And So it continues...

Session 7 recap
Brian's making promises again with shady outsiders
Ok for an actual summary, the session went a little something like this. Feel free to add chums, as I am probably just remembering the stuff that happened to my character.
  • We left town at the break of dawn, started travelling through the forest
    • Saw some lumberjacks from the town taking down the darkwood trees, seemed like it was taking teams of 4 or 5 a while to actually get even one tree down
      • We don’t care. “Life’s a bitch, we ride on”
    • Noticed that the animals were all heading toward the center of the forest, weird, but whatever
    • Faellan recalls a bedtime story about some kind of “protector of the forest” creature that maybe was from this place? Unsure
  • We camp for the night, the wizards make a couple tiny huts for us
    • Lazlo sings us a lullaby
    • Lazlo hears what sounds like a child laughing, wakes up Faellan, the pair decide to tromp into the jungle together. Without the rest of the group. At night.
  • Eventually (like 4 hours later) they stumble upon some kind of sexy woodland critter/druid firelight dance party.
    • They join in the revelry.
    • After a few hours of romping, everyone is tired and goes home, HALIFAX (NPC) introduces himself as the protector of the forest, lets us know he’s been watching us, and offers to teleport us back to camp (in exchange for a favor to be named later, but it’s k AJ will probably just let that slide)
    • They are tired the next day after getting like 1 hour of sleep. Astryl attempts to rouse them with a well-placed light spell in the eyes. Faellan voluntarily blinds himself in response. Astryl counters with some kind of ungodly loud noise. Faellan gives up and get out of bed.
    • “life’s a bitch, we ride on”
  • Onward into the plains, toward the mountains. Nothing of note happened that day.
  • We wake up the next day, and the words “we probably won’t have any problems with orcs until we hit the mountain range” were barely out of Asron’s mouth when we heard the sound of orcish battle horns
    • We peaced the fuck out of there (longstrider+pass without trace aw yis), no encounter
  • We make it into the foothills by nightfall, camp
    • Lazlo probably plays a lullaby again, I don’t remember. He’s really into the mothering thing.
    • Middle of the night, we are ambushed by a couple hill giants and their stupid wolf pets (or maybe the wolves just joined in for other reasons, it’s hard to say… wolves are a shifty bunch)
    • Wizards tee off on the giants with fireballs, lightning bolts, and magic missiles galore. We fight them off. Kosef and Faellan both take a bit of damage, but nothing fatal. The horses are untouched and unfazed by the action.
  • We rest up until about noon the next day (so we get that sweet, sweet long rest HP back)
    • Make it to a hidden campsite in the mountains (we found it thanks to our clairvoyance bird’s-eye-view spammer, Mr Astryl). Seems to be affiliated with the railroad (maybe? had some symbols marked on the tents or the nearby rock face or something that was the same as what we saw in town)
    • The camp is… EMPTY (dun, dun DUNNNNNN)
  • Welcome to Level 6
Session 3 recap
Dangerous Mines

Last we saw our stalwart adventurers, Asron the wizard was left standing among the dead bodies of his comrades. With quick haste, he triaged the group, determining that one man was left alive: the bard. After reviving him, the two decided to gather their dead and head back home to lick their wounds, but just as they were departing, a sudden noise came from the upstairs bedroom.

And now a recap:

  • The party investigates the noise.
    • Asron takes the bodies back to the wagon, leaving the bard to do the investigating.
    • The bard sneaks upstairs and peers in the keyhole. Seeing someone there, he retreats back to the wagon.
    • Asron, seeing that the bard wasn’t going to do this alone like he’d hoped, and seeing in the upstairs window that someone is indeed up there, decides to go up and figure this out once and for all.
    • He watches bravely from the staircase while he orders the bard to open the door.
    • It turns out to be Kosef, the (fighter? rogue? barbarian?), a member of the Fire Knights. He and his fellow brethren were overcome by the undead menace within the mansion, and he alone survived.
    • He joins the party, so long as the group promises to deliver him to glory and/or death.
  • Miracle at the wagon
    • It turns out that Asron incorrectly diagnosed his other companions as dead.
    • In fact, not only are they alive, they are in a top bill of health.
    • Oh, Asron. You silly wizard. You can’t do anything right.
    • The party decides not to look a gift horse in the mouth, and entirely accepts that their party are alive and well, and that nothing bad will ever come of this.
    • This even is never ever brought up again.
  • The party rest at town
    • Kosef goes shopping.
    • Asron attunes to his soul gem.
    • People get drunk
  • Roadside troubles
    • On the way to the mines the next day, bandits waylay the group.
    • After a downright rude conversation, the bandits attack.
    • The group makes short work of them, although not without injury.
    • They rest before continuing on their way.
  • The group are racists against undead.
    • At the mines, they encounter many skeletal undead, which seam to be minding their own business.
    • As the racists they are, the group decides to commit hate crimes, and kill the undead simply for being undead. They later congratulate themselves.
    • As they proceed into the mines, they find more skeletons just loitering around. The party systematically kills them all by dropping weapons by the undeads feet, then yelling, “Look out. He’s armed.” Thus giving them probable cause.
    • Fortunately, no press were around.
  • The necromancer
    • At the back of the mines, beyond a chasm, the group discovered a necromancer.
    • The necromancer said something about how we were bothering him
    • As this man was present when Kosef’s allies were killed back at the mansion, he decides to bother the necromancer quite a bit indeed.
    • The fight is complicated by a chasm separating most of the party from the necromancer.
    • It is further complicated by the necromancer having an ungodly number of hitpoints.
    • Seriously, it’s like the guy was Rasputin or something. We stabbed him and shot him and cut him and he just wouldn’t go down.
  • The party rejoices.
    • And much loot was had.


  • Is this the end of our party’s foray into the mines?
  • Is Faellan and Astryl really right as rain? Or is something more sinister behind their unexplained good health?
  • Is the necromancer actually dead? Or is he going to come back like it’s a Slasher movie?
Find out next time in: So it continues…


  • Bandits: 2300 cp, 1200 sp, 60 gp, Bloodstone (50 gp), 2 x Chalcedony (50 gp), Chrysoprase (50 gp), 2 x Jasper (50 gp), Onyx (50 gp)
  • Bandits (bonus): 2500 cp, 1200 sp, 80 gp, Small Bag of Incense (25 gp), Ceramic Dice (pair) (25 gp), Rabbit Fur Belt (25 gp), Rabbit Fur Vest (25 gp)
  • Mines: 2000 cp, 1000 sp, 30 gp, Azurite (10 gp), 2 x Banded agate (10 gp), Blue quartz (10 gp), Hematite (10 gp), Lapis lazuli (10 gp), Obsidian (10 gp), Turquoise (10 gp), +2 Ammunition (50 blowgun needles), Bag of Beans (6 beans), Potion of Superior Healing
Session 2 recap
No laughing Manor
  • Everyone has leveled to lvl 3 – please update your character sheets
  • The Loose Cannons chose to go to the manor to ask permission to be on the property. Breaking almost immediately from the desire to ask permission to be there, the Loose Cannons broke into the manor.
  • They were confronted by a grizzly scene of necromantic worship. The manor was trashed and the help had been turned into zombies.
  • The guardian of the alter attacked the group with a unit of zombies under her control. The group battled fiercely and used good tactics to avoid the the majority of the threat (the tactics and roleplay overall through the session are influencing the loot rolls today).
  • Unfortunately the group did not see the trap on the door and just when freedom was assured…fate it seems, had other plans. MuwWAhAHAHAha.

Asron, Sole standing member of the group, found the following things in the aftermath of the battle; presumably after triaging as many in his party as he could.

1 Thick Leather Apron (off the cook) Acts as Studded leather +1 – Looks like an Apron
1 Amulet of Protection +1 (off the wight) Inside the Amulet is a hand scrawled note in very neat type. it reads,

“My dearest Jenny,
This locket always brought me luck when on the battlefield. Perhaps its protective properties will come in handy for you some day too.
Love, Daddy
Stamped with the Highgrove Seal”

1900 cp, 1000 sp, 90 gp, Azurite (10 gp), Blue quartz (10 gp), Lapis lazuli (10 gp), 2 x Malachite (10 gp), Moss agate (10 gp), 2 x Obsidian (10 gp), 2 x Tiger eye (10 gp)

Roleplay Bonus:
1 wand of magic missile – 25 charges
1 potion of healing

sesson 1
Whittenberg festival

Quick recap

Everybody was summoned by Commander Brian Highgrove to investigate some undead happenings going on at a mine to the west. Four people were hired. One man, Asron, was already in attendance and arrived with Highgrove.

When the High Dark Lord arrived, everyone came out to watch the procession. But (gasp) it was attacked! First, one arrow came close to hitting the high lord, but actually it wasn’t close at all. A rabble of rebels was attacking. And the party assisted in fighting them.

After they retreated, Commander Wrex Greyscale Order the group and one of the Lords bodyguards to pursue the retreated person. The group did, and they tracked him down to a closed off alleyway.

They had a final showdown, where two rebels were captured alive. The bird guy carried one off to his commander, while the party kept the last to interrogate for themselves…


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