The Clerics Three – Session 7 (5e)

When we last left our heroes, they had returned back to the Hollow Hill, finished their explorations, retrieved the other bodies that they found within to return to the village, and arranged with Peder to have them properly buried. This amounted to the bodies being sunk in Lake Kever (the name of the lake hadn’t come up yet during play but there it is). After a night of rest, they set out to return to Oakhart and to meet with Winsome again. Near the end of the first day of travel , they came upon a burning cart. Gruff singing could be heard coming from the gorge nearby. Some investigation showed tracks leading into the hills. Following, the group noticed strange hybrid animals (a chipmunk with bat wings, a toad with a bird’s head, a snake with a turtle’s shell). Orcs along with wolves with rabbit ears and hindquarters attacked with one orc escaping. The Clerics Three returned to the smoldering wagon. Heading across a stone bridge that crossed the gorge, they noticed a cave and spotted the silhouette of a large creature within…possibly a troll! Delg yelled out a greeting and that is where we will pick up after the break.

There are potential spoilers for “The Glow from Hollow Hill” from Black Abbey Press as well as “Troll Trouble” from Gary Whicker. Both, as always, are significantly modified for our use. This write-up is from Muse and my GM comments are in [brackets and italics] as usual. We were joined by two new players, Jason and Kevin, who are playing Chuck, a human wizard, and Rosco, a halfling warlock, respectively. RJ was missing this session and Rachel played Delg.

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The Clerics Three – Session 6 (5e)

In our last session, the heroes had found the lost boy, Ulfar. Unfortunately, he was no longer alive. They returned, with the body, to the village and turned it over to Celine, Ulfar’s mother. With heavy hearts, the three clerics headed to the Fisherman’s Flagon and filled in Peder on what had happened. It was also confirmed that Nefton was banished from the village for the mistaken identity he made while very drunk on pickled fish wine. During the discussion, it was also decided that it would be best to head back into the hill to determine what happened to Charisma, the young woman who disappeared before Ulfar did (and who is Winsome’s cousin). We pick up after the character’s rested for the night below the break.

There are potential spoilers for “The Glow from Hollow Hill” from Black Abbey Press as well as “Troll Trouble” from Gary Whicker. Both, as always, are significantly modified for our use. This write-up is from Rachel and my GM comments are in [brackets and italics] as usual.

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The Clerics Three – Session 5 (5e)

When we last left our heroes, they had continued their search for Ulfar in the caves of the Hollow Hill. They also made the acquaintance of a trio of less than competent and reluctant bandits…Nefton and his sons, Kolbjorn and Pedr. The Clerics Three showed mercy and rescued Kolbjorn and Pedr from death’s door after having sent them halfway through. The interior of Hollow Hill was somewhat cavernous and the heroes had a few harrowing and smothering encounters. A blue light, softly glowing from deeper under the hill, soon became their guide and goal. As they set off to find its source, Delg and Pallas saw tentacles begin to wrap around the head of a soon to be surprised Otilia. That is where we pick up after the break.

There are potential spoilers for “The Glow from Hollow Hill” from Black Abbey Press. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual. Unfortunately, this session was almost two weeks ago as such this might be a shorter and less fleshed out. RJ was missing this session and so Muse played both Delg and Otilia.

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The Clerics Three – Session 4 (5e)

In our last session, the Clerics Three wrapped up their work with Winsome and returned to Oakheart. As they arrived at their de facto “base of operations,” the Wizard’s Tower Brewery, Roscoe was entertaining another traveler at the small corner bar. In what is become something of a theme for this campaign, the halfling brewer exclaimed upon seeing the trio entering, “I think I know just the people to help you out!” A young boy from a “nearby” village had gone missing and the village was looking for help. The Clerics Three jumped at the chance to help. Arriving in the village (so small it doesn’t even have a name), they learned that the boy, Ulfar, had gone missing many days ago and many suspected the Hollow Hill…a nearby hill, rumored to be full of caves and some tombs, that had been glowing but changed from an orange glow to blue the night that Ulfar went missing. The Clerics Three spent some time talking to the residents and eventually began their explorations of the Hollow Hill, entering one of the known tombs and spotting light coming from deeper within. Delg took the lead and pressed forward into the tomb to be greeted by a steel blade sliding into his torso. That is where we pick up after the break.

There are potential spoilers for “The Glow from Hollow Hill” from Black Abbey Press. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual.

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The Clerics Three – Session 3 (5e)

To date, the Clerics Three had arrived in the village of Oakheart, discovered the joy of the music of Orctallica, helped rid the local brewery of a series of vermin, and were then recruited to assist a rather naïve and talkative archaeologist in her travels, eventually reaching the old elven temple that was the site of the dig. Having encountered some carnage at a nearby travel inn and tracks leading to the dig site, they were concerned and ready for trouble and found some inside the temple. That is where we pick up after the break.

Muse was missing this session and so RJ played Otilia. There are potential spoilers for “Horror at Havel’s Cross” from Winghorn Press (available for free at DM’s Guild) as well as The Glow from Hollow Hill from Black Abbey Press. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual.

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The Clerics Three – Session 2 (5e)

In our first session, the Clerics Three (Delg, Otilia, and Pallas) were traveling together for reasons, well, reasons yet to be determined…we just jumped right on in. They arrived in a small village called Oakheart and headed right for the local tavern, the Rusty Armadillo. They quickly found employment with Roscoe Copperkettle, a halfling, who was seeking assistance. He was looking to expand his business but encountered some problematic vermin as the renovations had begun. The clerics, eager to help, agreed before the pouch of coins was proffered. A short time later, they had accomplished their quest…mostly…and were heading back to report to Roscoe. That is where we pick up after the break.

The trio are now all 2nd level.

There are potential spoilers for both “A Most Potent Brew” and “Horror at Havel’s Cross” from Winghorn Press. Both are free and nice adventures available at DM’s Guild. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual.

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The Clerics Three – Session 1 (5e)

We started a new 5e mini-campaign this past session. As we are just getting back into 5e after having been playing Savage Worlds for the last year plus, I thought it would be good to play a few sessions just for fun. Part of that “fun” included totally random characters using the tables from the “This is Your Life” section of Xanathar’s Guide to Everything…even names. Over pizza, the group “rolled” up their characters and we ended up with three clerics as the party:

  • Delg, a Dwarven Cleric of Light played by RJ
  • Otilia, a Human Cleric of Knowledge played Muse
  • Pallas, a Human Cleric of Life played by Rachel

Once the characters were ready, we jumped right in. The Clerics Three…for whatever reason…were traveling together. They arrived in the small village of Oakheart and that’s where we started the game below the break.

I had downloaded a free adventure off of DM’s Guild, “A Most Potent Brew,” from Winghorn Press…a really nice little adventure…so there are, obviously, spoilers for it below the break. This write-up is from yours truly but my my GM comments are still in [brackets and italics] as usual.

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Quail Valley Session 27 (SW)

We last left our heroes after they made an initial foray into an old mine in the Mélyen Hills and had retreated to recover. They encountered a number of strange and hostile creatures within. Creatures that they may not have been fully prepared to deal with…some unlucky dice rolls didn’t help either. They were just about to head back in to delve deeper into the mine before we ended the session. That, of course, is where we pick up after the break.

This write-up is from RJ. Muse was missing so Rachel played Cailana. Wink and Raspin’s players are no longer playing. RJ is now playing Raspin as well as Faelan. There are potential spoilers for Necromancer Games module, Aberrations…although heavily modified as usual. Also, as usual, my GM comments are in [brackets and italics].
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Quail Valley Session 26 (SW)

In our last session, things went a little sideways as the group was heading to continue their explorations and pursuit of the evil happening in and around the Mélyen Hills. Some stealthy scouting led to an encounter with a hole, a slug monster, and some orcs. This, in turn, led a trip back to Borsod to get the group back to full strength (in the form of healing potions obtained from Trinu, Borsod’s witch). Returning back to the palisade in the hills, they found it destroyed, burned to ash. The path towards the site of the ogre farmhouse was well worn as though dozens had traveled that way, perhaps the former residents of the palisade. That’s where we pick up after the break.

This write-up is from Rachel. Todd was missing and Bridgett joined us. There are potential spoilers for Necromancer Games module, Aberrations…although heavily modified as usual. Also, as usual, my GM comments are in [brackets and italics].
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Quail Valley Session 25 (SW)

In the last session, the heroes had defeated the ogres under Momma Graul and demolished both the farmhouse and barn. However, not before setting the creature Zeke free. Followed by Faelan, Zeke escaped to a mine a few miles away. With the rescued but essentially catatonic girl, Etel, in their charge, the group retreated back to Borsod and told the Baroness of what they had found. That’s where we pick up after the break.

This write-up is from Todd. It is good that it was Todd’s turn as Stelisto pretty much took center stage and took the session in a completely unexpected direction. As usual, my GM comments are in [brackets and italics].
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