Tuesday, 24 December 2024

Session 5a: Kyrrha's Vision

 

Kyrrha’s Vision

 

As consciousness faded, before I was able to regain my footing, my sight faded. When I opened my eyes, I found myself not in the lands of Albion, but a shadowed reflection of the world. I stood on a desolate plain. A battlefield, littered with various bodies, many were Elven, and some were Human. A few bodies among the multitude I was able to pick out; each face contorted with a twinge of fear and betrayal.

The first body I recognised was that of the gold Dragonborn Sora, the one whom I remember now knocked me out, her scales stained in her own blood. Blades had pierced her form; the precision of the cuts and jabs felt somewhat familiar to me. Her expression was visible and explained everything, her look of anguish and betrayal, an almost seething anger.

The next body I saw was the Human ranger, Hugh Greenglade, again with similar marks. His face bore the weight of failing to fulfill his wish to avenge his father; anger and frustration were painted across his worn face, bloodied and bruised. As lifeless as Sora. I found the wizard Thia next; her body broke easily, it would seem. She wore a face of concentration, a vain attempt at keeping alive. Once more, I found similar cuts and marks across her slumped form. I quickly moved on and found the druid Thaumat, a look of shock and surprise on her face. With each body I found on the desolate battlefield I began to piece thing together: they were killed, and with a blade I recognised it was all too familiar with me.

The last body I found was short in stature and unmistakable, already with a blade protruding from an extended and bloated belly. It was the Sshamath’enil, The Shadowblade, its obsidian hue unmistakable to me. A saw a hand caressing the hilt, a sleek, feminine form hovering over the body of Alto. A form all too familiar, for I saw myself, standing over the halfling, taking the blade and striking the body repeatedly. A wicked grin placed on my face, but thinking at the same time, this cannot possibly be me, could it?

“You belong to me, mortal.” A voice resonated like thunder across the shadowed plain, A voice all too familiar with me, My Patron, the source of my powers. A figure, clad in dark plate and billowing cloak stood beside my double. The figure pointed a gauntleted hand toward me. “You will feed me souls: even if they must be those around you. You will kill them. They will all betray you, foolish drow. You cannot trust them, even the halfling cannot be trusted. Kyrrha of House T’sarran. You belong to me.” The voice, my patron, was commanding and assertive, it beckoned me forward. “If the soul of the bandit isn’t sufficient enough, then mayhap your companions will sate the blade’s hunger.” The figure gestured and I saw myself, the other Kyrrha, heading toward me. I could feel the blade’s insatiable hunger, its energy now directed toward me. A sharp pain in my chest. I saw the other Kyrrha plunge Sshamath’enil into my chest. I vainly clutched at the wound instinctively. This cannot be. My very weapon turned against me… And by myself no less… This cannot be true…

 My chest felt heavy, a feeling of pure dread almost suffocated me as my vision began to fade. Consciousness began to fade once more as another voice resonated within my mind. An unknown voice, a feminine voice.

“Redemption is a long, arduous road, young T’sarran. You cannot keep your heart in shadow forever.” The voice proclaimed. The tone of the voice was oddly soothing, a stark contrast to that of my patron. Another form appeared before my blurred vision, a drow form, with silvery white hair and a beautifully radiant silver corona, reminiscent of moonlight. “You can trust your companions, all of them. All you need is to open yourself to them. Let them in and trust. The surface world may seem as cruel as your underground home, but it has its beauty. Be free.” The voice trailed off. The last thing I heard resonated within me: “Be free.”

I woke. I found yourself not in a place I last remembered. I found myself in a room, the obsidian dagger Sshamath’enil at my bedside. This is surely the Winking Treant, in my blurry eyes I saw a figure leaving, the figure of Leila, the Aasimar bar maid. I could sense another figure beside me, Thaumat pressed my head with a soaked towel. “You’ve been out for a few hours. You’re just in time for some lunch.” The serene voice of Thaumat almost reminded me of my vision. I got the feeling, an unshakable feeling, that a divine eye was on me. Could it be I was visited by an aspect of a god? Surely not. I attempted to compose myself, somehow, I was still miraculously in my disguise. Beside the obsidian dagger I could just make out a formerly worded apology. Recognising the writing to be Sora’s handiwork I sneered. She just knocked you out. I thought to myself. “Whenever you’re ready, we can go downstairs. The others are waiting for you. Can’t collect the reward without you.” Thaumat said, a slight smile managed to creep across her face. It took me a few minutes to clear my head and my vision. Sshamath’enil was in its sheath. Thankfully. Whomever had picked it up must have thought the blade poisoned and wore a covering before placing it in the sheath. Had they not they would have realised the blade protected itself as well as me. I collected my belongings and followed the druid downstairs, where I found the other companions sat waiting in anticipation. I caught  Sora’s eyes, an urge to punch her I struggled to overcome. “Keep composed, Kyrrha.” I heard a voice say, the same feminine voice I heard in my vision. I looked at  the elven wizard Thia, eye to eye. I saw a look of worry across her face, she seemed to hold something, it looked like a letter or document of some kind. She did not waver in her eye contact, she had a knowing look. None of the others seemed to share in Thia’s worry. It was apparent that she hadn’t shown this document to the others. I wondered why…

I began asking yourself: Why does this High Elf look so worried for a stranger like me?

It finally dawned on me,

She knows… Hells, she knows… She knows the truth…

The voice from my vision returned imploring:

“Keep composed… Trust them and they will trust you in return… You don’t need to feed them to the Shadowblade or to the Shadow King…  Open yourself, don’t close yourself off…More importantly, You need them as they will need you…”

Thaumat sat down. I remained standing. I began slowly……”My name is Kyrrha T’sarran of House T’sarran. I am T’sarran no longer. I fled the underdark.  After spending some time on the surface, staying far away from any known entrance to the underdark, I wandered the land of Gadarillan. Not making home wherever I went, I kept to the outer fringes, keeping to slums and making myself scarce.

Eventually, I overheard rumours of the civil war, the War of the Spider, escalating. I heard of refugees being found in the Border Mountains, trying to escape much like I had done. I am hunted for a stole the blade, Sshamath’enil, the Shadow Blade, this dagger. The blade calls for souls. I have to give it those souls… But who? I initially thought to myself. There are no souls to speak of that would satiate the blade’s hunger.

I overheard more rumours. Of an academy of magic, the Greyspire Academy. Perhaps here would be someone who could potentially help me discern the blade’s purpose?

I found passage, taking me from Gadarillan to Erandas, a port city on Albion.

It was a long journey overseas. I Smuggled myself onto a travelling merchant caravan, I made the journey to Avalon, the Capital of Albion and the seat of the Imperial Empire. Over a little time, I heard of raids happening in Greendale. Then I overheard you in the inn, you mentioned Greendale. The rest you know.

“I hate Drow, I hate them for what they did to me, not as an Elf but as……” Kyrrha uttered the words ‘Vezof Tala’. Once uttered her disguise, for that was what it was, disappeared to reveal a tall, thin, slender female Drow with silver hair, purple eyes and charcoal grey skin. 

“I am what I am, and I am what I’ve become”.

Thursday, 19 December 2024

Session 5: "Keep your friends close but your enemy closer!"

 

From the Personal Recollections of Kyrrha

16th–17th Day of Abrior (February) 1355
Weather: Clear. Cold. High: 7°C, Low: 3°C.
Mission: Find a shack, Hunt the Bandits, Goblins, and Whatevers.
Location(s): Greendale, The Woods.
Present: Thia Lathalas, Hugh Greendale, Sora, Alto, and myself.


I Will Start at the End
I am in a cell.
I know I am wounded.
I know I was knocked out—after someone healed me, no less.
My memory will come back, but for now, the walls of this cursed cell close in, and I fume. Where are my weapons? Sshamath’enil screams for justice. They better let me out soon, or there will be consequences.


The Start of the Day
It began simply enough at the Winking Treant. Ismay, the priest whose amulet we returned, came to us with a new query. He thanked us, yes, but then asked about some human named Alrick Delfor.
“Who is he?” I asked myself. Another complication, another distraction.

Alrick, it seems, is an acolyte of Ismay. Missing for three days. A crisis of faith, perhaps? Pah, I know what it means to have faith forced upon you. Raised without a choice. No voice in the matter. Rebels like him are predictable.

The last sighting of Alrick was on the road to Telann.


The Search Begins
Alto and I took it upon ourselves to question one Lenor Hoch, a farmer. The others busied themselves with the captain of the militia—a man so dull I did not bother to learn his name.

We were directed to the farm, finding workers in the fields. A woman escorted us to the house where we met Lenor. He recounted that Alrick had received a bundle of letters. From whom? Unknown. A short figure with a tail delivered them. Lenor had little else to add.


Selling Our Spoils
Back in Greendale, we decided to offload the scrap weapons and armour from our earlier skirmishes. The store refused to deal, so we turned to the blacksmith—a Dwarf, predictably difficult to bargain with. Eventually, we settled on a price. Alto and I pocketed our share and gave the rest to the group. The others, especially the tall one, were displeased. No gratitude.

Alto seemed pleased with the outcome. That was enough for me.


The Trail of the Bandits
The next day, we set out to track the larger group, we took the Goblin healer with us! It did not take long to find them—all eighteen of them. Four goblins, thirteen humans, and their leader...

A Drow.


The Battle
The fight was fierce. I positioned myself with precision, loosing bolts into the fray. The goblins fell quickly. The humans were tougher, but we gained the upper hand.

I noticed some sling shots felling goblins. Did not know where, or who was responsible.

Then, I saw the Drow.

An overwhelming, unrelenting urge surged through me. My kin, yet my enemy. The blood in my veins burned, Sshamath’enil’s call deafening in my ears. I charged.

We locked blades, my rapier against his. My strikes were true, but his were better. Blow after blow, we traded blood and pain.

Finally, I struck a crucial hit, but he returned it with one greater. I went down. The world blurred, dimmed, but I knew someone was healing me. Strength returned, if only for a moment. I woke to find Hugh standing over the unconscious Drow.

Sshamath’enil cried for its soul. It begged, demanded to be sated. I moved, weak but resolute.

Then—
Slam.


Betrayal
I remember now. Sora. Her staff. An apology. Then—darkness.

And here I sit.
Injured. Restrained. Weaponless. Not for the first time I have not been fully healed. I am alone.

Not happy. Not happy at all.


Reflections
How did it come to this? The Drow was ours—mine. Did Sora fear me? Did she think me too dangerous? I will not forget this betrayal, intentional or not. Trust here is thin as a spider’s thread, fraying more with each day.

I will bide my time. Learn what I can. When they let me out—and they will let me out—there will be consequences.

Do I reveal myself? No! They do not deserve to know. Only 'Little' Alto can I trust.

Let us see what tomorrow brings.

Monday, 16 December 2024

Session 4: Who brings a mouse to a knife fight!

 

 Session Notes: 16th Day of Abrior, 1355

Campaign: Hunt the Bandits, Goblins, and Whatevers
Weather: Clear but cold, high of 7°C, low of 3°C.


The Party

  • Thia Lathalas: Mage with a knack for firebolts.
  • Hugh Greendale: Sword and shield fighter, bold to the point of recklessness.
  • Sora: Spellcaster wielding frost and thunder.
  • Alto Uccello: Skilled archer, always ready with a biting quip.
  • Kyrrha: Silent scout and deadly sharpshooter, often keeping her distance.
  • Thaumat: Not present with the group—remained in the village, possibly communing with trees or brewing potions.

The Hunt Continues

The party continued their mission to eliminate a local bandit and goblin threat. Having split from the main caravan days prior, the group had tracked their quarry northwest. Kyrrha, as always, stayed in the shadows, her crossbow Ril’sharynn ready to take down threats from a distance.


Battle with the Bandits

As the group approached a clearing, Kyrrha noted figures in the distance: a small band of bandits, some disassembling tents while others milled about. The group advanced cautiously, but Hugh, ever eager to leap into the fray, alerted the bandits with his bold step forward.

Hugh: (Shouting) “Surrender now, and no one gets hurt!”
Kyrrha: (Quietly to herself, rolling her eyes) “I should start keeping a tally of how often that works. So far, it’s zero.”

Predictably, the bandits responded by readying weapons.

Kyrrha, staying at the edge of the battlefield, unleashed precise shots with her crossbow, striking two bandits before they had a chance to react. Thia, standing closer, began casting spells, her hands glowing as she hurled firebolts at their foes. Sora, channeling her magic, froze one bandit in place with a ray of frost.

Alto, muttering something about “clean shots” to himself, felled another bandit with a perfectly placed arrow. Meanwhile, Hugh charged headlong into the group, his sword cutting down one of their numbers.

In short order, the bandits fell, their cries echoing briefly in the cold morning air before silence returned.


The Bandit Camp

With the fight concluded, the group searched the makeshift camp. The bandits appeared to have been preparing to move—some tents were half-disassembled, and supplies were scattered about.

While the others searched for supplies, Kyrrha focused on one of the tents. Inside, she discovered a small coin pouch and a necklace with an engraved charm. Flipping it over, she found two letters etched into the back.

Kyrrha: (Inspecting the necklace) “Hmm. Sora might know what this is.”

She showed the charm to Sora, who immediately recognized the initials as belonging to a priest back in Greendale.

Sora: “This belongs to Father Marek. He’ll likely reward us if we return it—it’s probably a holy focus of some kind.”

Kyrrha: (Tucking the charm away) “Good. A little bonus for our trouble.”


Ambush by Reinforcements

Before the group could finish looting the camp, four more figures emerged from the woods—bandit reinforcements. Their leader, a burly man wielding a greatsword, barked at the group.

Bandit Leader: “What’s going on here? Who the hell are you lot?”

Hugh, ever undeterred, stepped forward to respond but was cut down in a brutal exchange, his overconfidence earning him a heavy blow that left him unconscious.

Kyrrha, forced into close combat, drew her dagger and whispered its activation phrase:

Kyrrha: “Sshamath’enil.”

Shadows rippled around the blade as it transformed into her Shadowblade, glowing faintly with an ominous, dark aura. With a single strike, she nearly cleaved one of the bandits in half.


The Fight Continues

  • Sora unleashed arcane power, frost and thunder bursting around the bandit leader and obscuring Kyrrha’s view of the battlefield momentarily.
  • Kyrrha, undeterred, turned her attention to the remaining bandits. Two were armed with crossbows, but they didn’t stand a chance. Moving swiftly and striking precisely, she dispatched them both with her Shadowblade.

The leader fell soon after, his reinforcements lying dead around him. The group, battered but victorious, surveyed the aftermath.


The Journey Back to Greendale

The group loaded their spoils onto a wagon, including various supplies and the items looted from the camp. Thaumat, in her animal form, appeared from the woods to assist.

Kyrrha: (Eyeing the goblin and the mouse that had arrived with Thaumat) “Of course, she brought a goblin… and a rodent.”

Moments later, Thaumat shifted into the form of a horse, surprising no one but proving useful as she hauled the loaded wagon back toward Greendale.


Return to Greendale and the Priest’s Reward

Back at the village, the group met with Father Marek to return the necklace. The priest was overjoyed to have his holy focus returned.

Father Marek: “This is a blessing! Thank you, brave souls. Please accept these healing potions as a token of my gratitude.”

Kyrrha, who had been grievously wounded in the ambush, accepted six potions but chose not to immediately share them with the others.

Kyrrha: (To herself) “They never think I’m worth healing. Perhaps I’ll hold onto these for now.”


Kyrrha’s Reflections

That night, as the group rested, Kyrrha tended to her wounds in solitude. Her dagger, Sshamath’enil, whispered in her dreams, its dark voice urging her to feed it more souls.

Kyrrha: (Muttering in her sleep) “Patience. There are more out there. Soon enough.”

The group had eliminated 18 of the bandits so far, but others remained. The hunt was far from over.

Kyrrha: (In her thoughts as she drifted off to sleep) “Tomorrow, we’ll seek the rest of them. More blood. More vengeance. Sshamath’enil will feast again.”

Sunday, 8 December 2024

Session 3: The Shack

 

03/12/2024

Expanded Session Notes: Kyrrha’s Personal Account


Present:

  • Mandy: Thia Lathalas (¼ staff)
  • Chris: Hugh Greendale (Sword and shield)
  • Paul: Alto Uccello (Bow)
  • Neil: Kyrrha (Bow, scouting specialist)
  • Dean: Sora (¼ staff, spellcaster)
  • Andy: Thaumat (¼ staff and shield, nature magic)

Arrival at the Village and Meeting with the Mayor

After a long journey, we finally reached the village. The mayor called for a meeting to discuss matters of security and tasks for our group.

Kyrrha's Internal Commentary: “A long discussion with the mayor—how riveting. At least they’re covering our expenses while we’re here. I’ll give them that much credit.”

The group is tasked with scouting out an old shack on the outskirts of the village. It’s suspected of being linked to bandit activity, but the idea of investigating a shack feels underwhelming. Still, duty calls.


Heading Out to the Shack

As we prepare to leave, Hugh and Alto banter lightly, their contrasting statures and ranger skills making for an amusing dynamic.
Kyrrha's Commentary: “The tall and the short, little and large. What a duo.”


Approaching the Shack

The shack appears weathered and ominous. The group pauses to decide who will open the door, and all eyes eventually turn to Kyrrha.



Kyrrha: (Rolling her eyes) "Fine. But I’m doing this smartly. May I borrow your staff, Thaumat"
Thaumat, ever trusting, hands over her staff.
Kyrrha: “What a silly thing to do, but her loss is my gain.”

Using the borrowed staff, Kyrrha carefully scrapes the ground in front of her as she approaches, checking for traps. Nothing—a good sign. The door is hanging loosely on its hinges but latched. Kyrrha uses the staff to unlatch it and moves aside as the door crashes open.

A loud crash followed by a scream emanates from inside the shack.
Kyrrha: (Nonchalant) "I’ll let the thinkers handle that mess."
She steps back and begins scouting the perimeter, focusing on a 50-foot radius around the structure. Her training pays off as she discovers tracks heading north.


Return to the Group with a "New Friend"

When Kyrrha stealthily returns to the group, she finds they’ve made an unexpected acquaintance: a goblin.
Kyrrha's Commentary: “More fun.”

After some persuasion, Kyrrha directs Hugh and Alto—or as she calls them, "little and large"—to the tracks she discovered earlier.


Tracking Decisions

The tracks split into two groups:

  • A larger group heading directly north.
  • A smaller group moving northwest.

The team decides to follow the smaller group, taking the goblin along for the ride.
Kyrrha: “Good choice. Fewer enemies, fewer problems… or so I hope.”

As Hugh and Alto scout ahead, Kyrrha falls back, moving silently from tree to tree to cover their flank. Her stealth skills ensure she keeps the group in sight without being noticed.


Encounter with the Bandits

As the group advances, Kyrrha hears voices. Six figures, humans by the look of them, stand chatting near a fallen tree. Kyrrha moves into a flanking position, ensuring she has a clear line of sight.


Hugh's Bold Charge

                                            

True to form, Hugh charges forward, sword drawn.

Hugh: (In a commanding voice) "Lay down your weapons and surrender!"
Kyrrha: (Muttering under her breath) "Oh dear."

The bandits laugh and ready their weapons, ignoring his demand.


Kyrrha’s Deadly Precision

While the rest of the group engages the bandits head-on, Kyrrha takes careful aim with her crossbow. Her trusty weapon, Ril’sharynn, doesn’t fail her. She looses a bolt, taking down one bandit with a single shot.
Kyrrha: (Quietly) "One down."

Unseen by the bandits, she shifts her position, keeping herself hidden and continuing to rain precise shots on the enemy.


The Battle Unfolds

  • Sora casts powerful spells, to attack and distract the enemies.


  • Thaumat calls upon her nature magic, animating vines and roots to entangle the bandits. She even manages to save Hugh, who is nearly overwhelmed by three attackers at once.
    Kyrrha: (Smirking) "Fools rush in..."
  • Thia and Alto provide ranged support, taking down bandits with arrows and firebolts.

Despite the chaos, Kyrrha remains untouched, using her stealth and positioning to her advantage.



Aftermath

As the final bandit falls, Kyrrha walks over to one of the fallen, whispering softly to her blade, Sshamath’enil. The weapon hums as it absorbs the lingering essence of the bandit’s soul.
Kyrrha: (Quietly to herself) "She’s fed well tonight."

The others regroup, tending to their wounds. The goblin proves its worth as a healer, patching up minor injuries. Kyrrha, unscathed as always, observes the scene.
Kyrrha's Commentary: “Yet again, I am untouched while the others look like they’ve been through the wringer. Perhaps they should take notes.”


Reflections

As the party prepares to move on, Kyrrha remains pragmatic. While the others celebrate their victory, she can’t help but note the group’s failure to leave a single bandit alive for interrogation.
Kyrrha: "No thought for information, no strategy. Just blood and bodies. At least we have the goblin—perhaps he’ll prove useful after all."

Despite her frustrations, Kyrrha keeps her thoughts to herself. She knows her role is to remain in the shadows, observing and striking when needed. The group’s chaos may one day prove its undoing, but for now, they’re still standing.

Kyrrha: (Muttering to herself as she sharpens her blade) "Onward to the next mess. Let’s hope this one’s worth the effort."

Wednesday, 27 November 2024

Session 2: The Dark Gauntlet.

 

26/11/24

11th - 15th Day of Abrior (February) 1355

Weather: Clear. Cold.

High Temperature: 7 degrees Celsius.

Low Temperature: 3 degrees Celsius.

Mission:  Greendale

Campaign:  Hunt the Bandits, Goblins and Whatevers

Location(s):   Open road, Greendale.

Present:  Thia Lathalas, Hugh Greendale, Sora, Thaumat, Alto and Kyrrha.              

From the Personal Recollections of Kyrrha


11th


The journey begins. I spend the day under the canopy of the second wagon, hidden from the merciless sun. It’s not kind to me—never has been. The human ranger, Hugh, postures endlessly about his skills, claiming he’ll hunt for the convoy. Oh, joy.

The so-called “father and son” reveal themselves to be something entirely different: a female human and a halfling. The woman, Thaumat the Black, carries herself like one of those earth-worshippers—draped in foliage, as though that makes her significant. Her halfling companion, Alto, is an irritable little thing. A tracker, no doubt. What use are two rangers?

Hugh, predictably, regales the newcomers with tales of his hunt for Two Stripes, the gnoll who killed his father. A noble quest, perhaps, if he weren’t so insufferably loud about it.


The canopy's shadows, my daytime refuge, remind me of darker places—the Underdark, its twisting passages and constant peril. My flight from home was not a clean escape.

I remember the ambush. Narrow tunnels. Footsteps growing louder. The loyal hounds of House T'sarran were close, snapping at my heels. I had barely stolen Sshamath'enil from the temple when I was forced to navigate through a trap-laden crevasse. A wrong step would’ve meant death. Or worse, capture.

The final chase remains vivid: crossing a frail stone bridge. Behind me, they roared in pursuit, their boots striking the rock. Ahead, freedom. But the bridge collapsed. I didn’t hesitate. The drop into darkness should have killed me. Instead, I landed in the rushing underground river, escaping into the unknown. Survival was a gift I earned—scarred and vowing never to be hunted again.


12th
Rabbits for dinner, courtesy of Hugh. I’ll give him this: he can hunt small game. I remain awake through the night, adding my unseen vigilance to the camp’s watch.


13th
Venison today—Hugh’s growing bold. Thaumat complains there are no herbs to be found. I offer her some advice: look harder, dear. I smirk as her glare cuts across the camp.

The night remains quiet, though the feeling of unseen eyes prickles my senses.


14th
The ranger announces tracks. Ratkin? Out here in the wilderness? They are vermin of the cities. Unlikely, yet not impossible.

We find a massive oak tree along the way, and Thaumat—the tree-hugger she is—throws her arms around it, muttering what I assume are sacred rites.

I stay awake again during the night, and my suspicions are confirmed. Small figures, Ratkin, observe the camp from a distance. I keep my discovery to myself. By dawn, they vanish westward.


15th

At breakfast, I mention what I saw. No one else had noticed. The rangers investigate but find nothing. Blind or foolish—likely both.

Not long after setting off, the wagon jolts to a halt. Voices rise. Danger.

I keep low, blending into the shadow of the wagon, using the driver as cover. Goblins appear, accompanied by human brigands. Odd allies. From the chaos comes the shout: “For the Dark Gauntlet!”

I loose a bolt. A goblin falls. The fighting intensifies. Another shot—miss. But the distraction lets Hugh finish the creature. The wagon jerks as the driver struggles with the horses.

Sora casts her magic, illuminating the battlefield with a shimmer of arcane power. I loose sight of Sora (I later find out she went down in front of the lead wagon) Four attackers swarm Thea, overwhelming her defences. I leave the wagon, firing again, but the sun—bright and oppressive—weakens my aim. Another miss.

I see Garrick, the wagon master, fall. It seems we are losing. But then, without warning, the attackers retreat. Goblins and brigands scatter, leaving their dead behind. Why flee when they held the upper hand? Curious.

I retrieve a bolt from the goblin I killed. Its body bears a dark brand—a left gauntlet. Strange. Something linked to Abaddon, perhaps? The mark troubles me.

Garrick and the wounded are loaded onto the wagons. The decision is made to press on to Greendale. I will watch, as always, and wait for answers.


The surface is strange, its dangers more chaotic than those below. But chaos is opportunity, and I will seize it when it comes.

Arrival in Greendale
The town is quaint—simple wooden structures, cobbled paths, and the scent of fresh earth. Nothing like the grand, oppressive cities of the Underdark. The people are a curious mix—humans, elves, and hybrids of sorts. I notice the villagers casting sidelong glances at the convoy, as if measuring us up.

We are greeted by a ceremony. Later, I learn it’s a burial—the late Mayor, Eldor, laid to rest. The living cling to ceremony, as though ritual wards off the inevitability of death. The new mayor, Rena Faulern, seems competent enough. We shall see.


Sora’s Connection
Sora reunites with another of her kind—a Dragonborn whose mother owns the local store. This lizard seems amiable, though I keep my distance. Two Dragonborn in one town? Peculiar.


The Winking Treant


The inn is inviting enough, though the name reeks of tree-hugging sentimentality. It’s an odd mix of a tavern and woodland charm, with intricate carvings of leaves and branches adorning its walls.

Two serving wenches catch my eye. One is human, plain and unremarkable. The other... she is something else entirely. Her presence seems to radiate light, a subtle glow that makes her stand apart. My eyes, still adjusting to the infernal sunlight, might be playing tricks on me, or perhaps it’s something more. Either way, I keep my hood low and my gaze guarded.

In my corner of shadow, I produce my flute. A piece from the Underdark—a slow, mournful tune meant to echo through the caverns of home. Here, among the surface-dwellers, it’s ill-received. They prefer their songs lively and bright. Pah. Let them laugh. They cannot comprehend the depth of the music.

Sora speaks with another, but the sunlight spilling into the common room makes it hard to see. A mine is mentioned, along with something unknown within. Curious. A potential thread to follow.

The local militia catches my attention next. Two appear human, but the other two are Tieflings. Their horns gleam in the light, and their presence here is unexpected. Strange alliances, perhaps, or simply circumstance. The guards prattle on about parents and a burnt field. Mundane concerns, but I listen nonetheless.

Sora, ever the benefactor, covers my expenses yet again. She even ensures I have a private room. Easy pickings, this one.

As the inn empties and the others retire, I linger in the common room. Watching. Waiting. When the time feels right, I ascend to my room. After entering, I scatter caltrops in front of the door and the single window. This is a strange town, and I cannot afford to let my guard down. Danger may lurk everywhere.

My companions, my weapons, are close at hand. Let us see what tomorrow brings.


This surface world is a labyrinth of its own—a different kind of darkness, masked by the sun. But even here, shadows thrive. I will find my place among them.

___________________________________________________________________________________

"Thia's Secret Scrolls"

Present:

  • Mandy: Thia Lathalas (¼ staff)
  • Chris: Hugh Greendale (Sword and shield)
  • Paul: Alto Uccello (Bow)
  • Neil: Kyrrha (Sleeping)
  • Dean: Sora (¼ staff)
  • Andy: Thaumat (¼ staff and shield)
  • Garrick: Wagon Master
  • 2 Guards: Accompanying the party

Day 1:

The journey begins, with Hugh at the front of the caravan alongside Garrick, who drives the second wagon. Kyrrha remains asleep for much of the day, while Alto and Thaumat stay alert, observing the surroundings.

Hugh's Introduction to Alto:

Hugh approaches Alto Uccello, introducing himself with a smile.
Hugh: "My name is Hugh Greendale."
Alto: (With a grim tone) "I’m Alto Uccello, and I’m always angry."
This introduction hints at Alto's troubled past but provides no further details, leaving Hugh with more questions than answers.

Garrick and Sora Collect Firewood:

As Garrick and Sora head off to gather firewood, Hugh decides to speak to Garrick.
Hugh: "Is there a problem?"
Garrick: "No, no problems. I just wanted to mention that I'm adept at finding safe paths and catching game. Alto here is also skilled in those areas. Just let us know if you need any help."
Hugh: "Thanks, we’ll keep that in mind."

Hugh and Thaumat's Conversation:

Garrick then approaches Thaumat, offering his own introduction.
Garrick: "Good evening, if I can be of service, my name is Hugh Greendale."
Thaumat: "Pleasure to meet you. I am Thaumat the Black."
Hugh: "I’m from Greendale, and I’m searching for a Gnoll leader with two white stripes. Have you encountered anything like that?"
Thaumat: "Not that I know of."
Hugh: "Keep your eyes and ears open."

As the evening continues, the party sets up camp. Thaumat and Alto take the first watch. During this time, Alto opens up a little.
Alto: (Sighing) "They chopped up my family… that Hugh talks a lot."
Hugh overhears and responds solemnly.
Hugh: "A Gnoll warband attacked my village and killed my father."
The two men share a brief, unspoken understanding before the night settles into an uneasy silence.

Second Watch:

Thia and Sora take the second watch.
Thia spends the watch lost in thought, remembering home, while Sora stays vigilant but sees nothing unusual.


Day 2:

Hunting Expedition:

Hugh, Thaumat, and Alto venture out to hunt. They catch three rabbits each, which is a good haul. There’s no snow on the ground, but the damp grass makes tracking and movement difficult. As evening falls, they return to camp, where a hearty stew is made from the rabbits they caught.

Evening Hunt:

Later, Hugh and Thaumat go out for a second hunting expedition. Thaumat finds two pinkish flowers, the Widow’s Sweep berries, known for their use in healing potions.
Hugh: "Sorry, no game today, but is there any stew left?"
Thaumat: "Only the berries I found for potions, but that might help us later."


Day 3:

A Successful Hunt:

Hugh and Thaumat go hunting once again. This time, Hugh catches a venison, while Thaumat collects additional Widow’s Sweep berries and a yellow flower, which is useful for crafting antidotes. As night falls, the camp is set up without any significant events.


Day 4:

Tracking Ratkin:

After a quiet sunrise, Hugh and Alto decide to check for tracks. Alto doesn't notice anything, but Hugh spots humanoid tracks just off the road. Calling Alto over, they both examine the tracks closely.
Hugh: "These tracks... they belong to Ratkin."
Alto inspects them more carefully.
Alto: "Yeah, these are definitely Ratkin. It’s not far from the road either."

The two head back to camp and warn the others. Sora, as they approach Greendale, notices nothing unusual at first, but the sense of something amiss lingers. The caravan proceeds cautiously, with the promise of reaching Greendale the next day.

Uneventful Watches:

The night passes uneventfully as Thaumat and Alto take the first watch, followed by Thia and Sora on the second, and (Kyrrah) and two guards on the third.


Day 5:

Checking the Kit:

Thia and Thaumat inspect their gear. Everything is in order, and they continue their journey.
Kyrrah: (Pointing) "Walk that way and check the camp, Hugh."
Hugh checks the area but finds no tracks, leaving the group uncertain about the presence of Ratkin.

                            

The Arrival at Greendale:

As they continue on the road, the village of Greendale comes into view on the horizon. In the distance, they notice a group of eight humanoid figures.
Sora: "Something feels off about this."
A battle cry suddenly echoes, "FOR THE BLACKENED GAUNTLET!" before the group is ambushed.

Combat Begins:

A fight ensues, with goblins and bandits attacking the caravan. Sora quickly responds with a Ray of Frost, while Thia casts Firebolt and Kyrrah uses her crossbow. As the fight intensifies, Sora is knocked unconscious, but the group fights back fiercely.


Hugh and Alto land multiple strikes, while Thaumat provides support with her sling and spells. The battle rages on with multiple characters landing devastating blows.


Sora manages to stabilize and grins through gritted teeth as she returns to the fight, knocking out several more enemies.


The Goblins and Bandits eventually retreat, and the group regroups. Thaumat uses Cure Wounds on Sora, restoring some health. Kyrrah notes that the goblins and bandits are marked with Abaddon symbols, tying them to something more sinister.


Greendale:

The party finally reaches Greendale, and they notice a stone structure atop a nearby hill. As they approach, they see that a banner is flying at half-mast, indicating a loss. A procession can be seen heading towards the village.

At the general store, the group meets Abyn Flamestryke, the store owner. The mood is somber, and the conversation reveals that the former mayor of Greendale passed away due to bandit attacks. The village has employed a militia to keep the peace.

Winking Treeant Inn:

The party heads to the local Winking Treeant Inn to rest. Inside, they are greeted by Layla (an Aasimar barmaid) and Gayle (a human barmaid). Hugh buys Kyrrah a drink as the party unwinds. Kyrrah entertains with a tune, but Layla interrupts, urging her to stop.

As night falls, Ayron Terrilon, a half-elven man, enters the inn and serves cider. He books rooms for the party, and they retire for the night. Sora stays in the bar, waiting for information.

Dorian, Gideon, and Jerimiah:

Three more figures enter the bar: Dorian, Gideon, and Jerimiah. Sora notices two tieflings among them, with fiendish horns and ruddy red skin. The conversation turns to the Black Gauntlet and their search for something within the iron mine.

Sora: "Black Gauntlet... Abaddon?"
Dorian: "That’s all we know. Your parents are well. Go and rest now."
Sora: "Goodnight, we will wipe them out."


















Wednesday, 20 November 2024

Session 1: A new begining

 19/11/24

10th Day of Abrior (February) 1355

Weather: Clear. Cold.

High Temperature: 7 degrees Celsius.

Low Temperature: 3 degrees Celsius.

Mission:  Greendale

Campaign:  Hunt the Bandits, Goblins and Whatevers

Location(s):   Crowned Gryphon Inn, Avalon, Capital City of Albion.

Present:  Thia Lathalas, Hugh Greendale, Sara and Kyrrha.

_________________________________________________________________________ 

From the Personal Recollections of Kyrrha: 10th day of Adriol in the year 1355.

Avalon. Capital of Albion.
So this is where the roads have led me. Tieldar, Highmantle, Tellindale, and now here—Avalon. The name sounds noble, but so far, the city is a cauldron of filth, self-importance, and opportunity. My journey has been long and grueling, punctuated by that rotting excuse for a ship. Months away from those who would see me returned—or worse. They will not find me here. Not yet.

The Crowned Gryphon is a place that reeks of mediocrity, but it suits my needs. No luxury, no attention. A small mercy. I chose a seat facing the door, instinct demanding it. The ale is barely tolerable, the food worse, but I endure.


Observation.
I’ve already encountered intrigue. A table of Elves, led by a female of importance. She does not sit as one of the bodyguards. No, her posture is one of dominance, softened by arcane grace. High Elf. Money. Power. Connections. Her name may be Elyssa, or perhaps Thia—either way, she is marked as a target to study.

The male—Thaniel—and the three bodyguards are more straightforward. Muscles with pointy ears. Compliant threats to be avoided unless necessary.

I observe in silence. Watch. Listen. Learn.
They speak of a distant place, one of those elvish havens I have no desire to see. Their talk holds no reverence in my ears. They will learn that the surface world is not theirs to rule, no matter their delusions.


A Human.
A ranger. He introduces himself as Hugh, a man from Avenmoor. He searches for something he calls a Marked Abomination—a vague tale of woe and foolish superstition. I feign interest, but his lack of reward or plan does not amuse me. I owe him nothing.

He departs, leaving me with the faint odor of his presence. Simple minds. Simple threats.


The Dragonborn.
A lizard folk has joined the Elves’ table, her name Sara. She holds their familiarity, and yet her presence disrupts their composure. She and the arcane High Elf share a bond. Interesting.

This Sara intrigues me. A fellow wanderer, perhaps? She seems clever, her manner hiding layers of purpose. I take note: she may be more useful than the rest of this room combined. The way she carries herself suggests experience with power, perhaps even the arcane.


Danger. The Warning.
My attention wandered—a mistake I will not repeat. They spoke in fingers. Sign language. A subtle conversation missed, but I caught enough to recognize its potential threat. My blood surged with caution, and I whispered my reminder:

"Nykeōtis ānogar, morghūlās lēkia māzī."
("Never again, death will come for my enemies.")

The lizard woman, Sara, noticed. She met my warning with a look I will not forget. Her gaze pierced deeper than most, unsettling yet oddly reassuring. She knows.

It has been a long time since Sshamath'enil  has stirred with satisfaction. Perhaps this city is worth my time after all.


Opportunity.
A city guard, bearing a poster for employment. The mayor of Greendale, Rena Faulern, seeks aid. It seems Sara calls Greendale home. Another thread to unravel.

The human, Hugh, has returned with news of a caravan heading there. Opportunity for coin, and perhaps more. The others—Sara and Hugh—approached me with an offer. Employment. A share of the reward for aiding the mayor in Greendale.

Naturally, I pressed for better terms. Expenses covered. After all, they approached me. To my surprise, Sara agreed to cover the cost herself, a gesture I suspect is more strategic than generous.

The agreement earned me a free meal, ale, and bed for the night, all paid for by my new “allies.” I will keep my distance for now, but I see their potential. This group, ragtag as it may be, could provide the cover I require. If nothing else, they will serve as shields should danger arise.


Let them come. Let them try. I am Kyrrha, and I am not done yet.


Companions.
The caravan’s wagon master, Garrick, seems competent enough. There are two others traveling—a father and son, quiet but unremarkable. For now, I watch and keep to myself.

I walk this path with my eternal companions: Sshamath'enil: The silent one. Yathrin'kalar: The voice of precision and judgment. Ril’sharynn: Weaving death from the darkness.

They know me better than any soul ever could. Sleep, darkness is my happy place.


Caution.
My identity remains intact. My secrets are safe—for now. But I must know more about DANGER. Something lingers, watching from the edges of my awareness.

Greendale is a step forward, but also closer to the unknown. For now, I rest. Tomorrow, I tread the line between obscurity and opportunity once more.


Let them come. Let them try. I am Kyrrha, and I am not done yet.


Monday, 18 November 2024

Session 1: Stand alone - Hegrash the bandit ogre.

 18/11/2024

I was asked to run a one off, stand alone adventure for my daughter Michelle, Scott, Ben and Nicky. Here is the adventure based on the very first dungeons and dragons adventure I ran as a DM back in 1979. Hegrash the Bandit Ogre. Here it is:

Nicky: Iolo, male human folk hero fighter

Ben: Varis, male high elf wizard

Scott: Alton, male halfling rogue

Michelle: Duvana, female hill dwarf cleric

A stand alone introductory adventure for 4 level 1 characters.

Setting the Scene: 

The Village of Farlight: The adventure begins in the quaint village of Farlight, a peaceful hamlet nestled along the base of the rocky Fendral Hills. Farlight is home to about fifty villagers, mostly farmers, shepherds, and artisans who rely on one another for survival. Recently, however, the villagers have been gripped by fear as Hegrash the bandit ogre has raided their homes, stolen their livestock, and threatened harm if they report him to the authorities. The villagers are too scared to fight back and have pooled what little coin they have, to hire a group of brave adventurers to put an end to Hegrash's tyranny.

Detailed Account of the Encounter


Journey to Hamlet Farlight

The sun was low on the horizon as the group of adventurers arrived in Farlight. The hamlet was quiet, with only the occasional bark of a dog or the rustling of leaves breaking the stillness. The dirt paths between the cottages were rutted from carts, and the villagers eyed the strangers warily, their faces shadowed with fear and suspicion.

The party was directed to the central square where Headman Maerwin waited. A wiry man with a weathered face, Maerwin spoke bluntly. "You're here about Hegrash? Good. That brute has been raiding us, taking what little we have. Deal with him, and Farlight will be in your debt." He avoided giving details but insisted the ogre was hiding in the hills.

Iolo, the human fighter, stepped forward. "We’ll handle it. No one terrorizes a village under our watch."

With the deal struck, the adventurers set out for the hills, following faint trails marked by the villagers' fear and desperation.


Discovering the Hideout

After hours of trekking, the party found themselves before a concealed tunnel entrance in the rocky hillside. The air was cooler here, and the sound of distant water hinted at a deeper system within. Alton, the halfling rogue, moved silently ahead, scouting the left side of the entrance. His keen eyes caught the faint glimmer of a slit in the wall—an archer's position.

“Looks like they’re watching us,” he whispered, retreating back to the group.

Duvana, the dwarven cleric, inspected the light source to the right but found the slit too high to reach. "A clever design," she muttered.

Varis, the High Elf wizard, frowned. "If we can’t climb, we’ll force our way in."

With a nod from the group, Duvana raised her hand, murmuring a prayer. A burst of power echoed through the stone as the doors swung open with a creak, revealing a dimly lit room beyond.


First Engagement

The moment Alton stepped inside, an arrow shot out from the darkness, striking him in the shoulder. He grunted in pain and staggered back. Iolo rushed forward, grabbing the rogue and pulling him behind cover on the left side of the doorway. “Stay low!” he barked.

Drawing his longbow, Iolo fired through the doorway, his arrow thunking into the shadows. Alton, despite his wound, slipped back into the room and ducked behind a stack of crates to the left. Varis and Duvana took positions to the right, crouching near a pile of broken barrels.

The dim room smelled of damp wood and sweat. Flickering torches in sconces cast ominous shadows.

A goblin rushed from the far corner, its dagger flashing in the torchlight. It lunged at Varis but missed. The elf retaliated with a crackling surge of lightning from his palm, the spell sizzling the goblin where it stood.

Duvana charged forward, only to find another goblin crumpled behind the crates—an arrow from Iolo’s earlier shot buried in its eye.

Searching the Goblins the only thing of worth was a folded scrap of paper in a pouch on the goblins belt. A crude drawing was on the scrap:

                                                   The Symbol of Hegrash the bandit Ogre.


Using a Goblin as Bait

The adventurers dragged the goblin corpses back to the doorway, arranging one as a grisly lure. Iolo crouched behind cover on the left, greatsword ready, while Alton nocked an arrow and hid near the doorframe. Duvana stepped into position near the second door, and Varis called out in Goblin, his voice high and panicked, “Help! Help! They’ve killed us!”

The ploy worked. The second door creaked open, and a human bandit stepped through cautiously.

Iolo sprang into action, swinging his greatsword, but the bandit ducked just in time. A ray of frost from Varis slowed the man, while an arrow from Alton caught him in the shoulder. Duvana called upon her divine magic, but her first sacred flame missed. Her second attempt scorched the bandit as Iolo delivered a killing blow with a vicious slash.


Advancing to the Second Room

The group cautiously advanced into the next room. The air was heavier here, smelling of smoke and rotting food. Crates and barrels were stacked haphazardly, and the remains of a half-eaten meal lay on a table.

Suddenly, crossbow bolts flew from the far side of the room. Alton ducked low, loosing arrows in return. Varis sent another ray of frost into the fray, while Iolo charged forward, his greatsword cleaving the second human bandit in two.


Confrontation with Hegrash

As the group approached the third door, a deep voice rumbled from within. “Enough blood. Come in and talk, or fight and die like the rest.”

The adventurers exchanged glances and decided to parley.

Inside, Hegrash loomed over a crude throne. His massive frame was intimidating, but his expression was weary rather than hostile. “You think you’re heroes?” he growled. “Ask your precious villagers about their promises. I saved them, once. When their crops failed, it was me who shared my food. But they’ve forgotten. Now I take what’s owed.”

Duvana stepped forward, her tone firm. “If this is true, what do you demand?”

“Simple,” Hegrash replied. “Twelve sheep. Four sacks of grain. And I’ll leave them in peace.”

The party agreed to take the terms back to the village, though Varis muttered under his breath, “This isn’t over.”


Return to Farlight

Back in Farlight, the group decided to scout the villagers’ resources before presenting Hegrash’s terms. Alton discovered the villagers had only six sacks of grain, a handful of livestock, and a few cows.

When the party relayed Hegrash’s offer to Maerwin, the headman’s face darkened. “Proof. Show me proof you’ve dealt with him.”

Iolo frowned. “We brokered peace. Isn’t that enough?”

Maerwin’s tone turned cold. “You’ve done nothing but help that brute rob us blind. Leave. We don’t need your kind here.”

Duvana’s eyes narrowed. “You dare accuse us? What will you say when we tell the local lord of your broken agreements?”

Maerwin scoffed. “Tell him whatever you like. You’re no friends of Farlight.”

As the villagers turned their backs, the adventurers stood alone in the square, the weight of their decisions heavy on their shoulders.