Last time, the players scaled Cauldron Hill and helped the old Skyseer a clear look at the stars and his last vision. They also had a vision themselves, seeing Heward Sechim’s factory go up in a blaze. After coming down from the mountain, they take their leave from the Skyseers Nevard and Korvus. If you’re not […]Read more "Zeitgeist #12: Factory Aflame"
The constables have brought the dying Skyseer Nevard Sechim to the top of Cauldron Hill, also known as bald mountain. The Mayor of the Nettles, Reed Macbannin has outfitted them with amulets to ward of possession by spirits, and a keg of goat blood to draw a circle, to deter any physical assailants. The constables […]Read more "Zeitgeist #11: Night on bald mountain"
The next morning, Summer 2nd, the RHC constables meet at the office to discuss progress with Chief Inspector Stover Delft. Together they decide to head into the Cloudwood first, to speak with Nevard Sechim. In the steep, tangled terrain of the Cloudwood only a few roads are well-maintained enough for carriages to travel easily, and most […]Read more "Zeitgeist #10: The Henge"
The party heads out to find Heward Sechim, who is clearly devastated at the bad news that his protégé, Nilasa Hume, has passed away. He tells the constables that Nilasa was politically involved and directs them to speak to his uncle, Nevard Sechim, as he has relaxed relationships with the fey terrorists and might help […]Read more "Zeitgeist #9: Heward’s Alkahest Factory"
Spring is over in Risur and summer fast approaching. On the first day of summer, shortly before 11am, the players are called into the office of Chief Inspector Stover Delft and he has some field work for them: an unkown woman jumped out of the fourth story window of the Danoran consulate and impaled herself […]Read more "Zeitgeist #8: On the fence"
As the players open the sea gate, Risuri warships sail into the harbour, firing cannons, arrows, and spells at the duchess’s forces who dare to break from cover. The duchess’s forces fall back to the walls of the Outer Fort while ships line up out the mouth of the harbor. Crews lash gangplanks from prow to […]Read more "Zeitgeist #7: Under the wheel of stars"
We finished our ASL Campaign Game “Decision at Elst” using full rules a little while ago. Here’s the AAR of the last couple of turns as well as some closing thoughts on plying this one will the full rule set. Turn 5 The German defensive line to the north has vanished and the way is […]Read more "Decision at Elst #3: Closing thoughts"