Session 1 | New York | Room 410

WARNING! Contains spoilers!


“No one gets killed the first session, right…? Or…?”

Character generation

Dramatis personae
H.P Rennfarth | Forensics specialist | 27 yrs | Mats
Justin Case | NYPD Detective | 32 yrs | Djuro
Ulla Bengtsson | Professor (Chemistry) Columbia Uni | 48 yrs | Berndt
Carl Blackwater | Foreign correspondant | 31 yrs | Martin
Absent this session
Edward Foxworthy | Big game hunter | 34 yrs | Flan

Link to background stories and portraits

H.P Rennfarth is a policeman who works at the budding Forensics Department at NYPD. He recently inherited an antiques shop in Greenwich Village from his father who passed away recently. He has no idea of what to do with it at this point. He officially knows Justin Case from police work but also because the two of them has been involved in some highly suspicious activity concerning evidence (drugs) missing from the evidence department. He thinks that Justin Case holds the key to some secret/treasure/knowledge (drugs maybe?) that he covets.

Justin Case is a somewhat dirty cop that has done some dubious acts both in the past and in the line of duty. His connection is that he was once investigated by Internal affairs for suspected criminal activity, but was cleansed of suspicions by an article by Carl Blackwater, and so he owns Carl his freedom. Justin has also done some work “on the side” for a mysterious man called Daniel Zomb, who reputedly works for an organisation called The Wellcroft Foundation.

Ulla Bengtsson is a Swedish descendant who works at Columbia University in New York, specialising in chemistry related to explosives. She has a preference for other women, but to her dismay, she is secretly infatuated with her long time friend Carl Blackwater. As a result she is going through a rough time on the romantic level. Together with Carl she has also met with Jackson Elias on several occasions.

Carl Blackwater is a well-traveled journalist who has come in contact with mysterious and occult things in the line of duty. This is also how he met Jackson Elias many years ago. The two friends have kept contact over the years, despite them almost always being in different parts of the world. A few days ago, Elias contacted him via telegraph from a ship at sea, asking him to gather a good investigative team because he had sensational news about the infamous Carlyle Expedition that got massacred in Kenya some five years ago.

Edward Foxworthy is the eldest son of a wealthy owner of a coffee plantation in Kenya. The father wanted Edward to take over the family business, but after studies in both the UK and USA, Edward decided to pursue his dreams – a life of high adventure, hunting big game across the globe. Edward knows Carl from the African theatre of the Great War, where both were involved. There, they aquired a common enemy (to be determined) – someone that has done something very wrong and that wrong must be avenged. Edward and Carl has kept the contact since then, in hope of someday being able to avenge the wrong that happened. During his big game hunts, Edward has heard of strange unnatural beasts whispered from locals in the dark around the campfires. At first he dismissed this as hokum, but why are these stories so consistent in vastly different parts of the world? Somewhere, Edward suspects that there might be some substance to the campfire tales.

Top from left: Carl Blackwater, Justin Case & Ulla Bengtsson

Bottom from left: H.P Rennfarth & Edward Foxworthy

It starts…
New York, Thursday January 15th, 1925.
The PCs are gathered in the somewhat cramped kitchen area in H.P’s antiques shop, Rennfarth & Rennfarth Antiques, situated in Greenwich Village in Manhattan. The city outside is covered in snow, as the last weeks have been cold and it has been snowing profusely for days. Carl explains the situation to the others – that he received a phone call from his old friend Jackson Elias this morning, asking the team to meet up with him at the nearby Chelsea Hotel, room 410, at 8 p.m. Apparently, Elias has sensational news about the Carlyle Expedition that went dead/missing back in 1920. Everyone has heard about that sad event, but the details are blurry. The team decides to split up to do some research on the details of the expedition. Ulla goes to the library, Carl to the newspapers to check the morgue files. Justin and H.P decides to check their law enforcement contacts to see if they can dig up something of interest. They are to meet up in the bar at the Chelsea some time before 8 p.m. After some chatting, tea and beers the team decides to split up to do some research:

  • Ulla – researches the expedition members in the N.Y Public Library
  • Carl – finds a lot of old news clippings in the newspaper morgue files
  • H.P – nothing new discovered
  • Justin – contacts Mr. Zomb in Boston. Tries to contact the police in Kenya about the Carlyle murders, but with no result.

Left: The Chelsea. Right: NY Public Library in the snow

Ulla goes to the Chelsea at 4 p.m. Elias in not there according to Serge the concièrge. She sits down in the bar to keep an eye open for Mr. Elias, but sees nothing.
After doing their separate research, the others arrive at the bar. Ulla talks to the concièrge, Serge, and checks the key board if Mr Elias is in and the adjacent hotel rooms if the neighbours are present. Case shows his police badge and demands to see the hotel ledger for names:

  • Room 410 – Jackson Elias – in
  • Room 409 – Clark Gruber – in
  • Room 411 – Claudio Cochone – in

A few minutes before 8 p.m, they go to Mr Elias room using the art-filled stairs as the elevator is out of order.
They knock at the door, but no reply.
They listen.
Justin hears muffled sounds from within. He picks the lock, draws his trusty .38 and swings the door open…
Mr Elias is sprawled on the bed, an african man standing over him. A pale, sick-looking caucasian man is by the half-open window, letting cold wind and snow into the room. Both wear ill-fitting black suits and strange headdresses with a sickly red tentacle thing protruding from the forehead. At the sound of the door opening, both men swing around, brandishing long mean pranga knives.

Kneeling, Justin tells them to drop the weapons, but they do not heed his call. Suddenly, a hidden third man (african descent, same outfit as the other two) emerges from behind the door and makes a machete swing for Justin’s arm. He misses and Justin shoots him point-blank, hitting in the crotch (special success), sending the man falling back, bleeding profusely. He is dead before he hits the floor. The man besides the bed starts moving towards the door and the detective pulls the trigger a second time, hitting the man in the head (point blank, special success again). The man topples over on the bed, blood and brain matter splattered everywhere. The last man tries to make a run for the window and the fire escape, but H.P fires his .45 from the door, hitting the man in the thigh, taking out a large chunk of flesh. Screaming and cursing, the man tries to crawl out on the fire escape, never letting go of the jungle knife.

The PCs run into the room, covering the corners and closing the door, but before they manage to do that, a fat Clark Gable-stashed man dressed in socks, boxer underpants and a slimy gagball hanging around his neck emerges from room 409, followed by a young woman dressed in a kinky leather outfit, complete with riding crop and all. Ulla says that it’s “police business” and ushers them into their room before closing the door to room 410.

Carl hustles over to the bed and throws the dead killer off the bed. Jackson Elias is very dead, his chest cut open, entrails hanging out. In his forehead the crazy killers have carved a strange symbol. The sight is very disturbing, especially for Ulla who feels her sanity threatened by the scene.

Meanwhile, Justin tries to keep the killer inside the room, grappling with him, but he manages to keep the knife arm free and chops at Justin. Justin drags down the window, trapping the man at the waist and then he handcuffs his leg to the radiator. The man struggles, cursing, but cannot break free. From the window, Justin spots a somewhat beat up black sedan standing across the street, below the fire escape, a man staring at them. He manages to get the license plate before the man dashes and jumps into the car. As it is speeding away through the snow, H.P takes a shot with his .45, but the range is too great for a hit.

Realizing that he will be caught, the trapped killer screams something unintelligble and cuts his own throat with the razor sharp pranga. He dies convulsing, hanging out on the fire escape. Searching the body, the PCs find needle marks on his arms and a case with a glass syringe and needle. Dope fiend it seems…

Now, people are gathering in the corridor. Serge is knocking at the door asking Mr. Elias how he is. In the distance, police sirens can be heard.

Hastily, the PCs search the bodies of the killers as well as Mr. Elias. Elias has nothing of interest on him, but the killers carry many items that they have clearly stolen from Elias. In Elias luggage they find a passport with stamps from many exotic locations around the globe.

Outside the door a throng of people has gathered – staff and hotel guests, eager to see what is going on, banging on the door, demanding that someone opens it. Realizing that they look quite suspicious, the two non-police PCs decide to flee the scene before the cops arrive.
Detective Case opens the door and orders the onlookers away. Serge is sent to the reception to guide the police to the proper room.

In the ensuing chaos, Ulla and Carl sneak out, farily confident that they haven’t been observed. In the lobby they leave the hotel as the uniforms come storming in. As they move down the dark and snowy street they catch a glimpse of someone in the reception pointing their way…

The real police arrive, a team of three uniformed officers with weapons drawn, led by a Lt. Martin Poole. Glad to find fellow police officers already on the scene, the Lt. talks to Justin and H.P. Apparently this is the 9th ritual killing under similar circumstances. Lt. Poole says that they have investigated the afroamerican woodoo cults in Harlem, but no one seems to be willing to talk to the cops. And they have found no connection between the victims either – rich, poor, men, women, caucasians and africans – it seems these killers will murder anyone, but the reason why is unknown.

Poole wants Justin and H.P to come to the police station the next day with a written report and to discuss more. The PCs leave the room as the police starts investigating and documenting the scene.

After the debacle at the hotel, Ulla and Carl hurry to New York University, where Professor Anthony Cowles is having a lecture at 8 pm, as the pamphlet found in Elias’s room inform. Despite being late, they manage to hear most of the lecture and even get to talk a few words with the professor afterwards. Apparently, Cowles and Elias knew each others works and was fans of each others scholarly pursuits, but they had never met. Being dragged away by other lecture attenders, Prof. Cowles even invites the investigators to visit him at Miskatonic University in Arkham if they want to discuss more. Suddenly a jolly “Hello, old chap” is heard – Carl turns around and spots his old comrade in arms – Edward Foxworthy – the south african big game hunter!

And here we had to stop for today…

For the players: Clues, maps, photos and other game materials are in the shared Dropbox. Study them closely, as if your lives depended in it.

Come to think of it, actually, they do…


Session 1 – Come to Daddy (Terra Innominata)

iPad-2014.07.03- kopia

“Look! A house! I’m sure we can get warm food and rest there overnight…”

Game System | Blood & Treasure Complete

Setting/World | Terra Innominata by dawnrazor/Lazy Sod Press

Dramatis Personae

Bruce Lee | Human Monk 4 | Martin

“Anna Nymous” (never reveals her true name) | Dwarf Assassin 4 | Martin

Noo Yok | Human Ranger 4 | Mats

Dormir the Sleepy | Dwarf Barbarian 4 | Mats

Session One – Daddy had a Farm oh-i-oh-i-aaaaaaahhhh…

As a large part of the regular table group is on summer vacation I decided to run a one- (ok, maybe two-or three-shot instead. As usual, the lads were creative when naming their characters. Funny names or not – they will be baptized in steel and other nasties…

They PCs were hired by a local nobleman to track down some thieving bandits that had stolen something valuable and taken to the hills. The game session started in media res in a dark winter forest in the border mountains between the civilized South Lands and wild North Lands. Tired, hungry, freezing and on the brink of exhaustion and not closer to finding the bandits than when they started out two weeks ago. Trekking through knee-high snow in the dense forest in the setting afternoon light, they come across a track going perpendicular to their travel direction and decide to follow the tracks. Maybe it is their prey?

After a few miles they come upon a clearing in the forest. Farmer’s fields covered in midwinter snow and a farm house as well as a few outhouses. The tracks lead to the farm,  following a road between the fields, which upon closer inspection are still teeming with frost covered unharvested corn.

There’s a trail of smoke coming out of the chimney of the rather imposing farm house. No one can be seen through the windows, but a fire seems to be going and there’s lots of tracks in front of the house. The PCs knock on the door, but when there’s no answer they sneak into the warm house. After a quick survey of the entrance, hallway and dining room they hear loud whistling outside and see a giant of a man, clad in rich furs and carrying a newly slain polar fox over the shoulder, coming for the house. As he enters, the PCs quickly present themselves. The man introduces himself as Torgil Rodbrok, farmer and owner of this little farm. He explains that he lives here with his family and that they should arrive for supper soon, after having done their farm chores. The PCs are invited to have a seat at the large dinner table and get some warm stew to warm their bellies. The stew is delicious and full of nutricious root vegetables and the occasional chunk of meat.

One by one the rest of the family assembles in the house. Torgil presents them: Gerda – his lovely (and quite flirty) daughter; Jørn – his thin-framed and politely quiet younger son and Hanna – the youngest daughter who’s very social and energic and very hard not to like. The wife – Siri and the older son – Olof are out on business but will return shortly. After a delightful dinner unfolds and the parties trade stories. Torgil explains why he chose to settle here in the middle of nowhere. Apparently he got in trouble with powerful people down south and now he trades with the Northmen and people of this not-so deserted valley which the PCs learn is called “The Silent Valley” due to…well, it’s unnatual silence. Apparently, some magical disaster happened here millenia ago and since then very few animals have returned to the valley. The PCs tell of recent events and politics in the civilized south. Unfortunately, Torgil has heard nothing about the bandits that they are chasing. After dinner and ale Torgil offers the characters to stay the night as they have room to spare.

Gerda shows the PCs to their simple but clean quarters upstairs. On the way she points out where the lavatory is. Dormir is tired and heads directly for the bunk. Noo Yok the ranger needs to “drain the lizard” and heads for the door but discovers that is has been bolted from the outside! He bangs the door loudly, but no one is answering…

This leads to a hasty  inspecion of the two rooms they have. They find that the doors are indeed made of unmotivated thick and sturdy oak and also reinforced with iron bands. The locks are equally overdimensioned. Maybe the inhabitants have been robbed before and are just taking precautions? They also find little pervy observation holes in the walls and behind the norse style wall tapestries they find heavy iron rings bolted to the walls, complete with well-used rusty chains and manacles. Looking behind the nice country style drapes covering the windows they find that the windows have been bolted shut and they see thick iron bars on the outside…


After some fiddling with his thieves tools, Bruce Lee manages to open the door locks. It seems the house is quiet. The only light comes from the staiway to the ground floor.

Closest to the stairway are two opposite bedrooms where the inhabitants must sleep. The PCs bar one door with a chair. Dormir is placed as a guard at the top of the stair. The others silently open the south bedroom door. Inside, the room is dominated by a large rustic canopy bed. No one is there. A search of the room reveals that no one has slept on one side of the bed for a long time. The ranger checks out the bedstand and finds that it is a pot-cabinet, which has been used. He also notices that the feces in the pot contain hair balls and fragments of bone… Under a loose floor board they also find some valuable jewelry in different styles (i.e. not from around here). Under the bed are an unlocked chest with female delicate garments – not used for a long while.

The room across the hall is likewise empty. Two bunk-beds dominate the room. This is obviously the youngsters’ room. On the center of the floor, three ugly and creepy rag-dolls are thrown… [A discussion about a doll named Chucky emerges among the players…] No one wants to enter the room, so they retreat and close the door behind them.

As they prepare to descend the stairs, they hear a muffled sound somewhere. An inhuman shriek of anguish… It turns out that it comes from a padlocked door beside the bathroom. Anna the dwarven assassin and Bruce the monk tries to open the lock, but to no avail. At last Dormir the barbarian decides to break the door open with a crowbar. It succeeds but just as he triumphantly turns to mock his partners, a heavy spring-loaded blade leaps out from nowhere and cuts him badly. Thanks to his quick reflexes he manages to step aside, lessening the cut to some extent.

The sounds are louder from within. Our heroes cautiously climb the creaking stairs and step into a literal nightmare. The attic room is small and is mostly taken up by three iron-barred cells. In front of the cells there’s a stained wooden table with attached leather straps and on the wall there’s a cabinet with surgical tools in various states of neglect as well as rusty cooking knives and other mundane tools. Clearly the workshop of a mad killer… The scene is indeed horrific, but everyone manages to suppress their fear, except Dormir. A little piece of his mind snaps and he realizes that if he hums on this popular Sapanian song, the evil won’t get to him. Maybe. [Dormir missed his Horror save badly and is going mental and his way of coping is by humming].

The cells hold a man in very bad shape – his arms, legs, ears, tongue are gone. It is he who makes the guttural sounds. Another cell holds a catatonic high elf lady who still has all her appendages intact, but who has had her mouth sewn shut with coarse leather twine. Judging by her clothes, she is of obvious highborn status. The last cell holds a family of three – the Anderssons of Dragon Hold up north (father, sister and brother). The lad is in a rather good shape but the other two are quite exhausted by the ordeal they have suffered. The PCs continue to liberate the prisoners. The elf lady and the lad are up for some vengeance. The Andersson father and sister are not. And the poor man in the first cell are beyond saving. The lad (Ingolf) and the elf lady (Innyata of House Lysander) are equipped with sharp tools from the wall cabinet. They also say that their tormentor is the young shy boy (which deduce must be Jørn and sometimes in the company of Gerda, but she only ever watches and never take part in the “wet work”).  The family accompanies the PCs and they promise to return to get the appendage-less man after some reconnaissance.

It is decided that it will be safest to get out via the balcony on the front of the house, thus avoiding whoever lurks on the first floor. The PCs get out on the balcony and climb down using a rope. Suddenly, they become aware of a thin shape standing and watching them. It is Gerda and she looks angry. The PCs rushes against her and manages to cut her, but she retreats and out of nowhere several strange beings emerge in total silence from the snowy darkness. They look like crazy humanoids made from old boards, straw, rope and other junk from around the farm but the most frightening thing is their smiling pumpkin heads and where their hands should be, sharp scythe blades are attached. The creatures are dead silent and seem to float over the snow as if they didn’t weigh anything. Moreover, the creatures seem to obey Gerdas commands. The creatures attack with silent efficiency and their gaze seem to confuse our heroes. As they attack, Gerda makes some clearly sorcerous gestures, making several of the PCs fall to the ground in a dreamless stupor…

Things look bleak but after a frantic fight [including a double natural 1 fumble], Gerda and the things lie defeated in the snow. And before their very eyes, Gerda’s body starts to change into something not quite human – her face and body gets covered with large pustulent sores and what seems to be a tentacle emerges from her mid-section, whipping feebly in the cold air before fallig to rest in the snow… At the same time a faint air of rose-water emerges from the corpse…

Shocked by what they have witnessed, the PCs decide that it would be madness to run off into the night with these things around and decide to go into the house again.

They now make a complete search of the first floor. No one is there, but there’s a burned down fire in the main room behind the dining room. When they search the kitchen they find normal cooking gear and foodstuffs but also a jar of pickled testes and in a large pan on the stove, a humanoid heart is prepared for cooking. Hmm… I wonder what was in that stew? They also find two locked rooms – a study and an office. Both these rooms contain books and items that seemed out of place for a rural farmhouse in the middle of nowhere. In the office they find various anatomical drawings, recipes and some ongoing spell research (deviltry, I say). The library is full of rare tomes on all matter of subjects, including the occult, plant life, animal life and other learned subjects. A library such as this would more befit a mighty lord or maybe in a wizard’s tower. Some examples of tomes found are: Alvir, Vaettir og Sattygir by Fafbard Haarfagre (a famous bard), Endless Dark by a certain Karl Bukovskisson and the dread Corpus Vivisecionata by Anna de Coelba-Concinillho y Crepotka (a famous southern sorceress). Moreover, they discover three creepy porcelain dolls in a glass-doored cabinet. One of the dolls rattles when handled and inside the head they find a tiny silver key that fits in a keyhole in the side of the cabinet. Within the hidden compartment they find a battered leather journal (apparently written by Torgil)  as well as an arcane ritual scroll written in Northern Imperial (common). Browsing the journal and the scroll, the PCs deduce that they describe a ritual called “The Ritual of Banishment” which is designed to banish an entity called “The Mother of Lies” or “Mother“. As a precaution, the three porcelain dolls are stuffed into a bag and then stuffed into a backpack. [Chucky was discussed once again…]

Earlier the PCs saw a locked door in the hallway. They go back and study the door. It is locked from the inside with three padlocks and in the lower part there’s a round cat’s door (albeit for a very large cat). Dormir sticks in his head to scan and sees a very dark stairway down. There’s also a very unpleasant smell behind the door. Like an old basement mixed with…something else. After some discussion it is decided that they should go down to investigate the basement. The locks are forced and they go down…

The darkness is almost physical and the contrast to the nice farmhouse above is striking. The air is smelly and it has an almost touchable character. The creaky staiway curves down, ending in a doorway into a large room. Strangely, darkvision is impaired to only some 15 ft. and the light from the oil lamps brought from the study above doesn’t seem to be able to penetrate the darkness very much…

The room before them is cluttered like a hoarder’s house: farm inplements, old furniture, some stuffed animals, the eyes of a stuffed hobgoblin head glint menacingly… And a rack of jars filled with stuff they don’t want to know about… Also, directly inside the doorway is an opened sack of salt.

The only way forward is into the compact darkness…

And here we had to take a recess. To be continued tomorrow.

Session 1 – The Wizard’s Amulet (Lost Lands)

Weird sounds in the forest…

Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God & Necromancer Games (with my own additions of course)

Dramatis Personae

The Old Sleaze | Human Sorcerer | Martin

Hoder | Ogre Fighter [Brute variant] | Flan

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor [Death domain specialist] | Berndt

Corian | Human Wizard | NPC

Galdar | Human Cleric of Thyr | NPC


Session One –The Fellowship of the…err…what?

The session started with character generation, which took some time due to late arrivals and post-stag party mental deficiency disorder for one player. However, the PCs turned out to be a quite interesting gang of 1st level characters:

The Old Sleaze (no one knows his real name) – an old human sorcerer with some really crappy abilities (despite using the roll 4d6-discard the lowest-place as you wish-method). Coming from a destitute background (Pauper), there’s the possibility of coming up with a really interesting background story here.

Hoder – an ogre fighter (brute variant) who’s very strong but not too bright. He’s a tribal outcast. Being too weak and good natured he was cast out of his ogre clan and was probably raised by humans (maybe as a pit fighter as his background is brawler). And yes, his verbal communication is most limited… A fun mix of Shrek, Hodor and those guys from Dumb & Dumber I would say…

Blitz Dunkelsturmmountain dwarf priest of Jamboor (deity of death, knowledge and magic). Blitz used to be a gravedigger before becoming a priest, and is fascinated by death and all things underground. His specific mannerisms did not come out very clear this first session, but i think they will.

As a note, in D&D-ish games, I like backgrounds as well as character mannerisms to grow out of play, not by careful forethought. This time however, we tried out the 0-level backgrounds from NOD Companion to flesh out the PCs from start.


Warning! Spoilers ahead. If you intend to play Stoneheart Valley, please stop reading here. This is GM territory only.


The road to Fairhill

The PCs have been hired by the young wizard’s apprentice Corian to escort him from the large east coast port city of Reme to the village of Fairhill in the area known as the Stoneheart Valley. Accompanying Corian is Galdar (NPC), a cleric of Thyr. After an initial meet-up in the seedy Reme tavern the Starving Stirge the journey goes along the Tradeway – an old merchant road going all the way from Reme in the west, to the bustling city of Bard’s Gate and even further east towards distant lands.

Travel day 4

After four days of travel on foot the PCs are about one third the way to Fairhill. Unusually cold and rainy weather for springtime  have made everyone a little on the edge, and we begin the adventure with the PCs making camp for the night, off the road, in a small clearing next to a massive cliff. Blitz the dwarf takes the first watch, while the others try to get some rest in the drizzle. After some time, the dwarf hears a low sound coming from the adjacent treeline. Concentrating, the sound appears to be a baby crying. Blitz decides to investigate without notifying the others. As he nears the trees, the sound intensifies and he’s suddenly aware of something behind him, but too late. Turning around, he sees his attacker just as it bites with it’s bony ridge teeth – a creature out of hell: stag-like body, lion tail and head like a giant badger. The teeth of the stinking creature seem to chew right through the dwarven armour like butter. After the initial bite the creature turns around and gives the dwarf a double back-kick, sending him sprawling to the ground. The sorcerer wakes up from the sounds of melee, but the ogre sleeps like a…well…ogre. While the dwarf desperately tries to fend off the creature, Old Sleaze wakes the ogre with a proper kick, and grasping the situation, the ogre joins the fight with a loud battle cry “HODER”. Sensing new enemies, the creature turns it’s attention towards Hoder, but a mighty swing of Hoder’s one-handed great sword sends the monster bleeding to the ground. Suddenly, a second similar but much larger creature emerges from the trees, clearly enraged by the slaying of it’s lesser kin. Now better prepared, our heroes manage to slay the beast before taking any serious damage. By the look of it, it was a mother and cub that attacked.

Blitz tells the others of the sound from the forest and they decide to investigate. After a search, they conclude that the mother-beast must have made the sounds as a distraction so that the cub could surprise from behind. Our greedy friends then decide to search for the creature’s lair, which turns out to be a cave about 60 ft up the cliff. They climb up and find a narrow cave with lots of carrion and some loot from previous unlucky travellers. The rest of the night passes without incident and in the morning the travel along the road ensue.

Travel day 6

In the evening after two more days of travel, the PCs spot a weird stone formation on a hill just off the road. They decide to detour and find that someone have arranged stone boulders to resemble a stone skull on the top of the hill. They search the place, but can’t find anything of interest and finally give up. From here, the forested landscape to the north of the road get gradually more rugged and hilly, indicating that the mountains are nearing.

Travel day 10

Four uneventful days of travel pass and our heroes are nearing their goal. In the evening of the 10th day of travel, Corian announces that he has got something to tell his companions. Sitting by the fire, content after a meal and happy that it doesn’t rain, Corian reveals the reasons for the journey:

  • Corian used to be a wizard’s apprentice under his uncle’s tutelage.
  • On a visit to the wizard Feriblan the Mad in Reme, Corian happened to stumble upon a secret letter and an amulet which he stole.
  • The letter was to Feriblan from another wizard named Eralion. In the letter, Eralion tells Feriblan about his plans to become a lich. Link to letter
  • After having become a full wizard himself, Corian returned to Feriblan to discuss the letter. Feriblan said that Eralion was nowhere near the power of becoming a lich. He also mentioned that Eralion had a wizard’s tower in Fairhill and that he hadn’t heard from Eralion in years (and apparently, he had forgot about the letter).
  • Corian then decided to find the tower and claim it’s riches. Since Eralion has disappeared and he probably isn’t a lich, it must be there for the taking, right?
  • The only problem, and the reason for not telling them until now, is Feriblan’s detestable apprentice – Vortigern, and his equally terrible raven familiar – Talon. Corian suspects that the (rumoured) evil Vortigern might somehow have found out about Eralion’s tower and that he wants to claim it’s riches for himself. Corian also thinks he has seen a large raven spying on him on several occasions.

As Corian ends his story, the PCs notice a large red eyed raven in the trees nearby. As it’s spotted it takes to the air with a defiant *croax* and flies away. The PCs fire a volley of missiles after the bird, but it is too far away.

Now they know for sure that someone is following them…






First post – recap of Session 1 of “Age of the Raven”

The Swamp

Dramatis Personae

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Quatsing | Caliban Avenger | Martin

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan


Session One – Shipwreck

You all woke up on a foreign tropical shore among the debris of your ship and with memories of a fierce snowstorm the previous night. Obviously, some deviltry must have been involved.


You salvaged what you could find and worked hard to make makeshift weapons. Also, some time was spent foraging and trying to find drinkable water. Then you took on venturing into the jungle towering next to the beach. As it was, the jungle turned out to be a vast, insect ridden swamp.


Traveling along the many waterways you had a run-in with a huge crocodile and in the end, met two Pumpkin-Head Scarecrows near a dead body and a run-down swamp boat. An intense battle followed, where you got to try various combat maneuvers and even managed a fumble where the Ernie the Elf tried to spear a Scarecrow grappling with Sigurd, with the result that the spear ran through the straw-man and into the face of the player character. Sigurd rolled good, and managed to dodge, but still got a nasty wound in the cheek. The elf also missed his Fear check and panicked, jumping into the boat and abandoning his buddies to do the battle alone for a while.


We left off, when you slowly left the shore, staking out into the unknown in the half-rotten swamp boat, after having defeated the Scarecrows and throwing their pumpkin heads into the swamp.