Session date: 10-31-2021
Game time: 9th month of the Common Year 321
Tagg, Amell, and Narn, along with their henchmen travel to the ruins of the Ancient Academy. It is secluded in the Kingswood along the road leading from Stone’s Throw.
The party has been here before. The last time they were here, they killed and captured a bandit gang.
As they enter the ruins today. Things have changed. Goblins and bandits have been replaced by skeletons, an evil priest, and thugtoads.
Amell and his companions encounter these monsters in an underground chapel. They defeat the creatures, but take some damage. Later while exploring another dungeon corridor, Oskar is gravely injured by an arrow. The party had encountered a couple wererats, killing one. The other skulked away after shooting Oskar. The henchman still lives, but will need rest at Hawk Hill.
More to come…
The Bloodhawks, our adventuring company at Hawk Hill, has been engaged in the clearing of hexes surrounding the fort. Their greatest challenge thus far, has been a band of ogres two miles to the north. It took the PCs several forays and much planning to rid the area of the evil ogres. Other victories included a clan of werewolves and a tribe of goblins. Some of the humanoids had claimed this territory after the orc wars, twenty years ago.
Recently, the Bloodhawks have begun scouting the area north of Hawk Hill. They are looking for the abandoned dwarven trading post somewhere in the Chalk Hills. If normal relations between man and dwarf can once again be established, the trading post will be an important leg of the re-opened trade route.
In scouting to the north, the PCs have made contact with a roost of avian humanoids. There was a language barrier, but the PCs gave them some food and killed a wild man that was hostile towards the creatures. The PCs also found the entrance to the trading post. It is under control of a group of wild men and possibly giants (based on debris strewn near the entrance).
The Bloodhawks have been given a lease to use the fort at Hawk Hill. The Duke of Granden Vale has authorized this himself under the condition that the PCs begin improvements on the fortress.
There have been a few sessions since I last posted (Session 12). Nothing but pure, unadulterated laziness on my part is to blame for lack of notes here. Hope to post more soon.
The players spend some time clearing hexes around the keep at Hawk Hill. You can read about it here.
Session 11 found our adventurers exploring the caverns far below the wizard’s tower. Read our session notes here. It was great fun!
Here are session 10 notes from our 4-10-21 Roll 20 game. We are using a Whitebox dnd game modified with my house rules. I’m calling this Fatbeard Whitebox. To read the session notes, click here
We had a really enjoyable Roll20 session tonight. I asked the Fatbeards to play for a short session. Being a weeknight, I didn’t want to play for hours. We managed to cover a lot of ground and had four combat encounters all in that short time! This is really a testament to Whitebox Dnd and rules light systems. You can catch up on our Fatbeards Roll20 game, the Thirty Years Reuel campaign, by clicking here.
The players begin to explore the tower of the wizard Thalifax. Click here to read the session notes.
Today the players get their first glimpse of Eggleston, town of Sir Ingram. You can read the full account of the party’s adventures by clicking here.
Here are the game notes for our recent Roll20 campaign (click here). It was an enjoyable session and the bandits were finally defeated once and for all.
Session 5 notes are up (click here) and a special bonus journal entry by Joe. He is playing Narn, the Falmedian fighting man. Please have a read and let us know what you think!