Dusk Wardens and a new Wizard

Not a lot of photo ops from our recent DnD sessions, altho we last left our heroes carrying an injured old man with dementia to safety while his family farm burned  in the distance. (the goblin bard swears he had NOTHING to do with that. He only set the pig pen ablaze.)

That was after the invisible, tentacled were-cow thing in the attic and the zombie-mom in the bedroom, so yeah… We’re going to bring him to the town for safety before we head back up and sift the smoldering ruins of his once-prosperous homestead for the entrance to an underground lair wherein we’ll most likely find the cause of the mysterious goings-on.

In the meantime, Other-Pat blew us off last night – some lame excuse about ‘celebrating his anniversary’ – so the Dusk Wardens sallied forth to recover treasure from an old border tower.

 

Opposing them stood the twisted conjurer Sothek Fael, a pair of gibbering familiars, a Plague Knight, and a Dark Elf Assassin. Fael had also employed dark majiks to turn the nearby waystones into necromantic portals that spawned 4 ghouls each.

 

The battle was straightforward with no real surprises. (everyone had had a long day at work) Still employing Multi Hit Points for Named Characters, the Dusk Wardens soaked up some serious damage to prevail against the fell hand of the evil mage and his minions. I think HP should max at three, otherwise the players wade in with no real regard for damage. Three allows them to be brave and game cinematic-style but makes damage a serious threat, and health potions and healing much more important.

 

The night ended with the Dusk Hunter at the doors of the tower, the Dusk Quarreler trotting right behind him while the rest of the Dusk Watch bandaged up their wounds.

All in all, it was a solid if undramatic game.

In other hobby news, we’ll be moving into some Savage Worlds Cyberpunk once this current DnD adventure ends. Derek is working his way through the Pathfinder edition of Interface Zero 2.0 as well. And then there’s Gloomhaven 2nd Ed. According to the Kickstarter updates, the box is on the way/getting prepped for shipment.  So it looks like we’ll be brightening our dreary winter nights with plenty of RPG games.

Oh and here’s an new Reaper Wizard. Sorry I didn’t catch the subtlety in the shades of gray on him. A simple PJ but I’m pleased with him. He’s pictured here with another recent addition.

(BTW: the Reaper figs listed below are still available. $125 takes the lot. USPS Priority Shipping included in the ConUS. Let me know if you or anyone you know is interested. These need a good home.)

Thanks much. Have a great day.

DSCF2825

DnD characters and New Terrain

Our 5E DnD adventure began last Tuesday night with four intrepid comrades heading off to investigate the death of a mysterious stranger.

 

We have an Arab-flavored Paladin undergoing a crisis of faith, a Goblin Bard with a hording problem, an Fighter/Archer with a grudge, and a Halfling Rogue with a conscience. The evening’s shenanigans ended with the Rogue at the top of a dry well in need of a healing potion, the Bard at the bottom of said dry well, gnawing on a ham and ignoring the Rogue, while the Paladin and the Archer just loudly announced their presence inside the spooky farm house. Tune in next week…

 

Meanwhile, here is the Seer’s Hut for the upcoming SOBH mini campaign, The Fall of House Navratola. Scratch built from insulation foam scraps, foam core, coffee stirrers, and cardboard. Ranger shown for scale.

DSCF2784

 

I’m having fun gaming and making terrain. All things considered, that’s pretty good.

All for now.  Have a great day.

 

 

The Summoning – Chapter One

  1. A STILLNESS TO THE TREES

The Duke of Lorica has requested that you and your companions investigate a simple family matter.

His niece, Aolynn, summers at the farmstead of a retired member of the Royal Guard near the frontier town of Dunnhaven. The dispatch rider bearing the weekly correspondence from her is two days overdue and the Duke is concerned. He has ordered a troop of Border Guards to the area but your party is nearby and he wants assurances sooner rather than later.

The Duke is offering a respectable sum of Gold Crowns, but only after the party secures evidence of the niece’s safety. To sweeten the deal, he has sent additional supplies with the messenger bearing this offer.

DSCF2472
The Frontier Homestead.
DSCF2473
Plot Point: The Barn
DSCF2474
Plot Point: The Outbuilding
DSCF2475
Plot Point: The Field
DSCF2476
Plot Point: The Main House

Time constraints require we continue with a familiar rule set for our weekly sessions, so Matt, John, and Derek elected to continue with ASOBH. They are beginning this campaign with a single character each. Matt elected to play as the Journeyman Mage, Iobus Graymorn. John went with Barbarian Mercenary Brekr of Icehelm, while Derek decided to play the Skald, Alrick Tenloch.

The Party arrived at the farm early in the morning to find it seemingly deserted. There are no signs of life, human or livestock. The area is eerily silent and a strange fog is lingering over the place that seems unaffected by the rising Sun.

GAME EFFECT: ALL LOS is Limited to LONG. You detect Noise/Movement but Identity of enemies is not revealed until models are within LONG range.

Each PLOT POINT location contains a Risk and a Reward, i.e. an enemy that is triggered when a model elects to check the area, and an item reward and critical game information once that enemy is defeated.

DSCF2478
Our Heroes

Of course they ignored the first Plot Point location (The Barn) just outside their deployment area and headed straight to the Outbuilding instead. Brekr triggered a swarm of Giant Locusts and he and the Mage were forced to fight them off while the Skald took his sweet time getting down the road. (New boots?)

Eventually they killed the last  locust, searched the area for salvage and information, then headed straight to the Main House.

DSCF2479

The Mage, still queasy about the bugs, peeled off to the Field Plot Point, shouting words of encouragement to the Barbarian and the Skald. He was confident the two of them would make quick work of any threat that appeared.

DSCF2481
Ghouls lope in from a nearby copse of trees while a Raider busts out of the Main House shouting a blood-curdling war cry.
DSCF2485
This is my Angry Face!
DSCF2486
May the Gods grant you a good death.

Meanwhile, the third Ghoul hopped the hedge and sprinted toward Graymorn, who was mixing it up with a Giant Spider.

DSCF2488

Combat was short and fierce, but our Heroes prevailed. All the Plot points were Searched, the meager loot gathered, and the crucial information discovered.

***

Inside the house you find the body of an Older Man surrounded by the bodies of three dead Raiders. In the back pantry you find the body of an Older Woman and one dead Raider. A SEARCH yields

1 Healing Scroll, 1 Weapon Boost, 1Fire Bomb. AND a hastily scrawled note that reads:

“They have taken her. Warn the Duke the Black Hand has returned.”

***

Duke’s niece kidnapped, her guardian and his family brutally slain, all carried out by a mysterious enemy called the ‘Black Hand’. Who is this shadowy foe from the Duke’s past come to haunt him anew? Tragic as it is, could it be that more than the life of one young girl is at stake?

Tune in next week.

Ranta Cravis – the Right Hand of the Liche

Our Song of Blades and Heroes campaign is coming to an end.

This past Tuesday eve, our intrepid adventurers were reinforced by an additional party led by Thematurge Malik D’Orr. Together, the combined force squared off against Ranta Cravis, a cruel Necromancer and chief lieutenant to the Liche. Cravis had bolstered his zombie horde with a Spectral Warrior and a Ghast champion, Sorik the Undying.

The trail to the Liche led through the ruins of an ancient monastery in the foothills of the Stormcrag mountains. It was there, the Necromancer planned his ambush.

DSCF2410
Ancient Monastery with graveyard.

Entering through the main gate, our adventurers wisely opted to advance together, supporting one another while individuals split off to check the treasure caches  on either side of the road.

DSCF2411
Malik D’Orr and his companions (led by newcomer, John)
DSCF2412
Matt fielding three of the Elf Exiles
DSCF2413
Derek’s clerics armed, armored, and anointed for battle. 
DSCF2416
Cravis and the horde
DSCF2417
Ghast, Spectral Warrior, and a swarm of locally sourced, corpse-fed, free-range rats.

As expected, the battle turned into a straight up brawl in the middle with our heroes slugging it out with the Undead. Thankfully, the two treasure caches yielded some holy salves and ointments that proved a bane to the Necromancer’s shambling mass. (at one point, Norbert the Novice was wading into zombie swarms with a +6 C bonus against the undead. He was unstoppable)

DSCF2422DSCF2427DSCF2428

Alas, the victory was not without cost. Two of the elf exiles fell to the Necromancer’s foul minions. (Not that Matt cared; he only played elves this game to avoid casualties to his regular crew prior to the big showdown)

DSCF2430
Elf rogue confronts rats while moving on last treasure cache

Final game scheduled two weeks from now. Our heroes may have defeated the evil Necromancer and routed his force, but can they stand against the Liche himself in the ruins of Stormcrag Keep?