16 Oct

Q. V. C. Session 4…Knock Knock Who’s There?

In our third session of the Quail Valley Campaign (using the Vault of Larin Karr from Necromancer Games), the good guys (five strong) had left their victories in the vicinity of the Hawk’s Shadow Inn behind them and headed off for Pembrose. After a couple of days of travel, they came to the second Storm Tower and it was occupied by, it turned out, some orcs! The fight was brutal and the good guys, of course, prevailed. We pick up with this session immediately after the last orc fell.

Muse and Craig were missing this week and so RJ played Fingers while Dave played Ash. This recap is from Rachel and my comments, as usual, are in [brackets and italics]. There are possibly spoilers for The Vault of Larin Karr.

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13 Oct

Q. V. C. Session 3…Where’s the Beanstalk?

In our second session of the Quail Valley Campaign (using the Vault of Larin Karr from Necromancer Games), the good guys (now four strong) had prevailed! The group had defeated the Nightshades (aka Poison Ghosts aka Enclave of the Twisted Root) and rescued everyone, including Essma the dryad, and had made it back to the Hawk’s Shadow Inn and started cleaning up from the prior battle there. We pick up with later that evening after the break.

Muse joined us this session for the first time for this campaign. She is playing a Half-Folk Thief named Fingers. This recap is from RJ and my comments, as usual, are in [brackets and italics]. There are spoilers for Bad Seeds from Dungeon Magazine #79 and possibly some for The Vault of Larin Karr.

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10 Oct

Q.V.C. Session 2…More the Merrier!

The second session of our Savage Worlds Fantasy campaign using the Vault of Larin Karr (from Necromancer Games) saw the number of players double! A doubling that actually doesn’t deserve an exclamation point as we went from two to four players but one needs to hype where one can hype, right? We were joined by Craig and Dave. Craig is playing an elven wizard named Ash. Dave is playing Otto, a monster hunter who is skilled with both blades and some spells. Both players have played very little Savage Worlds to date.

In the prior session, Jak and Olivia had accompanied a single wagon caravan to an inn a few days from their ultimate destination (the Quail Valley) where they spent the night. During the night, Olivia had a bizarre dream of being someone else and the next morning, all of the inhabitants of the inn were missing. Investigation and exploration showed that the events in Olivia’s dream were at least partially true. Then a couple dozen kobolds attacked! Ultimately victorious, the heroes questioned a kobold prisoner and learned some valuable information…leading them to search out Essma, a dryad. She, however, was missing but a forest gnome (Tyco) was rescued from hungry wolves and even more info was learned, including the possible location of the missing people and missing dryad!

That is where we more or less pickup after the break. This recap is from Rachel and my comments, as usual, are in [brackets and italics]. There are spoilers for Bad Seeds from Dungeon Magazine #79 and possibly some for The Vault of Larin Karr.

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06 Oct

Quail Valley Campaign Session 1…Cut the Mustard

We’re taking a break from 5e for our Saturday night campaign and are going play some Savage Worlds for a bit. In particular, we’re playing a little fantasy campaign using the Vault of Larin Karr (from d20 days). It is something that I’ve always wanted to run and that I’ve used bits and pieces from in prior games. We are pretty much just using the core Savage Worlds rules with the characters starting at Seasoned Rank and with the following setting rules: Blood and Guts (but only for Wild Cards), Heroes Never Die, and Multiple Languages plus a “Bennie Clock” rule where the players get another Benny at specific time intervals because I suck at handing them out otherwise. 😉

Only Rachel and RJ could make this session. Rachel is playing Olivia (a dwarven warrior) and RJ is playing Jak (a religious adept who is a bit touched in the head). The write-up below is from Rachel. There are spoilers for Bad Seeds from Dungeon Magazine #79. As usual, my GM comments are in [brackets and italics].

Will Jak and Olivia cut the mustard as adventurers and heroes?
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02 Jun

The Race to the Pyramid

Here is the latest session write up of our Savage World Known World campaign (supplied by Rachel). This session was a continuation of the party’s ongoing struggles against a tribe of pteranomen (basically humanoid pteranodons). In out prior session, the pteranomen had defeated the party and taken them hostage. The party ended up being split up quite a bit after most of them had escaped their captors. Moe had been dropped off a cliff and into the ocean below…again. Erica and Niccolo were trapped in a cave with the only exit blocked by at least a dozen pteranomen. Mick was safely hiding at the top of the mountain with Meravanni and Quintus had burrowed off.

That’s pretty much where we pick things up below the break.

Todd had to work late and so was a couple of hours late and RJ played Niccolo until he arrived.

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30 May

It’s all over but the crying!

Here is the write up of the eleventh session of our Known World campaign, written by Todd. When we last left our adventurers, they had recently survived something of a night-time attack and Rizzo was missing. They found her–or Niccolo had–just as she leaped to her death from the cliff trail that the party was traveling along. They all reached the location where Rizzo was seen to have leapt from and found a cave. As they approached, Quintus and Niccolo spotted some movement in the cave.

While the party is still on the Isle of Dread, I don’t think there are actually any spoilers for any published adventures but just in case, there might be spoilers for the original X1 or for the more recent version in Dungeon Magazine #139.

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18 May

Rock and Head and Roll!

Here is the writeup from our tenth session of our Known World campaign. This writeup is from Bridgett who is playing Moe. The party is continuing their trek across the Isle of Dread and there continue to be potential spoilers below the break for the original Isle of Dread (X1) and the more recent version in Dungeon Magazine #139. When we last left the party, they had just exited a short-cut through the mountains.

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17 May

Oh no! Catfish, crustaceans, and crabs!

Here is the latest from our Known World campaign from RJ…I believe it was our ninth session. The party is continuing their trek across the Isle of Dread and there continue to be potential spoilers below the break for the original Isle of Dread (X1) and the more recent version in Dungeon Magazine #139. When we last left the party, they had discovered a passage through some mountains and were planning on continuing their journey.

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29 Apr

And we’re walking…

Here is the write-up of our eighth session of our Known World campaign. This is from Rachel who is playing Mick. When we had last left our band of adventurers, they had traveled for a couple of days through the jungles of the Isle of Dread and had reached a wide swath of grasslands at the edge of some mountains. Niccolo had spotted a cave mouth, presumably the tunnel they were seeking but between them and it were dozens of terror birds!

There are spoilers below the break for X1 Isle of Dread as well as the re-imagining of that classic module in Dungeon #142. I’ve added, of course, my own re-imagining to each. As always, my GM comments are in [brackets and italics].

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20 Apr

Insula Metus: A Walkabout

Here is the write-up of our seventh session of our Known World campaign. This is from Todd who is playing Niccolo. When we had last left our band of adventurers, they had escaped the island of Carcerus but were essentially lost at sea with no food or water. Each had succumbed to exhaustion, exposure, and starvation…except for Mick had earlier succumbed to some grievous wounds.

The party was rescued by a passing ship, the Sea Wyvern. We took the opportunity at the start of this session to backtrack a little bit and let the PCs interact a bit more with the crew of the ship and to ask whatever questions that the players might have about Insula Metus, the Isle of Dread.

There are spoilers below the break for X1 Isle of Dread as well as the re-imagining of that classic module in Dungeon #142. I’ve added, of course, my own re-imagining to each. As always, my GM comments are in [brackets and italics].

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