Tag name:rpg

D&D Session 11

First published 3rd February 2026

The combat continues as the party continue to do a thorough search of the cave system & capturing prisoners for interrogation.

Tarqual recovers some papers [REDACTED BY GM]. Also recovered a tome in an unfamiliar language that he secures for the party to study later.

Meanwhile Silanne & Tharbin continue their round of prisoners & interrogation, with some mild intimidation. Silanne is successful in coercing some information form Glasstaff Alberk the captured mage. He admits to knowing Sildar and informs him that Sildar heads up the Red Brands, who are searching for something. What that is he doesn’t know or chooses not to tell.

Tarqual encourages Crom to calm himself and assist him in returning the tome & papers to the main party, so they begin head back south through the main cavern.

The prisoners are escorted to the entrance where Fiorana takes up the reasonability of guarding them, whilst the explore & search mission continues elsewhere.

Tarqual & Crom eventually find Fiorana standing guard with the prisoners, Tarqual asks Crom to keep an eye on the prisoners whilst he confers with Fiorana. He shows the tome and asks if they recognise the language and Fiorana exclaims it's in dwarfish and will need more time to examine the full content.

Trem & Tharbin manage to discover a group of 3 goblins who have their guard down. Trem manages to sneak up to one of them and conks him on the head to quietly knock him out. Between the 2 of them they manage to secure the group even before they are fully aware of what’s happening. They are tied up and roped together in a wink of an eye, which comes as a great surprise to the goblins.

Bluebell is heard searching a room and a cold shiver is felt on the back of her neck, she continues to explore sensing there is a concealed door or entrance somewhere.

Eventually the party decide they have exhausted the search and have gathered enough prisoners so begin to make towards the entrance and back to the village.

Bluebell turns into a wolf spider after a discreet signal from Silanne, who then says to Glasstaff See I told you I knew some spiders, as Bluebell in wolf spider form crawls over their heads. Glasstaff doesn’t seemed phased at all.

On our return to the village, we arrange the arrest of Sildar as well, he protests his innocence but the evidence we have collect is overwhelming.

D&D Session 4

First published 10th June 2025 (Last Modified 3rd February 2026)

Some debate about the plan1 to burn down The Sleeping Giant inn is pursued and the party takes note of Silanne's wise guidance of being cautious, until we have more information. The talk is upsetting to hear from the party, any innocent life lost is not something that I could align myself to. I am relieved the party have seen sense.

The party assembles for breakfast next morning, Tremen receives a person who pulls up with the cart outside the inn, it appears to be loaded with some provisions. Tharbin eyes the keg of ale on the cart and ensures it is secured for the trip, some raised eyebrows from the party are ignored by Tharbin.

After a short time preparing, the party head back down to the trail before heading up the path to the north.

Some time later we spot Silanne who signals to us, Tremen directs the cart to a spot on level ground. Silanne then heads off to scout further up the path as we make camp, waiting for information before proceeding into possible danger.

A female halfing rogue examing a body on the path.

Fiorana cautiously examines a body on the path

A small cave entrance with a small stream leading from it

The cave entrance (or, at least, one intepretation of it)

Silanne appears a short time later and signals the party to proceed in formation, and follow him. Fiorana examines a body on the path wearing a red cloak. The wounds don't appear normal, poison is ruled out, magic is suspected by Fiorana. The party than continues down the path in formation. An hour later Silanne pauses and examines the ground, then is seen advancing more cautiously, we assume some tracks have been spotted. The party eventually arrive at a stream that is exiting a cave. Silanne lets loose with a bolt towards the right bank of the river, we hear a roar, the rest of the party move up the river to cross to the other bank, quickly some goblins are engaged & dispatched. Tharbin, Silanne & Fiorana enter the cave, some wolves snarling are heard somewhere inside. Silanne moves ahead towards the wolves, a short moment later some whimpering is heard and the snarling dissipates.

Tharbin proceeds further into the cave and takes a turn to the left - a possible fork up ahead on the path, I proceed up to the right and spot a goblin patrolling a bridge fording the stream.

Footnotes

  1. DJV: Tremen is completely unaware of this plan and its discussion

D&D Session 10

First published 17th November 2025 (Last Modified 3rd February 2026)

The combat continues as the party attempt to retreat to the exit to the south, I open the door with Fiorana watching my back, whilst Silanne, Tharbin & Crom keep the bugbears at bay.

Silanne swiftly darts northwards and disappears from sight

It appears some of the party have continued to pursue the retreating bugbears. Tharbin is heard shouting over here, Silanne shouts out to Trem to cross the bridge and head up the tunnel to the north.

Crom storms off muttering “death, murder, mayhem”

Most of the party have moved up to the north & turned down the west tunnel.

Silanne's voice is heard shouting there's a Goblin at the south door.

Tharbin advances further down the tunnel & is heard shouting instructions for somebody to secure a prisoner at the north door and get them to open the south door.

Crom is heard muttering, agitated at not having anything to hit with his weapon, I urge him to come to our position.

[REDACTED BY GM]

Bluebell enters the revealed room.

Trem in the meantime interrogates the goblin to the south door and quizzes him about the whereabouts of any other bugbears.

Bluebell is heard searching the room before a loud bang-frizzling is heard from inside. I enter the room and exclaim what on earths going on here with a puzzled look.

[REDACTED BY GM]

The party are heard shouting “Bash the door, Bash the door” as Crom enters the room, I just point at the door. Crom swings his mighty axe and misses, and nearly knocks Bluebell out with the backswing.

[REDACTED BY GM] and insert a tool, a door opens, and I hear some muffled muttering as I enter the room, I just see a room with a desk some paper and notice an odd movement in the wall to the north corner & feel a slight breeze. Crom & Bluebell enter & Bluebell makes a bead to the corner I point out before disappearing through. She shouts back that it’s a narrow space.

[REDACTED BY GM]

In our minds the party hear “playtime again”. & we see an image in our minds:

Silanne's voice is heard off in the distance & the party pause for a brief moment.


Updated 22th November to redact some of the text. The [REDACTED BY GM] sections will be revealed again at a later date.

D&D Session 5

First published 30th July 2025 (Last Modified 3rd February 2026)

The party proceeds further into the cave I take the left turning as it is dimly lit, the cave system seems to have numerous twists, turns & back tracks as we continue to explore deeper.

A female elf in a cave complex with some friendly wolves

Silanne with the wolves

I see Tharbin & Bluebell up ahead. Silanne continues to look after the wolves we found and helps to calm and feed them whilst slackening off their chains to make it easier for them to move around and reach the food and to lie down, meanwhile Bluebell joins us and casts Longstrider on Tremen, As Tharbin approaches a largish cavern he crouches to have a peek around the corner, and finds he is close to a Goblin to the west but the east appears to be clear, Cromagon shoots at the goblin standing on the bridge spotted by Tarqual earlier, dropping it. Tremen then moves into the western passage that Tharbin took but is immediately shooed away as he is carrying a lantern fouling up Tharbin's Dark Vision. We all hear the wolves that Silanne is with, calling out and get several responses from deeper into the cave, but she is making friends with them and keeping them relatively calm. I for the time being hold position just in case something attempts to sneak up on us. Bluebell moves into the cave system to back us up and heads into the western passage to help Tharbin, but before she does this she casts Goodberries and hands them out with instructions on how to use them. Silanne them signals Fiorana to pass on a message to whole team to Please not kill any wolves you encounter. Fiorana reminds me that the Wolves we encountered at the entrance are part of a bigger pack and are friendly to our needs.

Tremen moves further into the caves to the east passed the prone goblin on the bridge which has been bitten by another wolf that has appeared ahead of us and I move up to the rest of the group heading east. Silanne leaves more food for the wolves and rejoins the team in searching the caves. As we proceed further we encounter more goblins and begin to attack successfully taking most of them down in various ways and we also find that wolves are helping us. Bluebell moves in near Tharbin and casts Ice Knife and kills one Goblin and damages another. Tharbin also kills a Goblin and relays to those that can hear him that he has found a possible human prisoner and seven potential enemies, two of whom are now down, there is also a passageway possibly leading east to the bridge.

A large muscular goblin holding a male male prisoner

The begining of the negotiation

Fiorana manages to find a Goblin to target but struggles to take it down. As the fights continue, a wolf charges past Tharbin and almost bites the head of the next Goblin killing it. Crom is heard off in the distance, as Fiorana is heard shouting for assistance. As the clash and clangs of combat are heard, Tharbin narrowly misses getting hit. A large Goblin finally takes a hold of the human and demands that Tharbin stops fighting or he will kill the human, Tharbin is reluctant but the Goblin say Kill Klarg, let us go, we let him go pointing to the human. We stay here till job done, Tharbin agrees so they let the human go but Tharbin demands that he be fed, cleaned up and healed before we return, the Goblin agrees. So the four of them (Tharbin, Bluebell, Silanne and Tarqual) all back out of the room. I move up to the northeast tunnel and come up against a makeshift dam with water trickling out. I notice some wooden wedges placed in the dam, clearly key to holding the dam in place. Crom is head shouting some profanities at Klark. The rest of the party cross the bridge to join the up with those who encountered Klarg and his crew of Goblins, Cromagon took a bad hit from Klarg almost killing him but he made a last ditch effort and succeds with a killing blow, the rest of the Goblins drop their weapons and run away. Crom is heard shouting a warning Is there anybody who wants to be introduced to Skull Splitter, as he dispatches another goblin with his great axe. After the this the party reassembles & Trem tends to Crom's wounds.

Silanne tends to the wolf who came to our aid & takes the rest of the wolves back to the main area with the restrained wolves, and we find a lot of equipment everywhere and a small cage with a monkey in it.

D&D Session 7

First published 22nd September 2025 (Last Modified 3rd February 2026)
A view of a farm in a valley over a stone wall. There are woods on the slopes of the valley.

A view of Alderleaf farm

  • Summary of last session: A discussion takes place about dealing with the Redbrams. Tremen is reluctant to confront the Redbrams, without any further evidence of wrongdoing, and then proceeds to talk to the town clerk to see what his position is on the goings on of the Redbrams & the sleeping giant.
  • Monkeys name Fortenbrass. Dwarf Grundrem who gave us the initial quest is Fortenbrass friend.
  • Tremen goes to the town hall and gives a report to Town Clerk with Sildar present, whom confirms details of Tremen report.
  • Sildar confirms presence of the Redrams presence in the caves, & the town clerk mentions concerns arts of extortion and strange disappearance of a family that lived opposite the sleeping giant. The discussion continues with the town clerk not committing to an exact amount of payment or precisely what he wants us to do. Eventually Tremen agrees to investigate the missing family.
  • Silanne investigates the pathway that they observed last night whilst monitoring the goings on from the Sleeping Giant.
  • Tremen heads off to the building that the missing family were residing in, on arrival he observes the building looks like it has been ransacked, and notice the mouldy food looks like a couple days. On exiting the building Tremen notices some scuff marks on the door and appears it tracks out towards the sleeping giant.
  • Fiorana brings back some apples from the orchard.
  • Bluebell & Tarqual head of to the Smithy and have a general pleasant chat and discover he is Sildar’s son. Eventually the party reassemble and Tremen briefs us on the party. We decide to collectively head off to the sleeping Giant and investigate.
  • Tremen & Silanne approach the front door first, Tremen casts a check evil & good before casting detect magic. Tremen approaches the door and observe its ajar so pushes open. He did sense the presence of magic.
  • Cromagon casts danger sense and seems unworried
  • Fiorana sneaks into the back upstairs and is surprised by another halfling jumping out of a box, who mentions he lives at Alderfarm, & often sneaks in to play with his friend Narse who lives across the road.
  • Tremen enters the room and it appears empty, Bluebell heads to the bar and seeks out a drink, with their familiar in tow (an otter). After a quick survey notices the door at the ear and heads towards it, with some of the party following behind. The door leads to some stairs that lead down to a storeroom.
  • Silanne notices a chute that most leads to the outside, and further exploration starts to examine a barrel
  • Silanne shouts out for Fi to get downstairs sometime during the search of the building.
  • Tarqual finds 2 scraps of red cloth that appear to be part of ropes tucked away behind the bar.
  • Cromagon heads off to talk to the locals to inquire last time any of the Redrams were seen.
  • Trem & Bluebell head off to the house, Trem is a little surprised by the transformation of bluebell into a wolf as they enter the house.
  • Tharbin appears at the door at the back of the room and beckons us towards him and we head down the stairs, Silanne asks where Bluebell & Tremen are; & I mention that I overheard them saying they were heading back to the home of the missing family. He proceeds to dash upstairs out of the building, and a loud whistle is heard a short time later.
  • Eventually everybody is assembled in the cellar/storeroom and caught up on the party’s exploration.
  • I offer the scarps of the red cloth for examination and Tremen suggests passing them onto Bluebell who appears in wolf form. Eventually we decide on proceeding through the hidden door down into the tunnel. The tunnel just about holds 2 abreast but it would be difficult to swing a 2 handed weapon. The party descends with Bluebell in wolf form at the forefront with Silanne behind. The party eventually climbs out of the tunnel and emerge at the broken wall to the North of Alderleaf farm and to the west of the wooded area. Silanne reminds us of their observations of the movement of people from last night.

D&D Session 9

First published 18th October 2025 (Last Modified 3rd February 2026)
Two figures fighting at the bottom of a flight stairs

AI's best interpretation of Crom's fight (it's nothing like the fight but still....)

  • The fight continues in all directions, Crom continues in a rage & moves back down the stairs backed up by Fiorana. Chanting is heard by the party but seems faint & fades into silence again.
  • Silanne moves north, I head for a vantage point on the bridge we both observed something appear, possible supplies but I notice a light emanating from its location, I think I see something materialising from within.
  • Tharbin continues his pursuit of one of the enemies but is hit by a trap with spikes, he flinches and takes a slicing blow.
  • To the south light appears as Fiorana lights a lantern - illuminating much of the main cavern. Silanne moves to the object and observes its some sort of door but with light emitting from it. I join Silanne at what I think is some sort of portal as Fiorana moves up to our position. Tharbin appears a few secs later and heads to our position and Fiorana rushes past him advancing up the northwest tunnel towards the door to the south.
  • Bluebell tries to stuff blueberries down Trem's face, not realising it's Crom that needs healing and heads down the tunnel towards him.
  • Tharbin is heard shouting a warning saying creatures are appearing from the green portal, which confuses me as I am stood next to it. I realise there must be a second portal, whilst I peer at the portal next to me.
  • The battle continues to the south, an ice explosion is heard & Croms battle cry echos down the tunnel, in the thick of the battle you can hear some of the party shouting warnings amongst the chaos erupting all around. I head back down towards the noise and cast my light to illuminate the area. The main party continues to retreat to the south whilst Crom keeps the Redbrands & bugbears at bay to our left. He is joined by Tharbin & Fiorana, who collectively whittle down their opponents before Fi is heard shouting out that Tharbin is injured, Trem casts his spell that energies Tharbin and allows him the strength to retreat slowly.
  • Fi is heard shouting bugbear heading from the north. Silanne guards our exit route whilst I head out to check the entrance to ensure the door is accessible & our escape route is clear.

D&D Session 8

First published 22nd September 2025 (Last Modified 3rd February 2026)
  • The party proceed to the broken boundary wall and spot a path that heads off towards the woods.
  • Silanne takes the lead and examine the paths and observe several tracks, then heads to the isolated tree and then skirts to the south of the woods, before heading north into the woods. The path is well hidden under the canopy of the trees, Silane continues quietly up the path which emerges at a rock wall. Silanne points to the wall and signals Fiorana to come up and examine it. A hidden door is discovered that Fiorana proceeds to open.

Excerpt of the Phandalin Map showing a path marked around the southernmost part of the woods to the east of alderleaf farm

The faint path around the woods

The party order

The party order

  • The door opens into a tunnel that is just about wide enough for 2 persons, Fiorana takes lead followed by Crom, Silanne & Bluebell, Tarqual, Trem & lastly Tharbin. The tunnel continues north leading to and opens up into a cavern. Fiorana whispers to the group I'm hearing an ominous voice in my head, anybody else hear it?
  • The Tunnel eventually opens up into a cavern & Crom takes lead preparing for what ever lays ahead, Crom moves forward and steps up to a bridge, as he does so the bridge emits a loud cracking sound and collapses underneath him. He tumbles down.

The map as initially seen by Tarqual

The map as seen by Tarqual after the initial moves

  • Fiorana heads east along a path then disappears down stairs out of sight, A expression of concern that turns into a look of worry comes over Tarqual. He whispers something to Bluebell
  • I heard the words i like it when i can play with me food which I mention to Bluebell. I then hear the words you’re not like the redbrands are you? you seem too know what you are doing

The map as seen by Tarqual after moving deeper into the caves

  • Fiorana disappears I hear the sound of a door being open, and all hell breaks open, Drunken voices and Crom screaming down the corridor to the east can be heard
  • There are sounds of shouting and whispers all round, and the party proceeds to disperse and target at range. Silanne hasn’t been seen since disappearing down the right hand tunnel near where we entered the cavern.
  • Fiorana & Crom attack the band to the east down the stairs, whilst Tharbin myself & bluebell target the creature to the North

The map as seen by Tarqual at the end of the session

The GK Strategem

First published 18th November 2024 (Last Modified 19th January 2026)

I'm running a new traveller campaign - pages about it can be found here:

Traveller Session 17

First published 19th January 2026
Game Date
249-1105
Location
Bularia → Ucella → Iderati
A map of the local jump map around Bularia
GM⇒All

249-1105 You're still flying south low over the water and are now between an island to the west and the shoreline (with plenty of cultivated fields) to the east. So far you've not seen or heard from the Star port - though it is now well over the horizon. You're now about 1,000 kms south of the Star port. You estimate that you'll need another 20 hours to finish refining the fuel

Earl is keeping watch, Tharbin makes another attempt to submerge the ship but alas it fails, but we are far enough away to be out of any immediate visual range. We may be spotted if they send any more cutters out. Chase breaks radio silence with a request for help. A ship, the Darrian Conveyor responds asking the nature of the request and Chase explains our predicament and gives them his position. We run a search on them but have limited information. Chase explains that we have not been offered any assistance from the Star port staff. The Darrian Conveyor all seems to be above board. It is a bulk freighter of 3,000 tons so they can't offer any real assistance. Earl has more knowledge about our suspected pirate and he tells us he is exceedingly ruthless. Taking out the freighter would not turn a hair on his head. We decide to send a tight-beam comm to the freighter. We give them as much information as we have for the time being to warn them about the potential pirates at the Star port. The Darrian freighter needs to refuel and can only do so at the Star port as they can't refine their own fuel. We offer to hook them up and feed them the fuel they need. They want some kind of verification and we offer Chase as a form of security, which they accept.

A spherical starship with four longitudial rectangular sections on the lower half of the vessel

A view of the 800 ton starship as it left Bularia

We bring the Hope to a stop & successfully submerge the ship to 60 feet beneath the surface. Chase lands the air-raft and tries to camouflage it somewhat. He can hear a smallish vessel coming using his bins he identifies a cutter & takes cover. The cutter fires its laser in his direction & some small fires erupt around him & he moves, but it comes around for another pass firing again getting very close to the air-raft, he continues to move away from it, the cutter breaks off and heads back to Star port. Chase gets back to air-raft to see if he can perform emergency repairs. It is flyable barely. He checks for any more cutters in the vicinity but thankfully sees none. It seems to have been a setup, proving that whoever is at the Star port is definitely trying to kill us. After looking around whilst moving, a large ship enters the atmosphere. Chase contacts the ship with a warning, but it turns out that this is the 3,000 ton Darrian Bulk Freighter Chase was supposed to meet, he gives them new co-ordinates for landing. He informs them about the attack on him & states air-raft is damaged and he needs to make emergency landing. He is told to land 1 mile south of Freighter. Turrets are pointed in his direction and several heavily armed men head towards Chase. He gets everything from raft & holds his hands up. He hands over all transcripts & recordings and all relevant info to prove we are not pirates. Going over all our info very thoroughly, but they are unable to verify our Scout status as they're not from the Imperium, they inform us a ship is taking off from the Star port. What size ship is 800 ton heading out of system? Not attacking. Pirate ship was 800 tons. The decision is made to head back to the Star port. We contact the Darrian ship, to let them know we are heading back to Star port, if you pick up a ship it is us. We will investigate & let you know, did you happen to catch an IFF on ship leaving? No IFF & not Darrian. At Star port a couple of 200 ton ships no cutters, in space an 800 ton ship close to Jump point, 3,000 ton in ship low orbit. Message transmitting from Pirate captain to Earl, threatening him & telling us he knows it was Earls' ship and implying that he may have left some friends behind to deal with us.

We land as close as we can to the Control centre facing the building so we can disembark under cover. Several civilians head towards our ship, we leave armed and demand names etc. They are the Star port staff, no casualties but they do inform us that the pirates wanted star port comms and were looking for the freighter we stopped from landing. They recognise the picture Earl shows them & he was in charge, they believe all 20 left. No security force, but may now get some. Darrian Confederacy would normally provide such. Junebug & Kimbley move through the buildings to check for any stragglers. Thankfully they don't seem to have left anyone behind. Darrian freighter informed and notified that they were the pirates target. They seemed surprised. Junebug checks for any booby traps Kimbley is distracted by an interesting smell, but no traps. 15 mins later the Darrian freighter lands safely. Trade goods incoming & taking back grain to Darrian, advise checking the cargo before loading. Potential hijacking is believed as reason for targeting the freighter. Chase is returned to us minus the air-raft which he tells us is damaged. Chase tells Earl of a strange sensation whilst out with the raft, so we go out armed to collect it. I have my tools for repairs complaining under my breath about the carelessness of my fellow crew mates. We find the air-raft, absent of its canopy & two seats damaged. We remove the seats, engine is fine. keep the canopy for now as I need the framework and will try to jury rig a new canopy back on the Hope. Thankfully there are no more funny feelings whilst recovering the air-raft. Tharbin negotiates some compensation & we offer to carry something that they may not be able to easily get off world. They can provide 20,000 litres of Vodka at 20 creds per unit giving us a good profit.

Which direction of Pirates ship. > Dorrania.

Four bottles with makers marks

A selection of the new cargo

Happy to sell us grain on any future trips. Will pass on at Merchant's Hall on Iderati. Depart Bularia with no problems - Jump smooth. Air-raft is airtight but would not want to put it under undue stress. Emerge at Ucella and run a scan, no 800 ton ships in system, but a few Scouts one of which is scanning us. No transponder signal it is the only one not giving off a signal. Contact star port we need to refuel request landing - Welcome us back, we request ocean refuel or we can land in field and use river again ask about ship with no signal they are curious as well. We land at same site as before - keep sensor lock on scout ship not in geo synchronous. Scanning every 43 mins. 24 hours to refine fuel. We gather our fuel & refine it all the while keeping an eye on the Scout ship to make sure the ship is on the other side the planet. Jumped in 5 days ago not answering hails & no-one has been willing to investigate. We will report this at Iderati & get them to send a patrol ship. Day passes uneventfully. Scan for suspicious ship, we calculate the timing and lift off & get to 100 diameters all within our 3 hour window.

We continue training during Jump & arrive at Iderati.- Contact star port control requesting direct line to Navy who tells us we can land at Star port and make an appointment, Masuyo not impressed & gets name to report him. We contact Mamons' office & make an appointment to see him. We try to get him on comms but too busy at the moment - 3 hours to land appointment set for 1 hour after landing.

In regards to the Letter Junebug receives: Ask for a list of names if possible as long as it doesn’t put them in any danger.