Session 2 | New York | Fire Walk With Me


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
Edward Foxworthy | Big game hunter | 34 yrs | Flan

Link to background stories and portraits

Fire Walk With Me…

New York, Friday January 16th, 1925

The session started with the PCs meeting up in the Rennfarth & Rennfarth Antiques store, discussing what to do next.

It was decided that H.P and Justin go to meet with Lt. Poole at the police precinct. Ulla, Carl and Edward would follow up on the Harvard University Library and Prospero Press leads.

At the police precinct

The police PCs met Lt. Martin Poole in his office at NYPD Police headquarters at 240 Center Street (Downtown) at 10 p.m to talk. Furthermore, Detective Case should also turn in his written report about the events at the Chelsea Hotel the previous evening. The talk went well, even if Lt. Poole asked a lot of questions. After the meeting, Justin and H.P felt reasonably assured that they had left answers good enough… The also learnt that the black Hudson sedan escape car had been reported stolen from Lenox Avenue earlier the same evening by the owner (a dentist by the name of Thomas Witherspoon). Poole also told the PCs that the third cultist – now identified as Damir Kharzov, russian drug fiend and petty criminal – had failed his cut-his-own-throat suicide and that he now was held under surveillance at the Harlem Hospital Center at the 136th and 137th Streets. H.P and Justin decided to pay Gospodin Kharzov a visit later the same day…

After the meeting Detectives Case and Rennfarth went to the Police Armoury and aquired two police issue shotguns w/ ammo under pretense that they were needed for “a raid”.

Harvard University Library

(Cambridge, about 5.5 miles NNE from Boston)

The civilian PCs went on with contacting Ms. Atwright via phone. Jackson Elias had inquired about a book – Africa’s Dark Sects – but according to Ms. Atwright the book had been stolen from the Widener Collection at the library a short time before that. No one had noticed the theft, but the strange thing was the vile odor that lingered in the library for some time afterwards. Ms. Atwright offers to help the PCs with their research and it was decided that they meet up with her in Harvard University the next week (about a 3 hour trainride).

The Russian Connection


Harlem Hospital Center

After meeting Lt. Poole and shotgunning up, Justin and H.P went to Harlem Hospital Center to see the surviving killer. Justin asked directions from the cute nurse at the ward reception area, Ms. Miller, and almost landed a date, planning to take a new chance on the way out. Apparently, Mr. Kharzov was placed in a large ward at first, but the other patients were so freaked out by the unpleasant killer that the head physician, Dr. Lucien Brown decided to move him to a single room down the hall.


Ms. Miller

A uniformed street cop stand guard outside the door. Inside, the crazy killer now known as Damir Kharzov is chained to the hospital bed, one leg in a cast, mounted high with a pull apparatus. When the PCs enter the room, he turns his bandaged neck towards the door, instantly recognizing the men that obliterated his little outfit. He reels back in fear, but cannot get anywhere. Justin and H.P starts rummaging through his trashy belongings in the metal locker, but all evidence is already gone. Next, they try to question him, but quickly realize that the man can’t speak, due to damaged vocal cords. They do however notice that he seems terrified for something. After some threats, Kharzov agrees to answer questions in writing. Justin hands over his flipbook and a pen. The policemen ask where Kharzov and his accomplices met before the hit on the Chelsea. Kharzov writes “Fat Maybelle’s”. H.P knows the place, a seedy bar selling illegal alcohol in Harlem. Questions about “who sent them” and similar is met with silence despite Justin poking the wounded leg. While the “interview” is going on, sounds are heard from ward reception area. First shouts, then terrible screams of fear and pain. H.P walks over and opens the door, peeking out in the corridor. The uniformed officer is running down the hall towards the reception, where a fire has started. Suddenly Ms. Miller, her upper body aflame, runs into the corridor, collapsing on the floor after only a few meters. After her, a strange ball of liquid fire is moving through the hallway, towards the room where Justin and H.P are…


Mug shots of Mr. Kharzov. Before the fire.

Quickly, H.P closes the door yelling to Justin about what he just saw. Kharzov looks terrified, his eyes almost bursting from their sockets, and frantically scribbles “Conway – Bellevue Asylum”. As the door to the room starts to ooze smoke and a round pattern of burnt wood emerges on the wood, Justin snatches back his flip-book. Something is trying to get into the room!

Justin rushes to the window, bashing out the glass with the butt of his pistol, sending glass shards falling the height of five floors to the snow covered ground. Outside, there’s a narrow and icy ledge. At the same time, H.P drags the metal locker in front of the door to buy some extra time and joins Justin as he climbs out on the ledge, using the window drapes as an extra hand-hold. The icy ledge and cold wind makes the climb a hazardous enterprise, but Justin manages to reach the next window and enters the room of an old lady unscathed, soon followed by H.P. As they brush of snow and pieces of glass, they hear the roar of a great fire in Kharzov’s room, interspersed with occasional muffled sounds of terrible pain and death anguish, the flames bursting out from the broken window into the cold air… The old lady on the other hand looks very pleased with having a visit by two handsome men in their prime…

Below on 137th Street, a tall hooded figure watches, stepping into a familiar black sedan, vanishing around the corner… Justin spots him and draws his gun, only to realize that the range is too great for any accurate shooting…

Moving into the corridor, the shocked investigators see the charred remains of Ms. Miller on the floor. The street cop sitting on the floor with his face in his hands, weeping and shaking his head. People are in panic, but the fires have been put out. The PCs decide to leave. It seems death follow their tracks. And no dates…

Prospero Press

While H.P and Justin fight fire at the hospital, Ulla, Edward and Carl travel to Jackson Elias’s publishing house – Prospero Press – situated at Lexington Avenue, near 35th Street, where they have their offices at the 3rd floor of a large office building.


Lexington Avenue and 42nd Street

After a walk up the steep stairs they are met by the secretary Mrs. Theresa Mables, a solemn woman in her fifties, who shows the investigators into the office of the owner and chief editor – Jonah Kensington.

The spirit at Prospero Press is most informal and Kensington invites the investigators to sit down and offers coffee. Carl knows that Elias and Kensington were both business associates as well as good friends, and he has met Kensington on several occasions (press functions, parties etc.) as has Ulla. After exchanging some pleasantries, the discussion soon centers on Elias’s murder. Kensington believes that the police angle of cult murder is correct. Elias had investigated and written about many blood cults around the world and made many enemies in the process. Maybe Elias came too close to the truth or maybe some old enemies caught up with him. Or maybe his latest project held more import than he thought himself, and that got him killed. Kensington says that Elias was convinced that a blood cult had massacred the Carlyle Expedition and that not all of the American and European members were dead. When asked for more information, Kensington asks Mrs. Mables to get the Elias correspondence file. The investigators are allowed to read Jackson Elias correspondence from many parts of the world. At first, the letters are lucid and to the point, but as time goes the letters become more the ramblings of a madman. Together with Kensington’s aid and the letters they are able to piece together the following timeline regarding Elias’s travels:

  • 1924-06-25 Elias departs New York bound for Nairobi
  • 1924-08-08 Elias writes to Kensington from Nairobi (see Handout #21). Notes are correct and lucid.
  • 1924-09-19 Elias wires Kensington for money from Hong Kong
  • 1924-12-16 Elias wires Kensington from London. The telegram is very excited and a bit crazy-sounding, saying that he’s been to China, Africa and even to London a few days, where he’d dug up a lot of stuff. Elias said he’d seen unbelievable things and mentioned a monstrous conspiracy of world-wide impact. He also said that there were a time-table and that he needed to find the missing pieces, but nothing more to explain exactly what. The wire ended with that he would soon be back in New York.    
  • 1924-12-17 Elias takes passage on a freight ship bound for New York
  • 1925-01-13 Elias arrives in New York. He now left more notes with Kensington. A small quarto volume of 40 pages or so with weird, fragmentary and barely readable notes (see Handouts #22 & #22a [which is a translation of what can be gleaned from the deranged text]).

Kensington also invite all of Jackson’s friends to his funeral, which is to be held at noon the following tuesday (20th of January) at the Evergreens Cemetery in Brooklyn. When he understands that the investigators are intent on, well, investigating Elias murder, he also offers to pay them for their time, information and expenses as he wants his friend’s killers brought to justice. He will pay up to, but no more than 1000 $ for the investigation. Kensingon and the investigators shake hands, sealing the deal.

 Emerson Imports

From Prospero Press, Carl, Ulla and Edward drive down to the docks to check the Emerson Imports lead.


Emerson Imports staff (Mr. Emerson to the far right)

Emerson Imports lies just beside the sea and consist of a long warehouse with loading docks on either end of the building. When the investigators arrive, a group of men are working in the front. The PCs suspect that Silas N’Kwane (the name written on the backside of the invitation card found in room 410) is the same man that they observed jumping into the fleeing car at the Chelsea Hotel (they don’t know about the events at Harlem Hospital yet) and they also suspect that he works here at Emerson Imports. Therefore, they approach the building with utmost suspicion and with one hand ready to quick-draw whatever weapons they have. Asking a warehouse worker for Mr. N’Kwane returns a dumbfounded “What? Who? Haven’t heard that name before“. After asking a few workers they are directed inside the building and up a stairway to the “bossman’s office“. Inside, a better dressed man greets them: “Arthur Emerson. How can I help?”

The investigators pretend to be potential customers, beating around the bush a long time before asking the right questions. They manage to find out that Emerson Imports is the U.S agent for Ahja Singh, an exporter based in Mombasa, Kenya. Singh’s only U.S account is a business called Ju-Ju House, working out of Harlem (1 Ransom Court, New York). They mention both Jackson Elias and Silas N’Kwane and finds out that Elias indeed was here, asking about exporters with connections to Mombasa. Silas N’Kwane is the manager of Ju-Ju House, a store specialising in African works of art. Emerson warns the investigators, saying that N’Kwane and his crew are “bad to boot foreigners up to god knows what” and that he told Elias to stay away as well. “Advice he apparently did not listen to“, he adds.

The PCs leave, fairly content that Emerson is legit, but not 100% convinced…

Bellevue Psychiatric Ward


Bellevue Hospital

From the docks, they drive directly to Bellevue at E 26th Street, intent on paying a visit to the mysterious Conway that Kharzov mentioned before, well, going up in flames.

After some asking around, they find the Bellevue Psychiatric Pavillion, known for housing violent criminals and addicts. Ulla tries to bluff her way into seeing Conway, posing as a relative, but the annoying orderly working the front desk is suspicious and doesn’t let them in to talk to the patient or the doctor on call.

The PCs regroup at the Antiques store, trading stories about today, deciding to go back to Bellevue and use some police “charm” to get in. But first the detectives call the district attorney and manages to get a warrant (by fast talking him) which he agrees to due to the high profile of Elias murder. The second assault on the Bellevue Psych ward is headed by Detective Case, armed with a bona fide warrant (and a hidden shotgun under his trenchcoat) who manages to intimidate the orderly into getting them the doctor as it’s important police business. The doctor is also intimidated enough by the not so passive aggressive police detective and finally the detectives are allowed into the psych ward to see Mr. Bennington J. Conway – former gangster and drug addict. He’s obviously raving mad now, murmuring about “The faces, the mouths – they ate them – chew chew chew. Watch out for the eaters!“. The investigators also observe that Conway’s left side and chest bear the healed marks of multiple bite wounds, missing large chunks of flesh, now badly healed by scar tissue. Obviously the mark of a large predator, but if they hadn’t known better, the shape of the bites are pretty similar to those of a human. Nothing more can be gained from Conway’s gibberish.


Conway. Nice jacket.

The doctor (Dr. Howard Tate) reluctantly says that Conway used to be a small time gangster and that he was found naked on a Harlem street at night, his body covered by what seemed to be human bitemarks and raving as described above and that he has continued the repetitive raving since then.

Due to the snobbish reluctance of the doctor, Detective Case gets suspicious, pulling out his hidden shotgun and accusing him of working with evil forces and gangsters, abusing him both psychically and physically before Detective Rennfarth manages to pull him away and calm him down. Case also threaten the annoying orderly (Mr. Oscar Rye) and swear that “he’ll come back and finish this” before leaving, being dragged out by Rennfarth.

The shocked doctor returns to his office to change his underwear…

And here we had to end the second session.

In game time: Friday 16th of January, afternoon (circa 5.30 am)

Next session, the investigators plan to pay a visit to Mr. N’Kwane at Ju-Ju House. Stay tuned for more Call of Cthulhu goodness.


Session 2 – The Wizard’s Amulet / The Crucible of Freya (Lost Lands)


Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God & Necromancer Games

Dramatis Personae

Hoder | Ogre Fighter 1 [Brute variant] | Flan

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 1 [Death domain] | Berndt

Gunwald | Mountain Dwarf Ranger 1 [Explorer variant] | Djuro

Corian | Human Wizard 1 | NPC

Galdar | Human Cleric of Thyr 1 | NPC

Extras in the Crucible:

Lauriel | Human Fighter 2 | NPC

Jerinor | Human Fighter 1 | NPC

Hathol | Human Fighter 1 | NPC

Absent this session

The Old Sleaze | Human Sorcerer 1 | Martin

Session Two – Smells like chicken, tastes like napalm

This session saw the première of a new character: Gunwald – the dwarf ranger (explorer variant). A well-traveled dwarf with much knowledge of both wilderness and cities (dragoman background).

Travel day 12

On the morning after the meeting with the familiar, an unknown dwarf tramples into your camp. It is Gunwald, a ranger Corian also hired for the journey. Since he was on another mission, they had arranged for him to join you on the way. Two days of travel pass. You are on a constant alert, but see no enemy activity whatsoever and the feeling of being hunted gradually fade away. The landscape around you steadily gets rockier and the steady drizzle of rain also get less frequent and everyone’s spirits improve.

In the afternoon, Gunwald spots a pillar of smoke coming from somewhere north of the road. You decide to make a detour to investigate and find a pillaged farm. The farmer lies on the yard, arm missing and some pigs are fighting over something in the corral. After searching the area you count five dead – the farmer, his wife and their three children. All butchered in an enthusiastic manner. You can’t find any clues as to who did it or from where they came, but manage to secure a big footprint from a iron-shod boot in the mud. The smoke came from the still smoldering. Nothing seems to have been stolen in the house, where you find the farmer’s meagre coins and an old military issue short sword hanging over the mantelpiece (turns out to be a magic sword +1). The smoke came from the outhouse, now reduced to a blackened pile of debris. As sundown is approaching you stand in front of the house, discussing what to do and if you maybe should make camp here. Hoder argues that they should roast a pig. Finally, they decide to make a famous dwarven dish: A cow, stuffed with a pig, stuffed with a chicken, stuffed with an egg.  The discussion is interrupted by a soft voice coming from the nearby treeline. Turning around you see a slim black clad man reading from a scroll in an arcane speech, a large red eyed raven perched on his shoulder. Beside him, two brutish half orc thugs have taken up position with bows, arrows nocked. As he speaks the final words of the spell, the raven lifts and while in flight it transforms into a demonic bat-winged shape with a long barbed tail. Shocked, you reach for your weapons, but the ground below you suddenly

Vortigern style

erupt as the dead claw their way to the ground to serve their new master. The bodies of the farm family also rise and begin to shuffle towards you. Blitz, away in the barn, hears the commotion and devise a most cunning plan – to charge into battle on the draft horse in the barn.

A frantic battle ensue. The wizard stays at the fringe of the trees with his thugs. The thugs shoot arrows at anyone in range and the undead try to surround the PCs to move in for the kill. Hoder makes a circling maneuver by running around the house in full speed to get at the half-orc thugs from the side, and is followed by Gunwald (not as fast). The rest of the PCs fight the skeletons and zombies where they stand. Meanwhile, in the barn Blitz tries to climb the horse, but to no avail.

Hoder reaches the half-orcs, and in rage chops them down with some mighty cuts. The wizard, looking startled throws something in the air and vanishes without a trail. In front of the house, the demon-familiar manages to get hold of Corian’s amulet, while a skeleton wounds him badly. Galdar manage to chase the zombies away with his holy symbol, but the skeletons keep coming and stabs Corian through the chest, felling him to the ground while the familiar flies off with the amulet, towards the trees. The ogre, Gunwald and the now mounted Blitz joins the fight. One skeleton manages to smash its own head with a sword and Blitz falls off the horse trying to make a mounted attack. After some more fighting our heroes prevail. Luckily, Corian isn’t dead, but hurt very bad and unconscious. A search of the trees is done, but in the dark no tracks after the wizard can be found.

The group decide to make camp here and spend an uneventful, if nervous night in the simple farmhouse. The next morning they make a simple stretcher for Corian and round up all animals to bring with them.

Travel day 14

The fellowship travel for two more days, leaving the Tradeway for a smaller road going north, higher into the foothills of the Stoneheart Mountains. Corian has regained consciousness, but is still too weak to move.

About two hours before arrival, the PCs spot the silhouettes of three humanoid behind a hilly ridge beside the road. They hardly have the time to take cover before a volley of black arrows cut into the soil beside them. The main group of PCs take cover and shoot arrows back, but Hoder and Blitz (on the horse) charge around the hill to flank the enemy. The flanking maneuver works and soon the three ambushing orcs are running for their lives with a crazy ogre on their heels with an even crazier riding dwarf by his side. Hoder, gets a bit overconfident and manages to throw away his sword, but Blitz bashes down two orcs with a warhammer to the back of the head. The last one is split in two by the ogre’s sword. The plan was to take a prisoner for interrogation, but the warriors got a bit overzealous in their task…

The village of Fairhill

As the PCs approach Fairhill from the south they are halted by a grim one-handed warrior named Baran, head of the guard, and interrogated as of their business in Fairhill. Lauriel, Baran’s second in command looks at them disapprovingly.

The PCs are directed to Freya’s temple to pay their respect. On their way there, they pass the market and decide to make a stop to sell the animals. It takes some haggling, and sour words from the local merchants as they have no license, but they manage to sell the livestock for a decent sum of coin. The horse they keep, however (stabled at the Three Kegs tavern). The PCs also see a finely dressed man in a luxurious booth and goes over to talk with him. This turns out to be Arlen the magistrate with whom they discuss selling some gems. After the market they pass the smithy and visit the smith. Voril the smith is clearly depressed and they learn that his daughter Arialle has been missing, having not returned from a trip to the nearby village of Crimmor. The PCs promise Voril to look into the matter. Blitz also borrows some money from Hoder and Gunwald to afford a new chain armor.

They then visit the Temple of Freya and meet Shandril, the very hot elven cleric of Freya and leave after a short but positive discussion on matters both divine and mundane. All the dwarves are in love and would do anything she asks of them. Shandril also works some magical healing on Corian.

The PCs finally get boarding at the Drunken Cockatrice Inn (run by Glarian the half-elf), where they feast on the excellent food and drink. All take an early night except Gudmund the dwarf, who has an ale in the tavern. There he meets the Dwarves of the Shattered Axe – a gang of obnoxious dwarven heroes (or at least they claim they are) and learn some rumours. When Gunwald disbelieve the pompous claims of their leader Durgis, a test of strength is called for, but Durgis says that he has a lot of important stuff to do and backs out. As Gunwald leaves for his room he sees them move to another table and start their stories again with some other guests. Gunwald also notice a depressed-looking peasant sitting in a corner, drinking ale after ale, staring at the wall.

The Crucible of Freya

Just before dawn, Blitz is awakend by a commotion in the streets. He quickly wakes up the others and they arm themselves. It turns out that orcs have raided the village, stolen the Crucible and set fire to the temple. Standing in front of the blazing temple, Shandril asks the PCs to help. She and Baran suspect that this was a decoy raid to draw the guards from the village so that the orcs can attack when the soldiers are away. The PCs agree and get horses to speed up the pursuit. The orcs went away on foot so there is a chance of getting to them. Shandril offers her longsword Valkyria to the most able fighter, which is Hoder, and he accepts the honor. The sword is to be used to hunt down and punish those who defiled Freya’s temple. Lauriel and two guards (Jerinor and Hathol) go with the PCs as guides and to guard the horses.

At the river ford they find tracks that indicate that the orcs went over the river here not too long ago. When reaching the forest, the spot the secret path and search it. They find a few silver trinkets recognizable as coming from Freya’s temple and decide to use the path. Lauriel objects, but is voted down. After about two hours of fast travel on foot along the path, the PCs hear guttural laughs. The overconfident orcs have stopped and have taken a break. A black leather flask is passed around and their leader, Kren, keeps defiling the crucible by spitting and urinating in it, to the great glee of the other dwarves. The PCs decide to ambush the orcs by surrounding them. First, they loose a volley of missiles from all directions. A few orcs fall with arrows in their throats, and then the PCs attack, cutting down the orcs without mercy. Kren dies by a blow from Valkyria, sending his head flying and having him drop the urine-filled crucible over himself. This is not a fight as much as a slaughter. One orc is saved for interrogation and the PCs learn that many orcs, led by Nagrod and the Boss is holed up in a Keep nearby. The prisoned is then neutralized (=killed). A discussion ensue: Lauriel insists that they bring the crucible back immediately, but the PCs argue that this might be the best time to scout and/or attack the keep as the orcs are off guard and on top of that, it is day.

Finally, they send Corian back to the village with the crucible and to get reinforcements. Hathol is guarding the horses at the entrance to the secret path. Lauriel agrees to scout the place, but not to attack. Blitz, Gunwald, Hoder, Lauriel, Galdar, Hathol and Jerinor proceed to the Keep.

After an hour the PCs arrive at the back door and manage to scout around the place, hiding in the forest. They detect very low activity. To the south they see a rotten elf carcass nailed to a great oak with a metal spear. Apparently, the orcs have some heavy ordinance in the form of a ballista. They also spot the orc in the clock tower and manage to shoot him dead without the alarm going off. Using the large metal key found on Kren the open the back door, and fortunately spot the green slime in the center of the room. The group proceed up the stairs to level 2, keeping away from the rotten floorboards. From the curtain walls (south and east) at the nortwest tower they have a good view of the inside of the keep. There are 2 orcs patrolling the inner  courtyard and 6 at the outer courtyard. Our heroes decide to ambush the two inner courtyard orcs when they are out of sight from the others. Gudmund and the NPCs position themselves at the nortern curtain wall while Blitz, Hoder and Galdar sneak down to the courtyard and hide behind the chapel. As the guards enter the killzone, the three archers at the curtain wall loose a volley of arrows. One guard falls and the other is cut down by Hoder. Unfortunately, Gunwald fumble his shot by slipping and manage to shoot young Hathol in the crotch, killing him.

Suddenly an orc from the outer courtyard starts yelling, looking for his 2 buddies. The door to the Chapel opens, and Herr Vortigern steps out, telling orc to shut it. Hoder’s ogre blood shows and without thought he attacks the wizard from nowhere. Vortigern didn’t see this coming and has no active battle spells. He is cut down fast. The fiendish familiar also joins the fight, and manages to sting Blitz, but the dwarf manages his save and is unaffected by the poison. This is also the point where the outer courtyard orcs sound blow the alarm horns and the battle is on!

Six orcs emerge from the palissade parts of the wall, shooting arrows from a range. The six outer courtyard orcs charge towards the PCs on the ground. After a few rounds of combat the door to the southwest tower opens and eight orcs plus Nagrod the über-orc charges out screaming their fierce battle cries. After them an even bigger creature follows – Grosh the Ogre, armed with a gigantic spiked club.

The PCs fight well, but it’s an uneven battle. On the ground, Blitz, Hoder and Galdar take on the orc horde from the outer courtyard. The ogre, Nagrod and Vortigern’s familiar also fight here. The other orcs from the southwest tower storm the stone stairway to get access to the curtain wall so that they can clear out the 2nd floor of the gate tower where Gunvald, Lauriel and Jerinor have taken up defense, shooting arrows from the narrow window slits. The orc archers on the palissade concentrate their fire on the gate tower.

During the battle, a sinister black clad figure exits the Chapel, surveying the battle. Sure of victory, he leaves the fight to his minions and retreat to the chapel with his guards. The PCs catch a glipse of a weird star shaped symbol on his chest.


The Sign of…who?

Despite uneven odds, the PCs manage to slay many orcs, and when Nagrond and the ogre falls, the remaining three archer orcs on the palissade break and run for it, but not before shooting young Jerinor dead with their black arrows. The fight at the gate tower is fierce and very close. Lauriel shoots arrows at the assailants, while Gunwald lobs flaming flasks of oil at the curtain wall and stairway, delaying the orcs and setting some on fire. At this point several of the PCs are down to 1-2 hp. The last group of gate tower attackers try to shield bash their way into the tower, but are held back by Gunwald. Despite his heroism, Gunwald finally runs out of luck and is stabbed through the chest by a sneering orc warrior. The brave dwarf dies on the gate tower floor. Just a few rounds later, the last orcs are defeated.

The battle for the courtyard is over, our heroes stand wounded, drenched in gore, barely able to move because of their multiple cuts and bruises. Two of them are dead. And the battle is not over. Not yet…

Defending the Gate house

Gate house battle, Gunwald the Defender

Total defeated enemies this session:

The Farm

5 skeletons

5 zombies (3 child zombies)

2 half-orc warriors


3 orcs

Orc raiding party

1 orc boss

6 orcs

The Keep

1 orc boss

27 orcs

1 ogre

1 imp

1 evil wizard

Recap of Session 2 – “Age of the Raven”

The House on poles

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 Two – The Great Swamp

Coming around a bend in the waterway, you heard a loud buzzing noise and before you, a big brute of a Caliban burst out of the bushes beside the water and threw himself diving into the water, followed by a swarm of inch-long, nasty-looking mosquitoes. The insects remained in the area for a while, but then left off after having assailed the people in the swamp boat. The Caliban happened to be Iznogoud, another member of the ships crew.

In the evening, after traveling all day (at one time followed by a Swamp Dragon), you started looking for a site to set camp, when you spotted a single light ahead. It turned out to be a small island with a decrepit hut. You stopped and investigated the place, finding traces of habitation. Suddenly a boat came to shore, bearing a beautiful young woman who claimed to have been out tending her nets. Everyone was jumpy and suspicious except Iznogoud, who seemed to be quite enamored by the young woman. Ernie the Elf kept trying to use his Second Sight too see if something was wrong and most of the gang kept away from her. Iznogoud however, ended up being intimate with the woman, after which she asked him to bring her the liver of the priest in the village.

Our heroes left the same night, despite being invited to stay. A while later they came upon a group of people, camped on a small island, with a horse drawn gaudy wagon. This turned out to be a family of Vistani, a people of travellers in these parts of the world. They invited you to share their fire and stay the night. Later, they got their fortunes read by the daughter Valana. This is what she said:

“The lost one has called you! The dead will walk with the coming storm, and you must find a way to put them to rest. If you cannot, the rain will turn to blood! It will drown you and all of Marais d’Tarascon”.

After this, the Vistani retires to their wagon, while you sleep beside the fire. The next morning, the wagon is gone. The sentry has no recollection of what happened, though.

In the afternoon of the next day (day 4 since the shipwreck) you come upon a house built on four high poles. It is very well lit. Suddenly, a rope ladder falls down and you climb up to find a silent young boy sitting in a circle of lit lanterns in the house’s only room. In his hands is a children’s book with short poems, dedicated “To Luc, my beloved brother. Marcel”. The boy does not move, nor does he speak. When you leave, he follows like a silent dog.

As you leave the swamp, the building storm is increasing, black clouds rolling in and distant thunder and the occasional flash light up the sky. Still no rain, though.

After a few hours more, you reach a village at the edge of the swamp: Marais d’Tarascon.

Soon, you find the “Full Moon Inn” where you take up residence. Most of you decide to stay there and enjoy the comforts of civilisattion, talking to the innkeeper, Jerald Bascolm, his wife Henrietta and their daughter Lillin, who manages the barmaids. Soon however, most people leave, to attend a funeral. Ernie the Elf can’t sit still and decides to investigate the rather large cemetery that you saw upon arriving. There, he meets the caretaker, a certain Pierot and finds out that there are two parts of the cemetery – the new that is used and the old that is walled in and has been unused for more than a hundred years.

Meanwhile, Ernie the Elf have ventured out to see the funeral. The entire village have gathered and the village priest is making a funeral speech over a coffin bound in heavy chains. You can hear muffled thumps from within the coffin, but no one takes note. The coffin is loaded on a cart and a slow procession moves up the cemetery hill toward the cemetery gates. The sounds grow louder and the coffin starts to move. People flinch, but soon regain their composure. The coffin is brought to an open mausoleum and quickly carried in, after which the mausoleum is locked by Pierot and then everybody returns home.

Inside the church…

The sneaky elf leaves before most of the crowd, to have a closer look at the church. Inside, it is dark end silent. The church is abandoned. Suddenly a sound of flapping wings is heard and a raven appears high up on a rafter. It has three eyes…