Saturday, July 2, 2022

Session 17: Harley's Death and Wirrow's Trail of Tears

 Between session 16 and this one, Wirrow Warren's patron rolled some encounters for his small domain. He came up with a travelling level one fighter whose name I've forgotten, and a twelve headed hydra. Oh boy, it's a big un'! Over the weeks that the players travelled to and from Rivertown, Harley the river dragon they made friends with, was staying at Wirrow's before heading up river to the Old Bastard. Then the twelve headed hydra showed up. It gained surprise on the likeable river dragon, and in one round managed to tear the poor beast apart. It didn't spare the hobbits either as it then claimed the Bloated Badger as it's own. Wirrow and his hobbits fled to Woodshome and since then began selling whiskey out of the back of his wagons. He's also put a 10,000 gold bounty for the death of the hydra.

Finally returning from their trip to Rivertown, the players heard the sad news and began making plans. Laughing Fox, over the week back, managed to recruit a small army of giant catfish, and Boldvay hired a local "scout" to go and see what he could discover about the hydra in it's new domain. He never returned. After a bit, they decided to head back down to Crystal Lake and retrieve the crab mech. On their way there, they came across twelve mummies wondering to the side of the road. After a long battle, including the use of Web, Holy Word, and Holy Weapon, along with their magical weapons, the team managed to decimate the vile dust bags. But some of the party, including Laughing Fox, Dogbreath, and Laurentius contracted Mummy's Rot. That said, the began to follow the mummies' trail and by afternoon found their tomb.

Inside the tomb, they found twelve sarcophagi, an evil altar to the ancient being Yog-Sothoth, and four treasure chests. They managed to unlock three, one containing 6,000 electrum pieces, a second with eight ivory skulls worth a 1,000 gp each, and finally the last, which contained 7,000 gold pieces and a silver scepter with a bloodstone carved into the shape of Yog-Sothoth. They left and put the chests on the wagon and continued to spider lair with the crab mech. Reaching their, they retrieved the mech and began the march back to Woodshome. On their way back, the encountered two giant black widow spiders which were quickly dispatched and later, five black panthers. The panthers didn't attack and seemed curious or in awe with the crab mech that was being piloted by Hellena Keller. The group charmed the beasts and them and the panthers finally reached Woodshome and look for a cure for their Mummy Rot.


Total XP: 

4 Hench: 1,063 XP each 

Players:

(0%) = 4,251 XP 

(5%) = 4,464 XP 

(10%) = 4, 676 XP

Thursday, June 30, 2022

Session 16: Crystal Lake and Stargates

With most of their main characters out of play for a bit, our players return with new PCs. They are: Dark Mark, Tethro Jull, Eric Cromson, along with Hellena Keller, and Laurentius returning. Not too worried about death, they set out to explore the unnamed lake on the southeaster part of the map. I told them that the lake is not named and whatever they come up with will be it's name from now on. They went with Crystal Lake. Because of course they did. Anyway, they take their time exploring, and I roll for an encounter for each hex, plus one for night as they bed down. They made slowly made their way down to the southern shore of the lake, following an ancient road.

Surprisingly, they only had one encounter during this exploration. They came across three giant black widows who were looking for some food. The food being the party. Needless to say, the spiders weren't a match for the party. Tethro and Eric go down to the bottom of the spider lair that they found, and were surprised and webbed by two of the spiders. While being webbed, they see five tunnels, each about five feet wide and ten feet tall. Tethro also hear the spiders laughing. The group up top uses their strength to pull them out of the webs and slowly made their way back up. Though they did manage to kill one PC and nearly killed another, Tethro Jull. He was bitten on his way down the spiders' lair, but charmed one of the spiders to help him. The spider brought him into one of the tunnels and dropped him into a glowing pool. He managed to heal his wounds. The other two spiders were killed by the other players up top. Tethro, being a bard, managed to convince the other spider to go back up top and help its friends. It followed through and was quickly killed.

Once all the spiders were killed, the remaining party went down and began to explore the spider lair. They found some loot, but also, down the hall with the healing pool, they found a manmade chamber. This chamber has two smaller chambers on each side. At the back of the chamber they see a large round disk with a silvery liquid surface. They explore a bit and find an astral map, some ancient books, and what appears to be ancient, small, crab-mech. After searching, Tethro jumps in the portal and disappears. 

The rest of party decides not to follow him in and instead leave out of the chamber and spider lair and come back next session for the mech. Tethro on the other hand found himself on a strange new world. He sees to his north jungles of a zircon color, the south a desert, west mountains, and the east, a ruined cityscape. Hovering above him, a red sun and two moons: one green with lines of fire webbed around it and a smaller red, cracked moon. No stargate though, just a large stone pad. He makes his way to the city. Tethro soon comes across a group of humans, three white and two green. He impresses them, and though he can't understand their language and vice versa, they lead him to a makeshift inn in the city. The rest of party had no other encounters on their way back. 

TOTAL XP:

(0%) = 194 XP

(5%) = 204 XP

(10%) = 214 XP


Friday, June 10, 2022

Session 15: Down the Thundhr River

 Oh yeah! We finally have a river session! And a very eventful trip. So it takes a week by riverboat to get travel down the Thundhr River to get nearest piece of civilization, Rivertown. Glomm the Jeweler lets the party use his main riverboat for the trip. Because we use the 1:1 real time rule from OD&D and AD&D 1E, the players know that if they make the round trip back for this session, that their characters will be out of play for at least three weeks. They have no problem with this. Every day and night, I roll for an encounter. So by the time they get to Rivertown, they have a potential of fourteen encounters. On their trip down their, they only had three.


  1. The first encounter nearly spelled disaster for our group. I rolled on the random tables in the back of the book and came up with a dragon. Turns out it's a Sea Dragon (due to it being on a river). Not sure how to determine it's alignment, I rolled a d6. 1-2 would be Lawful, 3-4 Neutral, 5-6 Chaotic. I rolled a two. Disaster was averted and the dragon, named Harley, quickly let them know that he was friendly and was making his way up the river to find a place to lair (he's a juvenile). Harley even let the party know of a possible river pirate ambush a few miles down. They told him that he should stop by Wirrow Warrens before making his way into the underground mouth of the Thundhr, which is somewhere inside the Old Bastard. He thanked them and went on his way.
  2. The next night they encountered a lone cockatrice. While the foul bird was quickly dispatched, he did turn one of the crew into stone.
  3. The night before sailing into Rivertown, the party encountered Billy, a merchant making his way to Woodshome. His wares? Ivory tusks. The party was uninterested and sailed on by.


Finally at their destination, the party disembarked and made their way the recommended The Green Warthog Tavern & Inn. Their stay at Rivertown was a short one, only two days. While bar hopping, they did hear some juicy rumors including a kidnapped maiden, the local thieves' guild The Orange House, a gang called Billy's Boys, and a group of assassins called Red Fingers. Plus, they even did some gambling with some shady dwarves. They didn't encounter anything worth of note in bustling city and managed to pick up a couple of slaves. Slavery in The Red Frontier, at least in Lawful areas controlled by man, are overseen by the Church. Slaves can be bought, usually criminals, orphans, debtors, etc. but the buyer is put under a contract. After so many years, usually seven, the owner must let the slave go, or be able to join his master's house. Laughing Fox and the party arrive to the slave market dubbed The Helping Hand and bought three slaves. A criminal named Sharpeye, another criminal, this time one from the local military, and an orphan child. With their purchases complete, they head back up to the river. They purchased the services of the one eyed Captain Rowdy and his smaller riverboat (Glomm's boat was more the size of a small galley). Their seven day journey back proved to be more eventful. They had six encounters!

  1. The first night out, they were waylaid by five gnolls in a canoe. With Boldvay using the Horn of Blasting, they managed to kill most of the horrid creatures. The last one was soon finished. Unfortunately, Sharpeye was severely wounded. He was quickly restored in health. They only found 2,400 copper pieces among the gnoll corpses.
  2. The next night, they encountered another party making their way out of a smaller river that emptied into the Thundhr. Some of them were wounded, but were helped by the party. They told them that they had killed twenty lizardmen on their way out of the abandon castle that laid to the west. After the quick discourse, they soon went on their way.
  3. Two nights later, the came across a bank of swans floating in the river. They quickly flew off but not before the players thought that they saw swan maiden turn into a swan and fly off.
  4. A few nights later they came across a group of tiger beetles making their way to the boat. Using the Horn of Blasting once more, plus using old fashioned bows and arrows, the managed to destroy the water bugs. But the beetles took their toll and killed Laughing Fox's newly acquired slave, Sharpeye.
  5. Day 17, the party came across a small group of mermen. They were peaceful and traded with the party. They also gave the party some information about a large force of hill giants and neanderthals that arrived at a large lake in the east.
  6. On the morning right before their arrival at the Bloated Badger, they came across a five headed hydra. This was a long and tense battle, but the party pulled through, and managed to kill the river monster. 

So yeah, a very eventful trip. One that makes me wonder how many have run river crawls before. While there was no ship-to-ship combat (those river pirates never showed up) it was pretty easy to run. And very deadly yet very exciting. Great session and I'm looking forward to running more water based  adventures in the future!


TOTAL XP: 

(0%) = 160 XP

(5%) = 168 XP

(10%) = 176 XP

Wednesday, June 8, 2022

Session 14: Short & Easy

 Like the title says, this one's gonna be short. Before the session started, some of the players had in mind in travelling down the river to Rivertown, in hopes of procuring slaves. That didn't happen. As the session started, they decided to head to the Old Bastard, as most of the players never have gotten a chance to venture in those dark and horrid depths. Some minutes later, their minds were changed again. Sort of. Instead of going and plumbing the levels of the megadungeon, they decided to travel the wilderness around the Old Bastard, in hopes of finding forces of the orc and ogre faction that now resided in that hellhole. With the help of five knights from each knightly brotherhood, the players made their way to the northeast corner of the map in hopes of picking off as many of green and ugly bastards that they could. Like Rambo taking out enemies one by one. 

Their first day, and nearly at the perilous ancient keep, they came across a small patrol of three orcs and one ogre. The party managed to get the surprise on them. Keeping some of the knights on horse back to charge if need be, while the rest with short bows, they quickly terminated the horrible vermin. The party then decided to march forth along the trail their vanquished foes used for patrol and soon came up with the idea of  finding either a dugout or a hollow to hide in, and surprise the next band of orcs that would eventually come their way. After awhile, no one showed and the group decided to rest for the night. Nothing troubled them.

The day after, they decided to carry out with the same plan, but this time, move further down southeast on the trail. And they were in luck. Making their way to the party, unawares, were six orcs and seventeen ogres. Despite the large numbers, the party stuck with their plan, except in one way: to let the magic-user Boldvay to try take as many of opposing force out with his Staff of Wizardry. Specifically using the spell Lighting Bolt. And use his staff he did! Boldvay let loose a terrible bolt of lightning upon the unexpecting patrol and managed to roast many alive. Now he was down with six charges left. Not all were electrocuted, and the rest of the party, including the knights, finished the stragglers off. Then they loot the corpses.

And what a haul! Thousands of silver pieces and electrum were found. And some gems too! But most of all was a magical axe. But not any normal magical axe. No siree. In ACKS (as in with D&D), each magical weapon has a chance to be sentient...if you make the roll. And that roll was made! The party soon became acquainted with Neptune's Cleaver, a lawful good and very talkative great axe. He let them know (with a booming voice like that of Brian Blessed) that he was found by a minotaur who quickly lost it to an ogre. Being lawful, he would never made himself helpful to the foul beast, and is thankful for the party for finding him. They asked about the forces inside of the Old Bastard, and the axe told them everything he knew. He believed, with the recent deaths of the two patrols, that Urgag has lost about half of his Ogre force and was down a good bit on the orcs as well. Plus he let them know of his other allies within the dungeon. The players decided to head back to town.

Back there, they quickly found out about Woodshome new resident, Zappos the Legendary! Whose that? The local, possibly magic-user ( or conman) who was more than willing to identify some magic items the group had laying out. He managed to use a magical tome that looked suspiciously like that of the ACKS core rulebook to help identify the items. Weird. Anyway, that's about it. Like I said, it was a short, but eventful session!


TOTAL XP:

(0%) = 622 XP

(5%) = 653 XP

(10%) = 684 XP

Saturday, May 28, 2022

SESSION 13: Friday the 13th Mayhem!!!

The thirteenth official session on a Friday the 13th? Pretty damn cool man! So what happened? The players, along with Wirrow Warrens, decided to go back to the western mine and try to defeat Caln and his brood of vampires. They loaded up on garlic, holy water, silver weapons, and even managed to recruit some of the knights from both the Knights of Saint Jim the Pastor and the Knights of Chickfalar. Ten from each, along with each set being led by a ranking brother. Brother Took, a level 5 cleric for the Knights, and Paladin Michael for the Knights of Chickfalar. Wirrow brought thirty hobbits along for the ride. Over sixty in number once the players and their henchmen were counted. To keep things simple on my end, for each group of knights, and every ten hobbits, I simply counts as 1:10. Meaning I would only roll once for each group. To hit, saving throws, etc. Simple. After arriving, the plan was simple. Set some large mirrors along the main shaft to let the afternoon sun shine through, while keeping some of the party at the entrance to make sure nothing escaped, and to send most of the force down to the second level to draw Caln and his daughters, so they could possibly be killed with the sunlight. And with the large force. It didn't take long before everything went to hell.

They never made it to the second floor. Nearing the steps that led to the level below, the main force came across four wolves. These were easily dispatched, but did bite Brother Took. He was healed soon after. And then party began to hear children laughing and talking in the dark. The party realizes that they will now have to deal with vampire children. The two clerics are unable to turn the hell-children, but manage to make them cringe. Using their overwhelming numbers, the party grapple two of the children down and put a stake in their hearts and remove their heads. Due to the grizzly acts, I roll loyalty checks for the henchmen and the other npcs involved. Two of Laughing Fox's hench runs off. They chase the other two children down the hall, back into the fountain room from their first visit. Inside the see another vampire, this time a woman. She attacks, but it is forced into a cringing state from the holy symbols. Some of the party manages to grapple and dispatch the two children. The female vampire cries out. She's held down by some of the knights but she manages to charm them and get out of their grasp. Laurnetius's level one paladin hench is charmed, and was left behind. Ten of the hobbits are charmed as well.

Coming down the hall, the party's former, fallen companion Longshanks makes an appearance along with twenty skeletons. Most of the skeletons are either turned or are destroyed. But Brother Took is brought to near death from several of the skeleton attacks. While forced to stay put due to the holy symbols, Longshanks and the female vampire taunt the players. The party realizes they're in over their head and make their way back down to the entrance. 

While this going on, the remaining party at the entrance, including Boldvay, Mark Tarvar,  and one of Laurentius's hench, are confronted by a large force of undead and giant bats make their way down the main hall. Boldvay uses his staff of wizardry twice, each time a cone of cold is unleashed. He manages to destroy the evil force. About twenty skeletons, five wights, nine zombies, and three giant bats are destroyed.

As the party heads down, Longshanks summons three bat swarms that attack the party in the hall. Saving throws against Spells (swarms of bats can cause confusion) are made, and while some make it, others do not. Paladin Michael fails, and accidentally kills one of Laurenitus's henchman Weab Weabson. Down at the entrance, Boldvay casts passwall to help make a shortcut for the players and for the remaining sunlight to shine through. Wirrow failed his saving throw against the swarms of bats, but Laughing Fox once more comes to the hobbit's aid and grabs him as the rush down the hall. Many of the knights are left in the hallway. The survivors get back to the entrance and the two pursuing vampires are forced back due to the sunlight.

Out of a party total of sixty-seven, thirty-three made it out alive. And it could've been a lot worse. You see, after the first encounter with the vampire Caln, a wagon train of families that had managed to get off course made their way to the mine. Caln's daughters invited them in. And over the next few days, all forty-six succumbed to vampirism. And Cahn became a patron as well. So yeah, this could've have been really, really bad. I'm genuinely surprised as many made it out alive as it did. Great session!

Total XP:

(0%) = 795 XP

(5%) = 835 XP

(10%) = 875 XP

No treasure.

Thursday, May 12, 2022

Session 12: Ruthless Bill on Trial!

Last session ended with a bit of a cliffhanger. Ruthless Bill had seemingly changed his ways and was hellbent on helping our adventurers kill the demon boar Trudge that had begun to terrorize the land. Even though they were successful, during celebrations Bill and his surviving men were drugged and chained. And soon the players made their way to Woodshome to turn Bill in and to collect their bounty. And Bill and his men would be place on trial and very well executed for their crimes. 


A week after the killing of Trudge, the trial was held and the public invited. Before we go further, it must be noted that during that week two groups of knights arrived in the area. The Order of Chickfalar, bearing a white rooster on a red field, whose mission is to serve God, feed the hungry, and bash heads in. The other knightly order is The Knights of Saint Jim the Pastor. The flag is black bible with the letters KJV embolden in gold and with a sword behind the Holy Book on a purple field. Both groups have come to seek the Old Bastard to cleanse the foul place, and to bring the Word of God to this part of the Red Frontier and to strike against whatever deviltry abodes here. Back to the trial at hand. Lord Commander Rogget presided over the trial as judge. Rotho Boon served as the prosecutor. And defending Bill was...let's see here...Berg Goldstien.

I'm sure Berg is reputable.

Before the trial started, Lord Commander Rogget informed Bill that at any time he could forgo the trial and opt for a trial by combat. Why? Well, Bill stood accused for the kidnapping, ransom, and torture of Byrne Drover, the son of the cattle rancher Bran Drover. He was rescued by the party awhile back. Unfortunately, neither survived the wrath of Trudge. And neither did any of Bran's men. And while the party manage to "get" information out of one Bill's men, he's dead too. So that pretty much left Laughing Fox's word against Bill (the other members from Byrne's rescue were unavailable for the trial). And with only his word to go on, despite Laughing Fox being a well respected member of the community, it might not prove to be enough to convict Bill or his men. Still, Bill decided to let the trial run it's course for the time being.

But Laughing Fox has a surprise witness against Bill. He had been in contact with Rotho about this "witness" and even had him protected in the local Chickasaw village in case any of Bill's remaining men on the outside came to pay a visit. So who is he? Rotho called Bill's own horse to testify against Bill! Shocking!!! The crowd was shocked! The cleric Brother Took, who served for the Knights of Jim the Pastor, was called up. He himself didn't know Bill, Laughing Fox, or of Bill's horse. He was asked to see if he could use his Speak to Animals spell. Brother Took obliged the court. After casting the spell, Took asked the horse if he indeed belonged to Bill. The horse answered yes. He then asked if was there when kidnapped the young boy Byrne and when Bill went back to terrorize Bran and his ranch. The horse neighed yay. The crowd was once more shocked!!!


Bill was outraged at this betrayal! He demanded a trial by combat! And he got it. So how was I going to pull this off? Simple. I ripped off The 13th Warrior. In it we have a scene where two men face each other in combat. Each has three wooden shields and a sword. Once an opponents shields are broken, he must be executed. This was going to be between Bill and Laughing Fox. Except Laughing Fox isn't much of a fighter. Instead, he let his friend Dogbreath take his place. ACKS has sundering rules about breaking shields with a forceful blow. Once a hit is made, the opponent must make a saving throw against paralysis. If he fails, his shield is broken. A pit was formed and Dogbreath and Ruthless Bill entered. Bill proved to be no slouch at fighting, neither did Dogbreath. Back and forth their strikes went. Sometimes hitting, sometimes missing. In the end, it came down to each having a single shield left. And then an arrow flew past Dogbreath's head! Bill's remaining men came to bust him out! 

Wait. What now?!?! During the week before Bill's trial word had reached his handful of men at their hideout. I decided to roll for their loyalty, to see if they would try to rescue Bill or abandon him. They proved loyal to a fault. The three men and four hobgoblins made themselves a plan. Once trial was underway, they would set fire to some of the buildings around Woodshome to make a diversion, and during the ensuing confusion, would swoop Bill and any of their companions up and head out away from the law. With smoke and fire burning through the town, and the crowd running in confusion and chaos, the three men and one of the hobs made their way to the pit to get Bill out. Bill declined and told them to surrender. They refused. Soon, they were engaged in combat with the party and some of the knights. Three were eventually killed and the other was commanded to surrender by Laughing Fox when he cast Commanding Word on him. 

Afterwards, the town was brought back to order, but not before eighty-five causalities were counted from the stampede of people trying to escape, with many dead, and several of the buildings, including that of Lady Sally's Red Lace & Pearl having being burnt down. The trial resumed. Bill, while admitting to not knowing anything about the rescue, took responsibility for what had happened. Lord Commander was thinking that a hanging was in order. Brother Took, at the last moment, decided to try and persuade Rogget in letting Bill and his men pay off their crimes by joining his order. Laughing Fox was for execution. The other players that were present, because they weren't their for the session where Byrne was rescued, were for Brother Took's option. I decided to do a charisma check, Bill's against Laughing Fox's. Bill won. So now Ruthless Bill is known as Punished Bill, until he will work off his crimes while in the Knights of Saint Jim the Pastor. God speed Punished Bill! 

Punished Bill


XP from the Three Bandits and One Hobgoblin:

(0%) = 7
(5%) = 8
(10%) = 9









Sunday, May 1, 2022

Session 11: The Hunting of Trudge

So a few weeks back I dropped a hook about a demon boar that had terrorized and demolished a lumber mill in the Grey Woods. It and its brood managed to kill most everyone, with only a few survivors making it out to tell of the grizzly tale of the demon boar Trudge and his porcine spawn. The players decided to go boar hunting. They weren't the only ones. One of patrons, Ruthless Bill decided to take on the task as well. He came out saying that he was framed for the kidnap, ransom, and torture of young Byrne Drover, and that he wanted to clear his name. You know, he just a good ol' boy who dindu nuffin'! In fact, Bill (now going by the moniker Peaceful Bill) agreed to do this without pay and he would even team up with our adventurers to accomplish this deed. He agreed to meet them just north of Wirrow Warren's Bloated Badger. After gathering supplies, our players met up with Bill and set off to the Demon boar haunted lumber mill.

During the night, on their way there, they came across the smoldering and demolished ruins of the cattle rancher and father to young Byrne, Bran Drover. Searching the place, they found dead cattle, horses, and even men. And fresh boar tracks. Some of them large. Larger than your average giant boar. Unfortunately they were unable to find Byrne or his father Bran in the wreckage. 

"Peaceful" Bill

The group stayed there for the night and kept watch for any signs of the possible pack of razorbacks returning. The night proved uneventful. Setting out in the morning, the large party managed to get to the destroyed lumber mill by that afternoon. Spotting three boars and two giant boars, the party engaged in combat. Laughing Fox was soon attacked and nearly killed by one of the giant pigs, but managed to use his animal control ring successfully on one of the giant hambeasts. It couldn't have had happened at worse time as Trudge, hearing his brood fighting, emerged from the only building standing and made his large bulk towards the players. 

Bill and eight of his men were on horse back and flanked the demonic pig, but did no damage. They circled about to attack him once more. Laurentius, I think, threw a flask of holy water on Trudge, dealing some damage. Trudge even tried to charm some of the players, but failed. Despite his immense girth, and horribly large tusks, Trudge was made into short work by the party's new mage Boldvay. You see, before the party set off before meeting Bill to slay Trudge, Boldvay, through a successful use of his magical engineering proficiency, manage to identify a goldish green staff the party found back in session five. I decided to roll on the staff and wands table and got a Staff of Wizardy! And rolling some more, it was determined that it had eleven charges. Nice. The first round against Trudge, Boldvay used the staff's first charge to summon a fire elemental to keep Trudge at bay. The elemental proved to be a worthwhile opponent and did a good bit of damage against the demonic boar. The next round, Boldvay cast Fireball against Trudge. This took us a few minutes to determine how large of an area this affected, and how many men of Bills would be caught in the ensuing blast. Once cast, the fireball engulfed not only Trudge, whose flesh and muscle was burned away, but also two of Bill's men. The battle was won.

Looking through building, the party found a chests full of coins and other treasure. This along with the brilliant gems found amongst Trudge's smoldering bones, made a pretty good haul. Laughing Fox decided to celebrate. He had brought barrels of ale, some of really good quality, and some of cheaper make for him and his Chickasaw warriors. A few his fellow party members became suspicious, but drank away with Bill and his surviving men. I made them roll save versus poison. You see, Laughing Fox didn't trust Bill one bit, and with the bounty of 10,000 gold on Bill's head, didn't want to take any chances of him betraying the group or running off. He laced the "good ale" with some Valarian Root, a Chickasaw healing drug. Basically, he was gonna try to xanax Bill and his gang. And in order to make sure Bill didn't find out, Laughing Fox decided not to let the other party members in on the secret. Some of the party failed their throw, and with one exception, Bill and his men succumbed to the drugged ale as well. The one that didn't was quickly subdued by the party. They soon had Bill and his gang chained and roped and made their way back to Pottsfort. To be continued...

Party:

Laughing Fox, Shaman

Dogbreath (Laughing Fox's henchman)

3 Chickasaw Warriors (Laughing Fox's other henchmen)

Boldvay, Magic-User

Mark Tarvar, Thief

Laurentius, Cleric

Hazzik, Dwarven Delver

Total XP:

Base XP: 3835 XP

(5%) XP: 4027 XP

(10%) XP: 4219 XP



Happenings and Going Ons in the Red Frontier Part 3: The End?

With a combination of procrastination and laziness, I've neglected updating this blog for awhile now. I owe my players, and you, the rea...