Wednesday, November 25, 2020

Great Mini List of Secrets to help kick off any game.

Great Mini List of Secrets to help kick off any game.  


Give the players each a terrifying secret

1. Your family line suffers from Lycanthropy. You may change one full moon. 2. You accidentally married into a family of Thieves and Assassins. 3.The City Mayor lost the signet ring in a tavern / brothel you found it. You pocketed it. 4. You left a party last night and accidentally took a cloak that did not belong to you home. 5. You lost a lot of money gambling and some stranger fronted you for a favor at a later time. 6. One or both of your parents are wanted for a long list of crimes. 7. You secretly adopted or have been feeding a baby monster in the woods. 8. You are a disease spreader / Typhoid Mary type. You know it. Possibly infected the whole party

Thursday, November 5, 2020

Mystara - Wrath of the Immortals PDF is FREE at DriveThruRPG

 Not sure if this is just for a limited time or what. 

https://www.drivethrurpg.com/product/284479/Wrath-of-the-Immortals


PS I hope to set up a time and get the game running again in the next 90 Days or so.  



Wednesday, August 19, 2020

Sorry to announce that gameplay is suspended

I just accepted a 16 Week 7day a Week Contract.   Just not able to continually run a game. 

Really whish I could have ran the adventure.  Sometimes sacrifices have to be made. 

Monday, August 17, 2020

Session 7 – 8/16/2020 Goblins, Orcs, Humongous Spiders, and Giant Mushroom People

 

Session 7 – 8/16/2020 Goblins, Orcs, Humongous Spiders, and Giant Mushroom People

Session 7 picks right up after the battle to clear the Pentagram Room with the Coffin. The Party is still sorting out treasure and what this is all about. The Double Doors to the NW open up and out come over a dozen Goblins & Orcs. Some gun fire goes off and the room is full of smoke however most of the Evil Horde has fled the battle field. However their leader is a very capable monster. In a few rounds he has them back only to find himself caught in a hold person spell. The rest of the horde falls to the Party’s Blades. Haffie was furious with a little goblin for instead of attacking it stole his Bag of Holding.

The looting of the bodies was underway. The Party found little monetary fortune but the horde was loaded with useful magical items. Most happy was Felix the Catian at finding a Quiver of Magic Arrows. Haffie recovered his Bag of Holding. Everything was still in there. Turned out the Little Gobly was wearing Gloves of Thievery. Who equips Goblins with such things?

Having found the Goblins Room was just a mercenary barracks. The Group of Adventurers heads out and checks the Secret Door. It is a very long hallway and leads back to the Teleportation Circle Room. The Party realizes there are two doors they have not opened near by. Door One has Four Humongous Spiders in the room. The party is in one of their most dangerous fights. Several members are bitten and infected with Spider Venom.

Once the Party was sure to win the Girl from Greyhawk they rescued from the bottle ran up the stairs to Level 1 of the Dungeon. The Cleric is working some serious OT to patch the Party back up. Do they dare open Door #2?

Yes they do. Insides is a Giant Intelligent Squid / Octopus Creature Sitting on a throne. This is some sort of Throne Room it appears. Most Importantly the beast on the throne has Six Magic Swords held in it’s tentacles. The Young Lady Vaelana feels uneasy around the tentacled beast. The Adventurers CHARGE Attack it. No talking this time. Soon the party has six more magic swords and fresh calamari. They double check the maps they have been making. There should only be one unopened door left. Of course it was the door the Manticore opened and went through.

This is a very big room. The biggest one yet. It has a raised section with stairs. This raised area appears to be a Mushroom Man Farm. There are Seven Giant Mushroom Man Warriors in this room. While the Party is taking in the room and making plans. The Mushroom Man Princess shoots Magic Missiles at them. Then two more Mushroom Men fire Magic Missiles at the party. In this most dangerous fight Steve the Elf is brought to within a second of his life. Vaelana is just able to get to him in time with a Cure Serious Wounds Potion.

The Party is beaten and retreats. While taking a second to make plans. The Cleric uses one of the two charges on his Hat of Making Friends. Along with his Sanctuary Prayer re-enters the Mushroom Man Room. The rest of the Party unsure what to do. They wait for a few minutes. It is worth it as the Cleric comes out dragging a huge chest of magic items. He says peace is made with the Mushroom People. The Party begins the job of hauling all the stuff topside to the camp. After a little rest they make their way towards Teagora’s Manor.

Session 7 End

Saturday, August 15, 2020

One way to get new players more comfortable with Old School Type Games

 

To help with bringing new players in 


A lot of people feel lost when coming over from Modern TTRPG's to OSR Games. A good way to solve this is to stop talking in rounds and turns. Instead say for the next 1/2 minute my character is doing this. A Player or GM could say for the next ten minutes or half hour my character is doing this.


It seems to be nothing but it makes a nice change.

Tuesday, August 11, 2020

Session 6 – 8/9/20 It’s a Spa Treatment

 

Session 6 – 8/9/20 It’s a Spa Treatment

Felix Darklight the Catian – Greg

Steve the Elf – Tony

Hathyra (Haffie) – Tim

Vaelana from Minrothad - Arkathenia

Gunnar Hallkel – NPC

Young Heroine Vaelana from the Minrothad Islands was just rudely wakened from a nice nap in her warm relaxing bath. Troubled as she does not remember getting in the bath. She remembers sneaking around in the dark stinky dungeon. She was trying to find a book and some other trinkets. There was a lot of screaming, roaring, and banging of metal going on in the next room.

Then a Gun Shot! All of a sudden a giant horrendous beast came rushing and screaming into the room followed by some men and an elf. One of the men said something about finish the troll off. The others then attacked it and the troll was soon finished.

Introductions where made and the party of Gentlemen decided their duty was to see the young lady to the surface. She got out of the spa tub. The others called it a cooking pot. A strange spa with onions & carrots. She quickly got dressed and was able to find all her gear. With that they proceeded out of the room / troll den.

Down the hall was a door that had not been opened yet. Turns out a witch was inside along with a big teleportation circle. The New Girl Vaelana was able to blind the foul creature with a Light Spell in the Witch’s Eyes. The Party was able to subdue the blinded Witch. Haffie questions the Witch asking for the location of Lost Fernando. The Witch seems not know who Fernando is. Before Haffie can slit the throat of the witch. The others ask the Witch for the location of the Girls in the Bottles. The Witch tries to lie and is caught. She then confesses and gives directions to a room. Haffie smiles and does what he does. The Witch is dead. Vaelana is somewhat shocked by this, but she comes from Minrothad a Land once famous for it’s viscous survival of the fittest.

They march out into the hallway. Now with a map to one of the Girls in the Bottles they have sworn to save. They search the door and find a trap. They are fortunate and able to disarm it and open the door. Big dark room with several columns in it casting shadows. Right in the center of the room they see the big glass bottle and a girl inside it. At that same moment they hear a sound and see a Blue Worm. This is the younger larval form of the purple worm. It is a long vicious battle. Although just a larval blue worm this is the most dangerous opponent the party has faced yet.

Young Vaelana collects her wit and cast Unseen Servant. She directs the servant to open the giant bottle and get the girl out. Meanwhile the rest of the party takes a beating from the monster. A few rounds later the girl in the bottle charge attacks the Blue Worm. Killing it with Cause Critical Wounds. She introduces herself as Lady Alicegouza Knight of Amazonia Paladin of Kythria. With the worm dead there was a mad rush of spellcasters over to the desk and bookshelf in the corner of the room. The Cleric Gunnar was busy with healing the wounded as the true battle over the small library of books had begun.

On the desk they found a opened letter.

Letter from Bakalgu of Ethengar to Daughters of Alicearaina

The Spell Works. The Old King of Vestland is now our undead slave. I'm keeping him in the Temple of Tssathagoa in Heldanne.

The Heldanne Barbarians have proved most useful. We will soon have a ritual to unlock the power of the Sorona Crown.

Reading this letter did not sit well with the party. In addition they found another unopened door in the room.

Upon reading the letter the Paladin who was freed from the bottle suddenly says, “I have work to do thank you for freeing me.” Then she teleports away.

The party works up the muster to go open the remaining door in the room. It opens in to a small room with a door at the end. They open this door. It has a door behind it with a warning. Very carefully they open this door. Carefully peeking inside they see a full grown adult manticore. It sees them and roars.

The manticore is very fast and overtakes the fleeing party and blocks their way. Seeing their way blocked by the mighty beast the party reverses course and runs back the way they came. The manticore sighs and opens a previously unopened door and steps inside. Then locks the door behind him.

Carefully noting the door down. The party goes back to the room they found the beast in. They find two more doors. One of them a secret door. They decide to open the secret door first. Apparently it was a secret vault. It has two more secret doors and a lot of coins. Huge piles of riches.

They decide to open the farthest away secret door. It opens in to a large room lit with torches in a circle around a pentagram on the floor. Inside there is an insect man, pile of coins, backpack, girl in a bottle, coffin, and a note on the floor. Some of the party helps free the girl in the bottle, while others collect coins and search a backpack. The insect man appears peaceful and helps with freeing the girl. Insect man tells them their friend was here. They find a note from Fernando. He says he has gone off to Teagora’s Manor ahead of them with some new allies he has made.

The girl that was rescued from the bottle tells them she is Princess Alicema of Castle Greyhawk Councilor to the Duchy of Ten. They show her a map they found earlier of a land called Greyhawk. She verifies that is her homeland. During all this Young Vaelana snoops around the coffin. The coffin suddenly springs open and a monster jumps out swinging a sword. Vaelana suffers a viscous attack.

Soon the whole party is in combat with the monster. This beast is strong but it is not long before it is recognized as an unholy undead. The Princess Alicema of Castle Greyhawk tells everyone to move away she will turn the foul wretched undead. Instead she turns it into a dust. The Cleric Gunnar is most impressed with her power.

This is the End of Session 6

Friday, August 7, 2020

OSR Must Have Documents for the GM

 OSR Must Have Documents for the GM

Beasties by Thomas Denmark

Ford's Faeries 

Cthuloid Bestiary

Varlets and Vermin

Terratic Tome

Thousand Thousand Islands

Creatures of Near Kingdoms 

Fire on the Velvet Horizon


Sunday, August 2, 2020

Session 5 – Oh No Trolls and More Trolls


Session 5 – Oh No Trolls and More Trolls

Felix Darklight the Catian – Greg
Steve the Elf – Tony
Hathyra (Haffie) – Tim
Gunnar Hallkel – Conrad

Before going down to Level 2 the boys change their mind and decide to check out the two unopened doors on Level 1. First Door has a bunch of Undead Skeletons behind it. They make quick work of them.

The room was some kind of armory and was full of fun useful stuff. Overloaded again with loot they go back to the main entrance and drop off the stuff. On the way to the staircase down to the next level they pass the last unopened door on Level 1. I guess the temptation was too much? It opened up into a huge cavernous room. They carefully enter. Find some piles of coins. Do a little exploring and find more piles of coins. Aren’t they lucky?

Really excited now they explore a little deeper into the room. They find more coins? No they found a big hungry troll! Huge battle and lots of carnage latter. Some came close to their deaths. They eventually overwhelmed the said troll. Only to just catch a glimpse of another bounding towards them. The party has it’s most fierce battle. Amazingly they dropped the second troll. More piles of coins where found and other treasures.

The party heads topside to recover and look over what they found. In the morning they part with the NPC camp topside and head back down in the dungeon. On their way to level 2. Level 2 is initially chaos. The Cleric somehow stepped through a door (Still not sure how Roll20 glitched and let him inside the room with the door shut). (however it was hilarious)

Inside the room was a Fairy Dragon with rainbow butterfly wings. Who instantly released a hallucinogenic gas cloud on the cleric. At this same time Haffie walked into a Gelatinous Cube in the hallway. Luckily the other party members got him out alive. The Fairy Dragon comes racing out of the room he was in.

Runs into the rest of the party. Words where exchanged. Talking instead of fighting? It turned out the dragon just wanted to go home. The witches caught him and where trying to tame him into a familiar. The party let him go.

Now the fun was over as they realized that Level 2 was no joke. The party settles down for some serious and careful questing. They open a couple of more doors. Then they open a door and Trolls.

Session 5 Comes To A End

Monday, July 20, 2020

Session 4 Deep In The Dungeon With A Leashed Witch


Session 4 Deep In The Dungeon With A Leashed Witch

So after all that teleporting around and fighting. The team spends some time mapping things out and trying to get back to where the teleporter fun started. They still had to find where the surviving ratmen and frogmen had gone. It was not long before they found the entrance again. They said goodbye to the surviving sacrifice girl they rescued from the witches.

They then went to the Teleporter Room and begin checking out the doors they never got a chance to open. Some more combats ensued. A memorable battle with a Giant Spider. After a while they found the Frogmen.

The frogmen had a new friend with them. A Witch of some power and dark evil. The Cleric Gunnar Hallkel moved into battle the Witch. The rest of the party prepared to battle the Frogmen. Gunnar was able to use his Staff of Hold Person on the Witch. Unfortunately the Witch used the Spell Command on him. She ordered him to Flee. The rest of the party finished off the frogmen after a couple more rounds.

They took the Witch as a prisoner. They made her give up some secrets. She took them to a room with 3 crypts. Inside one of them was a ring of keys. They make the Witch take them to a room with some treasures. Feeling they had gotten all the use they would out of her. Haffie then slit the throat of the Witch.

This Ends Session 4

Tuesday, July 14, 2020

Session 3 Sunday 7/12/20 Down the Rabbit Hole They Go!


Session 3 Sunday 7/12/20 Down the Rabbit Hole They Go!

Characters

Felix Darklight the Catian – Greg
Steve the Elf – Tony
Hathyra (Haffie) – Tim
Yggdrassil – Malaekah
Gunnar Hallkel – NPC
Fernando Le Vey – NPC

The party goes down into the earth. They follow the stairs down and come out into a foyer where there are some doors. They select a door and open it. It appears to be a hallway. They walk down and there are more doors. The esteemed gentlemen open a door. There are some screams as they have interrupted two women bathing with their pet giant frogs. The said giant frogs rush towards the party. They appear mean and vicious.

The party backs up and prepares to fight them in the hallway. The plan is the greater frog numbers will not overwhelm them this way. At this time a new face appears. He calls himself Yggdrassil and is a Human White Warlock. He worships the Elf Immortal Callarii. Her people founded the Paladins of Karameikos. Yggdrassil tells them that he is sent to help them. Princess Zyta Popika’s Father who is the Lord of Threshold in Karameikos sent him.

The party does not have time to worry about introductions and suspicions as the Giant Killer Frogs begin their attack. Our heroes see some big buff Frog Men seem to be directing the Giant Frogs. This is going to be a hell of a fight. Steve the Elf decides to fire his Arquebus and misses. However the flash and smoke from the gun routes the enemy. They run in fear.

The Adventurers search the Witches Underground Pool Room. They make an interesting discovery. There is a glowing circle with strange glowing writing on the floor. While pondering the circle and what it could do Fernando Le Vey suddenly disappears.

The rest of the party back at the pool figures out the Teleport Circle and uses it. They find themselves in a much crowded smaller room with a book case and desk. The two women from the pool are here. Fernando is not present. One of the women attacks with a Staff. She summons a Giant Cobra from the Staff.

The other woman moves to a position so that the men may better see her. All the men looking except Felix make their Save vs Paralysis. She has enchanted snake tattoos that writhe and move about her body.

The snake having just been summoned is sluggish and the gentlemen who made their saves vs enchantment get attacks on it. During this distraction the women make a dash for the door and the one with the snake tattoos falls to her death in a pit trap.

The other women prepares to fight to the death but first she prepares a spell. The snake does not survive another round. The Party seeing a witch in action takes her down.

The party finds themselves in the book business as they discover several rare and exotic titles on the bookshelf and the desk. Carefully they search more rooms and find several piles of various coins. They open a door to the West and discover three women in what appear to be jail cells. This room is lit with magic stones and there is another pile of coins.

After much begging and pleading with the party the women in the jail cells talk them into releasing them. Then bad things happen. One of the women must have been skilled as a locksmith. What with the way she practically flew through the locked doors. Suddenly the heroes find themselves in a fight with Giant Rats and Ratmen.

Yggdrassil shows Wisdom and uses the Staff he picked up earlier to summon a Giant Cobra. Felix with a look of pure joy and ecstasy attacks the rats without hesitation. The ratmen and giant rats faced with two natural predators to their kind begin to retreat. Suddenly the men hear the loud death scream of two women. They wandered off down the hall and opened the wrong door.

The gentlemen rush over prepared to fight and see two demonic looking monsters. They are munching down the remains of the two ladies. Wisely they shut the door and lock it. Looking about cautiously as they are unsure where the ratmen and giant rats went. The party searches about.

What luck they found a room with a large glowing chest in it. How fortunate could they be? While the other party members are discussing what traps and how best to disarm them. Yggdrassil wanders over to the glowing chest and opens it. Immediately he is enclosed in a poison gas cloud. The Cleric Gunnar Hallkel is able to revive Yggdrassil.

Inside the large treasure chest they find an assortment of wonderful treasures. The party needing some time to recover and eat. Members begin to inspect their findings during all the rushing about. Steve the Elf is most interested in the strange black rune stones. As he ponders the runes suddenly one of them explodes. Steve is alive although his pride is damaged from such a trap.

This Ends Session 3.



Tuesday, June 30, 2020

Session 2 Report - Mushroom Man and Girl In A Bottle 6/28/2020

Session 2 Mushroom Man and Girl In A Bottle


New Player Tim with character Hathyra aka Hafie a fighter from Ostland. Hafie is a sailor with a drinking problem that got him kicked off the ship he was serving aboard.

He has found his way into the care of the Godar of Ostland. They are the High Clerics of Odin. After many months they call him in to a meeting.

They tell Hafie that a ship is leaving to Vestland and one of the Godi is going there on a mission. Things are not right in Vestland. We need to help them as they are threatened by the Ethengar. The Godar want Hafie to be a bodyguard for this Godi.

Hafie meets Gunnar Hallkel the Cleric of Odin. This Cleric has taken up the Wanderer Aspect of Odin.  He appears as a poor gray cloaked wizard with a long gray beard. Hafie can see that the man is actually young and not the old man he is dressed as. Hafie is given some money and supplies for the journey to Ostland. The journey to Vestland is uneventful and only take two days.

Meanwhile the other guys. Felix the Catian, Steve the Elf, and Fernando the Darokin are preparing to journey to Teagora’s Manor. Mr. Felix urgently wants to get out of town as he is afraid he is being framed for the murder of Carl Stoffens.

Gunnar the Cleric informs Hafie that he is going to a roadside shrine to pray by the city gates. While there praying an Old Lady and Kids bring them beer and sandwiches. Suddenly the Cleric steps out into the street and falls down with a twisted ankle. Forcing a passing wagon to lurch into an emergency stop. The Cleric is urging Hafie to climb into the wagon and he does so himself.

Inside the wagon there is confusion and a bit of anger. However the City Guards are approaching to see if anything is wrong. The Cleric waves them off. Just before the wagon gets out of town they hear a town crier. The crier is saying that Duke Stephen of Rhoona is to marry Ala the Sea Witch and then be crowned King of Vestland. Then they hear another town crier saying that Princess Zyta Popika is wanted for the murder of Carl Stoffens.

The wagon makes it out of town and things seem to be going well. The hostler of the cart informs them they are coming up on a town. Do they want to push through or stop for the night? Go to an Inn or camp outside of town?

While discussing the options they notice two soldiers in Vestland Military Garb coming towards them from the town. As they get closer they realize they are actually Ethengars dressed in Vestland Uniforms and Armor. Everyone in the party is taking stock of the situation and making plans. The soldiers inform them they have to pay a toll by order of Duke Stephen of Rhoona.

At the mention of money the Darokin Fernando comes alive. He hands out a business card to the Ethengars and informs them that he is an agent of the Darokin Diplomatic Corps. He makes a deal with them and the soldiers agree to let the cart go without paying. Just then the party sees ten more Soldiers come ridding out of the town. They push through the town. Each of the party members notices something not right with the town. Everyone wants to get off the road.

The Cleric Gunnar takes out a map. They figure they can cut overland to another road. By the grace of the gods the plan seems to be working. Just as they think that a wagon wheel breaks. However Felix proves to be very useful and fixes the wheel. They all decide to keep pressing onward.

As the sun comes up and they wake up in the wagon and have breakfast two events occur. One the horses lurch to a panic stop. The horses are going mad with fright. One of the horses is so frightened that it faints in fear. At the same time all the members of the party feel a wave of Evil from an Innocent Child Sacrifice nearby.

The party decides to investigate. They creep through the woods and see a small clearing.  What they see is a Stone Slab covered in the blood of the sacrifice victim, 3 Witches, Orc Cleric, Giant Mushroom Man, Girl in a Glass Bottle, Treasure Chest, and a Backpack.

The group decides to try an ambush as their targets are chanting loudly and dancing around the Girl in the Bottle. With one shot from the arquebus they drop the mushroom man and scatter the rest. One of the witches is cut down. The others taken hostage. The Orc Cleric is killed as well.

The Darokin has made his way to the chest and is trying to open it. Hafie is going through the backpack and finds scrolls and a wand. They talk about what to do with the witch captives and the girl in the bottle. Hafie in true Ostland Fashion slits the throats of the witches. The Darokin helps Felix take the cap off the bottle and Free the Girl inside.

The girl informs them that she is Princess Alice of Blackmoor Castle. She tells them that time slows down in that bottle. She has counted 700 winters through a window in one place the bottle was kept. The party decides to take her to the wagon and leave her with the wagon hostlers.

Hafie finds three letters wrapped in a black ribbon. The Letters appear to be from Ala the Sea Witch to persons she calls her Sisters. The first letter she says she would like a meeting in 20 days at the Dancing Damsel Inn, Village of Hogart.  Ala writes that if she should not make it they are to meet with her Agent Riva the Gypsy.

The Second Letter instructs them to Sacrifice the remaining Girls in Bottles. They are no longer needed. We have won. 

The Third and Final Letter Ala writes that the Love Potion and Ritual is working better than anticipated. She has total control of Duke Stephen. She will be wed to him soon and Crowned Queen of Vestland.

The Adventurers decide to go down and explore the burrow or cave the witches apparently have been using.

Session 2 End


Friday, June 19, 2020

Nice Map that shows the trade routes from Rochkhome to Vestland

Map of Northern Reaches

Shows all the Fortress Towns that guard the trade routes.

The main one is from Rockhome to Rhoona.  The dwarves have tunnels through the mountains to the river.  From there are options.  road or boats to the coast.

More atmosphere to Northern Reaches RP Experience http://pandius.com/nrchvkng.html

Thursday, June 18, 2020

Session Number 1 on 6/14/20 - Teagora's Manor

Players

Greg playing Felix the Catian from Glantri

Tony playing Steve the Elf from Alfheim

The Players have arrived outside the City of Norrvik.  Norrvik is the Capital of Vestland and thus it is the largest city in all the Northern Reaches.   It has been very cold for March and snowed several times during the last week.  To the natives this is nothing but a chill spring day.  Princess Zyta Popika is waiting at a café near the boat docks along the waterfront.

Before meeting the Princess the Players have some business and contacts to meet.

Steve the Elf and Lady Morgeth the Alfheim Ambasador go to the café the day before the meeting to meet a Special Agent of Alfheim.  This Agent who ask to only be referred to as Zero fills them both in on recent developments. Zero points out the table to be used for the meeting the next day.  Then he drops bad news.

A few days earlier he broke through a illusion spell to discover Ala the Sea Witch and the Great Khan of Ethengar roaming the streets of Norrvik in disguise.  He observed the Khan writing in a notebook and making sketches of the city.  Agent Zero believes the Khan is planning an invasion soon.  He begs Steve the Elf to help the Princess in whatever she seeks to do.  He then mentions that Steve should bring his bags packed.  Can't help but notice how close to the ships this café is.

Felix meets with Carl Stoffens the agent for the Jarl Karvic of Soderfjord.  Carl goes over the importance of the trading routes and the money to be made on these routes. Mr. Stoffens mentions how fond of his coin Jarl Karvic is.  Perhaps helping this Princess in whatever plan she has may be the best tactic to keep the coins flowing into the Jarl.

The two make plans and Carl reinforces that Felix is not to make any commitments.  Felix is to listen to their proposal and come back to meet with Carl.  However the café is close to the docks.  The invitation to this meeting did mention that a ship is prepared to leave to Karameikos the homeland of the Princess. Carl tells Felix to have his bags packed but don't get on any ship without talking to him first.

The Meeting!

The Players arrive at the meeting to find 3 people at the table.  The Princess does the introductions.  First up a lanky foppish Darokin Man dressed in extravagant clothes with a rapier and a 4 pistols.  His name is given as Fernando Le Vey of Darokin.  Next up is a Older Woman in simple farmer garb she is introduced as Ingerlina the White Witch of Norrvik and the players can sense her magic energy.  Lastly the Princess Zyta Popika Widow of Prince Knut Henrik Ahlenson of Vestland.  She is wearing a Elven Cloak, Elven Chain Mail, Elven Belt, Elven Long Sword, Elven Dagger, Elven Boots, Elven Hat, Elven Earrings, Silver Elven Necklace with a Silver Elven Holy Symbol, and a very Human Gold Wedding Band with a Diamond and Seven Emeralds.

The Princess and the Witch go over the state of Vestland.  They review the plan of the Nobles to have the Princess marry Duke Stephen of Rhoona to unite the land.  The Princess then drops the bomb that her former husband had told her on several occasions to never trust, or have dealings with the Duke of Rhoona.

The Princess then tells the Players of her alternative plan.  They will quest for the Lost Scepter of Command.  With the help of the Witch she believes she knows where it is.  She takes out a attaché of papers.  It is the deed to a manor house.  She shows the players a ancient bronze key.  The players are to take the key and the deed to the manor.  Find the Scepter of Command and bring it back to the Princess.  There is a wagon & horses outside loaded with provisions to take them there.  It is a day and 1/2 to 2 days journey to this manor house.

The Darokin Man Fernando Le Vey looks at the Princess and says, " We already discussed my price."

The Princess blushing says, "I told you that I can not pay it."

Fernando just shrugs and climbs aboard the wagon.  Felix excuses himself.  Telling the others that he must report to his benefactor.  He will be back in 20 to 30 minutes.   Steve the Elf gets on the wagon.

As Felix makes his way back to Carl Stoffens Warehouse / Office.  He finds the door unlocked and partly open.  Fearing something is amiss he attempts to sneak in.  However he makes a good bit of noise.  The Office Door is partly open as well.  Peeking in to take a look he sees Carl hacked to pieces and blood everywhere in the office.

Hearing the sound of marching feet outside the Office.  Our Brave Felix jumps through a window.  Of course a Catian lands on their feet. However it was not the perfect leap and landing the Catian wanted.  Embarrassed and fearing arrest he dashes back to the wagon.  Telling the others he is ready to leave the city now.

Uneventfully they make their way to the City Gates.

This ends Session 1.

Tuesday, June 16, 2020

Session 0 and the Start of the Adventures 6/14/2020


Players

Greg playing Felix the Catian from Glantri

Tony playing Steve the Elf from Alfheim

We go over the rules and the characters motivation / backstory.

I introduce the players to Mystara and the country of Vestland.


Felix has been living in Soderfjord Jarldoms for the winter just south of Vestland.  He has been a guest of Jarl Karvic and living in the Jarl's house.  In the North there are no inns or hostels outside of the big cities.  People either take you in as a guest or they don't.  Now the snows are melting and life is on the move again.  The Jarl calls Felix into his study / office.  The Jarl needs a favor done.  In exchange Felix will share in the wealth that should come their way.

In Vestland to the North there has been tragedy.  The Ethengars have been raiding the border and the King of Vestland Jorgen Ahlenson is dead.  He lost in a duel to the Great Khan of Ethengar.  King Jorgen fell of a high cliff his body never found.  The Great Treasure of the Kings of Vestland the Sorona Crown is lost.

A year later the Khan was back.  Prince Knut Henrik the only child of the former King went out to challenge the Khan.  The Khan answered with mocking laughter at the site of the young man.  A nephew of the Khan got off his horse and insisted on dueling.  To the surprise of the Ehtengars the Vestlander easily won. Immediately The Right Hand of the Khan.  Perhaps the mightiest warrior in Ethengar History jumped off his horse and locked swords with the Young Crown Prince of Vestland.

They battled for over three hours.  Valkyrie descended from Valhalla to admire the scene and await their duty. In the end Crown Prince Knut Henrik Ahlenson was able to wear down the Right Hand of the Khan.  The Ehengar's head flying free of his body the Great Khan turned his horse around and headed back to Ethengar.  As the last Ethengar turned around to march home in shame.  The Crown Prince of Vestland collapsed dead as his body hit the ground.  Witnesses claim they saw Valkyrie take his soul straight to Valhalla.

Now with no king and winter over Vestland is faced with great peril.  Surely the Khan will be back with rage and vengeance.  The majority of Vestland's Lords whish to see Duke Stephen of Rhoona marry the young widow of the late Crown Prince Knut Henrik Ahlenson.

Then they will crown Duke Stephen King of Vestland.  However this young Princess the Lady Zyta Popika of Karameikos has her own plan.  She is recruiting adventurers to help her quest for the Lost Scepter of Command.

The Scepter is a great treasure that pre dates the Nations of the North.  It is said to be the equal of the Sorona Crown.  However it has not been seen in over a thousand years.  The Lords of Vestland have little hope of such a plan.  They do not understand their Little Foreign Princess is a Forester.  Her Parents Famous Adventurers and Heroes of Karameikos the Land of Never Ending Adventure.

for more on Karameikos https://wiki.mystara.net/karameikos

The Jarl Karvic of Soderfjord assures Felix he just has to go listen to what this Princess has to say and then report to his agent Carl Stoffens in Vestland.  Don't agree or make any promises without speaking to Carl. The Catian agrees and is sent away with a caravan to Norrvik the Capital of Vestland.

Steve the Elf is a youngling elf from Alfheim the Nation of Elves.  Steve is his adventuring name.  Elves love to be mysterious with their names.  The Youngling Steve is in the Alfheim Army and has asked for resignation.  He whishes to travel about and adventure.

The snow is melting away and the Nation of Alfheim has a irresistible offer for Steve the Elf. There is a daughter of Elf Friends.  A Child of Heroes of the Forest and she is in need of assistance.  She is far away in Vestland.  Her husband murdered by barbarians. Go assist her and claim fortunes and deeds in song.

Steve will accompany the Lady Morgeth who is to be the new ambassador to Vestland.   He is given a time and place for meeting the Princess.  For identity he is given a Healing Wand made from a branch of the Alfheim Tree of Life. There was some spending money as well.

This Ends Session Zero and we begin Session 1.





Saturday, June 13, 2020

Where is your character from

Where is your character from?

If you are not familiar with the Countries of Mystara please visit

Your character can be from any country but Vestland, Ethengar, Undersea, Atruaghin, Broken Lands, and Heldann / Hattia.

This is do to war with Vestland.  As Vestland is where the characters will start out.

Thursday, June 11, 2020

Session Zero and Session 1 Date Set on Roll 20 Every Sunday Starting 6-14-20

Quick Link to the Game on Roll 20 

I plan to use Discord for Audio.  So please disable Audio and Video in your Roll 20 Settings.  Thank You.  



The Game Company is very nice and offering a Free No Art Version of The Main Rules in PDF Format.  Go grab a copy if you have not done so yet. 


The Game Setting we are using is TSR D&D's Mystara Setting in the Northern Reaches GAZ 7.  You can find a abreviated info here.