17 Nov

Quail Valley Session 10 (SW)

When we last looked in on our heroes, they had attacked Származás Keep. After a lot of success, they ran into a small–well large–snag in the shape of an ogre. Although ultimately victorious, the ogre took out Cailana and Serena as well as wounding both Raspin and Wink. Only Faelan, who remained distant and atop a wall while the others fought in the courtyard, escaped unscathed. We pick up with the aftermath of the this battle after the break.

This recap is from RJ. Claudia, Forest, and Muse were all missing. Bridgett joined us and played Raspin. RJ played Wink and Rachel played Cailana. As usual, my GM comments are in [brackets and italics]. There are potential spoilers for The Vault of Larin Karr as well as the Crucible of Freya below the break.
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07 Nov

Quail Valley Session 9 (SW)

In our last session, the players had engaged various waves of hobgoblins from the ruins of Származás Keep. Further scouting had shown a small number of defenders remaining on the walls…at least the walls that had not fallen into ruin. A plan was formed but did not quite pan out as hoped. Having just found a hidden path leading to a reinforced door in one of the keep’s still standing towers, the party elected to try and gain entry through it. With Wink’s magics weakening the stone in which the hinges were mounted, Raspin had little trouble crashing, loudly, through the door to reveal a pool filling most of the interior’s tower. Claudia made an Agility roll to see if Raspin could prevent himself from splashing into the pool. That’s where we pick up below the break.

This recap is from Rachel. All players were in attendance. As usual, my GM comments are in [brackets and italics]. There are potential spoilers for The Vault of Larin Karr as well as the Crucible of Freya below the break.
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26 Oct

Quail Valley Session 7 (SW)

In our last session, the party had gained access to what appeared to be some sort of way station for the Birds of Prey. A stairway led to another small complex that was “infested” by goblins. Shafts of some thirty-feet in length connected various levels of this complex. Fleeing goblins kept pulling the ropes up after them. Eventually, the group had dispatched many of them, captured one, and needed to ascend another shaft to reach the final goblins. Cailana had climbed up, narrowly avoiding a falling goblin (pushed), and had reached the top only to face a swarms of hornet darting right for her! That’s where we pick up after the break.

This recap is from Muse. We had all players, including Claudia, in attendance. As usual, my GM comments are in [brackets and italics]. There are potential spoilers for The Vault of Larin Karr below the break.
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15 Oct

Quail Valley Session 6 (SW)

When we last left our party, they had spent a couple of more days exploring the tunnels and caverns below the Lonesome Drake (and Presov), encountering more giant and normal sized cockroaches and a massive nest with the queen. A door bearing the mark of the Birds of Prey had also been found. After various futile attempts to open it, they determined that both it and rings being worn by Wink and Raspin were all magical. Both Wink and Raspin pushed on the door with their “ring hand” together and it swung open. That is where we pick up below the break.

It has been over two months since we last played this campaign. Various scheduling conflicts (and an approaching hurricane) kept us from having a quorum of players for a considerable time. I think this is about the longest gap in playing where I tried to continue on with a campaign rather than just starting a new one. It is very hard for me to keep interest in a campaign if we aren’t playing on a regular basis, but we’re going to give it a go tonight with a much delayed sixth session.

There have also been a few changes. You may have also noticed that the title doesn’t have BFRPG in parentheses; it has SW. That’s because we’ve switched over to Savage Worlds. During our long hiatus from the campaign, we played a little Savage Worlds at RJ’s request. It is a game system that we’ve played quite a bit, one that I enjoy quite a bit, and one that I find very easy to run. Hannah and Teresa are also no longer playing so Thorn and Siobhan have left the party. I’m giving everyone a couple of weeks to get adjusted to the new system and to tweak their characters. Once they are final, I’ll post them.

This recap is from Rachel and we had all four regular players in attendance plus Claudia who quickly adjusted to the fact that RJ has turned Raspin into something of an alcoholic. As usual, my GM comments are in [brackets and italics]. There are potential spoilers for The Vault of Larin Karr below the break.

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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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