5e – Rise of Thunder (Session 3)

GM: Andrew

Players:

  • Rebekah
  • Rachael
  • Jeff
  • Megan
  • Dan

Absent: Calvin, Ashley, Chris

Summary: Having recovered some amulets from the bodies. The group hears the call from below, a gnome has entered the complex. Tim and Jaryn exchange an interesting conversation, and then allow the little gnome to join the group. They find another man in a deathly sleep, discover more traps, and an antidote recipe to the poison. Making a large batch, they wake the man who is a leader of a Sect that believes Lathander will return as an avatar to lead the armies of light against the darkness foretold. He is able to describe the layout and trap locations to them, after they show him that something evil has happened in this once holy temple.

After investigating the temple basement and first floor, the group ascends to the top floor, where they confront the JACK-O’-LANTERN  high priest, and his scarecrow minions. A small shrine flares with orange lightning as a Skeletal image of a turkey infuses the scarecrows to life! A battle ensues as the party fights valiantly, but when it seems all hope is lost, the PALADIN points out a great source of evil animating the scarecrows is the SHRINE, the dwarf dashes in and smashes it. Causing the strawmen to collapse. Leaving the JACK to face the crew…

<CLIFFHANGER>

Steampunk, a murder mystery

GM: Megan Thun

Players:

  • Andrew
  • Rebekah
  • Rachael
  • Ashley
  • Jeff

Summary: Murder Mystery adventure. Set in the steampunk era. The group was brought to a manor to solve the murder in order to inherit items from the will. In a convoluted plot, we discovered the murderer was the noble lady’s alternate self from an alternative dimension. We bravely dealt with otherworldly intrusions and tentacles from the weird space.

5e – Rise of Thunder (Session 2)

GM: Andrew

Players:

  • Ashley
  • Jeff Thun
  • Chris Thun
  • Megan Thun
  • Rachael
  • Rebekah

Summary: Entering the temple, they discover the place is weathered, and empty. A banquet of food is set out, and well-preserved. Further exploration of the temple, they catch a creature leaving as they climb stairs. Finding a room of red glowing eyed, gaunt looking clerics. ZOMBIE! After dispatching the hard-to-kill zombies, the group gathers up their treasures…

All Flesh Must Be Eaten – Part 2

GM: Matt

Players:

  • Andrew
  • Rebekah
  • Rachael
  • Calvin

Summary: The group returned to town and began to secure it from an outside attack. Once settled in, we hunkered down. Then screaming was heard. No zombies in the street, but we heard more screaming. Bank and General Store. We fought the zombies coming from inside the general store, and then the ones in the bank. TUNNELS! The fiends had dug extensive tunnels under the city. Following it back, we fought with some of the criminals. Finally, we confronted the Aztec high priest, the general store manager, who masterminded the entire plot.

Victory is ours!

5e – Rise of Thunder (Session 1)

GM: Andrew

(Using the 5e Adventure Module – The Dreaming Heralds as a basis intro)

Players:

  • Jeff
  • Megan
  • Rebekah
  • Rachael
  • Ashley
  • Chris

Summary: Running a first game with 5e new pdf released rules, made the characters, and then jumped into the action.

Party discovers a boy who fell deathly ill, and is catatonic in bed. The family is desperate for help and offer their meager savings to have the boy saved. They are able to get the story pieced together that the boy often enters the woods. Surmising the source of this poison, which resists their attempts to cure it, is out there, they follow his trail back to an ancient temple. After so cursory investigation, the game ends before the all enter the building…

[Guest] All Flesh Must Be Eaten – Western 1880’s (Part 1 of 2)

System: All Flesh Must Be Eaten – Period Setting 1880’s U.S.A (Ballad Singing Cowboys!)

Zombie Master: Matt Y.

Players:

  • Andrew playing Lonestar “T-rex” Crowe
  • Calvin playing Archie
  • Rebekah playing Brigitte
  • Rachael playing Ella
  • Caleb playing “Billie the Kid”

Summary:

Introduced to the game system and created our survivors. We created the famous “Ferocious Five… and Newt”. This is a time of horseback riding, frontiers, Indian Attacks, and rugged country with rugged men. As such, the terms used and songs sung are set to reflect the period – minus the racial slurs…

The gang all has a WONDER HORSE except for Calvin’s PC, who has a sidekick Chinaman called “Newt” who is fluent in English. He is a tracker and able bodied fellow. Our group is Federal Marshals that are called in by the government when the locals can’t handle issues. Such as Indian uprisings. We were called from our ranches all across the states – Nevada, Oklahoma, Arizona, Texas, Kentucky. Our objective, investigate the Town of Mercer, AZ, and find out if there is anything about these kidnappings and attacks by mystical Indians.

Arriving in what Tuscon Arizona, we traveled by horse 30 miles to Mercer and found it to be a quaint town. Population approx 100. Nothing like a good ole’ frontier town, with the dusty dirt streets, the wandering tumble weed, and all the buildings being boarded up… Wait, what? Looked like a Ghost Town. Not a soul to be seen or heard. The telegraph post was abandoned. Next the sheriff’s office. Boarded up, but we found Deputy Hayes sleeping at the desk. He filled us in that most of the folk up and left, but he was here cause of seven who refused to leave. The banker, two hostel owners, the general store owner, the saloon owner and his daughter. And then the mysterious Bonnie who was a local tracker and trapper, but she lived out in her own house in the wild.

From Deputy Hayes we learned that a fella going by the name “The Phantom” was giving an ultimatum to the folk here to leave or be slaughtered by the Indians at midnight. The messengers would be in town at high noon to see if the folk would comply or die. Seeing as this was an opportune time, we added some tables to the hostel balcony and had Deputy Hayes meet these men. Hayes met the three strangers and told them they weren’t leaving. When the leader slapped him, Lonestar shot the hat off his head as a warning. Billie and Archie did the same to the other two henchmen. Then we gave them an ultimatum, drop yer weapons, and surrender. We placed them under arrest with multiple charges, then Archie and Billie shook em down for answers. We learned the henchmen didn’t know nothing about their employer, but knew the Indians were dead but animated somehow, and that they used Aztec style weapons.

We finished sizing up the town, chose the brick ihostel for our base. Lonestar remained at the Jail to watch the jail birds. We convinced the Hostel owners to leave town with Deputy Hayes. Brigitte scouted out the local area and got ambushed by Dead looking but yet still walking Indians! Silver, the wonder horse alerted Lonestar to gunfire. He called out and then leapt into the saddle and went to investigate. Wade the wonder horse alerted Billie, and the nameless wonder horse alerted Ella. Newt took over guard duty.

Brigitte had her hands full trying to take down the dead that weren’t dead. The rest arrived and assisted in taking them down…

End of the Session

Surprise Game d20 (3.5 edition rules)

GM: Andrew M.

Players:

  • Ashley M.
  • Megan T.
  • Jeff T.
  • Rebekah M.

Summary: Megan’s PC was a animal rights activist and learned that one of her Otter friends had been “kidnapped”. Eliciting help from her city friends, they track down a Boat that is heading to town. They eventually discover the animals in cages are being corrupted into Fiendish versions by an evil wizard.

POWER LEVEL: 0

Level increase to 1st.