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.

Thursday, 14 November 2024

UPDATE

 AN OVERDUE UPDATE:

With the end of the Forest of Wyrms campaign I shall take a break. CJ (Glepper) is running the next campaign and it gives me a chance to play a character. During my break from Dm'ing I will be working on my next campaign and should have it ready to go when CJ's campaign is concluded, long may it run.

I would like to thank all the participants in my campaigns, all set along the Sword Coast and have been running from 2017 until 2024.

I do hope you have all had as much fun as I have in running the campaigns, without your continued integrity and roleplaying it would not have been such fun. The campaign has had it's highs and lows, players have left the campaigns and others have filled vacant slots. You have enriched the experience for all and I hope you have all learned as much as I have during the 8 years the 'game' has been running.

The party have developed, characters have been lost along the way, however there are two players that deserve a mention, who due to 'real life' have had to curtail their involvement, but knowing the door is always open for their return. Their input brought a richness to the 'game' and I am glad to count them among my friends. Recently I had the opportunity to meet them in person and short though it was, the meeting shall remain with me as one of the highlights of my life. Of course I am speaking of Matt and Amanda, both live in Canada.

Now to two very special players. The first I served with in the armed forces and wargamed with him for many years. His involvement in the Battalion Wargames Club, running our own wargames show in the two years we were stationed in Tidworth is still considered to be one of the best shows run in the south of England. Certainly missed by many of the traders and visitors. He was my friend and I still miss him, Harry your duty is done, stand easy my friend Rest in Peace.

Neil Gilmore was one of my oldest friends. We wargamed together at school. He introduced me to heavy metal music and absinth! His gaming was prolific, be it computer or paper based. He was part of the Red Glaze Group playing in The Game, the longest running single D&D campaign in the world.   He brought a style to his characters that was uniquely his own. Where ever you are Neil, assassin extraordinaire, Rest in Peace.

Session 18: "The final countdown....."

12/11/2024

26th Day of May 1492 

Weather: Clear.

High Temperature: 15 degrees Celsius.

Low Temperature: 9 degrees Celsius.

Mission:  Find the Hart of the Forest

Campaign:  Forest of Wyrms

Location(s):   Forest of Wyrms, Sacred Glade.

Present:  Zinalla, Seraphina, Brielle, Elysande, Glepper, T'or &Thaumat

The Battle of the Corrupted Trees


The second Encounter: The Redcap Goblins

The seven adventurers approached the second corrupted tree cautiously. Its bark was blackened, twisted into grotesque, spiralling knots, and the air around it shimmered with a malevolent energy. Zinalla, the human paladin, led the way, his shield raised and his longsword ready. “Stay alert,” he cautioned, his voice carrying the weight of his years of training. Double battle line formed they waited for Glepper to throw the oil bottle and T'or to hurl his lit javelin into the tree.


The final battle was one of fire, fierce attacks, and relentless tenacity, with the party splitting into their battle formation and moving as a deadly unit.


Battle Formation

Front Line: Elysande, T’or, and Zinalla stood shoulder to shoulder, weapons drawn and faces grim. T’or activated his shield, bracing himself as he prepared to protect his comrades.


Back Line: Seraphina, Brielle, Thaumat, and Glepper took their positions behind, watching their fronts while preparing spells and ranged weapons.

Brielle cast bless on herself, Glepper and Seraphina.


The Goblins Emerge

As they neared the second corrupted tree, they wasted no time planning their assault.

“Glepper,” T’or said, striking a flint to light his javelin, “get the oil ready. This tree’s about to feel the heat!”

Glepper gave a mischievous grin, “Oil’s on its way, big guy!”

With a gleeful cackle, the goblin hurled the flask of oil onto the trunk of the gnarled tree. T’or immediately followed by launching his flaming javelin into it. Flames roared up the side of the twisted wood, sending thick smoke into the sky. But just as the fire caught hold, three figures jumped from the bushes—small, wiry creatures with green skin and red hoods, their jagged teeth glinting as they hissed and lunged.

“Redcaps!” Zinalla shouted, gripping his sword tightly.

The Fight Begins

Seraphina darted forward, her blade flashing as she struck the first goblin, drawing a hiss of pain. But her movement drew the attention of another Redcap, which lunged past her and slashed at Brielle, its sharp claws raking across her arm.

Brielle cried out but quickly retaliated, her wrist daggers igniting in flame as she drove them into the goblin. “Mielikki’s wrath burns brighter than yours!” she spat, searing the creature with holy fire.

Elysande swung his greatsword but missed, his strike just a hair too slow as the Redcap dodged to the side.

T’or attempted a follow-up, but the Redcap ducked under his swing with uncanny agility, its laughter echoing as it evaded him. Glepper took his chance, lunging in with his venom-coated dagger, but he too missed, the goblin weaving around his attack with ease.

Zinalla aimed his sword in a powerful arc, hoping to land a blow, but the Redcap dodged again. Frustrated, Thaumat cast Poison Spray, her magic finally landing, causing one Redcap to choke and stagger.


Seeing the opening, Seraphina sliced it again, her blade biting deep, and it fell back with a grunt.

“Stay focused!” Brielle called, casting Sacred Flame. The spell missed, but she kept her faith, determined to protect her allies.

Elysande found his mark at last, striking a goblin with a devastating strike. T’or, laughing wildly, grappled one of the Redcaps and bit down on its shoulder, growling, “I’m gonna eat all of ya!” His sharp teeth pierced its skin, sending it screeching.

Meanwhile, Glepper flanked behind Brielle, stabbing another Redcap with his venom dagger, sinking it deep with poison. “Dibs on the cap!” he shouted. “I want that silly hat!”

Despite the onslaught, Zinalla missed his next swing again, much to his chagrin, as Thaumat also tried to strike with her dagger, missing as well.

The goblins fought back fiercely. Brielle barely dodged a claw aimed at her face, and Glepper took a hard hit, hissing in pain but remaining on his feet. Elysande also got clipped by a claw but shrugged it off.

Brielle called for Mielikki’s aid and began a Prayer of Healing, golden light gathering around her as she steadied herself. “Divine lady, mend our wounds and strengthen our fight.”

Elysande, T’or, and Glepper continued their attacks, Elysande landing another heavy blow, while T’or struck with his maul. Glepper, grinning wickedly, used Cunning Action to dash behind a goblin and sink his dagger for more damage, the creature screeching in agony as poison seeped into its wounds.

After a long, grueling fight, the goblins finally fell. Their bodies lay motionless on the forest floor as the corrupted tree withered into dust, its dark energy dissipating.


The Third Corrupted Tree - Gloomwings Descend

The party, still breathing hard, approached the second corrupted tree. T’or again lit his javelin, while Glepper readied another flask of oil. With perfect coordination, Glepper hurled the oil, followed by T’or’s flaming javelin, igniting the bush and part of the tree.

But no sooner had they set the tree aflame than two creatures emerged from the shadows. They were Gloomwings—pale, white-faced creatures with massive, black wings that hovered ominously above the party.


Seraphina moved first, launching an arrow that struck one of the Gloomwings.

Before anyone could react, one of the Gloomwings dove, slashing Brielle with its talons. She staggered back, clutching her side as blood trickled down her fingers. The other Gloomwing struck T’or with brutal force, nearly knocking him off his feet.

Elysande charged forward, swinging his long sword to land a clean strike against the first Gloomwing, sending dark ichor spilling onto the ground.

T’or swung at the second Gloomwing but missed, his previous injury hampering his movement. Meanwhile, Glepper found his mark, stabbing with his venom dagger for a lethal amount of damage, followed by poison that weakened the creature further.


Zinalla managed to land a rare hit, his blade flashing as he cut into one of the Gloomwings.


Seraphina took advantage of the opening, slipping into the shadows and reappearing behind a Gloomwing. With a swift, devastating strike, she let an arrow fly in a single critical hit, incapacitating it.

Brielle, bleeding and weary, healed herself with a prayer, her body glowing with divine energy as her wounds closed.

Elysande struck again, his battleaxe slicing for another causing more damage. But as T’or closed in for an attack, the remaining Gloomwing swooped down and struck him for heavily. T’or’s body buckled, but with a fierce cry, he activated his Relentless Endurance, refusing to fall but barely clinging on to consciousness.


With a few more focused attacks, including Zinalla’s much-anticipated strike and Thaumat’s melee hit, they finally vanquished the Gloomwings. Their bodies dissolved, the corrupted tree behind them crumbling to dust.


The Final battle- The Shadow Demon

The party stood at the  edge of the pool of dark, swirling water. Shadows pooled around its roots, and as Zinalla stepped forward, a chilling laughter echoed from the darkness. The Shadow Demon emerged, its form a mass of living night, flanked by two shadowy figures.                           

The battle began with a burst of unholy energy. The shadows lashed out, striking Glepper, who stumbled backward, his vision dimming. “I... can’t see...” he whispered, falling unconscious. Zinalla rushed to his side, laying hands on the goblin to revive him. “Get up, friend. We need you,” Zinalla commanded, his voice a beacon of hope. Wandering how his spiritual healing had returned.

Elysande charged the Shadow Demon, his battle axe cutting through one of its shadow allies, but the creature’s return strike sent him sprawling. He lay there, blood pooling beneath him, dangerously close to death. Brielle knelt beside him, pressing her hands to his wounds. “Mielikki, I beseech you!” she cried, and golden light enveloped Elysande. His eyes fluttered open, and he gasped for air, life returning to his massive frame.

Seraphina danced between the shadows, her daggers flashing. She managed to wound one of the shadow creatures but was caught by the Shadow Demon’s claws, black energy searing her skin. Thaumat, desperate and barely able to stand, called upon the spirits of the forest. Vines erupted, ensnaring the shadow allies, though they still writhed and struggled.

T’or, fuelled by rage and a need to protect his friends, let out a war cry. His maul bit deep into the Shadow Demon, but the creature retaliated with a blast of shadow magic that almost stopped his heart. He dropped to one knee, the world spinning. “Not... yet...” he growled, refusing to fall.

Brielle cast Prayer of Healing, and a warm wave of divine energy washed over her allies. Wounds closed, and their spirits lifted, though exhaustion still pulled at them. Glepper, regaining his senses, aimed a Fire Bolt at the Shadow Demon, and the flames seared through its darkness.

Zinalla, seeing an opening, channelled every last ounce of his holy power. “By the light, be gone!” he roared, driving his sword into the Shadow Demon’s heart. The creature let out an ear-splitting wail before shattering into a million shards of shadow.

With the Shadow Demon defeated, the pool’s corrupted waters cleared, revealing a crystalline, pure spring. The final corrupted tree withered into dust, and from the centre of the pool, the Hart emerged. The unicorn, the earthly avatar of Mielikki, was radiant and beautiful, its presence banishing the last remnants of darkness.

Brielle took a moment to cast a mass healing spell, her voice calm and serene. “Mielikki, bless this ground and mend our wounds,” she prayed, golden light washing over the group. T’or’s shoulder wound closed partially, though he still grunted in discomfort. Elysande stood straighter, his pain ebbing.


The battle finally over, the adventurers stood amidst the clearing, victorious yet worn from the gruelling fight. The last of the Redcap Goblins lay motionless, their twisted bodies sinking into the mossy earth. The Gloomwings had been banished, and the dark presence of the Shadow Demon and its shadowy allies had dissipated into nothingness. The air felt lighter, no longer heavy with malevolence, as the final threads of darkness unravelled.

The ground trembled, and from the pool emerged the Hart, a gleaming unicorn—the earthly avatar of Mielikki. Its majestic presence filled the clearing with warmth and peace, the taint of darkness finally lifted.

“Champions,” it spoke, voice echoing like a melody through the forest, “you have restored the balance.”

The adventurers knelt, exhausted yet triumphant,

The adventurers knelt, and Brielle whispered a final prayer, tears streaming down her face. “Thank you, Hart of the Forest.”

Before them, the Hart of the Forest emerged in its full glory, a magnificent white unicorn with a mane that shimmered like liquid starlight. Its presence radiated calm, and its sapphire-blue eyes glowed with gratitude. As it stepped forward, the ground itself seemed to welcome the return of its rightful guardian. The adventurers, weary yet resolute, watched as the Hart’s power began to ripple outward, settling the wild, chaotic magic of the undercity that had threatened to tear the forest apart.

The Hart bowed its head, and its voice resonated like a clear, bell-like chime. “You have done well, brave souls. By freeing me from the Shadow Demon’s curse, you have restored the balance that this forest so desperately needed.”

Zinalla, the human paladin, stepped forward, his battered armour still shining faintly with divine energy. His jaw was set in determination. “Hart, it is a great honour to have aided you. But what of the Yuan-Ti? They have long been a blight on this forest. Should we not rid these woods of their corruption?”

The Hart regarded Zinalla with ancient, understanding eyes. “Paladin,” it said gently, “the Yuan-Ti are not an abomination, but a part of this world’s intricate design. Their ways are not your ways, but they have a right to exist in the Forest of Wyrms, as do all creatures. Balance must be preserved.”

Zinalla furrowed his brow, struggling to reconcile his lifelong quest to vanquish evil with this newfound understanding of balance. Brielle, the wood elf cleric, placed a reassuring hand on his armoured shoulder. “Zinalla,” she said, her voice warm and melodic, “we must learn to live in harmony with all beings, even those we fear or do not understand. The gods teach us to heal and to protect, not to destroy without thought.”

Seraphina, the human assassin, stood a few paces away, idly cleaning her twin daggers. She looked up, her expression half-amused, half-curious. “So, we’re just supposed to let the snakes do as they please?” she asked, her voice tinged with scepticism.

The Hart’s gaze shifted to Seraphina, and it smiled, a serene and knowing expression. “Assassin, even the most venomous creatures have their place in the world. If you keep your blades sharp and your wits sharper, you will find that balance often requires vigilance, not mindless eradication.”

Seraphina’s lips twisted into a smirk. “Fair enough,” she conceded, sheathing her short sword with a fluid motion. “Vigilance I can do.”

Glepper, the goblin arcane trickster, piped up, his wide grin revealing his crooked teeth. “So, what you’re saying,” he said, his voice high-pitched and excited, “is that as long as they don’t get too naughty, we just keep an eye on them and maybe have some fun along the way?” He waggled his eyebrows at his companions, eliciting an eye roll from Elysande.

The Hart chuckled softly, a sound like rustling leaves. “Indeed, little one. Your humour will be needed to lighten the world’s darkness.”

Elysande, the goliath fighter, hefted his massive battle axe, his serious face betraying a hint of a smile. “A fine battle, Hart,” he rumbled, his voice deep and steady. “But if the Yuan-Ti challenge the balance, we will answer that call.”

The Hart nodded. “Your strength is a gift, Elysande. Use it wisely, but understand that strength alone is not always the answer.”

Thaumat, the druid, knelt by a bed of blooming wildflowers, her fingers brushing the newly awakened petals. She looked up at the Hart, her eyes full of wonder. “The forest sings again,” she murmured. “Thank you, Hart, for reminding us of the balance that binds us all.”

The Hart turned to Thaumat, its gaze full of warmth. “Druid, your bond with nature is strong. You and your friends have rekindled the forest’s spirit. Continue to protect it.”

T’or, the half-orc barbarian, folded his massive arms, his muscles still tense from the battle. His voice was a rumbling growl, but there was a softness in his eyes. “Balance or not, if the snakes cross us, I’ll crush them,” he said, though the threat sounded almost... protective.

The Hart’s eyes sparkled with humour. “Your strength of will is admirable, T’or. Channel your rage wisely, and you will be a mighty guardian.”

With its final blessing, the Hart raised its shimmering horn, sending silvery light cascading into the air. The wild magic of the undercity was drawn back, subdued, and woven into the very essence of the forest. The cracks where chaotic portals had begun to open sealed themselves, and the forest sighed in relief, a living entity breathing easier.

The adventurers watched as the unicorn began to fade into the forest’s embrace. Before disappearing completely, it turned and spoke once more. “Go now, champions, and know that you have done more good than you will ever realize. The Forest of Wyrms will remember you.”

Zinalla finally nodded, his heart heavy yet resolute. “We understand,” he said. “We are not here to rule but to defend the balance.”

The companions shared a final glance, their bond forged in battle and strengthened by wisdom. They had fought for this land, and they would continue to protect it. As they began their journey back, the light of the forest seemed brighter, the path clearer, and their spirits renewed.

Though their adventure here had ended, each of them knew their story was far from over. There were new tales to tell, new threats to face, and, always, the balance to uphold.

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