Monday, 26 October 2026

Session 46

PCs (lvl 12): Flynn, Tuarninn, Udo, Tuarim

MR 675 - Autumn

Captain Melisande arrives with news of the Swordhawk and the growing power of the awnsheghlien. The heroes consider contacting Treucht, where an ehrshegh is said to dwell, and perhaps seeking the counsel of the Island Mage.

With power over Muden secured, Flynn begins shaping the new order. He appoints Count Darold Saals as Duke and grants Ulrich the title of Count of Marchberh. In Lichtenstein, Grodni Surehammer is elected Burgomeister.

But another threat demands their attention: the Banshegh. Before setting out, the heroes meet Rheulaan Greencloak, High Mage of Berhagen. He shares what he knows of the creature and reveals a troubling rumour: Justina, ruler of Pashacht, may in fact be the Banshegh herself.

The heroes travel toward Pashacht, stopping at the town of Grayhaven. Its inhabitants live in fear of the Banshegh, desperately trying to avoid sleep lest they fall victim to her supernatural influence. During the night, the creature appears, accompanied by several wraiths. The heroes defeat the attackers, but their victory proves incomplete. The Banshegh awaits them in their dreams, drawing them into a world where the boundaries between nightmare and reality begin to dissolve.

The heroes eventually succumb to sleep and find themselves drawn into a strange dreamworld, where they encounter both Justina and the Banshegh. As the nightmare unfolds, they begin to understand more of the curse that binds Justina to the creature, gaining a glimpse of the tragic connection between the woman and the monster. 

Though the vision confronts them with death, thanks to their own willpower and the power of the Crown the heroes awaken unharmed, with no lasting consequences from their ordeal. What they have witnessed, however, is far from meaningless: the knowledge gained within the nightmare may prove invaluable in their future confrontations with the Banshegh.

Friday, 23 October 2026

Melisande Reaversbane (643 MR)


Brenna 19

Captain of the Royal Fleet

Born to a minor noble family in Müden, Melisandre earned her commision in the Royal Navy as a marine. After several succesful raids against the pirates of Grabentod and a heroic defense of the Six Ships of Müden against the forces of the Island Mage, she earned a command and her present surname. Within a few years, she replaced the retiring commander of Müden's fleet and became one of the youngest Royal Captains in Müden's long military history.

Sunday, 27 September 2026

Session 45

PCs (lvl 11): Flynn, Tuarninn, Udo, Tuarim

MR 675 - Summer 

The quarrel between the heroes is finally put to rest. They sit down together, speak honestly about their differences, and by the end of the conversation, old wounds are closed. Once again, they stand together as friends.

Having earned the trust of Count Gregor Schadelfaust, the heroes turn their attention to the Black Banner Company. Their camp lies in an abandoned quarry, and the heroes carefully plan the assault. They lead the attack themselves, cutting through the mercenaries and personally defeating their commander, Einrich Goss. With the Black Banner Company broken, the threat of a false war against Flynn is removed.

With Gregor's help, the heroes arrange a meeting between all the counts of Muden and Duke Rikard Talbher. They gather in an open field in Tresthalen, chosen so that no side can easily spring a trap on the others. But the Duke is distant and distracted, his attention repeatedly drawn toward Countess Delma Korff. Flynn offers him an alliance, hoping to end the division of Muden without further bloodshed. Rikard refuses. He demands that Flynn bend the knee. Flynn will not.

The Duke and Delma leave the gathering.

Tuarim senses something beneath the earth: undead creatures hiding underground. The entire encampment is on alert, but nothing emerges. Then, as the Duke and Delma depart, the undead move with them.

That night, every person in the encampment shares the same nightmare. They are besieging the capital of Brechlen, only to be slaughtered as the city turns against them. The vision is unmistakably magical, and several servants never awaken from it. The heroes recognize the signature of something far more powerful than an ordinary spell. They suspect the work of an awnshegh: the Banshegh.

The Duke's behavior has nevertheless played into Flynn's hands. With Rikard's refusal to compromise fresh in their minds, the remaining counts turn toward Flynn. Through promises of political reform, protection, and a new order for Muden, Flynn secures their allegiance.

But the nightmare does not end with the dream.

News soon reaches Lichtenstein that the Banshegh's influence is spreading. Refugees flee Wesbralen, speaking of a living nightmare stalking their lands. Lady Nacht begins preparing a realm-wide spell of protection, hoping to shield the armies from whatever awaits them.

The counts gather their forces, and the armies of Muden march on Wesbralen.

As the troops advance, Flynn tries to strengthen their resolve against the nightmares that continue to plague them. He reaches for the power of the Crown of Fortune, and it answers. But the more he uses it, the more troubling its nature becomes. The Crown does not merely inspire obedience. It can control minds. And Flynn begins to realize that its power can reach into him as well.

At last, the armies assault Brechlen.

While the gathered forces fight their way into the city, the heroes push toward the castle. There, they confront Duke Rikard and his elite guard. It quickly becomes clear that the Duke is no longer entirely himself. Something possesses him, twisting his body and his mind.

As the battle rages, the corruption in Rikard's bloodline erupts. Shadow pours through him, transforming the Duke into a feral, monstrous creature. What remains of the man who once ruled Muden disappears beneath the corruption.

The heroes defeat the beast and kill Duke Rikard Talbher.

The throne of Muden is finally within Flynn's grasp.

Celebrations begin as the people of Muden welcome the dawn of a new order. For the first time in years, the realm looks toward a future without the division between Flynn and the Duke.

But as the celebrations continue, a lookout spots sails on the horizon.

Out at sea, a fleet is approaching.

At its head flies the flag of Captain Melisandre.

LEVEL UP!

Wednesday, 5 August 2026

Session 44

PCs (lvl 11): Flynn, Tuarninn, Udo, Tuarim

MR 675 - Summer 

With the realm of Muden now firmly divided between the supporters of Flynn Quaid and Duke Rikard Talbher, the heroes find themselves confronting not only political rivals, but also the responsibilities of rulership.

One such responsibility is the delicate matter of succession. As the prospect of open war looms ever closer, the question of who should inherit if one of the rulers falls can no longer be ignored. Tuarnin settles the matter quickly by naming his trusted lieutenant, Gertrud Yrsadottr, as his heir. Flynn's decision proves far more difficult. His children are still infants, and appointing Lady Nacht as heir raises concerns among both his companions and his family. A heated family dispute follows before calmer voices prevail, and Flynn ultimately names Lady Nacht as his lawful successor, ensuring continuity should tragedy befall him.

Before departing Lichtenstein, Lord Thalion seeks a final audience with Flynn. Their conversation is frank and, at times, tense. Flynn voices his growing frustration with the Anuirean noble's constant involvement in the affairs of Muden, questioning both his motives and his methods. Thalion accepts the criticism with surprising humility and promises to exercise greater restraint in the future. Flynn then asks whether he might one day meet the other bearers of the ancient crowns. Thalion explains that each is consumed by crises within their own realms, making such a gathering impossible for the foreseeable future. Perhaps, he suggests, when Flynn's own kingdom has grown stronger and more secure, he will be able to journey to them instead.

Political intrigue soon gives way to a far more immediate crisis. An envoy from Count Gregor Schadelfaust of Tresthalen arrives bearing grave accusations. Villages within the count's domain have been raided by soldiers carrying Flynn's banners, and tensions between the two factions threaten to erupt into open war. Certain of their innocence, the heroes immediately offer to travel to Tresthalen and investigate the attacks themselves.

Before they can depart, however, the envoy is assassinated in his chambers, poisoned by a group of courtesans. The assassination transforms a diplomatic mission into a murder investigation. Some clues point toward agents of Lord Thalion, whose influence appears to reach further than expected. Yet the crude execution of the attack feels entirely unlike the calculating Anuirean lord. Other evidence suggests the involvement of the Lowhaven crime family, whose reputation for brutal retaliation makes them equally plausible suspects.

Journeying into Tresthalen, the heroes begin retracing the route taken by the mysterious raiders. Their investigation uncovers what no one expects: a hidden military encampment concealed deep within the wilderness. Hundreds of disciplined soldiers occupy the site beneath banners identical to Flynn's own. The force is eventually identified as the infamous Black Company, a formidable band of mercenaries deliberately masquerading as Flynn's troops in an effort to provoke civil war between the rival factions.

Armed with this discovery, the heroes seek an audience with Count Gregor Schadelfaust. Their reception is anything but cordial. A seasoned soldier with little patience for politics or prophecy, the count views Flynn with open suspicion. Matters deteriorate further when Flynn, considerably worse for drink, allows his temper to overcome his judgment, insulting the proud warrior before his own retainers. Enraged, Gregor challenges Flynn to settle the matter according to the oldest traditions of the nobility.

The duel that follows changes everything.

Despite his intoxication, Flynn emerges victorious through courage and determination rather than brute strength. Gregor, a man who respects deeds above words, acknowledges Flynn's skill and honor, offering him the respect due a worthy opponent. Yet while Flynn wins the count's confidence, his conduct throughout the day leaves a bitter impression upon his closest companions.

As the company makes camp that evening, the mood is subdued. Gregor Schadelfaust has become a potential ally, but cracks begin to appear within the fellowship itself. Difficult conversations await, and not every wound can be healed by victory in combat.

Monday, 6 July 2026

Session 43

PCs (lvl 11): Flynn, Tuarninn, Udo, Tuarim

MR 675 - Summer 

The day begins in Lichtenstein with the birth of Flynn’s heirs. Twins arrive into the line of succession, named Leonie and Geralt. Their presence settles over the court like a quiet shift in gravity, as if the realm itself adjusts to the continuity of rule.

Later that day, Lord Thalion Alamie arrives in Lichtenstein. He carries the authority of the Anuirean Empire and speaks with calm certainty about a larger design unfolding across the realm. The Crowns of Dominion, he explains, are not coincidence but convergence—pieces aligned for a final war against the Gorgon and the spreading shadow he heralds.

Thalion extends more than diplomacy. He offers access to an extensive spy network and deep imperial channels of intelligence, strengthening Flynn’s reach beyond his borders. In the same exchange, General Von Dabernick is quietly converted into a covert asset. His loyalties are turned through careful leverage, and he is returned to the Duke of Muden as an embedded informant under the cover of normal command duties.

With external alliances forming, attention turns inward toward the remaining counts still aligned with the opposing duke. The first target is Count Brynich Aschaffenberg of Ubalmulen.

His lands are already strained by chaos: counterfeit tax collectors operate openly, draining authority and sowing confusion. Over the following weeks, the truth surfaces—a coordinated scheme designed to frame Flynn for illegal taxation and erode his legitimacy. Brynich observes closely, turning the crisis into a test of governance, and summons Flynn’s representatives to his castle to hold court.

The heroes meet the challenge and excel. Order is restored, and the false structure of accusations begins to collapse under scrutiny.

During an official dinner meant to conclude the matter, assassins infiltrate the hall disguised as Flynn’s own men. The attack strikes fast, aimed at killing Count Brynich and cementing the narrative of Flynn’s corruption. The heroes intervene immediately, breaking the assault and securing the count before the plot can succeed.

The captured assassins are interrogated. Their origin is traced back to the Duke of Muden, revealing a deliberate internal operation designed to discredit Flynn from within his own sphere of influence. The revelation deepens the sense of internal fracture, and is the last drop needed for Count Brynich to swear his fealty to the Crown.

Saturday, 27 June 2026

Rebel Counts - Flynn's Supporters


Count Harald von Schluessel (Province of Hauptrehr)

The oldest and most respected of Flynn's noble supporters, Harald is a seasoned statesman who believes Muden needs a strong ruler rather than endless political infighting. Calm, patient, and wise, he often acts as the voice of reason within Flynn's council.                    

Count Karl Wode (Province of Kostwode)

A practical frontier lord whose lands have suffered years of raids and hardship. Karl has little patience for grand speeches or ancient prophecies—he follows Flynn because he believes he is the best chance to bring peace and security to the realm.

Countess Matilda Degenfeld (Province of Nodarch)

An intelligent and politically astute noblewoman, Matilda is known for her sharp wit and keen understanding of court politics. She supports Flynn because she believes the old order has grown corrupt, but she constantly reminds him that winning the throne requires diplomacy as much as military strength.                           

Count Diterich Jager (Province of Ruelshegh)

A rugged hunter and veteran commander, Diterich rules the forests and hills of Ruelshegh with a firm but fair hand. Fiercely loyal once his trust is earned, he prefers direct action over politics and serves as one of Flynn's most dependable military allies.


Friday, 26 June 2026

House Quaid of Lichtenstein


Words
: A King of the People, For the People

Lands: Free City of Lichtenstein

Seat: Black Rock Castle

Tuarim el-Arrasi (647 MR)


Tuarim is the son of Malik el-Arrasi, the former leader of the White Lotus.

Malik tried to manipulate Tuarim into taking control of the realm of Ariya, but Tuarim refused. During the coup organized by Malik, Tuarim was heavily burned. 

Tuarim has decided to not heal his wounds with magic, to never forget those events.

Tuarim now travels the land to atone for what he considers his sins. Many people died during Malik's coup, and Tuarim was too blind to see it.

During his travels, he stopped in a village in the Tarvan Wastes. A family took him in when he was almost dead from lack of water. Not long after, the armies of General Von Dabernick raided the village looking for an escaped criminal. Tuarim swore revenge.

He got his chance to kill Von Dabernick during the rebellion of Ubersreik, but he decided to spare the man's life.

See also here for his adventures in Aryia.

Season Two - Prologue

A year has passed since the banners of rebellion were raised over Lichtenstein.

What began as the capture of a single city has become a struggle for the soul of Muden. The realm now stands divided. In the east, Duke Rikard Talbher still claims the ducal throne, supported by nobles who believe that tradition and law must prevail. In the west, a new banner flies above the walls of Lichtenstein, where Flynn Quaid wears the legendary Crown of Fortune—the ancient symbol said to mark the ruler destined to unite the realm in its darkest hour.

Many dismissed the prophecy as little more than an old tale. Yet over the past year, more than one lord has pledged allegiance to Flynn, convinced either by faith in the crown, by his deeds, or by the hope of a better future. Others remain steadfast in their loyalty to the Duke, unwilling to abandon the man who has ruled Muden for decades.

No great battles have been fought. Instead, the realm has endured an uneasy peace. Border skirmishes, political maneuvering, espionage, and competing claims have replaced open warfare. Every village, every merchant, and every noble household has been forced to choose a side.

During this turbulent year, another event has reshaped the political landscape. Flynn has married Lady Nacht, forging an alliance that has strengthened his claim and brought new influence to his growing court. Together they have transformed Lichtenstein from a captured city into the seat of a rival government.

Yet the question that has haunted Muden for the past year remains unanswered.

Who is the rightful ruler?

The Duke, whose authority is rooted in generations of tradition?

Or the bearer of the Crown of Fortune, whom prophecy names the Promised King?

The time for diplomacy is running out. The great lords of Muden can no longer remain undecided. Soon, the realm's fate will be determined—not by rumor or prophecy, but by the choices of those gathered in its halls.

The future of Muden begins today.

Sunday, 7 July 2024

Epilogue


In the golden light of dawn, Ulrich reunites with his family. Embracing his wife and children, his parents, and his long-lost brother and sister, he feels a deep sense of relief and joy. Their bonds, once strained by war and separation, are now stronger than ever. As the city rejoices in newfound peace, Ulrich pledges his unwavering loyalty to its new leader. With honor and determination, he prepares to assume the mantle of Commander of the Army and Protector of the City, ready to defend their hard-won sanctuary.

Tuarninn, the steadfast protector of Ubersreik, gathers his loyal companions. Over countless battles and trials, they have become more than friends—they are a brotherhood. He reveals his plans to fortify his mercenary band, knowing that the city will need their strength in the turbulent times ahead. The Duke of Muden's retaliation looms on the horizon, and Tuarninn's resolve to stand firm is unshakable.

In the shadows of Black Rock, Udo embraces his clandestine role as the leader of the Hand. To operate effectively, he spreads rumors of his demise, choosing to work from the shadows where he can strike unseen. In the depths of the dungeons, he encounters a mysterious woman who entrusts him with a young boy named Wendelin, the heir of the Jungfreud family. With a heavy heart but firm resolve, Udo accepts the responsibility, vowing to protect the boy and ensure his rightful place in the world.

Flynn's coronation by Lady Nacht marks the dawn of a new era for the city, now named Lichtenstein. As King, he rewards his friends and the people who stood by him during the darkest times. Recognizing the importance of wisdom and experience in courtly matters, Flynn asks Lady Nacht to marry him. With grace and joy, she accepts, promising to stand by his side as they lead Lichtenstein into a prosperous future.

Peace finally blankets Lichtenstein, its people united and hopeful. The city begins to rebuild, brick by brick, heart by heart, under the vigilant eyes of its heroes. Their saga of valor and sacrifice has forged a brighter tomorrow, one where the shadows of the past are eclipsed by the light of hope and renewal.

THE END

Wednesday, 3 July 2024

Session 42

PCs (lvl 10): Flynn, Tuarninn, Udo, Ulrich (with the assistance of Molly and Lady Nacht)

MR 674 - Summer 

The heroes confront Count Sigismund, now a nightmarish undead abomination, bolstered by the dark power of Orcus. Beside him stands his sinister retinue: his son, Sigismund II, their deadly assassin, and Sigmund, Ulrich's brother, all poised for a cataclysmic showdown.

Count Sigismund's necromantic might challenges the heroes to their limits, his malevolent aura nullifying Molly's healing spells. In a fierce duel, Ulrich vanquishes Sigismund II, but the assassin's ruthless blades claim Udo's life.

Ulrich's heartfelt plea shatters his brother's loyalty to the undead count, compelling Sigmund to join the heroes in their desperate battle. 

Tuarninn's fiery arrows rain destruction upon their foes, while Lady Nacht's potent battle magic weaves chaos among the enemy ranks. Flynn, drawing on the crown's divine power, moves with supernatural speed and agility. The assassin, a shadowy menace, finally falls under their relentless assault, allowing the heroes to converge on the Count.

With unyielding determination, they breach Sigismund's necromantic defenses. Ulrich delivers the decisive blow, his oath-empowered blade piercing the Count's rotten heart. A blinding flash of holy light consumes the undead abomination, eradicating his dark presence.

Molly rushes to Udo, her divine magic pulling him back from death's grasp. As Udo's eyes flutter open, he is greeted by the relieved faces of his comrades, united in their hard-won victory.

LEVEL UP!

Thursday, 20 June 2024

The Crown of Fortune

 


The Crown of Fortune

Wondrous Item, artifact (requires attunement by a scion of Brenna)

The Crown of Fortune is a magnificent piece of headgear crafted from the finest platinum and adorned with radiant orange gemstones. This crown symbolizes the divine blessing of the goddess of Commerce and Fortune, bestowing upon its wearer both prestige and prosperity.

While attuned to the Crown, you have the following traits.

Sielsheghlien Gems. Your Bloodline increases by 30

Barter's Boon. This ability allows the user to enhance the perceived value of an item they are offering in a trade or negotiation. The user can touch an item and imbue it with a temporary aura of desirability. For the next hour, the item appears more valuable and appealing to potential buyers or traders. This can be used once per day and lasts for an hour. The item's actual value does not change, but it appears more precious to others, increasing its trade value by 100%.

Merchant's Insight. This ability grants the user the power to assess the true value of an item, revealing its market value, hidden qualities, and any enchantments. By concentrating on an item for one minute, the user can discern its true worth and any hidden properties it might possess. This includes detecting magical enchantments, historical significance, or any flaws. This can be used three times per day and provides accurate and detailed information about the item.

Fortune's Favor.This ability allows the user to invoke a blessing that improves the outcome of financial endeavors, such as gambling, investments, or sales. The user can invoke Fortune's Favor to gain advantage on any skill check or saving throw related to financial transactions, such as Persuasion, Insight, or even a game of chance. This can be used once per long rest and lasts for one hour. During this time, the user can choose to roll two d20s and take the higher result for any applicable roll.

Ledger of Balance. This ability provides the user with a mystical ledger that tracks all debts and credits, ensuring fair and balanced transactions. The user can summon a spectral ledger that automatically records all exchanges and agreements made within its presence. This ledger cannot be altered or tampered with, ensuring that all parties involved honor the terms of their agreements. This ledger can be summoned once per day and remains for 24 hours. It can be consulted to resolve disputes or clarify the terms of a deal.

Worn by Flynn

Session 41

 PCs (lvl 10): Flynn, Tuarninn, Udo (with the assistance of Molly, Akim, and Lady Nacht)

MR 674 - Summer 

From the undead-infested waters of the Teufel, the Heroes emerge, but Ulrich is nowhere to be found. With time running out, and trusting in Ulrich's ability to swim like a fish, thanks to his enchanted sword, they press on towards Black Rock Citadel without the warrior.

Battling through waves of undead and enemy troops, chaos and death engulf the streets around them. Arriving at the gates of Black Rock, they find them barred, palace guards loosing crossbow bolts at the desperate crowd. The Heroes, appealing to the honor still burning in some of the soldiers, convince them to open the gates and let the people in.

Once inside, the Heroes race to the castle, where they are met by General Von Dabernick, his elite knights, and the enigmatic Lady Nacht. Accusing the Heroes of treachery and demanding the cat statuette, the General's rage sparks an inevitable confrontation. Lady Nacht, defying the General, sides with the Heroes. In the ensuing clash, the General is defeated, his life spared by the Heroes' mercy.

With urgency, the Heroes proceed to the throne room, placing the cat statuette on the throne. It reveals a hidden passage leading deep into the castle's dungeons. As they descend, they realize they are entering a realm not purely of this world.

Through a series of chambers, they face spiritual trials posed by manifestations of the goddesses of Fortune, both ancient Brenna and crafty Sera. Passing each test, they gain access to the final chamber. There, they behold the Crown of Fortune, imbued with the essence of the fallen goddess Brenna. One of the six Crowns of Dominion, each tied to an ancient bloodline, this crown grants the divine right to rule over all nations of Brechtur.

Yet there is no time to contemplate their newfound power, for a dark figure looms at the chamber's entrance. Count Sigismund, now an undead abomination, hurls a battered Ulrich into the room. He then challenges the Heroes for the Crown. The final battle for the fate of Ubersreik is about to begin!

Thursday, 2 May 2024

Session 40

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer 

The conflict for control of Ubersreik rages on amidst its cobblestone streets. Despite the relentless onslaught of Count Sigismund's forces, the valiant Heroes continue to secure victories. With the defeat or defection of four out of five mercenary captains, significant headway has been made towards liberating the besieged city.

However, a shadow looms over their progress as the protection offered by the enigmatic Crow Witch begins to falter, unleashing a tide of undead horrors upon Ubersreik's thoroughfares. Amidst this chaos, a bold move is made by Count Sigismund, who challenges the Heroes to a decisive confrontation at Teubrucke Bridge over the river Teufel. Without hesitation, the Heroes accept.

Arriving at the bridge, they are met not only by Count Sigismund and his son but also by a monstrous undead abomination and a deadly assassin. As the battle erupts, the Knight of Ubersreik, a formidable adversary, presents himself as the final obstacle standing between the Heroes and victory. Tuarnin greets him by killing his warhorse with a single arrow.

Fierce combat ensues, with the Count and his abomination wreaking havoc upon the Heroes. Amidst the chaos, Ulrich focuses his efforts on the mysterious knight, uncovering a shocking truth — the knight is none other than his estranged brother, Sigmund. Despite managing to incapacitate the knight, the Heroes find themselves overwhelmed by their adversaries.

In a daring gambit, Udo sacrifices himself, hurtling both himself and the Count off the bridge into the swirling waters below. Witnessing this, the other Heroes follow suit, plunging into the depths. Meanwhile, beneath the surface, Udo and Flynn confront the Count, delivering a punishing blow as hordes of undead rise from the riverbed.

In a final act of defiance, the Heroes retrieve the elusive cat statuette fragments from the Count's grasp, leaving him to the mercy of the encroaching undead. Emerging from the murky depths of the Teufel, they possess all three pieces of the coveted artifact. Yet, their victory is bittersweet, as Ubersreik remains besieged by enemy forces, now led by the Count's son, and the ever-growing threat of the undead.

LEVEL UP!

Friday, 5 April 2024

Session 39

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer 

The party initially contemplates launching an assault on the enemy lines outside the city, yet unable to pinpoint the Count's exact location, they shift their focus inward to Ubersreik. Inside the city, they confront the formidable mercenary captain known as the Doomlord, considered the Count's most feared enforcer.

Assembling their forces, the party launches a determined attack on the Precinct. Despite the ferocity of the battle, they successfully breach the occupied barracks, drawing out the Doomlord himself for a climactic confrontation. Alongside the Doomlord stands Gertrud, the renowned archer, accompanied by her loyal winter wolves.

With the aid of Akim and Molly, the party prevails against their adversaries. Ulrich vanquishes the Doomlord in combat, while Gertrud, recognizing the party's strength, surrenders and offers the services of her mercenaries to their cause.

Thursday, 14 March 2024

Session 38

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Count Sigismund's army infiltrates the city through its labyrinthine sewers, launching a devastating assault via the river. As the conflict escalates, the battleground shifts from the fortified walls to the narrow streets of Ubersreik. General Von Dabernick and his forces are compelled to retreat to the stronghold of Blackrock.

Meanwhile, the Heroes establish their command center in the resilient Dwarven district, orchestrating the city's defense and resisting the invaders with cunning guerrilla tactics.

Within the city's confines, the mercenary captains loyal to the count entrench themselves in Morgenseite and the Precinct.

Seeking to sway one of these captains, the Heroes arrange a diplomatic parley with the mage Renier Talinie. However, their efforts spiral into violence, culminating in Ulrich's fatal strike against Renier, seizing his bloodline in the process. Empowered by this unexpected boon, the Heroes rally their forces and liberate the Precinct from enemy control.

Friday, 8 March 2024

Session 37

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Count Sigismund's armies encircle Ubersreik, his demand for surrender met with defiance. The following day, the Count's  artillery unleashes havoc upon the city, instilling fear for two relentless days before the full-scale assault commences.

At the northern gate, our heroes stand as the vanguard against the onslaught. Among the enemy ranks, Akim ibn Murad, one of five mercenary captains, spearheads the charge. Waves of soldiers, backed by armored knights and lethal archers, test their resilience.

As exhaustion grips the defenders, Molly joins the fray, wielding her healing magic to bolster their dwindling strength. Amidst the chaos, Flynn attempts to sway Akim from his path, appealing to his sense of justice against the tyrant Count Sigismund.

Driven by a personal vendetta against General Von Dabernick, Akim hesitates, torn between vengeance and his duty. Ultimately, Flynn's words resonate, prompting Akim to divert his assault and abandoning the assault to make his way through the city's labyrinthine streets.

Though the northern gate stands firm, reports of attacks emerging from the sewers and riverfront signal that the battle for Ubersreik's fate has only just ignited.

Monday, 19 February 2024

The Five Mercenary Captains

The Knight of Ubersreik, Sigmund Schulz, Ulrich's brother

Tuarim el-Arrasi (now an ally of the party)


The Doomlord (killed by Ulrich)

Renier Talinie (killed by Ulrich)

Gertrud Yrsadottr (defeated, now a mercenary on the party's side)



 

Friday, 16 February 2024

Session 36

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Gathered within the war council's chamber, General Von Dabernick lays out his strategy for withstanding the impending siege. However, the party harbors doubts, knowing the enemy's insidious infiltration of the city's defenses. Skeptical of the efficacy of a prolonged siege, they propose a daring plan: infiltrate the enemy's camp and eliminate Count Sigismund, the mastermind behind the siege. The general's eagerness to comply raises suspicions among the party members—could he have ulterior motives?

Descending into the labyrinthine sewers beneath the city, the party encounters a macabre sight: a legion of corpses, remnants of undead minions who once lurked in the shadows. Tuarninn's keen insight reveals the handiwork of the Crow Witch, whose shadow magic likely neutralized the enemy's forces. Surveying the decrepit sewer entrances, they realize the vulnerabilities in their defenses.

Undeterred by the looming threat, the party ventures forth to negotiate with the mercenary captains serving under Count Sigismund. Their efforts, however, are met with resistance as they confront the brutish Doomlord, leader of the Vos contingent. Despite offering gold and alliances, their pleas fall upon deaf ears, leaving them no closer to their goal.

Amidst the enemy encampment, Udo engages in a delicate dance of deception, maintaining the facade of loyalty to Count Sigismund. As he exchanges words with the unsuspecting Count and his cohorts, the party watches from the shadows, plotting their next move.

Returning to Ubersreik, the party braces themselves for the impending siege, knowing that their fate—and that of the city—hangs in the balance. With tensions rising and treachery lurking around every corner, they steel themselves for the harrowing trials that lie ahead.

Sunday, 14 January 2024

Grauer Palast

The Grauer Palast is a squat keep to the north-east of Black Rock Castle. It was long used as the official residence of the Baron of Lady’s Vale, the heir to the county of Ubersreik. It contains a very large ballroom, and is where the Jungfreuds once conducted their social functions and weddings.