Archive for September, 2013

Games Night: Friday 27th September

Posted in General on September 27, 2013 by Carl

I’m good to host. Depending on numbers we can play D&D, the Pathfinder ACG or whatever takes your fancy.

Who’s in?



Games Night: Friday 20th September (my birthday!)

Posted in General on September 19, 2013 by Carl

I’m good to host again.

Charlie, Sean and Jules are confirmed, Jo is out. Stefan is out. Who else is in?


A Truth Universally Acknowledged

Posted in Session Reports: SRaO on September 19, 2013 by Carl

It is a truth universally acknowledged that children hide in store cupboards whilst heroes rest in secure locations.

So it is the door of a secure location that brother Bryn kicks in to discover his comrades, fast asleep in a cramped heap amidst the crates and barrels.

Delighted at being reunited with their dear friend and spiritual mentor our heroes set out with renewed vigour to a backdrop of Latvian fuckrock. This jolly mood is only slightly tarnished by the discovery that their store cupboard secure location was situated right next to four sumptuous guest bedrooms.

Their enemy’s deserted council chamber is soon discovered, along with a large number of papers, maps and war documents. These reveal no evidence of a Brindol traitor, but do name another spy, someone named Jocelin.

Azarr Khul’s throne, encrusted with gems, proves too great a temptation for Apocalypsia. Which is a shame, because it’s trapped. The party are first rocked by an eruption of fire, and then are chased round and round the table by a huge fire elemental. All that’s missing is the Benny Hill music.

With this creature slain a secret passage is discovered to the dreaded temple, and a far more considered attack plan is put into action. This is largely successful, and in no time at all those pesky Greenspawn Razorfiends are dead or fled.

There is no sign off the redspawn spell-caster however, nor of any exit from the temple. What next for our intrepid heroes?

Games Night: Friday September 13th

Posted in General on September 12, 2013 by Carl

After last week’s warm-up and narrow escape from TPK, it’s time to see if the party can up its game. Can they cope with what is probably the toughest challenge they have yet faced, as they pursue the warlord Azarr Kul?

Jo is in, Sean and Charlie are in. Who else can make it?

This dungeon goes to 11

Posted in Session Reports: SRaO on September 12, 2013 by Carl

It’s been a while since we were last round the table, and every one is a little rusty.

Our heroes, fresh from their battle with the chain devil, hear a scream from an adjacent room and set off to investigate. Thovar the impetuous dwarven rager charges into the room,  discovering it to be a torture chamber and cells.

He also discovers a balcony which he hurtles over, and a bone devil waiting for him below. Always the quick thinker (quick, not necessarily accurate) he turns his fall to his advantage, bringing his axe down on his foe.

Battle is joined, two more bone devils appear, and for a moment the dwarf looks like he might be in trouble. His companions come to the rescue though, with Habakkuk firing the final killing arrow.

A search of the cells reveals something unexpected; the tiefling warlock Apocalypsia has been captured by stragglers of the Red Hand army and has been brought to Azarr Kul’s mountain stronghold for questioning. Figuring that her best chance of survival is to rejoin her erstwhile colleagues she joins the party. In hindsight this decision doesn’t prove to be her brightest.

A secret door is discovered that leads down to a huge temple cavern, where draconic humanoids sing praise to their dark god. At this point things go seriously south; acting with a singular lack of strategy or preparation the party engage the enemy and quickly find themselves in big trouble.

Once again Thovar races in and finds himself surrounded, only his time his allies have troubles of their own and can’t effect a rescue. Brick comes under attack from flying Greenspan Razorfiends, whilst everyone else tries to cope with the fire spells of a Redspawn Arcaniss. Attacks are being split between enemies, the the party are outflanked and are taking significant damage.

Sanity prevails and a retreat is called for. One problem; Thovar is cut off and hurting badly. He bursts free and races for the tunnel entrance, four Greenspan Zealots at his heels.

He makes it by the skin of his teeth, barely clinging to consciousness. His pursuers are not so lucky; the party spellcasters earn their keep as they take down all four.

Our heroes fall back, retreating to the torture chamber. They are far too battered and drained to take on the Redspawn spellcaster and the five flying Razorfiends, and they are concerned that pursuit cannot be far behind.

Instead they retreat into the compound, eventually locating an out of the way store room. Here they bind their wounds, and bed down for much needed rest.

Can they make it through the night without being discovered?