Recap of Session 3 – “Age of the Raven”

Souragne by dusk


Dramatis Personae

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

Quatsing | Caliban Avenger | Martin

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan


Session Three – Marais d’Tarascon

The evening was spent discussing the events of the day and carousing at the village inn.

In the morning of the 2nd day in the village you went to the blacksmith and the general store to purchase weapons and other adventuring gear. Iznogoud the Dashing Rogue used his meagre funds to take a bath and a proper shave and then went to the tailor to get a foppish outfit of clothes. From the blacksmith’s wife you learned that her son had been missing for five days, after never having returned from his work at the d’Tarascon plantation, south of the village. You decided to immediately head for the plantation to see what was going on. After walking through abandoned sugar cane fields you finally arrived at a eerie, silent mansion with heavy dark blinds covering all windows. No life was to be seen anywhere. Iznogoud and Slingbill went around the house to scout. Ernie, Quatsing and Sigurd climbed a low roof and smashed a window on the second floor to enter the dark house. All you found was a lot of richly furnished rooms with no signs of life anywhere.

Then, a gnawing sound was heard behind a door. Quatsing and Sigurd rushed in, weapons drawn, only to see a ghastly woman in a maid’s outfit, sitting hunched over a week-old corpse devouring the dead flesh…

Two missed sanity checks. Two massive sanity losses. Two temporarily insane characters.

With some crossbow and machete work you finally managed to defeat the monstrous maid, fear heavy in the thick air. That’s when sounds of lots of shuffling feet and howling noises started to emerge everywhere. A hasty retreat was made, dark shuffling figures dashing after you as you made it to the outside.

You went back to speak to the Constable, but only managed to aggravate him when disturbing his investigation of a murder scene (one of the maids from the Inn had been murdered the previous night), and nearly got thrown in jail on account of being “foreign troublemakers”. You also learned that the d’Tarascon family have a townhouse in the village and that the suspected murderer left a clue at the murder scene – a piece of red licorice.

You next proceeded to the d’Tarascon townhouse to investigate, only to be deterred by the lock on the front door. After several missed attempts at picking the lock, Sigurd and Quatsing resorted to breaking down the door using a crowbar and brute force. This was naturally witnessed by several villagers and we left off with the Constable and two deputies removing you from the house. To make your story believable, Ernie the Elf cast an illusion spell of a monster in one of the windows. Of course, the Constable didn’t believe you anyway 😉




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