Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Saturday, April 19, 2025

The Village of Caershire

Another populating of a small Dyson settlement, with its cast of characters and local open secret as to the land's productivity and protections...

original

My words here:

It took a lot longer to craft this simple writing exercise than it should have. It's been that way for a while - distracted, not able to complete these little projects. The brain is as cluttered as my desk, I suppose. A lot going on that makes it difficult to compartmentalize and get into some sort of zone. Oh well. Several other half-finished scribblings await - sentence fragments and placeholders awaiting inspiration.

Tuesday, December 24, 2024

A Visit to Brindlegrit Gatehouse

Jackson finally came out from under whatever rock he normally hides under with a new map

Sure, I haven't done a quick setting writeup for a bit. Well ok, for three weeks

The place looks like a run down bit of border wall, perhaps occupied by a handful of ne'er do wells and/or other colorful folk, pretending that they hold this section of a decaying trade road, abandoned by a power that no longer has the administration or reach to maintain its border posts.

So welcome to Brindlegrit Gatehouse.

The location is home to a few folks, looking to take advantage of the location. Accompanying the description is a list of possible happenings on the day that the party shows up. And a newish PC/NPC class, the Hedge Mage. 

As I've noted in my Shadowdark rundowns, I do enjoy a bit of randomness to my magic (no matter how much the other players whine about it). In fact, since Bloggah is described as a mage who doesn't exactly know how magic works, I select all of his spells randomly. So, expanding on that idea, the hedge mage is not a formal scholar of the magical realm, but a dabbler and collector. Therefore, all new magical spells come to them via a roll of the dice. And, sometimes, a bit of other brands of magic sneaks in, giving them some unexpected perks or abilities...

It's Christmas Eve, so Merry Christmas to you pagans who have adopted the holiday. It's been a challenging year behind the scenes at Leicester's Rambles HQ, but we're hanging in there, as is the way of my people. There has been some stability and joy buried within, so we are fortunate to be where we are at this time of life. 

So enjoy the holiday time, reflect on the year, look backward and forward, and take that deep cleansing breath. Or be like Betty. Relax, grab your Squishmallow, and let it all hang out.



Friday, December 6, 2024

A Shorts Visit to the Hamlet of Riddenfield

Welcome to Riddenfield

Tim did it again - tossed a small settlement out into the ether for us to find. And made a comment about the bears scratching their butts on trees. I'm sure there is something more interesting than that in any woods near a Tim settlement.

something interesting

Have another quick writeup of the locals and their personal demon....

Saturday, November 16, 2024

Campaign Journal: Wherein Slick Goes Poking About

Full house, keeping their heads down at the Chalice and Cock inn:

  • Slick: Thief
  • Fred: Thief
  • Fulvus: Halfling
  • Jax: Barbarian
  • Orzu: Gnome
  • Rondel: Elf

The city just felt different. More troops billeted in the bivouac areas outside of the walls. Fiery speeches from the steps of the temple extolling the City's and Theocracy's right to the western lands and duty to push back both Chaos and the forces of Chirath and the Hougan Duchy. Just the good ol' general beating of the drums of war.

Yo, listen up!

Ideas were bandied about as to how to seek out old contacts, possible allies. Brother Sigeric was known to have been incarcerated by the Council, but perhaps some of his 'orphans' were still about. The military commander, Alonso Ngom, had seemed amicable during their last sojourn in town, but now? The surviving rescued patrol members had shared info in the past, and Petre Gagua had shared a copy of the patrol's journal with the party. The Council was a no-go, after the last interactions. And those Paragons of the Comet were a bunch of assholes.

Frederick questioned Burga, the establishment's owner. She knew that St. Vivinna's Home for the Wayward was under new management, but a couple of the 'orphans' happened to work in her kitchen. She sent out word, and a few made themselves available to get a feeling of the word on the street.

It was confirmed that Sigeric was still at the temple's dungeon, getting 'reeducated.' Time for some recon. Does this city have sewers? Most certainly. Anyone who might be a guide? I know someone, but she's an odd duck. We're used to that.

Friday, July 5, 2024

Campaign Journal: Out And About in Chirath

The dust settled from the arena match, and the party gathered:

  • Jax - barbarian
  • Frederick - thief
  • Slick - thief
  • Orzu- gnome
  • Fulvus - halfling
Akreos the arena-master gave Jax her cut of the gate takings, and a couple of healing potions, besides. Fulvus showed up, asking if he'd missed anything (He and hench Wene were off getting her outfitted with some plate armor).

Well, since the part had already made a subtle entry into town (hydra kill plus arena victory), the only best option was to now hire a bard...

After some asking about, the party found themselves at the "Hunting Sage," an expansive inn in the mercantile end of the city. Wiping their feet before entering, Orzu asked the proprietor if there might be a bard who may sing the praises of Jax. The owner, a retired dwarven campaigner named Ziri, looked at Jax (who currently consists primarily of scar tissue), and pointed out a well-appointed entertainer from among the possible candidates. 

Orzu introduced himself and Jax to Witha, a distinguished-looking balladeer. She looked them over and asked how she may be of help. Orzu explained that they needed someone to sing the tales of Jax. Jax, of course, is a modest soul, but did add, that Witha could "toot her horn on my behalf." Witha had heard of the hydra hunt (fresh hydra steaks being on the menu in several establishments today), and was happy to meet one of its hunters. Orzu also described the arena match. Witha said she could work with that, and made some notes.

source

Some time later, she announced a new work, set to a traditional ballad, and sung a very acceptable paean to the heroic Jax, who had slain the nuisance hydra, and defeated the twisted beings of the arena, almost single-handedly (some embellishments and exaggeration required). Oh, with a little help from her companions (stinkeye from Slick). 

Thursday, May 23, 2024

Campaign Journal: Cobalt Lake, Part the Second

After the day's events, the party was welcomed to spend the night among Queen Adra's loyal subjects.

Who's partying tonight?

  • Fulvus: halfling
  • Frederick: thief
  • Slick: thief
  • Rondel: elf
  • Jax: barbarian
  • Miscellaneous Mooks 
Ok, let's get it on. Partying occurs. Jax and Flick took part in hobgoblin axe throwing contests, with mixed success. Goober was accosted by several goblin children. Fulvus tried out a few varieties of goblin 'small beer' without any deleterious effects, and got some inspiration for herbal amendments to his future brews. Rondel made association with a handful of gnolls, who were impressed with his language skills. Frederick communed in a sweathouse with Adra, her hobgoblin shaman, Shazen, and whatever aromatics he was tossing on the fire. 

Frederick's celebration was hampered by a premonition that an ally had been displaced or otherwise detained. Something to contemplate.

Everyone woke up, bleary, in the morning to a commotion at camp of the goblin tribe who the party had escorted into the settlement. The two tribal heads had been slain in the night, and their prized bow stolen! Murder most foul...

A search of the area turned up the bow stashed among the party's gear in their wagon. Accusations flew, focussing on Murdar, the dwarven man-at-arms ("It's in his name!"). Murdar is a rather simple-minded dwarf, known for carrying a rag doll. He was questioned under the close inspection of Jax (with the help of Faith Perpetual), as were the other two mooks, Golman and Barlow. Alibis seemed to be consistent, although Faith was having a hard time getting a read on Barlow... Rondel attempted a charm, but the spell fizzled. The party described to Adra how they had been tracked by one or more Chaos assassins, who had slain a number of individuals who the party had made contact with. This stunk of their doing.

In any case, Queen Adra was not pleased with this development. The goblin camp and party camp were investigated, and few clues were uncovered. The bow was returned to the goblins.

Adra made council with her advisors, Shazen and Golandan the desert elf. The party would be allowed to leave, but in the light of the Chaos attack, and the mysterious deaths, they would be requested to leave a hostage advisor among their number to help keep an eye out for more Chaos incursions and aid in strategy. Flick volunteered/was voluntold that he would remain. Slick left him with a beloved (stolen) hat and Fulvus left him with a device known to stun chitin drakes. 

a better representation of Adra (source)

Wednesday, May 8, 2024

Campaign Journal: The Queen of Cobalt Lake

Who is on the road tonight?

  • Fulvus, halfling
  • Frederick, thief
  • Rondel, elf
  • Jax, barbarian
  • Various mooks

The party rested and healed at Hardbrand Tower. Gladwin and his fellow undead knights prepared for their new watch at the tower. The spare node lens was secured within the reliquary, to be retrieved at a later time.

They continued their trek south along the overgrown trade road, clearing brush as necessary for their wagon (currently full of various monster heads for Fulvus' brewery). The road was uneventful until the dice said that there were a couple of burrows along the roadside. Followed by a quick clarification. Burros? Barrows? Burrows.

Fulvus poked at the BURROWS, pissing off a pair of ankhegs. There was a bitey struggle, and Fulvus has another head for his brewery wall (building on is pretty much a given at this point). Burrow searched, and the party recovered some valuables, a +1 crossbow, and an unidentified potion.

Onward.

The following day, the party caught up with a tribe of goblins, also moving south along the road. The tribe was a pathetic lot, with a few skinny wolves pulling travois with their meager belongings. Was the party also going to meet Da Queen? Who was she? Well, she had a small domain along the lake, and was protecting folks who cared to join her. Along the lake, you say? Well, she may be near where we want to go. So I guess we are meeting the Queen.

Friday, April 26, 2024

Campaign Journal: I Forgot My Notes, or, Beers, a Barrow, and a Beatdown

Welcome to another game-night scribbling...

Who's ready to rumble?

  • Jax, Barbarian
  • Fulvus, Halfling
  • Frederick, Thief
  • Slick, Also a Thief
  • The Henches and Hangers-on
Like I noted on my last play report, if there is no cleric in the party, there will be a barrow... More on that, later.

First order of business. Fulvus had commissioned construction of a brewery in Neuforde. So it is desired, so will it be done...

My architectural drawing skills are rusty

A small brewery, designed off some fantasy floorplan I found, thought I'd downloaded, and could never find again. It's situated outside the new town wall, near the river and not far from the so-called "Bonk's Tower" gate on the north side of town. It has its first two employees, Adelheid Goold, a halfling new in town and with a brewing background, and Nordbert Underlake, the halfing bard picked up a few towns back. If his musical career doesn't pick up, he can push a broom. Fulvus is already making plans to expand...

The town continues to grow, especially with a number of new halfling "cousins" manning the walls for flying threats and other dangers. The rebuilt trading post will not burn down again if they have anything to say about it...

The party, reduced a bit without its two spellcasters and hench-cleric, decided to head out into the boonies anyhow, because there really isn't anything to worry about these days. Their intent was to seek out the next of the southern Barrier nodes, known to be along an overgrown trade road to the south.

They loaded up and headed out, with the intent to stop at Kabrel's Tower, where they knew that Thefri and a couple of other druids had holed up after being dislodged from Ashryn Tower by Chaos mutants. As they neared the tower, they noticed that the trees looked distinctly ... less friendly. 

source

Particularly evidenced by a few Chaos mutant corpses skewered among the branches...

Team Lorax was definitely not messing around.

The party was confronted soon after by a pair of dire wolves. Thefri appeared and let the two good boys (Gagnin and Anzel) know that the party was okay, and Goober and the two wolves did dog things. His compatriots Divos and Albus were present, as well as two new companions, Eryn and Othulf, who seemed to be responsible for the tree magic. The druids reported that they had been watching the area for the abominations that were the Chaos mutants, and that the trees were sensitive to the Chaos forces. The manipulations of natural forces for malicious ends was an affront, and they weren't having any of it. The party camped for the night at the tower, and let the druids know that they were continuing south to find the next node location.

Friday, April 12, 2024

Campaign Journal: Back To Neuforde, and Slight Detours

 The night's party:

  • Frederick
  • Rondel
  • Slick
  • Fulvus
  • Jax
And away we go! The party passed through a couple of towns, spending the night in Alaric, a town of about 250 people. The party laid up in the inn (The Brass Lord) with no issues, however, they found that one of their pack horses had been poisoned in the morning, requiring a replacement. Odd.

They continued south. While taking a break for lunch, hench Roderick wandered off to relieve himself and discovered a barrow by falling into it. Thankfully, Tim Shorts had put that barrow there. After rescuing and healing poor Roderick, the party squeezed into the cramped barrow to explore. Rondel determined that nothing alive was down there to harm them. They puzzled at the pair of clay crow statues in the corridors, one of which had a tapping/scratching noise. For the moment, they avoided them, and Fulvus squeezed by one to enter a tomb. He found himself whisked away to face this thing:


...who clearly wanted payment of some kind. Fulvus offered it some gold coin, which it rejected. About that time, Slick was invisibly whisked in, as well. In spite of his magic ring, the thing seemed to sense him, and was doubly disappointed that he didn't have the correct toll. So of course they fought. Thankfully, both of our 'heroes' were able to do the thing in, without any harm, finding themselves back in the original chamber. At least they found some jars with some odd coins, a bracelet, and a roll of parchment with fortification descriptions dating back to the prior wars in the area. 

Thursday, March 21, 2024

Campaign Journal: Gundala Interlude

Who's here?

  • Fulvus
  • Rondel
  • Slick
  • Jax
  • Orzu

The scene opens with the party standing before the town gate of Gundala, bloodied and dirty. The town guards oscillate between concerned and suspicious. When the party explains their recent encounter, the guards send for a sergeant, then the town head. 

Aldred, priest and town leader, shows up, looks at the party, confirms their story, and immediately commands a patrol to take wagons and recover the bodies (Fred missed session, so we assume he guided the recovery patrol).

Aldred brought the party into town, pointed them to the inn, and told them to rest up. She had also dealt with adiventurers before, and told them to keep any carousing to a minimum.

(Narrator – they did not keep carousing to a minimum)

Slick blew a lot of coin and got a “bit of a rash.” Rondel managed to avoid any complications. And Orzu hired a halfling bard of middling talent but great enthusiasm to sing the party's praises. He also may have gotten involved with a local cult. (I forgot that I had my own cult generator posted up, so he'll have to await his cult identity until his … memory clears... yeah...)

The following morning, Slick crept off to the temple for a bit of “penance.” He parted with a bit more coin, but at least it doesn't burn when he pees.

The party was summoned to Aldred's offices to recount their story again, and got a sense of the priest's attitude toward Acroria and its leadership. Aldred understood that Acroria's council was concerned for their domain, but seemed to be at odds with many of the settlements in giving aid. Regarding the Chaos mutants, patrols had encountered a few, but this was the most significant number encountered, for sure. Aldred did have word of a couple of towns on the West Trade Road being raided, with people killed or abducted, as well as people missing from farmsteads and the like. This was concerning, as Chaos appeared to be on the move, and making probes deeper into the piedmont than simply along the margins of the wilderness.

That said, she felt that the party had done a service, and welcomed them to rest and heal. Feel free to visit the temple for healing, no charge (Slick grimaces). She planned to write a report for Acroria to read.

Monday, March 11, 2024

Zelkor's Ferry, Reimagined

Ok, I don't have a copy of the Rappun Athuk megadungeon, so I don't know who lives in the settlement of Zelkor's Ferry. But I found Paths Peculiars' redrawing of the town map on his blog while I was trolling about for some town and building maps. I don't know who the residents are, except for a few names on the map legend, and one can often find a place for one more small huddle of buildings in their hex campaign. 


 So without any other embellishment, here's who I think lives there. More later....

Thursday, March 7, 2024

Campaign Journal: Along the East Road

Tonight's band of merry mushroom harvesters:

  • Frederick
  • Slick
  • Jax
  • Rondel
  • Orzu
  • and their various groupies

Watched by an inordinate number of town guards and zealots of the Paragons of the Comet, the party departed Acroria for points south the following morning. They had acquired, among other things, a few retainers for camp and horse-guarding duty including a cook, a drover, and a young dwarven man-at-arms who still carries a rag doll.

It was a crisp autumn day, and the party observed several armed patrols along the road, as well as caravans, both moving provisions for winter preparation, and rushing to Acroria to contract ships to move cargo before the winter storms.

Around midday, they came upon the hamlet of Huni, another wide spot in the road of perhaps 100 souls. They settled in at the well-appointed inn, and were greeted by the ebullient and portly proprietor. He set the party up with small beers and bread trenchers of stew. The party did the usual asking for rumors thing, and found that the settlement had been started by a few adventurers who had retired after a few scores. Interestingly, the thorpe's headman was a mage, a class not typically respected by the Theocracy. 

Wide spot in the road

As they chatted, Slick noticed a dwarf fiddling with a lock. The two met eyes, and the dwarf, recognizing Slick (and Flick) as individuals specializing in the art of acquisitions, tossed the lock to the thieves to try their skills against. Neither could crack it (although Frederick, with only modest lockpicking skills, got lucky). “Good enough,” said the dwarf, who introduced himself as Urin Duskborn. “Best to know how sharp your knife is before you try a cut.” He gifted Slick the lock (with keys) and they exchanged compliments. 

Thursday, February 22, 2024

Campaign Journal: Farewell(?) to Acroria

 Full house:

  • Fulvus - halfling
  • Rondel - elf
  • Frederick - thief
  • Slick - thief
  • Jax - barbarian
  • Orzu - gnome
Our heroes closed out the Autumn Equinox ball from last session. I had to overlap a bit, just to let Slick do Slick things. 

Anyway, Fulvus found a couple of halfling kin raiding the hors d'oeuvre table. The pair were head of the local community, mostly consisting of craft folk and servants. The local gossip in the halfling quarter was continued rumblings of discontent from the Merchant's Guild at being shut out from city decision-making and influence on the Council. Fulvus bid them adieu, and the pair went back to spiking the punch.

Dancing was had, with the halflings showing off their West Shire Swing stylings, and hench Roderick getting turned down by the beguines, and most everyone else. 

Slick, now recovered, prowled the edges of the gathering, before sliding over to the coat check. A bored private yawned and dozed. Slick charitably suggested that the young man might need some fresh air, supporting his observation with some palmed coins. The fellow agreed, stepping out, allowing Slick to take off with a couple of fancy hats. Of course.

Sensing that the festivities were ending, the party stepped out into the night. Most of the group headed out, with Jax lagging as a number of children detained her, begging to pet Goober just one more time as their harried parents pulled them away. Which of course allowed her to be behind the main group and get shanked by the Shadowy Figure(tm) who leapt from an alleyway. The party turned, hurling a few knives and an arrow with limited success. Fulvus darted after the figure with his "fancy boots," but lost them due to their surprisingly fleet feet.

Local guards were called and given report, and Jax was healed and bundled off to the inn. This being the second time she was set upon in town while separated from the rest of the crew. Coincidence, or by design? Hmm...

The next morning, everyone was enjoying their hangover breakfast when a guard captain and substantial number of soldiers arrived. It's almost as if they expected trouble... Anyway... The captain reported that Zejo DraÅ¡ković, expedition survivor, had been slain in the night. The party responded that they had their own problems, and were alibied so stop bothering us. But the second attack in Jax and subsequent murder of the soldier was of serious concern. It seemed that certain Chaos operatives were in town, causing disruption. 

With that bit of news, the party made their way to the Home for the Wayward. One of Brother Sigeric's "orphans" greeted the party at the side door. "Was just about to send for you. The Brother's in a fit." The brother was, indeed, in a fit. And day drinking. "Welp, seems that Rancent Pere DID get a seat on the Council. I may have been outmaneuvered..." Even with the party's exposure of his double-cross. All commiserated regarding the new complication, and how odd it was that the Council would operate with an even number of members. "Besides, I might actually need to run a legitimate charity..." Everyone agreed to keep an eye out for further developments.

Friday, February 9, 2024

Campaign Journal: Ha'Tak Attack!

We find our 'heroes' standing on the top platform of the step pyramid of Ha'Tak, surveying the scene, a dead wyvern sprawled on a lower step.

  • Fulvus - halfling
  • Rondel - elf
  • Frederick - thief
  • Slick - thief
  • Jax - barbarian
  • Orzu - gnome
As they contemplated recent events, a falcon gyred down, landing in front of Frederick. A messenger from Thefri, down south.  Thefri reported that he and his colleagues, Divos and Albus, had occupied Kabrel's Tower, previously cleared by the party. Thefri had also secured new companions to replace the doomed Brutus the Bear (Shade and Onyxia). And in the face of the Chaos mutant incursions, he, too had called in more "kin." The party responded that they had secured a couple more nodes, including the northernmost location, and expected to head south, eventually seeking out the dwarves of the Smoking Isles. They fed the falcon some jerky and sent it on its way.

With that, it was time to continue the search for that damned grenade-throwing dude.

Fulvus and his two henches volunteered to pull sniper duty, watching the various stair accesses from the ground level. The remainder of the party descended to clear the southeast quadrant of the pyramid, where they had spiked the doors closed, hoping to constrain CORMAC! from his mischief. Jax removed the spikes, and Orzu opened the door (BOOM!) - of course it had been trapped. He dodged the bulk of the shrapnel. 

Nothing of note was seen in the next chamber, and the party debated which of the four doors to access. North. Ok. Jax kicked it in, sword in hand. And came face to face with another undead knight:

Hi, again

Wednesday, December 20, 2023

Campaign Journal: Out On the Town

 Who made it?

  • Rondel - elf
  • Fulvus - halfling
  • Jax - barbarian
  • Slick - Thief
  • Orzu - Illusionist
The session began with a recounting/retcon of the return to Brother Sigeric, since we'd cut off a bit abruptly at the end of the last session. The party returned to the city gates at dusk, talking their way past the guards (plus a minor toll). No questions were asked regarding the lump under the tarp.

The brother was eating dinner, but took a break from his repast to greet the party. He was, understandably, disappointed to hear that he'd been double-crossed by the merchant's guild. Sigeric did honor the professionalism of the surviving mercenaries and promised them safe passage. Likewise, he was happy to receive his wayward scout back, and suggested that the youth had learned an important lesson regarding watching his step. Oh, and Brother Sigeric now owes the party a favor. Something for the party to meditate on.

The party was ready to head back to the inn for their own dinner and celebrations. The Brother offered a couple of youth to take their horses to the stable to save them some steps. The party accepted, although Jax insisted on joining. After all, the party just gained six more horses, and although they have a good relationship with Saint Vivinna's Home for the Wayward, "accidents" do happen.

And so they did...

Outside of the city walls on the way to the stables, and in a conveniently dark location, three individuals stepped from the shadows to inquire if anyone might be hiring out. Jax shrugged and suggested the caravans. The three got a bit closer, looked at her, and said that it would be best that her friends stop looking for barriers out in the wilderness. This put her off a bit. As did one of them trying to hit her with an axe. It was on. Unfortunately, our brave barbarian was a bit on her heels as the second of the three slept most of her companions, and another cast fear on the ever reliable Goober. Dammit.

Oh, and the one dude had a beak, or was is a plague doctor mask? Tough to tell in the dark.

Tuesday, November 21, 2023

Campaign Journal: A Visit to St. Vivinna's Home for the Wayward

Session roll call:

  • Frederick
  • Jax
  • Fulvus
  • Rondel
  • And their various hangers-on
The party is seen departing the Temple of Khador after a mixed interaction with the city leadership. Rondel appears from points unknown with Henry Cee and Toby the Charmed Chaos Crab-man. 

Wandering across the center square of town, they enter a walled grove across the way from the temple. The grove consists of aged apple trees, and Jax and Fulvus poach a couple, which causes them to be set upon by the caretaker. Rude. The grove was not in honor of Khador, but was present since the time of the city's previous settlement, generations ago. The grove was in the honor of Asaxsxas, a saint risen to godhood long ago (she is first presented here). The caretaker explained the myth of the saint, and that he had a special dispensation from the Temple of Khador to maintain the grove. Fulvus tossed him a few coins in offering, which seem to satisfy the caretaker for their incursion. They then asked after the location of St. Vivinna's Home for the Wayward, and were pointed toward a sprawling building along the river.

The party headed over. A fellow draped in multiple tattered cloaks asked, "Alms for St. Vivinna?" Fulvus threw him some coins while Frederick subtly threw some not-a-thief gang signs. The fellow appraised this, and told the party to wait, suggesting that they step to the river side of the building, to take in the view, of course.

They did, and a few minutes later, a side door opened, and they were led into an apparent combination orphanage/flophouse/brothel. Following their guide upstairs, they stepped into the chambers of Brother Sigeric, which were considerably more opulent than the rest of the building. Brother Sigeric was obviously a man who enjoyed his delicacies. He greeted the party, and got a quick run-down that his charity had been recommended by Mellia Saber. The brother took the recommendation, and offered the party drinks from a well-stocked cabinet. Rondel tried to assess which bottle of wine looked the most expensive and requested that one...

The party enjoyed their drinks and gave the brother a rundown of their time in town, as well as generalized overview of their quest. In an information-sharing mood, Sigeric traded a few bits of news and rumors, as well as his take on the leadership of the city. Brother Sigeric seemed to enjoy his position on the margins of the theocracy, and noted that there were more things to be gained in these lands than mere souls.

Frederick, always the cooperative one, asked if there might be any jobs that the party could help with to support the charity's work... The affable brother said he'd think on it...

Wednesday, October 4, 2023

Campaign Journal: Damned Horses!

"Yeah, when the riding animals start fighting, we're in new territory" - Frederick

More on that later....

Tonight was a small contingent:

  • Frederick
  • Fulvus
  • Rondel
  • Slick
  • Three brave henchmen

Departing Axwold, the group dead-reckonned their way westward in search of the next point along the Barrier network. Things were progressing quietly. The party spread out, Fulvus scouting ahead. He bravely avoided a snake, but Slick did take a look at it to confirm it was Just A Snake. Yes.

As the party broke for lunch, they were set upon by pests. Because they show up to every picnic... 

Like this, but 3' long

Dispatching these flying pests, Slick climbed into their roost tree and recovered a puse with some coin and a potion. He also scouted westward, spotting clearings and paths that offered easier travel. Finishing their repast with no more vermin, they continued onward. 

Monday, September 25, 2023

Campaign Journal: On the Road Again, II

Back at it. A bit delayed with a work conference, taking care of outside things, as well as rejuvenating a couple of stalled project and tryin to wake the muse. Things in the works soon...

So, back to the party:

  • Jax
  • Frederick
  • Slick
  • Rondel
  • Orzu
  • and the Miscellaneous Others

The party, after vanquishing hobgoblins and other nuisances, set up camp for the night, being cautious to protect their horses, for some reason... ahem... 

Second watch was disturbed as Orzu spotted movement in the treeline, and Goober barked a warning. Everyone blearily scrambled to their feet as Orz kept a watch on the intruders. They appeared disciplined and cautious, spreading out and keeping low. The party did likewise, taking cover. Frederick took a potshot at one in the dark, one-shotting the foe. Another arrow went wide. Rondel said, "Sleep." Snoozefest. The intruders turned out to be a hobgoblin patrol, perhaps returning to meet their compatriots at the ruined fort. Slick offed them and went through their pockets.

In the morning, the party debated riding cross-country, or returning to the trade road in their search for the next node location. Jax suggested that the road, followed by some dead reckoning off the found map might be the best option. The party rode back to Karnione, stopping to drop some coin with the furrier and ale-wife in thanks for their aid. 

Thursday, August 10, 2023

38 More "Who Followed the Party?"

 ...Finally bringing the Camp Followers list up to 100.

  1. Small circus, including a trained bear named Bobo, who is a surprisingly adept pickpocket.
  2. Halfling Cultists, frighteningly cheerful.
  3. One of more of a PC's alleged illegitimate children.
  4. Crows, lots of crows.
  5. One very irascible possum.
  6. "Influencer" half-elf, constantly painting self-portraits of themselves holding meat pies and ales at various taverns.
  7. Dungeon Dietician: Making the best use of your rations and foraging for fun and profit.
  8. A hermit just off a five-year vow of silence. Very talkative.
  9. A pair of harpies attempting to kick off their singing careers.
  10. Five elves trying to promote a new sport, "hööpentossen."
  11. A halfling gambler of some renown, Two-Thumbs Bogwillow.
  12. A monkey with a knife.
  13. A gnome alchemist brewing sketchy potions. Best to camp him downwind.
  14. A vampire wearing a welding helmet.
  15. A bewildered WWI Tommy equipped with a gas mask, entrenching tool, and Lee-Enfield with 50 rounds of .303.
  16. Claustrophobic minotaur.
  17. Someone's mother: Constantly fussing over everyone to wash their hands and have dry socks.
  18. Two Spartan warriors. Very disciplined, but a bit self-important.
  19. Halfling-driven chuckwagon. You are the envy of adventuring parties everywhere.
  20. An intelligent swarm of bats. Communicate by flying formations to play charades.
  21. A poncy Landsknecht wearing bright motley and wielding a two-hander.
  22. A Witchhunter with a portable library of anti-heretical literature. Completely ineffective at recognizing spellcasters and heretics.
  23. Bounty hunter with a repeating crossbow, a bloodhound, and a sheaf of "wanted" posters.
  24. Killer automaton, nigh-unstoppable. Keeps asking for "Sarakonnor" in every town.
  25. A pair of siege engineers. "Trebuchet is the solution to everything."
  26. A gnome artisan specializing in erotic woodcarvings.
  27. The tabaxi cheerleading team.
  28. Knight-errant, constantly affronted, will periodically challenge duels at crossroads and bridges.
  29. A hill giant named Toby. Wears a very revealing macramé breachclout.
  30. Doom-saying fortune-teller. Constantly followed by a small raincloud.
  31. A platoon of gnoll halberdiers. 30% chance of changing sides in the middle of battle.
  32. An aranea with several charmed minions, may abscond with one of your porters.
  33. Birdwatching elf. Makes random stops and shushes party to make observations. Not amused by people giggling at "greater tit."
  34. A wandering monk, a master of seven styles. Occasionally attracts vengeful ninjas.
  35. Vengeful ninjas.
  36. Explorer claiming to be from the center of the earth. Fascinated by nightfall.
  37. Mage with a collection of magic staves carried in a golf bag by a goblin caddy.
  38. Seven dwarves. Become very cross when you call them by adjectives.

Updated Chartopia roller

Saturday, July 29, 2023

Campaign Journal: On the Road Again

 The Usual Suspects last Sunday:

  • Frederick
  • Slick
  • Bonk
  • Stumbleduck
  • And a Player to Be Named at a Later Time
(Jax got introverted and went flower hunting, Rondel stayed to babysit 'his' gnolls, and Fulvus was suddenly absconded with by some extended family).

The gang stood at the town gate of Mithlonde as dusk fell. One of the guards asked them business and chatted about recent fires and increased humanoid raids in the area. He gave them the quick run-down of the town's amenities, and welcomed them in. Mithlonde is a modest walled town situated around a 'Y' in the trade road. 


The party approached the town square, where a number of caravans were parked. They recognized a certain odiferous wagon, that of the peddler gnome Hugo. Hugo greeted them and was relieved to find out that his potions had mostly worked, and no harmful side effects had occurred. He sold a few remaining healing potions to the gang for a slightly inflated price (most had been bought out, demand was up). He also had a few smoke bombs available to experiment with. Fred bought these for later use.