Wednesday, April 8, 2020

Session 37 - Road to the Old Keep

The players:

Sir Thornston Snow (Hedge Knight)
Valkomen Gimilzor (Paladin of House Branch)
Nachtheim of Blancshale (Student of Magic)
Friar Bede (Cleric of the Old Gods)
Fritjof (The locksmith)
Karr Bidebit (Dwarf Dwarf)


Setting:
June 16, 997 Third Age
Summer
Cloudy
61/46 Degrees
On the road to "the old keep" from two harbors

After defeating the hill tribesmen the gathers themselves to move forward.

The group "takes care" of the bandits / tribemen and move forward.

One hour in the group comes across another ambush.

Valkomen charges and falls. Thornston unleashes a volley of arrows to hold them back.

Further up the road Thornston sees this symbol carved in the road.





Near the keep, and with Valkomen unconscious the only alternative is to camp overnight. They find a dry spot at the south end of the wetlands.
It is a cheerless night, they do not dare light a fire. Three watches are arranged. The night goes by fairly uneventful except for a harmless snake, a hungry bear, and some lantern lights that are dismissed as an illusion over the bog waters.

The next morning the adventures head out to the destination of the Old Keep through the wetlands. Not far into the washed out road they are attacked by Sleestaks. Nachtheim saves the day with a sleep spell and Fritjof  wants to see if they taste like chicken.

Fritjof  scouts ahead and sees the ruins. He thinks they are being watched by some gargoyles perched up on one of the ruined towers.

Friday, April 3, 2020

On the road

It would appear as if we have all gathered and are ready to move on.  It suits us well; We have stayed too long in this place. The fool Snow lost a fight to a prancing clown with a toothpick.  It serves Sir this and Sir that right; pride in one’s station will lead to a fall.  

I must worry about the pirate and the pike.  Who is is this witch in the woods?  No one  knew the answer.
 
The friar is a reticent one.  He pocketed Mr. Holy’s coin and offered those prayers to the tree in his mind.  Not an unproven method, but lacking imagination and flair.  We will have to observe the good friar and his good deeds.

As for Mr. Holy and his showy armor, and his showy horse, let the fool give his coin to save his soul.  We know that we are all just the imagined thoughts of some absent jester signifying nothing.  Mr Holy is the least of our concerns.  I must keep an eye on the road and be sure they do not follow us.

We waste our time at the tree with a crude cupboard carved in it and the “scary black candles.”  Mr. Holy wants to waste even more time fishing.  Yet more evidence of a simple mind.

Yes, I agree, the locksmith and the mini dwarf are trig and very dangerous.  The mini dwarf turning away in mid-charge, as if he couldn’t ride down those brigands; very trig.

The locksmith and his "oops the wagon ran over my foot,” and that foolishness about the pike.  He is nasty.   “Oh, let me give my offering.” Blah, blah, blah. 

They both are likely servants of the Dark Hand.  What den of vipers have we fallen in with?

I was too busy looking for them behind us on the road that we almost missed the trap.  Sir this and Mr. Holy go charging towards the fallen tree and the viking hat, and the trig mini dwarf charges his pony towards the brigands in the bush.  I laud his performance as he jerked that pony around and charged back. And the locksmith pretending he couldn’t use that sling.  Ha, do they take us for a paranoid fool?

Who put them all to bed?  

Make sure I watch the road.

Wednesday, April 1, 2020

Session 36 Hounds Tooth Inn ---An impatient traveler---

Perched on a chair, Nachtheim, looks around the inn, pulling on greasy strands of his hair.  After a few moments, he rises for the countless time, his sweat and dirt stained robes touching the floor.  The color of the robes faded long ago.  He walks across the room towards the window, stepping between several groups of patrons without offering a word.  He stares out the window, turns, surveys the room once again, and walks back with little regard for others in his path.

“How much more time will we waste before we leave?”

Tuesday, March 31, 2020

Session 36 - At the sign of The Hounds tooth

The players:

Sir Thornston Snow (Hedge Knight)
Valkomen Gimilzor (Paladin of House Branch)
Nachtheim of Blancshale (Student of Magic)
Friar Bede (Cleric of the Old Gods)
Fritjof (The locksmith)
Karr Bidebit (Dwarf Dwarf)


Setting:
June 15, 997 Third Age
Summer
Cloudy marine layer
59/46 Degrees
Port City of Blue Harbors

It is one year after the terrible events at the rune tower. A time of prosperity is upon the north as a false winter came and went. The scholars tell that a false winter is a sign of joyous bounty and others warn of a coming storm that will lay darkness across the land for hundreds of years.

The adventure begins at the port town of Blue Harbors. Lord Theon Branch has commissioned your group to check out an old abandoned keep called "The Old Keep". Local rumors say that this keep is the base for a group of bandits others fear a greater evil that waits.

Our adventurers are eating dinner at the warm and famous in: The Hounds Tooth

The Hounds tooth
On Hartspool Avenue, near the bell tower. The street outside is paved with decorative flagstones.
The inn is a two-storey stone-walled building, with a slate roof and a large cellar. A collection of fine tapestries hangs on the walls. Accommodations consist of several large rooms with beds and feather mattresses.
The special for this evening is: Pickled Shellfish and Bitter Cheese with Tankard of Beer
Accommodations: Bath, Breakfast and Dinner and a soft bed. 10 SP
The innkeeper is a young male dwarf named Bossk

Let the adventure begin





"The meal is flavorful and the beer is wet", says the dwarf!

The group hear all kinds of rumors from the local madman:
A pike that roams the river up and down granting wishes to the locals.
The Nubian witch of the forest.
Foreign bandits looting and pillaging.

And, many many more.




Our group heads out the next morning, June 16. It is an overcast day.

Instantly, Fritjof gets his foot ran over by a horse cart. That hurt.

Thorston Snow is challenged to a duel by the local drunk. He loses to the disgust of the crowd.

On the road to the Old Keep, the following encounters happen:

Shrine to a Nature God and the healing of the tainted tree.

Wagon Wheel. Half buried in the dirt.

5 Tribesmen ambush the group.



Monday, March 30, 2020

Session 35 - "The Session Zero"

Session: Game Session 35 - Monday, Mar 30 2020 from 6:00 PM to 7PM

This is a session zero of the campaign in EOS. 


  1. All players will be re-rolling characters.
  2. 3 possible plot hooks will be discussed
  3. All in attendance will receive bonus of XP
The Players

Thornston Snow
The Northern Paladin
The locksmith
The dwarven dwarf fighter
The cloistered Cleric
The magic-user who owes everyone money

The year is:
997 June 15 Third Age


Thursday, March 26, 2020

Session 34 - A Children's Story from Clown Poggytoes of House Branch

Session 34 - A Children's Story from Clown Poggytoes of House Branch

Children want a story of Magic, Heroes, Elves, and Demons hmmm?  Well I have a good one for you future masters of House Branch.

Over a hundred years ago House Branch was under assault from a great evil.  The Drow had returned to our world.  The Dark Evil Ones had taken out the Good Elves and they wanted the Dwarf Stone.  They kidnapped children to sacrifice.  Some used to open demonic portals. Others of the Lost Children turned to hideous demonic creatures.  They had plans to destroy this House Branch.  But the gods looked kindly upon us and sent blessed heroes who fought for justice.  Their names

Phelan Duncan (The Magi)
Khirr - Barbarian of the Iron Tooth Clan
Magic-User Cadman Kane (Sworn Sword of House Branch)
Auziwandilaz - The black magic-user
Valkomen Gimilzor (Paladin of House Branch)
Toutorix the Ranger (Sworn Sword of Lord Theon Branch)
Fenroy Dugel The Cleric of House Branch
Adfric (Sir Baldomeris)
Na'ab Selunesson Cleric of the Thousand Islands
Hamid Dayne Outlaw Magic-User

Children of this group only Phelan Duncan the Magi and Valkomen Gimilzor the Paladin would make it out alive.

Three times did the group have to use the terrifying fireball.  Every time it took some of their own down.  Burnt to a crisp.  Heroes had fallen.

The final battle.  The group was weary from fighting.  For Al Jezzer the Great Witch had a large stock of henchmen.  Men of Zax and terrible Scaly Lizard Men she did employ.  Along with a array of demons she would summon.  

So tired and unable to go on the Party of Heroes made plans on what to do next.  Then all of a sudden a mighty earthquake struck the temple.  The Heroes knew the time to strike had come.  The Temple was collapsing.  Then by chance the Paladin Valkomen Gimilzor spotted the Evil Witch Al Jezzer and her minions fleeing.  He confronted the Witch.  He got one mighty blow on the Witch.  Then her bodyguards came to her rescue.  They held off the Paladin.  Khirr the Great Barbarian of the Iron Tooth Clan then came in swinging at the Witch.  Confronted with the might of the Party the Witch decided to flee.  She used her magic to teleport away.

The Battle was not over.  The screams from the children could still be heard.  A great many of the children came from Khirr the Barbarians People.  In a mad rush he charged down the stairs.  Intent on saving the children no matter the cost.  

Into the lowest room of that foul dungeon they went.  It was the alter room.  This was the place used for sacrifice and summoning demons.  There the party found a Great Demon freshly summoned.  Was it this that caused the Earthquake?  Immediately the Barbarian and Paladin confronted the Demon Thing.  Phelan Duncan the Magi and Cadman Kane the Magic User rushed over to a table filled with magical books and devices.  The others held the demon off.  By the Will of the Gods Phelan Duncan discovered it was the Altar of Evil that needed to be destroyed.  After this revelation the Great Demon opened a hole to hell and escaped.  However the day was not won yet.  The children chained to the walls all turned into foul monsters.  

Tremendously outnumbered our heroes fought.  Before they all fell the Magic User Cadman Kane used his Wand of Wonder to take out all the Evil.  Only two survived the blast.  

With the Altar and Temple destroyed the survivors went back to House Branch.

The End


Session 34 (POV Valkomen Gimilzor) I Bloodied the Drow Elf Witch

Session 34 (POV Valkomen Gimilzor) I Bloodied the Drow Elf Witch

Jezzer you Drow Elf Witch my sword cut your flesh.  For all those children and whatever other horror you have done to our lands.  You teleport-ed away fast as you could.  It was not fast enough to escape my blade entirely.  I hope it left a nasty wound you foul witch.

My Brothers in Arms that died down in that foul wretched temple of Evil.  You are still owed vengeance against that Witch.  Lost Brothers your names shall not be forgotten.

Khirr - Barbarian of the Iron Tooth Clan
Magic-User Cadman Kane (Sworn Sword of House Branch)
Auziwandilaz - The black magic-user


The village that lost most of the children that Jezzer kidnapped.  They said they will make a plaque with your names.  Storytellers will tell tales for generations. 

Our Great Heroic Magi Phelan Duncan was able to learn much of what the enemy has been doing.  What their goals are.  Sadly he has had to go off on solo mission.  Magi Business he called it.  

Until the next mission I will train harder than ever before.  I know the dark and awesome power of the enemy. My sword calls out for justice against Al Jezzer.

One last thing.  Men of Zax I have not forgotten your part in this!  I killed several of you down in that hell hole.  However my sword arm still hungers for justice.

Valkomen Gimilzor Paladin of the Full Moon