turn into snakes. Coach Delgado suffers another nervous breakdown. Zack runs out, leaving his iPad behind. Annalee snatches the iPad. Veronica also is visibly shaken. Delgado leaves to see the nurse and leaves Baron in charge. Baron simply ends the practice session by saying: "It's over."

TO BE CONTINUED

Notes:

  • Annalee is still in her darkest self. Currently, I am not sure who she harmed the most: Carol or Faye. I told her Carol. She said "Oh, that's easy. I just drive to Fairbanks, go and see her, and then apologize." If things would be that easy, we wouldn't play to find out...
  • The characters had another vision (not mentioned above) and know that Kal'Thoragh needs five dead girls before he can start to manifest.


Monsterhearts: Devil Falls, AK Episode 2

This was session I preped with a threat, a custom move and a love letter. Annalee the Witch, Max the Hollow, Cassidy the Werewolf and Baron the Infernal were joined by a new student, Gabriel the Angel. Gabriel knew that god loved Baron more than him, and Cassidy reminds him of heaven.

We cut back to the early afternoon and see that Baron drugs the beer with the green pills obtained from Paul. Just as Kal'Thorag the Butcher had commanded him to do. Then he goes back to the school and puts what is left of the pills into Boyd's locker. Boyd is the arrogant goaltender of the hockey team, and Coach Delgado's son. Baron doesn't like him in the least - though it is a mystery why.

Cassidy, Max and Gabriel arrive at the party early that evening. Cassidy and Gabriel both drink the drugged beer. Max doesn't, because he knows what is in there. Baron tricks Faye, the chaste and pure class president into drinking some of the beer too. Gary, her boyfriend keeps asking for Annalee who hasn't come to the party yet. The two fight a little and Faye stumps away frustrated. Just in that moment, Cassidy picks up screaming from beyond the hill leading back to town. Cassidy recognizes the scream as Annalee's. She runs off, followed closely by Gabriel and Baron.

When they reach a frightened Annalee, they see that she's attacked by a a hideous monster with green scales, black lanky hair and iron claws - the merrow that killed and almost ate Erica. They save Annalee from the monster and attack it. Baron and Gabriel hurl rocks and a golden glowing mug (Gabriel manifesting some of his powers). Cassidy changes into her wolf shape behind their backs and attacks the merrow viciously. The three of them bring the merrow down, while Annalee flees to the (questionable) safety of the party. There she meets Max and her friends Carol, Amanda, Misty and Iris. The five girls form a secret witches' coven. Carol, Amanda, Misty and Iris keep eyeing Max.

Meanwhile, Baron, Cassidy and Gabriel kill the merrow. Cassidy, still in wolf shape runs into the woods, and Gabriel follows her. Baron sits down besides the corpse of the merrow to gaze into the abyss listening for the commands of his master, Kal'Thorag. His demonic master answers and lets the body of the merrow burn into fine green dust. He commands Baron to take the dust and use it to turn someone into a merrow. Baron happily agrees.

Gabriel confronts the wolf and calls her on being Cassidy. Cassidy turns back into her human shape, and Gabriel lends her his jacket. Just then they are interrupted by Melissa, the head cheerleader, and her boyfriend Todd, the captain of the hockey team. They immediately suspect Cassidy and Gabriel as having had sex in the woods. Melissa giggles and makes fun of them. Then she and Todd run off to tell the others.

Finally, everyone is back at the party, happily drinking. Baron gets close to Chloe who had been pregnant with Kal'Thorag's child last summer, but choose to have an abortion. He puts some of the dust on her. She immediately begins to transform. Everyone is shocked, but nobody had noticed Baron doing the deed. As Chloe transforms slowly, hardly anyone notices. Annalee runs to her coven un order to do some magic. She wants the other students to flee. Together with her coven she enacts a big illusion of  approaching police sirens. Panic breaks out, everyone runs away. Gabriel and Cassidy drive off the merrow, before also fleeing. But now both are injured.

Carol collapses after doing the spell. Carol had been the designated driver and everyone else except Max has had something to drink. Max agrees to take Annalee and her friends home in Carol's pickup. On their way back to town, the car collides with a big black shape. Annalee blacks out. When she comes around again, she is alone in the car. Max and the witches are gone.

Cassidy and Gabriel end their flight at the football field behind the school. They start treating their wounds and eventually start kissing. Kisses turn into touches, touches turn into cast-off clothing. In the end, Melissa would be correct with her assumption.

In the meantime, Annalee walks home and tries to find out where Max is. She locks herself into her room and sacrifices Max' diary that she stole in order to cast a spell. She falls into a deep trance and enters Max' body. When Max opens his eyes, he is bound inside a cave, naked and in a ceremonial circle. Amanda, Misty and Iris are also there. Unbound, admiring their captive. As Amanda crawls all over him, Max gazes into the abyss. There he receives strange visions. He sees four girls (Amanda, Carol, Misty and Iris) forming a homunculous out of clay, praying and pouring life energy into the clay. Carol is not with the others. Instead, in the vision, in a small corner of the cave, she sacrifices to Kal'Thoragh. As she sheds her blood, the demon lord animates the clay creature who turns into Max. The hollow is tainted by the dark energies of Kal'Thoragh. Annalee's contact with Max gives him fleeting access to her spell powers. He confronts Amanda and casts a withering aging spell on her. As Amanda flees in horror, Misty and Iris etch a bit closer and Max, still bound, get's them to spill the story. They wanted their very own boytoy. That's why they created him. Annalee withdraws. Max convinces Iris and Misty to cut him loose. Then the two witches flee, leaving the still unconscious Carol behind.

Annalee has a good idea where the cave is located, even though she hasn't been there yet. She takes daddy's car and drives to the Devil Falls at the end of Crescent Lake. On her way there she tries to figure out how to help Max. She doesn't like where her thoughts are leading her. She suspects that Max was created as vessel for Kal'Thoragh. She wonders how to break the bond between demon lord and vessel, then she understands clearly that she has to kill Carol.

Max meets her halfway around Crescent Lake, but Annalee insists on going to the cave. There she plans to murder Carol, but in the end cannot bring herself to murder the unconscious girl in cold blood. Instead, Annalee and Max take her to grandma April. Annalee spills the story about Carol's involvement to her grandma late at night. The elderly witch binds Carol and the next day, she is taken to a mental hospital in Fairbanks.

Next morning in class, Ms Chamberlain the homeroom teacher announces that a new student will join the class. His name is Gabriel and he just moved to Devil Falls.

TO BE CONTINUED

Notes:
- Mostly went well. I should have let Annalee roll "Manipulate an NPC" to get her grandmother to help. But that roll didn't matter in the end.