Thursday, December 1, 2016

Deadlands Campaign Journal - Session 1

Real World Date: November 26, 2016

Campaign World Date: June 1, 1876


The Posse

Biff - a delusional gunslinger. Played by Reuben.

Xavier - A suave gambler. Played by Jack.

Zak - a brawny blacksmith. Played by Ted.


What in Tarnation Is Going On?

The Posse is riding into the town of Goodwater looking for the nefarious villain, Black Bart. The outlaw had stolen a gizmo, one of the new fangled scientific devices made possible by the recently discovered Ghost Rock, from Professor Otis Wilson.


What in Tarnation Happened

Fight with Black Bart's Gang

·         The posse was waylaid on the way to Goodwater by members of Black Bart's gang, led by the infamous Luke Handley, Black Bart's chief lieutenant.

·         Zak drew his knife and killed Luke Handley in one blow.

The Town of Goodwater, Kansas

·         Sheriff Teague had just died. His body looked like it was drained of blood.

·         Numerous murders due to jealously over the last six months.

·         [The Fear Level was at 4 due to the murders and Black Bart's gang terrorizing the countryside.]

Maria Delgato

·         Owner of the High Tide Saloon, which also served as a house of ill repute. The most beautiful and voluptuous woman the posse members had ever sight their eyes on.

·         It turns out she was a demon.

Showdown at the High Tide Saloon

·         The posse confronted Maria and she revealed herself in her true form: a 7 foot tall woman with bright red skin, bat-like wings, horns on her head, and talons on her hands and feet.

·         In the end, the posse convinced Maria to talk instead of fight. [Maria had tried numerous times to seduce, charm, and puppet the various posse members. None of her efforts worked.]

·         Maria agreed to leave town and never return. She made a dramatic exit: flying through the ceiling and the roof, punching a hole all the way through the building.

Lowering the Fear Level

·         The posse made a grand speech and convinced the town that Maria was just a woman who had decided to leave town.

·         [Fear Level dropped to 3 and a Legend Chip awarded.]


Active Missions

Collect the Bounty on Black Bart


Experience

Name
Old XP
XP Awarded
New XP
Biff
0
2.5
2.5
Xavier
0
2.5
2.5
Zak
0
2.5
2.5


Wednesday, November 16, 2016

Starting a 2nd Campaign: Deadlands Reloaded

My brother-in-law and fellow gamer recently moved to Indianapolis. He may be joining my Savage Worlds fantasy campaign but the drive is a little long for him. So, I've decided to start a second campaign at a FLGS that is near where I live and  is a shorter commute for my brother-in-law.

Let me know if you live near Indy and woulld like to join. The plan is game every other Saturday night at Family Time Games on the NW side of Indy.

Tim

Tuesday, October 18, 2016

Savage Worlds Fantasy Campaign: Desperate Times: Session Six

Real World Date: September 24, 2016


The Party

Khelgar Ironfist - A dwarven warrior who fights with a huge double-bladed axe. He rides into battle on a fearsome battle goat. Played by Jeremy.

Lilly - A human articifer with a pet raven named Malik. Played by Justin.

"Sir" Malith - A human sellsword who was involved in a regicide with River. He is wanted by the human kingdom. Malith wields a magic sword that once belonged to the demon Abraxator. The demon wants his sword back. Played by Thomas.

Runt - An ogre warrior whose head appears as a flaming skull. Played by Jacob.

Sluff - An obese ogre alchemist who worships the god Saint Stephen. He wields a large club with a bull's skull on the end and uses a door as a shield. Played by Heath.


When Last We Left Our Intrepid Heroes:

The party has retrieved the Fire Orb, a relic of the evil god Kahokatan. Whoever touches the orb with their bare hands must undergo a battle of wills with Orb as it tries to take control of the person's mind and body. The party approached the human Queen Aideen in the port city of Narmer. Negotiations did not go well. Runt touched the Orb and lost the battle of wills. He grabbed the Orb and threw himself out of a window, and disappeared into the city. The furious Queen ordered the party members arrested . . . .


The Tale

Narmer

  • The party escaped the throne room but River was captured. [This was to  due to Miranda's absence.]

  • The party tracked Sluff to the Nine Rings Tavern. They found Sluff but not the Orb. They met Vladimir, the owner, and Olaf, the barkeep. Both men seemed guilty but the party could find no proof.

  • The party decided to travel west to the Cragmaw Caves. On the way, they picked up Gloria, Shield Maiden for the Lady Kelsey Kincaid of the human city of Runerock. Gloria was in love with Malith and had searching for him.

  • Sluff was the chieftain of the goblin Tribe of the Withered Arm. A Goblin Horde was forming in the lands to the south. The Horde wanted the Withered Arm to join them. An emissary from the Horde had arrived a month ago and would be returning soon for an answer. Sluff and the party had to figure out what to do.

Runerock

  • The party passed through the human town of Runerock and stopped at the Sacred Sapling of St. Stephen of the Staff. This slender tree had held the entire weight of Sluff, the obese ogre who was a devout follower of St. Stephen. Surely, this was a miracle from St. Stephen and a holy site had sprung up around the sapling. However, a charlatan named Richard had taken up residence, claiming to be a priest of St. Stephen, and charging fees to see the Sacred Sapling.

  • The party put an end to Richard's charade. In the process they found two forged but authentic looking wits: one for an indulgence (to forgive all sins committed by the bearer) and one for proof of nobility. Richard had been charging fees ostensibly for the Lantern Street Orphanage, which was another lie. Elena, the caretaker of the orphanage, had never heard of Richard. The party told Richard that he was now an indentured servant for Elana. If he ever left her charge, they would hunt him down and kill him.

Cragmaw Caves

  • The party proceeded to the Cragmaw Caves. Malith demanded a divorce from his wife, the male goblin Meepo. Poor Meepo was hurt by the human's action. According to goblin custom, the two had to have a contest of some sort. The winner could make the final decision. Meepo, being the challenger, chose the game of bull slug eating.
  • [Per the module, We Be Goblins: "Bull slugs are black, wriggling slugs the size of sausages. Even among the goblins, they’re considered particularly foul-tasting and, because of the large amounts of slime they exude, difficult to chew."] Whoever could eat the most slugs without throwing up would win. Malith appointed Gloria as his champion (something about her being willing to swallow anything). Meepo would eat for his own honor.

  • The contest wasn't even close. Gloria crushed Meepo, eating 11 slugs to the goblin's 4. Malith was divorced from Meepo. The goblin took solace in stealing one of Malith boots and made love to it.

Interludes

  • Lilly, Love: Celest, captured by Assface the Goblin. Assface is a chieftain in the Goblin Horde to the south.

  • Khelgar, Desire: his clan, the Ironfists, was driven out of their halls in the Fire Peaks by a tribe of orcs led by Bonemasher. His father, Rhegar, was captured and is presumed dead. His desire was to find out the ultimate fate of his father.

  • Sluff, Victory: His home is called Grimdark Hall. Dwarves from the Ironfist Clan attacked and wiped most of his clan out. The remaining ogres allied with an orc tribe led by Bonemasher. They attacked the dwarven halls, killing most of them, and took the site for their own.

  • Runt, Tragedy: He had one true love, a ogress named Biggish. She was captured by the Sparrow, a tribe of avian folk. He is searching for her.

  • Malith, Desire: his desire is to become the greatest swordsman in the land. He would like to open a fencing school to teach others.

The Emissary

  • The emissary from the Goblin Horde arrived. After some negotiation, the party decided that yes, the Tribe of the Withered Arm would join the Horde when it invaded the human lands.


And that's where we stopped for the night.


XP

2.5 XP awarded.

Lilly and Runt get 1.5 XP due to Justin and Jacob arriving late.

Malith and Khelgar get 3.5 XP due to handing in Legend Bennies.


Character
Old XP
XP Earned
New XP
Notes
Khelgar
12.5
3.5
16
Rides a Battle Goat named Heath.
Lilly
13.5
1.5
15
Friends with a talking raven named Malik.
Malith
11.5
3.5
15
    • Married to Meepo the goblin.
    • Gloria the shieldmaiden is in love with him. Can you say, "love triangle"?
    • Carries an oversized magic demonic bastard sword.
River
11
0
11
Wanted for killing a human king.
Runt
13.5
1.5
15
    • An ogre of renown: 50% chance of +1 Charisma due to people having heard of his exploits in freeing the merchants from the clutches of their ogre jailors at the ruined moathouse near the village of Hatchett.
    • Head appears as a flaming skull
Sluff
12.5
2.5
15
Chieftain of the goblin Tribe of the Withered Arm. Has a withered arm (possibly human) as a token of his office.

Tuesday, October 11, 2016

Savage Worlds Fantasy Campaign: Desperate Times: Session Five

Real World Date: September 10, 2016

Campaign World Date: Palesun 2, Year 999


The Party

Khelgar Ironfist - A dwarven warrior who fights with a huge double-bladed axe. He rides into battle on a fearsome battle goat. Played by Jeremy.

Lilly - A human articifer with a pet raven named Malik. Played by Justin.

"Sir" Malith - A human sellsword who was involved in a regicide with River. He is wanted by the human kingdom. Malith wields a magic sword that once belonged to the demon Abraxator. The demon wants his sword back. Played by Thomas.

River - An incredibly beautiful elven rogue who killed a human king. The hunter is now the hunted. Played by Miranda.

Runt - An ogre warrior whose head appears as a flaming skull. Played by Jacob.

Sluff - An obese ogre alchemist who worships the god Saint Stephen. He wields a large club with a bull's skull on the end and uses a door as a shield. Played by Heath.


When Last We Left Our Intrepid Heroes:

The party is trying to rescue the Lady Kelsey Kincaid. The noblewoman has been kidnapped by the Cult of the Wolf God. The party has followed clues that led to a dungeon complex. They had explored a couple of rooms, when they ran across an old nemesis . . .


The Tale

Negotiations with a Demon

  • The party encountered the demon Abraxator. The outsider had come to retrieve his sword, which was presently possessed by Malith. The demon was willing to parley and buy the sword. Naturally, the party attacked. A short fight ensued, ended by Sluff who punched Abraxator in the demon's nut sack. With a high-pitched wail, the demon disappeared back into the Abyss.

A Battle against an Army of Skeletons

  • The party continued exploring the dungeon and soon encountered an army of magic missile slinging skeletons. A fierce battle ensued and the party emerged victorious.

Battle against the Cult of the Wolf God

  • The party eventually came to a large cavern. On an island in the middle of the cavern was a large group of cultists getting ready to sacrifice the Lady Kelsey Kincaid.

  • An epic battle ensued. One of the highlights of the battle involved Sluff surfing his way across the lake on his shield. In the end, the Cult of the Wolf God was defeated and the noblewoman freed.

Audience with Queen Aideen

  • After defeating the Cult of the Wolf God, the party left Runerock, taking the Harn Road to the capital city of Narmer.

  • With the help of Cateth and Black Jack, the party talked their way into seeing Queen Aideen. Malith decided to find a chapel dedicated to the goddess of virgins and pray.

  • The Audience did not go well. Runt decided to touch the Fire Orb. Runt lost the resulting battle of wills and the relic took over Runt's mind. The 800 pound ogre tucked the orb under his arm and launched himself out of the window, escaping before anyone could react.

  • An enraged Queen was outraged by Runt's actions and ordered the rest of the party killed. River used her elven charm on Queen Aideen. The monarch relented a little, ordering the party to be arrested, tried, and then executed.


And that's where we stopped for the night.


XP

2.5 XP awarded.

Malith gets 1.5 XP due to Thomas leaving early.

Runt gets 1.5 XP due to Jacob arriving late.


Character
Old XP
XP Earned
New XP
Notes
Khelgar
10
2.5
12.5
Rides a Battle Goat named Heath.
Lilly
11
2.5
13.5
Friends with a talking raven named Malik.
Malith
10
1.5
11.5
    • Married to Meepo the goblin.
    • Gloria the shieldmaiden is in love with him. Can you say, "love triangle"?
    • Carries an oversized magic demonic bastard sword.
River
8.5
2.5
11
Wanted for killing a human king.
Runt
12
1.5
13.5
    • An ogre of renown: 50% chance of +1 Charisma due to people having heard of his exploits in freeing the merchants from the clutches of their ogre jailors at the ruined moathouse near the village of Hatchett.
    • Head appears as a flaming skull
Sluff
10
2.5
12.5
Chieftain of the goblin Tribe of the Withered Arm. Has a withered arm (possibly human) as a token of his office.

Sunday, September 11, 2016

Magic Item: Club of the Beastfolk

Here is a magic item that was created organically from events in the game world. While travelling along the Harn Road in the Kingdom of Ivera, the party encountered a woman being hunted by a pack of wolves. The party fought the wolves, as well as the beastman who was summoning the wolves. The party looted the body and found a club covered in strange runes.

The club is magical but does not give a simple bonus to hit or damage. It is a religious item dedicated to the wolf god of the beastfolk. If you call upon the wolf god, there are magical effects you can invoke, including the ability to cast a Ritual. Of course, using the club may draw the attention of the wolf god. And the beastfolk will want their club back.


Club of the Beastfolk

This is a wooden club with a cold iron spike projecting from the business end.  It is covered in eldritch runes of summoning.
  • Large Size. It does not resize itself for smaller or bigger creatures.
  • One-Handed St+d8  / Two-Handed St+d10
  • Weight 2

The club is a divine weapon dedicated to Croil Glon, the god of wolves, werewolves, the night, the moon, violence, fear, etc. If you call upon Croil Glon, the club:
  • Acts as a magic weapon when determining damage against creatures harmed only by magic.
  • Acts as a heavy weapon if you wish to destroy houses, ships, city gates, etc.

The runes allow the holder to cast a ritual in the name of the wolf god.


Ritual: Call the Pack
You call upon Croil Glon to send you a wolf pack to hunt down and kill one of your enemies.
Time to Cast
1 minute per round
Range
1 mile
Duration
Until the target is dead or out of range; or sunrise
Failure
You become the target.
Conditions
  • May only be cast at night.
  • You must first sacrifice a sentient creature (one with at least a d4 Smarts, not an animal) in the name of Croil Glon. It does not matter when they are killed, just that they are sacrificed.
  • You must name a sentient creature within one mile of you as the target of the spell. The wolf pack will hunt down and kill this individual.
Notes
  • The consequences of the ritual are usually resolved by a Chase lasting 10 rounds.
  • 2d6 wolves will appear every round for up to 10 rounds. The wolves appear within 36 feet (6 squares or the same zone) of the caster.
  • Although the wolves are magically summoned and compelled, they are normal animals in most ways. They are afraid of fire, and are blocked by city walls, a well built house, etc. They might lose the scent if the target crosses a stream, etc.


Saturday, September 10, 2016

Ritual Magic in Savage Worlds

I stole an idea from Dungeon World and created ritual magic for my Savage Worlds fantasy campaign. In Dungeon World, a wizard may try to create any magical effect by casting a ritual. In my fantasy campaign, a character can take an Edge to achieve similar results.


Ritual Casting
  • Requirements: Novice, Smarts d6, Spirit d6

This Edge allows for any magical effect: from the creation of magic items, cloud fortresses, or demi-planes; to the awakening of a long sleeping god, to invoking terrible curses. Etc. Etc.

There are always conditions that must be met:
  • It must be cast at, on, or during ____
  • It’s going to take days/weeks/months
  • You must sacrifice/offer up/destroy/disenchant ____
  • First you must ____
  • You’ll need help from ____
  • It requires the following material components ____
  • The best you can do is a lesser version, unreliable and limited
  • You and your allies will risk danger from ____
There is a new skill associated with this Edge: Ritualism (Smarts).

Casting a Ritual is a Dramatic Task. Each turn is at least one minute but could be significantly longer. Failure results in something catastrophic happening.

***

I plan for this Edge to be mostly used by NPCs to help explain the world. For example, the Hellmouth exists due to a Ritual, whether a successful one or one that went awry is still to be determined. 

For powerful rituals, there would be a corresponding penalty to the Dramatic Task. In Realms of Cthulhu, there is a spell to awaken Cthulhu with a -36 penalty. Knowledge of the Mythos, as well as taking extra time to cast reduces the penalty. More importantly, for my purposes, having others assist you also reduces the penalty. The need for others to assist helps explains the existence of cults and wizard schools.

There is not an Arcane Background Edge requirement for the Ritual Casting Edge. Anyone is capable of taking it. The relatively easy requirements to take the Edge as well as the need for multiple casters means that different groups of NPCs can use rituals for particular purposes. So a band of knights might have a ritual to protect one of their own when they are on a dragon slaying quest. A local thieves guild might have a ritual to keep their headquarters hidden from prying eyes.

Rituals in Dungeon World are free form and are created on the fly as needed. That certainly works, but I am thinking of something more formal. In the game world, a Ritual must be written down. A Ritual might be found scribbled in an eldritch grimoire or carved on a cliff face. 

Rituals also offer adventure hooks. There may be quests to find or steal a scroll with a particular Ritual written on it. Currently, the PCs are trying to stop followers of a wolf god from casting a Ritual that will turn the cultists into werewolves.

The open ended nature of Rituals allows for a dynamic game world. I will continue to explore possibilities as the campaign progresses.

Sunday, September 4, 2016

Savage Worlds Fantasy Campaign: Desperate Times: Session Four

Real World Date: August 27, 2016

Campaign World Date: Palesun 1, Year 999


The Party

Khelgar Ironfist - A dwarven warrior who fights with a huge double-bladed axe. He rides into battle on a fearsome battle goat. Played by Jeremy.

Lilly - A human articifer with a pet raven named Malik. Played by Justin.

"Sir" Malith - A human sellsword who was involved in a regicide with another PC, an elf named River. He is wanted by the human kingdom. Malith wields a magic sword that once belonged to the demon Abraxator. The demon wants his sword back. Played by Thomas.

Runt - An ogre warrior whose head appears as a flaming skull. Played by Jacob.

Sluff - An obese ogre alchemist who worships the god Saint Stephen. He wields a large club with a bull's skull on the end and uses a door as a shield. Played by Heath.


When Last We Left Our Intrepid Heroes:

The party has acquired the fabled Fire Opal. They are on their way to the city of Narmer to sell the gem to the Queen in exchange for land, titles, and magic items. They are being pursued by the Beautiful One, a leader of the Temple of the Ancient Eyes, who wants the Fire Opal for his evil cult....


The Tale

Saving Meepo
  • The party arrived at the Inn of the Sleeping Serpent [where the campaign had started]. They found their goblin friend, Meepo, about to be hanged by Wilma, the owner of said inn. Meepo's tribe had attacked the inn just a week before. The party had defeated the goblins, but not before the green skins had slain Frederick, Wilma's husband.
  • Meepo was freed after skillful negotiations and a payment of the weregild to Wilma. The goblin told Sluff that an emissary from the Goblin Hordes had come to Cragmaw Caves and demanded that the Tribe of the Withered Arm join the Hordes. 
  • The emissary reported to a goblin chieftain named Raggat (goblin for "Ass Face", the goblin had been cursed and his face looks indeed like an ass). Raggat is Lilly's sworn enemy. 
  • Sluff, being the chieftain of the Tribe of the Withered Arm, thought that joining the Horde was an excellent idea. The party decided to finish their business with the Fire Opal and then return to Cragmaw Caves to deal with the Goblin Hordes. 
The Shieldmaiden and the Wolves
  • The party proceeded along the Harn Road towards Narmer. They had stopped for the night when they heard a commotion in the forest nearby: a person running and the howling of wolves. A woman emerged running for her life with a pack of wolves on her heels. 
  • The party moved to intercept the wolves. Malith threw himself between the wolves and the woman. The party laid about them with steel and magic, slaughtering the wolves in great numbers. 
  • Wolves poured out of the woods in unending numbers. The party deduced that a spellcaster had to be summoning the wolves. Khelgar charged into the forest and located a bestial creature, an 8 foot tall humanoid with a bull's head. A beastman!
  • The rest of the party moved to engage the beastman. Malith delivered the killing blow to the beastman. With its dying breath, the monster cursed the human sellsword. [I then promptly forgot about the curse for the rest of the night. It will manifest next session.] The remaining wolves scattered, the magic that had called them now broken. Sluff picked up the creatures club, as it had runes carved on it, indicating that it may be magical. 
  • The woman's name was Gloria and she was a shieldmaiden for The Lady Kelsey Kincaid (hereafter TLKK), daughter of the Duke of Avigham. Gloria said that something sinister was going on with her mistress. Normally a kind-hearted and generous woman, the Lady was now angry, cruel, and bitter. Then, a couple of days ago, Gloria had been drugged and had awoken in a slaver's wagon bound for the Witchlands. She had escaped but a beastman had pursued her. Then the creature had called the wolves. 
  • Gloria seemed very smitten with Malith. [Heath played the Love Interest Adventure Card with Gloria falling for Malith.] 
Runerock and Discussions with the Lady Kelsey Kincaid
  • TLKK lived in the city of Runerock, which was on the Harn Road on the way to Narmer. Cateth and Black Jack wanted to move on and leave ducal affairs to the locals, but the party insisted on taking time to investigate. 
  • The party talked their way into the castle and gained an audience with the TLKK. However, they flubbed negotiations with the noble woman and she ordered them to leave. 
  • On their way out, though, the Captain of the Guards whispered to the party that he was concerned with TLKK. [One of the players played the Spill the Beans Adventure Card.] 
    • Her personality had changed for the worse. 
    • Something was going on in the dungeons. None of his men was allowed down there, but strange workmen with digging equipment had arrived and gone down into the dungeons, never to be seen again. Sounds of digging could sometimes be heard. 
    • Two acolytes of St. Stephen were imprisoned in the North Tower. Supposedly, they had the plague, but the Captain had seen no evidence of this. Further, new guards had been hired to guard the priests. These guards reported directly to the TLKK, and not to the Captain. 
The Sage and the Wizard
  • After being escorted out of the castle, the party decided to split up. Malith, Sluff, and Runt were going to see the local sage, a human named Vahlthruun. Lilly and Khelgar were going to see Lilly's mentor, Merlin. [Yes, that Merlin. Justin decided that Lilly's Friend was Merlin, of King Arthur and the Knights of the Round Table fame.] 
  • Vahlthruun the Sage lived in a tower built along the city wall. The door was locked. A note stated that the sage was busy and was not to be disturbed. Runt smashed the door to splinters and the three adventurers entered. 
  • Vahlthruun was home and was not happy about being disturbed. Today was laundry day and his servant, a young man named Sven, was busy washing the sage's robes. 
  • Several intimidation attempts later, the sage told the party what he knew: Several weeks ago, a young woman had recently visited him and inquired about the Cave of Croil Glon. The cave was an ancient and evil place dedicated to the wolf god, Croil Glon. It was located under the city's Castle. The tunnels leading to the cave had been collapsed centuries ago to ensure that no one could use the cave. 
  • Meanwhile, Lilly and Khelgar made their way to the secret entrance to Merlin's house. Merlin was a little scattered brained and paranoid, but he eventually told what he knew: there was indeed a false LKK. However, the real LKK must still be alive, else the magic that disguised the false one would fail. The false LKK also possessed a scroll containing the Song of the Wolf God. If sung in a place dedicated to Croil Glon, the wolf god, the singer would be transformed into a werewolf. 
  • Merlin said that the elves of the Witchlands worshipped Croil Glon, and that the Witch Queen was probably involved in the plot. He grew quite nervous thinking that agents of the WQ had followed the heroes to his abode. He shooed them out and hid his home from the world, and the Witch Queen. 
Freeing the Acolytes
  • The party broke into the Castle to free the Acolytes of St. Stephen. It turned out that the acolytes did not have the plague. The priests of St. Stephen had been entrusted with the secret knowledge of the Cave of Croil Glon and were tasked with ensuring that no one found the Cave. The acolytes had asked too many questions about the change in TLKK's personality and the recent excavations under the castle. TLKK had them imprisoned instead of killing them to avoid suspicions. 
  • The Acolytes said that they knew of a secret way into the dungeons underneath the Castle: an empty tomb located outside of the city walls. 
The Secret Entrance to the Dungeons
  • The party made their way to the graveyard and found a mausoleum dedicated to St. Stephen. The acolytes opened the doors with a key and then instructed the party to push on the sarcophagus located inside. Runt lifted the stone slab and threw it against the wall, shattering it. Not exactly what the acolytes had intended, but the way was opened: rough hewn stairs leading down into darkness. 
  • As always, the ogres had trouble fitting themselves into the narrow passage, especially the obese Sluff. As usual, he stripped off his armor and lubed himself up with cooking oil. Runt decided to use Sluff as a sled and together the two ogres launched themselves down the stairs.
The Dungeons
  • The rest of the party followed the ogres into the dungeons. A very long tunnel led to the dungeons proper. After a short fight with some skeletons, the party found a chapel dedicated to St. Stephen. Carved intot he alter was a prayer dedicated to secrets and hiding. Sluff, being a loyal follower of St. Stephen, saw this as a sign that something was hidden here. He ordered the rest of the party to leave the chapel. He closed the door, and then took off his armor and clothes. Naked, he then danced about and sang a song dedicated to the glory of St. Stephen. His devotion worked: a secret door opened. 
  • However, it seemed that St. Stephen was a cruel god who believed in testing his flock. Wraiths flowed out of the entrance and attacked Sluff. The rest of the party charged into the room to engage the undead spirits. A great battle ensued and the party emerged victorious. 
The Demon Abraxator Wants his Sword Back
  • Just as the heroes were congratulating themselves on a job well done, there was a sudden flash of light and puff of smoke that smelled of sulfur. To their horror, the adventurers saw the demon Abraxator standing before them. Just a short few days ago, they had killed the demon in the dungeons underneath the ruined Monastery of the Fire Opal. Malith had stolen the demon's sword just before it, and its demonic master, disappeared in a burst of hellfire and brimstone. It seemed that the demon had come for its sword. 
And that's where we stopped for the night.


XP
2.5 XP awarded. Runt earns 3.5 XP due to Jacob turning in the Legend Benny.

Character
Old XP
XP Earned
New XP
Notes
Khelgar
7.5
2.5
10
Rides a Battle Goat named Heath.
Lilly
8.5
2.5
11
Friends with a talking raven named Malik.
Malith
7.5
2.5
10
    • Married to Meepo the goblin.
    • Gloria the shieldmaiden is in love with him. Can you say, "love triangle"?
    • Carries an oversized demonic bastard sword.
River
8.5
0
8.5
Wanted for killing a human king.
Runt
8.5
3.5
12
    • An ogre of renown: 50% chance of +1 Charisma due to people having heard of his exploits in freeing the merchants from the clutches of their ogre jailors at the ruined moathouse near the village of Hatchett.
    • Head appears as a flaming skull
Sluff
7.5
2.5
10
Chieftain of the goblin Tribe of the Withered Arm. Has a withered arm (possibly human) as a token of his office.