Campaign Log: 1.15 – The Annoyance That Won’t Die

Campaign Log

Gemma's CaveLast Wednesday at Pawn & Pint we began the session at the new location (613 Walnut) and we saw other new happenings.

Pawn & Pint now has food and drinks (including adult beverages) and the party has a new member.

We pick up the action again at the abandoned keep. The Senzar were driven away and many citizens of Cothel were rescued from the basement of the keep, where the Senzar had set fires so that the prisoners would die if the party had not intervened.

As the peasants were deciding that they may be safer in the woods and away from the location where the Senzar had held them, a middle-aged man approaches the keep, having been drawn in by the smoke that was billowing up through a couple of the remaining towers. The man appears unarmed aside from a walking staff.

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Campaign Log: 1.14 – Unferth, The Honorable Enough

Campaign Log

Gemma's CaveWell, last Wednesday at Pawn & Pint was actually the last time we met at the original location. This week we will be at 613 Walnut!

Unfortunately, this summary will not be as detailed (again, due to the fact I am yet to possess a TARDIS).

Last week saw the party setting up a new lair at the ruins where they had discovered a concealed cellar that had been abandoned (aside from some watery beast that caused a bit of trouble). In the morning, the party had spread out to check different things. While they were doing that, the sounds of horses moving through the woods from the east could be heard.

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Campaign Log: 1.13 – Return to Ruins

Campaign Log

Gemma's CaveLast Wednesday at Pawn & Pint was the last time we will meet at that location. Next week we should be at 613 Walnut! Yeah for the new location!

After the DM recovered from death by small nasty bugs that can leap from person to person, the group prepared to leave Gemma’s Wondrous Cave. Howl replaced the loose rocks that lead from the outer cave into the inner one. While doing so, he hid a pouch of gold coins with the hope that anyone else who might find the entrance would think they found a bandit hideout and the sum of the treasure.

The party then decided to head back east and out of the mountains to re-examine the ruins they found a few days before finding the cave that led to the city within the mountain. On the way out of the mountain range, they had to maneuver through some narrow valleys and they spotted a group of people being driven into the mountains by Senzar warlocks and soldiers.

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Campaign Log: 1.12 – Escape from Gemma’s Wondrous Cave

Campaign Log

Gemma's CaveDue to a lack of time, this will be an abbreviated version of “Last Wednesday at Pawn & Pint.”

Let’s see, people moved, spells where thrown, weapons used, blood split, and enemies died.

I believe that sums it up.

Okay, that was faster than I expected. I guess I have a little more time left. So a couple more details.

The party, having realized they may not be fully prepared to explore an underground city, decided to return to the surface for supplies. On the way back through the natural caves, they disturbed a nest of giant spiders where a couple people got all sticky and Unferth found his tolerance for poison was just barely enough.

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Campaign Log: 1.11 – Gemma’s Wondrous Cave

Campaign Log

Gemma's CaveLast Wednesday at Pawn & Pint left one girl to fend for herself as the party had a mission, but then they found something wondrous to explore: Gemma’s Cave.

Having confirmed that Comir has sent soldiers into Cothel to act as spies or perhaps even an advanced force, the party redouble’s its effort to bring word to the King that his wife might be undermining the country. To that effort, the party, with their seven horses, skirt northwest along the edge of the forest that sits on the east of the Grey Mountains.

After a couple of days of traveling beside a river, they spot a couple of carriages and a number of people heading to the southeast. Not wanting to bother people who appeared to have means, they stand to the side of the road to allow the others to pass.

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Campaign Log: 1.10 – Murder Hobos

Campaign Log

Forest Encampment 1Last Wednesday at Pawn & Pint was summed up by Gemma as “two went cross-dressing and one got peed on.”

Wibly rejoined the party after their success at the forest encampment. A short discussion on the merits of returning at least a portion of the money to the villagers ensued and eventually, Howl agreed. They also decided it was safer to release the branded horses they had taken from Lord Erwel. With the seven they had taken from the bandits, the party had plenty. However, it might be best to sell the new horses instead of keep them.

Once they were done at the village, they continued toward the forests so they could use that as a guild to move along the edge of the mountains. They still needed to get Ishen to the front so she could warn the King of the potential threat from the Queen.

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Campaign Log: 1.09 – Forest Encampment

Campaign Log

Forest Encampment 1The setting: Wednesday night at Pawn & Pint the party had split for a short time. Having just killed a relative of the Queen, they doubled their efforts to head west toward the mountains where Wilby grew up. Wilby and Simon went ahead to scout while the others followed more slowly on the horses.

After five days of crossing rolling hills, where Unferth helped to feed Howl, Gemma, Rowan, and Ishen, they came across a road heading in an east/west direction. A wide, but not deep, river has long ago set the road’s path. As they debated the merits of trying to find a large town or city while riding horses that were branded with Lord Erwel’s marks, they spotted a group of soldiers moving from the east along the road.

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Campaign Log: 1.08 – Escape from Gevton

Campaign Log

GevtonLast Wednesday at Pawn & Pint the party found itself in dire straights. They were inside a walled town of nearly 500 people and someone was mad at them. Worse, the party was split in half.

Howl, Simon, and Wilby had left Gevton in the middle of the night, almost immediately after the Senzar warlocks were defeated. Howl, had swapped clothing with one of the Senzar and Gemma had used her Felis given powers to burn the skin and features of the man in an effort to make it appear that Howl had died in the attack.

While the remaining members of the party, Gemma, Rowan, and Unferth were preparing to leave themselves, a woman in her mid-twenties came into the temple. At first, the party is uncertain of her intentions, but the woman, named Ishen, explains they are all in grave danger. She had been secretly working with Priestess Caldia to keep watch on this town and those in it. The Lord of Gevton, a man named Erwel (whom the party had met just after Priestess Caldia had been killed) is related to Queen Elsia. They both came from Kynto and Erwel was placed as Lord of Gevton on her behest.

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Campaign Log: 1.07 – Arrangement of Death

Campaign Log

GevtonThe adventure continued last Wednesday at Pawn & Pint. Rocks had been acquired, but those who were looking for the party to provide swords were not fooled. In fact, several members of the party had grown worried that they had made some powerful enemies and death might be a real threat.

With the City Watch departing to leave the holy warriors to deal with the body hanging from the rafters in the barn, Wilby joins the others from where he had been watching. Immediately he suggests:

It may be time to arrange your deaths.

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Campaign Log: 1.06 – A box of rocks

Campaign Log

Campaign MapThe prior Wednesday at Pawn & Pint a portion of the party almost turned pirate. The temptation remained great, but with none of them actually knowing how to sail a ship, the odds were stacked against them. Instead, they turned the ship and goods over to The Crown and to Felis.

Last Wednesday, in the sixth session of the campaign, we will see how much attention the team has drawn to themselves. If they have gained the notice of powerful people, what is likely to be the result?

Additionally, without Iolaus’ moral compass to steer them along a path to honor Felis, what other trouble might they see. The holy warriors’ abandonment might make room in the party for a barbarian pirate more familiar with the god Denar.

The night Howl, Gemma, and Simon drop off the ship, Wilby and Rowan manage to make it back into Antar and the party is able to rest in their normal accommodations, either in the temple’s barracks, or The City Watches’ barracks. The sailors from The Urkack that went free use the money they took from the ship and find a nice room in the city.

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