Wednesday, December 31, 2025

NYE 2025 - Looking Forward to 2026

 

It's been a bit since I did one of these so I don't have one from 2024 to look back on but things are a little calmer this year and this kind of post helps me collect my thoughts for the future, so here goes ...

I ran 32 sessions of Tales of the Valiant in 2025, wrapping up in mid-November. My plan in 2026 is to run zero. Not because it's bad or we don't like it but because that particular campaign is done for now and it's time to do something else. 

The main focus for '26 is going to be Mutants and Masterminds. I plan to start with the oft-started Time of Crisis adventure and finally finish it this time, this year. It should only take 5-6 session at the most. Then I plan to roll into an ongoing supers campaign with it and run that as far as my players are interested. The main theme there will be "comic book type stuff that I like and that I think my players will enjoy" which is all I really need right now. 

I haven't done a real ongoing superhero game with this group of players so it's time. I've been reading a lot of Champions stuff lately as far as rulebooks go and it's tempting to use that for a campaign but they are more familiar with M&M and with a new edition on the way I want to get some good time in with it anyway. There are a lot of other good supers RPGs out now - with even more on the way - but I want some crunch and some easy supporting material and M&M has both. I would like to run it in my own city setting but today I am leaning towards using Freedom City and just tweaking and focusing on the arts I like - I'm not set in stone just yet on this.

I considered a few others - I really thought about  Necessary Evil as another campaign that has a beginning/middle/end but I'm going to hold off on that for now and stay with M&M.

I'm sure a few other games will work their way in at some point during the year as one-shots or tryouts with a starter set but this will be the main game. I may end up running DCC (a zero level funnel) this weekend as not everyone may be available for the M&M kickoff and I'd like them to be. Just have to see how that goes. 

I'm sure I will have no need of this ...

Beyond the new campaign I have also acquired a projector and so we will start trying out that whole projecting-the-map-onto-the-table thing. If I'm going to have a laptop at the table anyway for HeroLab, why not try some other new approaches? More on this as it develops.

That's also a lead-in to another potential change in how I run things as Blaster may be relocating for Career Opportunities this year which -if he does-  will be a good reason to run an online game for the first time ever. I figures I might as well start getting familiar with some digital map tools so we will go projector for now and then see about the rest later. 

So while 2025 was pretty stable I'm not sure 2026 will be but we will roll with it one way or another

40K Friday: End of the Year Edition for 2025

 

Well I did get in some games this year so that was nice. Not a lot ... probably not enough to justify the amount of money, space, and time it takes up ... but it's not going to go away any time soon. I managed to paint some more miniatures too. The Blood Angels, Orks, and World Eaters all got some things actually finished and a whole bunch more got base coated, if not finished, but there is plenty of work to be done ...

I also kept my "mini-moratorium" going to the end - no new miniatures acquired. I bought some parts to help finish some up, I bought some bases (though I mostly 3D print those now), and I bought plenty of paint and glue but no new boxes of plastic joy. I won't keep that at 100% for next year but I will try to limit it to "armies I am working on right now" and not "armies I might want to theoretically work on someday" or even "completely new armies I could start without making any real progress". 

The state of the forces report for this year:

Marines - for the various marine armies progress was decent but slow. Lots of building, lots of base coating, lots of "almost finished" but not enough "actually finished." There are plenty of dreadnaughts and vehicles in this state too, not just infantry. The focus is still Crimson Fists and Blood Angels as far as finishing new units, with the Black Templars still sitting in a pile of sprues and boxes. I agonized over my Dark Angels once again, possibly pulling them back from OPR-land to make a Ravenwing/Deathwing force. Still not sure if I'm going to commit to that. The other chapters remain unchanged.

Imperial Guard - I finally settled in on a rough structure for my long-developing Praetorian Guard army. I had been picking up options for a new guard force all through 2024 but I finally went through and worked out which of the new stuff fit and what could be used as what and which units could be reallocated from the main guard force and have something I like - now I just need to paint it, including 100+ guard infantry! And this is of course separate from the generic guard army - generic gray-painted Cadian tank force -  I have built up over the last ten years which has a lot of painted vehicles ... but in the wrong scheme for Praetorians ... which means I built up a second tank force to go with the new infantry force because I like tanks ... 

I'll have more about this in future posts but you would think I would be better at this by now and not build redundant army types ... but I am not. The one bright spot is that the tank force is largely built and base coated so it is actually usable in a game. It is on my mind that this should be a top-3 priority for next year but we will see.

Other Imperials - I made no changes to the Grey Knights, Custodes, or Imperial Knights this year. I didn't even get the codexes for some of these. 

Chaos - I mainly played and worked on the World Eaters this year and I have a few more things to work on for them. It's a nicely focused army and I don't really feel like I need to add much of anything to it. The rest:

  • For the Iron Warriors I base coated some Venomcrawlers and a Defiler (just in time for a new defiler, according to rumors - of course). There are things I could work on here but I have a solid army already done. It's really just adding seasoning here until I decide to start rolling in the new, larger marines. With rumors of them getting a primarch model in 40K they might get some attention in the near future.
  • For the Death Guard I painted some units - plague marines, bloat drones, helbrutes, etc. but I didn't finish anything but one bloat drone so I have a lot of things in that familiar middle ground of "kinda painted but not finished" that I really need to start avoiding. I had to rediscover my plague marine paint scheme and then re-locate the paints I used for it which I did manage to do! Knocking out a few more units would at least give me a core force that was finished. 
  • Daemons - I didn't really do much with these this year.  I just sorted through them, gave each of the 4 powers their own shelf so I can easier see what I have and what I don't. The only real change I've considered here is moving some of the old ones back to square baes to use in Old World but I'm not taking that plunge yet.
  • Knights - I have a lot of finished knights with a lot of unfinished magnetized gun options. This was true at the end of 2024 and it remains true at the end of 2025. Maybe 2026 will change that.
Xenos
  • The Tyranids got a lot of attention this year as I realized I had plenty of stuff - I just needed to get them built. I had been paralyzed by trying to nail down a color scheme. It's a big deal to me when starting a force from scratch as I don't want to have another Guard-type situation where I have either a split force or have to repaint some painted models. So I had to get that settled to be able to move past the "building" stage and I did finally get there earlier this year. so now I have built and base coated:
    • The Swarmlord
    • 2xHive Tyrants
    • 3xFlying Hive Tyrants
    • 3xTyrannofexes with the big gun + 1 with the big flamer
    • 1xTervigon
    • 1xHaruspex
    • 10xGargoyles
    • 30xGenestealers (I like genestealers)
    • 3xBroodlords

      So that's plenty for doing a "big bugs" army right now (+ genestealers) but I still have almost all of the Leviathan sets to get to this state and that means a lot of little bugs to build and spray to get everything to this level. This is my current project - my warriors are on the workbench now - so I hope to have it all "playable" in the very near future, ideally in January.
  • Necrons - I did very little with this force in 2025 and I'm kicking myself because this is probably my best bang for the buck option time-wise here. They don't take long to paint, I have just about everything I could need for the army and the only things that are not built and sprayed are one old monolith and the Kill Team sprue which I'm not sure what I want to do with yet. I really should get these finished up so I can take them off of the to-do list completely. 
  • Eldar - My Eldar did get used in a game earlier this year by one of my new players and I do like them still but with around 8000 points painted and another 2000+ floating around the house I don't feel a lot of urgency to work on them. My old metal dark reapers work just as well as the new plastic dark reapers so I don't really feel a need to replace or update them. The one area I want to work on is the jetbike contingent, which, while not being very on-theme for Iyanden, is still a very Eldar thing and with Blaster out of the house I'm not stepping on his toes by building a bike force. With the wraith units and aspect units largely handled this is the one area that's thin for my army and I picked up a bunch of them in late 2024 that are still sitting there a year later, including some Shining Spears I'd like to inflict on someone else. We will see how quick I get to them.

    Honorable Mention: Harlequins - they did get folded back into the Eldar book this edition, but I have a bunch of old metal ones from the RT days and I could add a few skimmers and bikes to that to have an interesting side force with these guys. Something to think about. 
  • Dark Eldar - I've had some form of dark eldar kicking around since the 3rd edition starter box but I've never really prioritized them as an army either to build or to play. When they were redone for 5th I started picking up a unit here and a unit there every year and I've played them a few times but they've always been "extra" - now it's 10+ years later and those units are starting to be replaced and I really should have done more with these guys. Looking at the ridiculous amount of units I have for an army I rarely play and has always been kind of third string I am almost embarrassed. I do like the lore and the style - it might be time for a concentrated "get them all built and basecoated" program here like I did with the necrons and am working on with the 'Nids. It would be a little bit down the road but it would certainly be doable. 
  • Tau - I decided last year to make a Tau army. I picked up a bunch of stuff including a lot of 3D printed battlesuits and vehicles just to have something different. Since then I have done zero with it - the entire force is still on sprue or in boxes or bags on a shelf in the closet waiting to be brought to life. It's dumb - don't do it this way kids.
  • Orks - ah one of my favorite armies and supposedly one of the poster armies for 11th edition coming next summer! I have a -lot- of orks, and quite a few of them are painted - but so many are not! Or at least not finished! But so many are on the verge of being finished! Just finishing up a unit here and then another there, just going one unit at a time, would add so much to the finished pile. It's not even really the boyz at this point as so many of them are in good shape - it's more the bikes and buggies and 'nauts and vehicles in general. These are definitely a priority for this year. 
Almost forgot - terrain! I finally got the 4 Imperial Bastions and the Landing Pad to built and basecoated status which I feel pretty good about. Now on to the ruins!

So for 40K, after writing this up, I'd say my Top 3 for 2026 are Tyranids, Orks, and Imperial Guard. get those to a minimum "built and basecoated" standard and then see what targets of opportunity I can get to "finished". Necrons are probably a top target for that and then Dark Eldar are probably #4 for the B&B effort. 


Another Weird Little Thing After Playing These Games for Decades

 


I'm reading some reviews of an RPG and someone says something like "I've been playing RPGs for over 15 years so I know a good game when I see it" and all I can think is "15 years? My kids have been playing longer than that!"


                                                                                                                                                                                                                                                                                                                                                                                                        

Tuesday, December 30, 2025

Most-Anticipated RPG of 2026

 


EN World is doing their annual most-anticipated poll right now and I figured I would post some thoughts about some of the entries. Many of them I have no real opinion on but there are a few worth mentioning. It's a long list so let's just go alphabetically ...

  • 7th Sea 3rd Edition - I always wanted to like this game but I've bounced off of it hard every time I've tried it. I owned 1st edition for a while but it's one of the few RPG's I've sold off after realizing it was just never going to work for me and my crew. I know 2E had a disastrous crowdfunding situation that hurt it badly from the start - maybe this one will set things right. I think my biggest problem is that the setting is super close to history, but pushes itself just far enough away to make it weird for a history buff (that would be me) but doesn't add enough fantastic elements to make it feel truly different. Something closer to, say, "Warhammer Pirates" for a setting would grab my attention, or strongly historical pirates, like Pirates of the Spanish Main for Savage Worlds, is viable. Right no I probably would just use Savage Worlds for something like this. I wish them luck on it though and I'll keep my eyes on it. This is easily the most I have ever written on 7th Sea on this blog so I have to watch it now.
  • Apocalypse World Burned Over or "3rd Edition" - I have been interested in this game since I first heard about it and I have played -briefly- some other PBtA games but I'm curious to see what the originators of the system do with it now. It's definitely one of the most influential systems of the past 20 years so I want to check it out. I backed the Kickstarter- one of my few in 2025 - so we will see how it goes.
  • Dark Conspiracy - I really liked the 90's version of this game, especially once they went with a d20 over the original d10 approach - but I'm not sure I really liked Mongoose's multi-era approach so this is another wait and see for me. Could be a lot of fun with an updated approach using new/old Traveller mechanics, could just be an excuse to dust off the original version.
  • Diablo - Is there really that much demand out there for a tabletop Diablo RPG? Aren't there a dozen other systems out there that could do this without a licensing fee? 
  • Discworld - love my Pratchett books but I've never felt the need to run it as an RPG. I suspect most of these will be shelf-dwellers for Discworld fans but hey, if someone can pull it off more power to them. I just don't see how one could capture the energy of the books short of having Robin Williams GM your game and, well, that's not happening anytime soon. 
  • Dungeon Dwellers - yeah this is that one from the Kickstarter I backed in 2023. I have the PDFs. No I'm not particularly "looking forward to it" at this point.
  • Heroes of Might & Magic RPG - I love the early versions of the computer game but I never really felt it was all that compelling of a setting on its own, especially for a tabletop RPG. There were very take-able ideas in them - monsters, etc.- but so much of it came from D&D that I don't know what it adds as a standalone RPG. Maybe if it emphasizes building/running/defending a kingdom as its main differentiator it could stand out but short of that ... I don't know. 
  • Horus Heresy RPG - I'm a huge fan of 40K but I don't know what they're going to do with a HH RPG game line. The era certainly has potential but I'd say it needs to be designed as a war story from the very beginning and that could be tricky. I'll watch it but I'm probably not a day 1 guy here.
  • Indominant - this is a superhero RPG that might be below a lot of peoples radar but it does look interesting.  I do tend to pick these up as I am a sucker for a new superhero game. They do seem to think they are doing something really new and different but ... we will see. 
  • Invincible Superhero Roleplaying - well I like the show.  I've not read the comic to avoid spoilers for the show. There's really nothing in the show that would make me want to run an extended RPG campaign in the setting as it all seems to fit in pretty easily with any superhero system. I'm also not sure Free League's system is one I would have picked for a supers game but I should probably play around with it more to get a better feel for it. The weird thing here is that in interviews the people working on it keep referencing TSR's Marvel Super Heroes. Now I love my MSH but a lot has happened with superhero RPGs in the last 40 years so I wonder if that's really their primary reference point? Anyway it could be interesting so I'll be watching it.
  • Justice League Unlimited  - yes, three superhero RPGs in a row! This is an odd one as there is not a ton out there about it yet and I suspect a lot of that is because it's being developed by a Brazilian company. I'm not sure it's even going to be translated to English or sold in the U.S. but I hope it does come here at some point. The other oddity here is that despite the name it's not based on the animation - it's tied to some kind of crisis event in the DCU and then the game picks up after that. I want to see where it goes but I don't read Portuguese so I'm going to have to rely on others to keep up with this one.
  • Oath Hammer might be an interesting take on the Fantasy RPG using dice pools and it also sounds fairly Warhammer-ish so it could be fun but it's another fantasy RPG when I am feeling overladed with fantasy RPGs so I'm not going to make this one a priority.
  • OSE Updated and OSRIC 3E - It's weird that these things start out wanting to be a reorganization or re-presentation of an older D&D rulebook but they just cannot resist the temptation to start modifying said rules. I don't get it but it keeps happening - Labyrinth Lord just came back from years of silence and is doing the same damn thing too. Not my cup of tea at this point and I have my originals if I want to go retro.
  • Pioneer - It's Expanse-level Traveller, early tech, single solar system. I'm sure someone could make a really good game with this ... but it won't be me. I'm curious about how it will do though.
  • Storypath Ultra - well I did the Kickstarter on this one in September 2024 because I like the modern Trinity system and figured I should keep up with a revised version. Not sure I still feel that way but one of these days it will show up and I'll take a look at it.
  • WFRP 5th Edition - I played a lot of 1st, own almost all of 2nd, skipped 3rd, and held off on 4th as I just wasn't feeling it, but I have brushed up against this RPG multiple times in the last few years so I am interested in this one. I will probably end up with it and with The Old World in spite of the likelihood being that only one of them will get played but that happens sometimes. Actively watching this one.
One thing that struck me going through this list is how many of them are crowdfunded - it looks like most of them. Given my recent experiences with Kickstarters and Backerkits and the like that does not thrill me. I know it's just how a lot of this works now but it's still disheartening in some ways. There will be a lot more "wait and see" here for this kind of thing.



The other thing I realized is that no one nominated Mutants and Masterminds 4th edition! No one! Not even me! I'm on this site pretty regularly and anyone can nominate but it just never occurred to me. Maybe because I already had the playtest document? Not sure but that's a huge miss for a lot of us as this is my most-interested-and-anticipated RPG release for 2026! 

Anyway there is my take on the list! Here is last year's top ten list if you want to compare.

Monday, December 29, 2025

Wrapping up the Year

 

Note - I will get back to posting the rest of the Temple campaign soon - it takes a while to sort those out and edit them and with a week off for the holidays I wasn't going to burn all of that time doing it. At one point I had a plan to get it all posted up by the end of the year but that will probably shift to "End of January" now. 

2025 was a good year here. I wrapped up a great campaign, worked in some other game time here and there, got some mini's painted along the way, read some good books, and watched some decent shows. What more can you ask for? I also spent real time with the wife, the kids, and the grandkids, along with most of my friends.  

Most of my gaming hobby time was spent on the ToEE in ToV campaign which was a lot of fun all the way through. There is always another game though, so I'm happy to be prepping for the next thing. More on that later. I think the only other game I ran this year was a Cyberpunk Red try-out game and that's unusual for me - I usually manage to work in multiple one-shots or some short side treks into something but this year was all about completing the temple so it was pretty focused. I need to think about that when planning the new year's objectives.


I will end the year having read about 60 books this year, about the same as last year, but only ten of them were RPG rulebooks which is low for me and roughly half of what I did in '24. Maybe it matters less when you have a set campaign going the whole year. 

Over the course of the year various Kickstarters came in so I added Adventurer-Conqueror-King 2E, Dolmenwood, and 13th Age 2E to the "need-to-read" shelf - which is a  pretty huge pile of D&D-ish fantasy RPG stuff, probably more than I needed to have coming in all at once. I do pick up smaller games on DTRPG pretty regularly and I did get Lancer, though I have yet to read it. I should probably talk about those more here but my preference has always been that I'd rather talk about a game after I have run it, at least for a session, as herding some players through character creation and then through an introductory scenario of some kind will tell you a thousand times more about a game than just reading it. Sometimes that takes a while though so maybe I should at least write something up about the read through and then refer back to it when I do run the thing. Sounds like a good policy for '26!


There were other RPG acquisitions - more for the 40K RPG, more Marvel, I'm catching up on Pathfinder 2E rulebooks, and I should probably fill in the rest of the 2024 D&D 5.5 books though my enthusiasm for it is at an all-time low. Not RPGs in general - just D&D. I liked Tales of the Valliant's take on an updated 5E so I'm not really feeling the need for another version of it which is why I haven't felt the need to dive into the other alternate takes on "updated 5th". If I run anything fantasy next year I'd say the odds are it will be 13th Age's new edition or the aforementioned PF2E, or possibly The Old World RPG. Odds are better though that I won't be running anything fantasy, at least as the main campaign. More about that later.

So so-long to 2025! I'll have some thoughts about the year in miniatures here tomorrow and then a look at plans for the year ahead as well.


Tuesday, December 16, 2025

Valiant Swords of Greyhawk: Session 31 - On the Road or "In Which the Chroniclers Were Absent"

 

Our Heroes:

  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • Braeden (Human Ranger) played by Battletech Terry
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David

 The party is level 5-6 at this point. The bard and the wizard were both out which means there is no first-person narrative this time. We begin on Day 78 of the campaign.

Xyzzifax and Malice stayed in Nulb to investigate the doors of the temple, while the rest of the Valiant Swords took the rescued prisoners to the safety of Hommlet. Along the way, Sir Kentor, Sir Lantor, Jaric, Braedon, and Samson met some fellow travelers and battled creatures on the road, the most dangerous of which were an ambush by lizardmen and an encounter with a nest of ankhegs on the journey back to the temple.

In Hommlet the Valiant Swords went shopping - for potions, armor repairs, alcohol, dresses for *someone's* girlfriend, and commissioned the construction of a War Wagon, paying 2,000 gp for its initial construction to JW Wainwright. Upon completion, we owe the remainder of 13,000 gp.

After spending a night in the village the group headed back to the temple and laired up in the tower, ready to renew their efforts. 

Monday, December 15, 2025

Valiant Swords of Greyhawk: Session 30 - All Ghouls Must be Smited ... Smitten ... Smote!

 

Our Heroes:

  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Braeden (Human Ranger) played by Battletech Terry
  • Malice (Human Bard) played by Grognard Mike
  • Jaric (Human Cleric) played by Variable David

 The party is level 5-6 at this point. This account is mainly written by Malice. The mechanist was out of action for this session. We begin on Day 76 of the campaign.

On the way back to the tower, we encounter a pair of fire giants. With quick thinking, Xyzzifax intercepts them, and talks to them as if he is the master of the fire temple. He is able to give them directions to the temple, and they leave without there being a battle. We do make it back to the tower after that.

He did have the robes ... and the arrogance ...

We reset, prepare, and then make our way back into the temple, having given them another eight hours to deal with the aftermath of what has gone on here. We make our way to our normal entrance, and then up to the top floor of the dungeon. The very first room of the dungeon on this floor that we encounter is a cell, filled with a dozen chained prisoners.

Malice, with a heavy sigh, and grumpily because they can not say if there are more prisoners than the ones that are just in this room. She begins to unlock the prisoners. The door just twenty feet further down the tunnel is thrown open. A half dozen undead lizard men hungrily rushed into the hall, where Braeden had been keeping watch, and Xyzzifax had been lurking.

Lizard men? I'm pretty sure I didn't say lizard men. I even used Warhammer ghouls for the minis! Ah well ...

Braeden casts protection from good and evil on himself as the ghouls charge, and in the blink of an eye the undead creatures are on Xyzzifax and Braeden. Both are able to defend themselves well, though Xyzzifax has cast both a warding and shielding spell to do so. One manages to get past the two of them, and Malice takes a swing at it, but the room is too close quarters for her to work the glaive well.

Sir Kentor is similarly constrained, but is luckier than the bard. That ghoul that charged into the room is undone by the Paladin, who continues to the doorway and announces that “These people are under my protection!” Sir Lantor rushes to the doorway, and cleaves into the ghoul that is directly attacking Xyzzifax. It is certainly showing the damage, but it is still in the fight. Xyzzifax pulls a scroll from his bag, and engulfs all of the ghouls with burning hands. The one that had been wounded by Sir Lantor is destroyed by the flame, but the rest are merely damaged. Xyzzifax leaps and flies over the pack, and his magical ward continues to protect him from their claws. Jaric steps into the hallway and locks eyes with the first of them, and it begins to flee from him

Braedon pulls his daggers, and engages the next ghoul in line, who is looking even worse than the rest when the Ranger is done. Then, it tries to claw Sir Lantor, and connects with its long, vicious nails. It’s not a fight unless Sir Lantor is bleeding. But, in response the knight takes the ghoul’s head clean off. Another pair of ghouls attempt to mob Xyzzifax, who holds up a single hand to keep them at bay.

Malice steps into the hallway, and yells, “Are these the only prisoners!?” and firebolts one of them. Though heavily damaged by the flame, it doesn’t fall over, destroyed. But that doesn’t last long. Sir Kentor steps up to close with one of the two fighting Xyzzifax, and neatly slices it in half. Then, Sir Lantor is only a step behind and powerfully swings his massive sword through the one Malice had hit. Xyzzifax flies to the door that the ghoul that’s running from Jaric fled through, and he can see that it leads to a long hallway leading North, and then he puts a firebolt into the ghoul’s back. Jaric goes back into the room of prisoners, and provides some medical services on the worst damaged of the prisoners.

Braden moves into the room that the ghoul fled through, preparing his bow, and ready for anything to come through the other – and its ghouls! Another half dozen of them. And, once again, Braeden and Xyzzifax are surrounded. Xyzzifax does have to reactivate his magical shields, but it keeps ghouls at bay. And, Braeden’s protection has been maintained, only one ghoul claw is able to find his flesh. The wound isn’t deep, and the only thing keeping him from being paralyzed is his ring of free action. But it is enough to allow that same ghoul to bite him as well.

Malice rushes to the doorway, and holds out a hand to spray the ghouls with tongues of flame. Sir Kentor charges past her, and swings his flaming sword at their crisped, rotten flesh. One is felled, and another gravely injured by the Paladin. Sir Lantor presses the opening made by the other knight, and the ghoul only had moments to be injured before its unlife was ended. Then, he takes another step, slashing into another of the crisped ghouls. Xyzzifax says, “This is all so tiresome. Where is the real challenge?” And then he blasts the area with a fireball. Two of the ghouls are burned to a crisp, two fall over, their bodies blacked, and one ghoul remains up on its feet. Jaric comes out into the hall, and attempts a sacred flame on the last of them, but it still stands! Only for Braeden to show what he can do with a pair of arrows at him. And the ghoul is still standing! We’re all amazed, really.

More undead charge from down a hallway, more ghouls, and even more dangerous looking ghouls. The first of them are able to close with Sir Lantor, and one does manage to draw blood. And, that last ghoul standing manages to even get through Xyzzifax’s warding magic with a claw.

Malice throws the Shatter spell into the room of undead nearest to Sir Lantor. The spell is underwhelming in effect, all things considered. She then takes a few steps back, so she can keep an eye on Jaric. Sir Kentor steps to the doorway, and cuts down the first of the ghouls with his burning sword. And, Sir Kentor judges the ghast nearest to him. Sir Lantor, still having a pair of ghouls in melee with him, attacks with abandon. Zyzzifax repeats, “I say this is tiresome!” and blasts with another fireball, catching the ghoul on him, and the half dozen undead charging down the hall. The one that was next to the wizard was blown away. The four ghouls and two ghasts are all damaged by the blast, but none are pleasingly incinerated.

Jaric moves into the room, and lets loose a Guiding Bolt on the leading Ghast. Then, Braeden puts an arrow into the same one, and that ends its existence. Then, he puts an arrow into the most damaged looking ghoul, and takes it off of its feet as well. A pair of ghouls and the remaining ghast from that group all surround Sir Kentor. Even the knight’s magnificent defense isn’t perfect, and one of the claws manages to find a joint in his armor and draws blood. Though a ghoul manages to close with Jaric, he is able to fend it off. As has become usual, Sir Lantor is slashed by one of the ghouls. And, finally, the last of the ghasts attacks Sir Kentor, but still it is not enough to get through his defenses.

Malice casts a much better Shatter spell this time, and four ghouls and two of the ghasts are all in terrible shape. Sir Kentor feels a little bit queasy from the stench of the ghasts, but he is able to fight through it. The Ghast that had engaged him can not stand against the flaming, smite empowered blade, and the foul undead is destroyed. There are an abundance of ghouls, so Sir Lantor continues scything with his giant blade. With a trio of blows, including a pommel strike, that ghoul he chose as his target is still standing. These can be tough to fell! Xyzzifax, more frustrated than enraged, throws a third fireball into the crowd. None of the ghouls or ghasts survive the inferno.

Do those look like lizard men?

Xyzzifax sends Bubo down the hallway that was revealed by at least one group of ghouls. Malice goes to the room of prisoners, and continues to unhook them. The rooms in this area are designed with reliefs of demons and monsters. We do find a wooden box near the door of one of them, containing an old frayed cloak, 263 copper, and a finely crafted ivory statuette worth 85 gold. The next room is covered with rotting tapestries, and we found a sack full of clothes – which the prisoners claim as their own. And then a moldy growth covers the walls of a third nearby room. We find an iron box, with a silver scroll tube with a scroll of protection against undead, which Jaric takes.

We make a plan for the prisoners, we are going to clasp them in irons, and lead them out. If we run into anything, we will say that they are prisoners of Archmage Xyzzifax. We retrace our steps back to the down ramp. But wait, there are relatively nearby stairs that lead up to the temple on the surface. Braedon sneaks up the stairs, after Xyzzifax casts invisibility on him. With the door open, Bubo can join him. While Braedon leaves the large, bronze doors alone. There are side doors, but they are locked, barred, and spiked with bronze.

As Braeden gets close to the largest door, he finds he can’t approach it at all. He can’t even bring himself to look at it. The rest of us make our way up to the temple, but we keep our distance from the warded door. Xyzzifax attempts a dispel magic on it. He activates his arcane sense to see if he can find the source of the magic. The runes are something like an Antipathy spell, which is eighth circle. Undeterred, Xyzzifax attempts his dispel magic. And, he breaks the seal! Or… it didn’t. There is more to these wards than even an eighth circle spell! So, we are going to have to lead the prisoners back down through the temple, to the secret door, so we can get them up and out through the Tower.

As we are moving, leading the prisoners, we encounter a pair of ettins. One of them asks where we’re taking them, and Xyzziafax claims to be Alrim’s second in command, Lord Xyzzifax. As they question him, he threatens them convincingly, and we walk by. Sir Kentor does his best to keep the prisoners calm as we move within easy club’s distance of the ettins.

We head to Nulb with the prisoners, and let them go with the copper that we’d found near their clothes. Malice is pretty sure its actually their copper. And, Sir Kentor gives each of them five gold.

DM Notes

Well this ended up being a lot of ghouls, a lot of fireballs, and a lot of prisoners. This was a good exercise in "what do we do with non-combatants in the middle of a huge fight"? Also the first real encounter with the magically sealed doors that play a big part in the adventure. They managed to talk their way past two different sets of guard monsters which was also quite a bit of fun. And even Malice showed some generosity at the end ...

Thursday, December 11, 2025

Valiant Swords of Greyhawk: Our Heroes - Part One

 Given the amount of time we've spent on the campaign I thought I ought to break out some talk about the party and how they function in the game. This will be more about mechanics and roles than background though I might have the players write something up about the rest of it themselves later.

In no particular order ...


Sir Lantor - Lantor and Kentor appear to be related somehow though they do not discuss it with the others. They are both from the same region (the Shield Lands) and appear to have already known each other. Lantor is the classic two-handed weapon fighter, eschewing greater protection for bigger hits. He is almost always the first to drop in a big fight, partly because of this and partly because he and Kentor are the front line and get hit the most. He doesn't lack for armor but he does lack a shield but he is pretty ferocious in battle. 

The player here is constantly upping his offensive power with little regard for defense besides the occasional magic item. By the end of the campaign he is getting multiple swings, then an extra swing if he crits, with an expanded critical range, and then a bonus action to sneak in a punch on top of that, and I don't know if there is anyone in the world who loves to shout ACTION SURGE! as much as he does, as he blenders through the bad guys.

Lantor's player is Kentor's player's son and while he is the youngest he's been playing with us since 2017 so he is not a newbie in any way. This experience does not stop him from occasionally charging into a room, greatsword swooshing, while the rest of the party is still debating, but he can't use inexperience as an excuse! We do lose him near the end as he heads off to join the Marines but he is here for most of the run and hopefully we will get him back soon.

Sir Kentor - Mysteriously tied to Lantor, Kentor is a sword and board paladin who does occasionally drop despite his ridiculous defenses. Between his magic sword - first Vermithrax, then Zwei, then finally the flame tongue - and a willingness to use every spell slot for smite, he does some ridiculous damage while also maintaining a ridiculous AC. If Lantor is all-offense Kentor is is the yang to his yin putting most of his effort into defense. This means he pushes into the mid-20's pretty early and the high 20's before the end. This is a bit of a competition with the cleric through most of the campaign as each tries to have the highest AC in the party.  By the end he is giving people close to him bonuses to saving throws, putting disadvantage on a first strike near or on him, and generally annoying the DM with interrupt type abilities.  

Kentor is a paladin of justice (subclass) and loves to pronounce judgment on his opponents, usually tying it to the "judgement" channel divinity ability he picked up at 3rd level which gives him extra damage and advantage and probably some other annoying bonuses when he uses it. See why he focuses on defense?

Early on he was the first to start using his background ability to grant bonus hit points to the party and this quickly took the form of a big bowl of chili cooked over the fire before setting forth, typically made up of whatever the party butchered in the previous fight - spiders, wyverns, carrion crawlers ... it all goes in the pot. 

As part of a deal with one of the town elders he was convinced to take on of their daughters to dinner and this turned into a romance that carried on through the rest of the campaign and their wedding was one of the big parts of the epilogue to this initial campaign (trust me we will get there).

The player here has played a lot of paladins and fighters over the decades I have known him so he figured out how to run this class mechanically pretty quick. Then it was just a matter of adding the shine - what kind of attitude will this guy have? We've known each other since the 80's so we go way back and he has played in nearly every campaign I have run since then - and I've played in a few of his. When Kentor starts his monologue there is a bit of eye-rolling around the table but we do love it as it is totally in-character for this character. 

Jaric the Cleric (no he doesn't go by this) is a - well, you get it. He is a priest of Trithereon the god of vengeance in the world of Greyhawk and is a nice mix of religion and a very practical outlook. He is pretty much third man up when it comes to the frontline and is often found in battle next to Lantor trying to undo whatever trauma the optimistic fighter has suffered. When not trying to un-kill the fighter he will typically open with a spiritual weapon and then proceed to wade in, swinging his staff of striking as needed and not hesitating to use its power at all to achieve victory. He was a war cleric (subclass)He seems less concerned with vengeance in general than in increasing his personal power and giving rival clerics some tough talk before and during battle. He is also very much concerned with his personal survivability and constantly seeks to improve it with magic.

In Hommlett he mostly dealt with Terjon and the church of Cuthbert - with some exasperated sighs along the way. In Verbobonc he met the lone priest of Trithereon who maintained the Garden of Vengeance and learned some more about the area, and who sent him off with an "alright alright alright my brother"

When he has played a cleric before he has often leaned into "healbot" but for this campaign he really broke out of that and for once I never heard a complaint that his character just didn't work. A staff of striking and a 20+ armor class will do that. The ToV war cleric gets a chance to make a second attack once on a short rest so you can imagine the amount of damage one could do with two chances to triple-charge that thing. Then of course once he discovers the awesome power of Spirit Guardians at about 5th level he can cause carnage as well as anyone else in the party. 

We've known each other and been playing together since the 90's and he is the least predictable of all of my players as to what he will play in any given game. 

Braedon is the master hunter and tracker but mostly master archer as it turned out as he was the party's back line for the campaign.  We went for many sessions without ever seeing him draw a blade, then when he finally did it was dual shortswords and he was damn near as capable with them as he was his bow! He was a hunter (subclass) so no animal companion which in party this big was not missed. He mostly stayed back, watched the rear, and shot whatever the nastiest target was at the time. 

His background bonus ability involved telling stories which quickly became the repeated re-telling of how he had lost his brother to a werewolf out in the woods one day. There were groans around the table of course, every time, but when the party met a new NPC that had not yet heard the tale of  the not-so-valiant they were quick to steer him over and then snicker as they walked away. 

In town he mostly stayed in the background, mainly befriending Jaroo the druid and taking the search for Conn Shaunnery - his apprentice - as a personal quest.

The ranger was a welcome addition as we've all heard complaints about the 5E ranger and I wanted to see if Tales did it better. I don't think he had any complaints. His character was stupidly deadly and by the end was shooting 3 or more times per round - I'm not sure what it officially ended at as he was hasted quite a bit of the time. He also got a bonus or advantage when shooting a damaged foe so often the plan was to wait for the wizard to fireball a group and then start annihilating the survivors with bow fire. 

He might be the least experienced player in the group  - I believe he played a little 5E and then joined my Deadlands game a few years ago, then Mechwarrior, then this one, so he's not new by any means - just less jaded. He's played BattleTech and other similar games for decades so he's no slouch on picking up the rules.


Valiant Swords of Greyhawk: Session 29 - They're Going to Need More Trolls

 

Our Heroes:

  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Braeden (Human Ranger) played by Battletech Terry
  • Malice (Human Bard) played by Grognard Mike
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David

 The party is level 5-6 at this point. This account is mainly written by Malice. Full crew this time! We begin on Day 74 of the campaign.

We begin by looting the bodies. The high priest has +2 chainmail, a +1 shield, and a +2 warhammer. Amongst all of them, we find a total of 300 gp. While we’re looking into all of this, Sir Kentor gives the boots of Striding and Springing back to the party. The assistant priest has a mace with a ruby worth 1000gp in the hilt of the mace. The high priest’s holy symbol is gold and set with a ruby worth 2500 gp. He has three spell scrolls – dispel magic, and tongues – which Xyzzifax takes, and Flame Strike, which Jaric takes. Malice recommends that Samson looks, but not touches, the altar looking for hidden compartments. It turns out, his goggles allow him to see through some of the stone, so he’s able to tell that the cauldrons off to the sides have a magical liquid within them. The altar itself is magical. And, the great tube bell is magical. Even the fire pit is magical. And, it looks like there’s something buried beneath the coals.

I mean, we all knew it was coming ...

Xyzzifax “borrows” a rope from Braedon, and strings up the high priest. And he spells in chalk on the ceiling “This is the fate of all who oppose Lord Xyzzifax”. Then, we pull out, planning on getting to the tower where we can rest. 

More taunting ...

On our way back, the passage is blocked by Carrion Crawlers. Braedon shoots, and the Sir Lantor charges, and the first is killed. And then, Xyzzifax uses one of the two fireballs left in the wand, and all of them are injured – but none are seriously injured, much less killed. Sir Kentor moves up, pressing even further into the room of beasts, and begins slashing with Zwei. Malice moves up to behind Sir Lantor, and flings a firebolt at the most dangerous of them. Then, they mostly mob Sir Kentor, who is like a living avatar of a turtle. So many of them attempt to strike, but he defends against all of them. Then, one stretches its tentacles, and lashes out at Sir Lantor. The slime is a contact poison, but it doesn’t seem to do much.

Braedon fires again, hitting the fattest of them. Sir Lantor fights in, slashing at the one that struck him. One of the swings only hits by pure luck, and it scuttles back from the second strike. And, Xyzzifax hits the group of them with a second fireball. When the smoke clears, there is only a pair of them left, one in bad shape, and the other not so harmed. Sir Kentor withdraws from the least wounded, and he drives Zwei through the terribly wounded one, slaying it, before returning his attention to the last of the crawlers. The two clash as Malice fires a firebolt, but the beast still stands. Braedon puts a pair of arrows into the last one, and though it still is moving, that only invites the final strike from Sir Lantor to kill it.

We finally make it back to the tower, and tend to our wounds. When we get there, we find that Jaric and Samson had returned, and were waiting for us. And, after we rest, we partake in the storytelling and Sir Kentor’s chili, as has become our tradition. And then, we make our way back into the dungeon. Malice lets the Valiant Swords know that this day the Wand of Binding will not be able to cast Greater Hold. Braeden takes a pair of holy waters from our party’s stash.

We make our way to the long tunnel that goes south around the Water Temple and Fire Temple, intent on checking the rooms that Bubo could not search. There are a few rooms with noises coming out of them, and Bubo does not press its luck. As we move to where we can see past a wide part in a passage, we spy a pair of trolls. Samson takes a pot shot, throwing his javelin that darts around the troll. It takes a step back, letting the wall take the hit, and then charges the front line, followed by another that sprints past the front line – taking a blow from Sir Lantor’s long blade – as it rushes towards the other noise that Bubo heard.


Sir Kentor lunges at the troll, but he is able to parry the blow. This leaves it open for Sir Lantor to be able to hit with a mighty slash. Braeden shoots at the troll that had engaged the knights, and after the arrows hit, the troll is finally showing signs of his wounds. Xyzzifax blasts with a firebolt, as Jaric hits with the staff of striking. Then, Sir Kentor ignites the flametongue that he attuned in the Tower. And with that, the troll is slain! Malice steps to just behind the front line, and firebolts the fleeting one.

Samson rushes past the front line, and fires twice with his crossbow. Only one of the shots hits, and though he was trying to pin the creature’s foot to the ground. Though the shot hits the beast’s foot, it doesn’t slow it down. The troll calls out, and we hear more movement coming our way. Then, from behind the first trolls that rushed us, another pair of trolls charge – one of them even larger and uglier than the rest – and female! Samson, having put himself in front is clawed by the troll. Then, from down the hall, an owlbear charges Samson. The little halfling is in bad shape, and the owlbear is bearhugging him. Then, it tries to snap the halfling’s head completely off. It doesn’t succeed, but Samson most certainly can’t take much more of that.


Sir Lantor closes with the biggest troll, but it simply bats the greatsword aside, but he does manage to hit with a lucky backswing. Then, he spies an opening and takes it, slashing an additional time. Braedon shoots the owlbear, and my that thing is large. But that just gives the ranger more area to work with, one of the arrows is just a vicious hit. As the trolls and owlbear are clumped, he hits them with a fireball from the wand. The owlbear is really showing the damage, as is the largest of the trolls. The female, troll, though, weathers the blast – at least as well as a troll can. Jaric closes with the owlbear, and crushes its skull with the staff of striking. Then, Jaric hurries to the end of the hall, so that he can watch for what the fleeing troll might have been up to. But, the chief reaches out, and slams the cleric as he rushes by. Sir Kentor moves where he can protect Samson, and slash at the troll chief. Malice saunters to the line of combat, and with a few words of the black speech, many of his wounds heal.

Samson takes care as he withdraws from the front line, falling all the way back to Xyzzifax’s side. We hear roaring coming from where the troll fled, and Jaric can see the hydra as it is coming around the corner. The troll chief tries to push Sir Lantor back, and Sir Kentor keeps him from being hit. Then, Sir Lantor cleaves into the large troll, but it is still standing! Braedon puts an arrow into him, and that is finally enough for the huge troll to fall. Then he shoots the female troll, and leaves her not looking well, too. Xyzzifax throws a fireball into the room, and its a really effective placement. Jaric then gives ground before the hydra even gets close, and closes with the female troll, laying into her with the staff of striking, killing her. Xyzzifax gives tactical analysis that we likely have just a few seconds before the hydra arrives, so Sir Kentor charges the last of the trolls we can see. The flametongue does its job most grievously. Malice almost lazily walks where she can fling a firebolt at the troll, and then backs away from the potential fight.

Samson repositions himself, readying for the Hydra. He jams the javelin into the ground, clearly attempting to make a makeshift trap. Meanwhile, Sir Kentor manages to keep the troll at bay for most of the blows, but the repeated pummeling is enough to painfully wrench the paladin’s wrist. The hydra comes around the corner, and exhales a sizable cloud of poison. Only Jaric is within it, and he is coughing up blood within mere moments. The troll that fled comes back into sight behind the hydra. And, another troll lumbers through the door, and pushes Sir Kentor’s shield out of the way and bites him! That’s just mean!

Sir Lantor charges the hydra. The hydra previously had five heads before the swirling melee, and for the moment he has cut one of them off. And then he punches the stump, and takes another swipe as well. Braedon marks the hydra, and arrows fly down range. A second head is killed. Xyzzifax steps into where he can see the Hydra and Troll, and hits them with a slow. Jaric speaks words of healing, and his own wounds close. Then, he engages the wounded troll, killing it handily. Sir Kentor didn’t even need to take a step to be able to swing at the most recently arriving troll, and a pair of slashes are easily landed. Malice throws a lightning bolt, striking the hydra and the troll. The hydra loses another head in all of that. Then, Samson moves up, and grabs the javelin that was part of the trap that never sprung, and throws it into the hydra.


Malice was hoping that the lightning bolt was going to keep the heads from regenerating, but there was no such luck. The hydra’s severed head spewed blood and gore all over Sir Lantor. Malice speaks a black word, and Sir Lantor is only disgusting, rather than suffering any conditions from it. Three heads were slain, and six more grow in its place. The mass of them all snap and tear at Sir Lantor. Though he takes some hits, he’s not in nearly the terrible shape that we’ve seen him in before. The troll tries to bite Sir Kentor’s shield, then claws at him, but these attacks aren’t effective. The troll from behind the hydra comes around to where he can fight almost side to side with it, and slashes deeply into the fighter. Sir Lantor goes to work on the Hydra, cutting off a pair of heads. Braeden puts more arrows into the hydra as well, and there are only five living heads when the ranger has done his work. Xyzzifax attempts once again to slow the Hydra – and the beast still stubbornly resists. The troll remains slowed, however. Jaric slams the troll that is next to him and Sir Kentor, and for once a creature that the staff of striking blasts survives the experience. Sir Kentor drives the flametongue into the troll, and even that is not enough to end the thing. Malice calls out for the line to reform, and her magical healing begins to wrap each of her companions. Samson dashes to where he can see the troll, and throws the spear into the troll, killing it.


The Hydra clatters forward, and the heads rear back and so much poison fills the hallway. Sir Lantor and Jaric both fall, while Braedon and Samson are both in terrible shape. Then, his slain heads double, and it is now up to eleven heads. The troll concentrates, and says a prayer to the dark elemental gods, and surprisingly, they perhaps answer him – for it is freed of the slow. In response, Xyzzifax casts slow again – this time finally catching both the hydra and the troll, who groans as the magic hits him again. Braeden casts a cure on Jaric, who stands and casts a heal on himself and everybody else as he washes the battlefield with a mass healing. Samson, Jaric, and Braedon are looking much better, and Sir Lantor is awake again. Finally, Jaric moves up to Sir Lantor and casts an additional cure on him. Sir Kentor judges the foul creature from the depths of hell, and drives the flametongue into the huge beast. Malice calls forth a shatter spell, knocking both the troll and the hydra around. Malice’s healing power continues to close some of Samson’s wounds as he throws the javelins at the hydra, hoping to fell the beast once and for all. And success! The javelin drives in and out of it, and the hydra is slain. And then, Samson feeds Sir Lantor a potion.


The troll retreats… very slowly. But, the spell comes to an end once more. Sir Lantor climbs to his feet, and Malice’s magic has him looking in much better shape. Sir Lantor activates his magical wings, and he flies after the fleeing troll. Braedon dashes after the troll, and Xyzzifax gives charge as well, and flings a firebolt at him – but the troll manages to dodge. Jaric races forward, and calls forth a sacred flame, and this one hits! Sir Kentor gets into chase as well, and then makes good use of the misty step to be able to close and attack the troll. But the troll’s luck holds, and he is able to stay just a few steps ahead, and out of the flametongue’s range. Malice runs as well, with Samson close on her heels, and then he pulls ahead of her right at the end.

The troll flees again, but giving his back to Sir Kentor just means that the paladin is able to slash his back. Then, Sir Lantor flies all the way to the troll, and Braedon catches up with a misty step of his own. A pair of shots fly at the troll, and that is enough to finish things. Braedon’s arrows are enough to have put an end to both the troll and the chase. We double back to check out the room that the troll chieftain came out of. All we’re able to find of note in the first room of trolls is a leather bag with some coinage. The troll chief’s room is decorated, if it can be called that, with bone and feces. In the room, we find a potion of superior healing that Sir Lantor takes. And, looking at the chieftain himself, he had a gold and jeweled necklace worth 5000 gold. Then we make our way back to the Tower.

DM Notes

This was a pretty hairy fight even with the whole party present. This was 6 trolls (including the chief and his wife), an owlbear, and a hydra, many of which were active at the same time. Troll regeneration is one of those rules that looks impactful at first and then once you get into an actual game it's really a non-factor. They are still mean brutes though. Then there is the hydra ...

This was a somewhat spread-out fight so I was having to keep close track of where the fire damage was being inflicted but you can see how this can get interesting.

Then there is this additional escalation. You're not going to run away from these without taking some shots. It also has a recharge breath weapon that does poison damage and then a bonus action if it is down heads that inflicts incapacitation and the poisoned condition as well. It's a nasty beast and I really like they leaned into the classic mythological "hydra poison" as a signature of this creature.  

They did win in the end but they had to work for it. This is a guarded point to some deeper parts of the dungeon and all of these creatures are guards/guard dogs so it's meant to be tough. 

Wednesday, December 10, 2025

Valiant Swords of Greyhawk: Session 28 - The Fire Temple

 

Our Heroes:

  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Braeden (Human Ranger) played by Battletech Terry
  • Malice (Human Bard) played by Grognard Mike

 The party is level 5-6 at this point. This account is mainly written by Malice. The Cleric and the Mechanist are out this session. We begin on Day 73 of the campaign.

Malice rejoins the group at Hommlet, and we briefly discuss whether we should engage the Earth temple or the Fire temple. As Jaric and Samson are staying behind for a few days to take care of the prisoners, we opt to go and fight what we are expect to be our way to the fire temple. Before our journey, we eat the traditional bowls of breakfast chili, and Braedon tells Malice stories of what she’d missed.

Entering the the temple goes smoothly, and we get to the doors we were wanting to use to start our exploration without running into any denizens of the Temple in transit. We try the doors, and find a small unoccupied room, and a stairway leading down. We don’t take it yet, but it is always good to have another path. Instead, we take a side hallway, that doubles back on itself, but over its length inexorably leads further into the part of the temple where we expect to find the cult of elemental fire.

We get to a door, which with Samson gone, it is Xyzzifax that examines it see if it is trapped. It is not, but then the door’s lock bests the mighty wizard. Malice recommends walking around through the main hall, and try the door that seems to be on the other side of the room. Bubo is sent to check a side passage, where there are a number of objects blocking the hall – a folding screen and hanging lines. At the other other door, the lock once again is more than Xyzzifax can pick, so we go to Sir Lantor and trust in his brute strength. And, the door withstands it! Then, Sir Kentor tries to break the lock, charging with his magic shield. That too is stopped! Even Braedon helping isn’t enough. Finally, Malice has enough of the doors, and casts Shatter on them, to blow door open.

The room has a floor of white marble, and vaulted ceiling sheathed in alabaster. A cloudy crystal substance is set into the northern portion of the east wall. Xyzzifax opens his arcane senses, and the whole of the room has a minor magical effect, but it is stronger where the sheet is. Malice tosses a copper into the room – it clatters to the ground and lays there. And then Braedon shoots an arrow at the crystal, and it doesn’t do much to it. Then, Xyzzifax sends a skeleton in.

As the skeleton approaches the crystal, it glows, and there is a calming sound. Two radiant creatures appear, and can see us. They ask what beings like us are doing in a place like this. Sir Kentor strides in, and says that we are here to protect the land from the evil that is growing here. The angelic beings claim that this place was put here by the gods as an area of respite. While Malice just suspects them on general principle, Xyzzifax’s sense of the magic is that the room is a place of safety, and Sir Kentor can tell that the beings are serious. Xyzzifax asks where they are, and the respond that they are on another plane. Sir Kentor says that they offered aid, and they offer a short ritual enchantment to just might to enhance our weapons – for seven hours. And they can only help like this once per seven days. Xyzzifax asks how much they can enchant, and they say anything in the room. Xyzzifax has the skeletons deposit their bows in the room. Braedon puts in both of his short swords, and a bandolier of three daggers. We put in the spare suit of plate armor. Malice puts in a vial of poison. Sir Kentor puts in his hammer, and Braedon tries to put in all of his arrow, but Malice takes half and gives them back.

We close the door, and wait for the seventy seven seconds that the ritual will take. And then we open the door… to an empty room. “It’s so evil, you have to respect it.” Xyzzifax says. The suit of plate armor and the one of Braedon’s short swords that was magic are the greatest losses. Sir Kentor knocks on the crystal. Malice attempts to cast shatter, and the spell doesn’t go off. Sir Lantor strikes it with his blade, and it bounces off – the blow having no effect. Before we head out, Xyzzifax gives Braedon a magical and a silver dagger, so he can have melee weapons if it is important.

This is one of the more hilarious, triumphant moments of the campaign for me as a DM. Through my clearly amazing DM skills I managed to convince a party with people who have been doing this for 20-30-40+ years (almost as long as I have) to trust strange beings a couple of levels down inside a ruined temple of EVIL enough to leave a bunch of weapons and armor in a room and walk out for the chance of them being "enchanted"! For a few hours! I think the paladin blew his check to look for deception here too which helped. They all kind of knew it was probably a scam but they still left a pretty good pile of stuff. This is one of several very old-school kinds of things that I never expected to amount to much with a group nowadays but it did and watching their reactions was a lot of fun. 

On the possibility of getting more information on the room, we make our way down the side hallway that has some items blocking the path. We push our way past, and come to a sizable room. There are a group of bugbears, and a human sitting in a large and ornate chair. They start by each hurling a multitude of javelins at Sir Kentor, and his magic armor and shield are enough to fend off all but two. Then, the melee is joined, or, as it happens, the missile fire continues with Braedon shooting the armored man, and them continuing to hurl javelins, this time with Sir Lantor taking a hit. And melee waits longer as Xyzzifax lights up the room with a fireball, seriously wounding a majority of the bugbears.

I don't know if we go a single session without a fireball from this point forward unless the wizard misses a game

Malice gives them the opportunity of not quite surrender – if they swear allegiance to Lord Xyzzifax they might survive. She does call out a few to beware of to her allies, and coaches Sir Lantor’s attacks. Then, at long last, melee is truly joined as Sir Kentor then Sir Lantor charge into the room. “Judgement falls upon you this day.” Sir Kentor booms as he swings his new magical blade “Zwei Hinzufugen” at the human in plate, and he too is terribly wounded. And Sir Lantor swings his mighty blade, and kills a quartet of them. That leaves only the strongest bugbear and the terribly wounded leader. The evil leader proves to have a flaming sword, and he slashes Sir Kentor – who is healed by Malice.

Then, the man in black plate takes an arrow to the eye from Braedon, and is slain quickly. A second arrow finds its way home in the bugbear as well. Then, that bugbear makes a run for it, and though Sir Lantor swings at his back, the creature is fast on his feet as he flees. Xyzzifax darts into the room, and to the door where the bugbear had ran. There is another room that the bugbear probably fled into, and though he can’t see the bugbear, he hurls a fireball into that room. The skeletons move up to where they can see him, and throw javelins. Malice races forward just far enough to get a glance at where the bugbear had run.

Hey they were moving fast so I had to draw quick! My lines are usually straighter than this!

This lavishly furnished chamber is lit by many candles that were lit by the fireballs. Tapestries on the walls show travesties committed with fire. An ornate chair is in the room, and a trio of doors on the far wall. Sir Kentor charges after the bugbear, and then does a short range teleport to get in front of the bugbear. Then, he goes to work with Zwei, and the bugbear is slashed as well. Then Sir Lantor charges it, and by the time he is done the bugbear is killed.

Malice presses her friends to keep it going, there is only a limited time left on her magic. Braeden sprints into the room, and gets to the far west door, and finds that it is locked. Xyzzifax sends skeletons to check the other two doors, and finds that they are both locked as well. So, we pause, and search the rooms. We find the bugbears have gold coins on their persons, and the human leader has a gold chain. Then, Sir Kentor sheathes the flametongue sword, and takes it himself. Zwei may end up in somebody else’s hands.

The paladin will use this for the rest of the campaign

Xyzzifax picks the westernmost lock, and Sir Kentor opens the door. It is a smaller room, and Xyzzifax enters and reaches out with his arcane senses. He finds a book that describes the elemental plane of fire, and a bone scroll case with a scroll of protection from fiends within.

Then, the middle door is unlocked by our wizard, and once again the paladin opens it with the warrior watching his back. The smallish room looks like a siting chamber, with a small brass bound chest. A quick check of the chest reveals some worthless garments and some coinage, as well as a potion. Xyzzifax hands what turns out to be magical poison over to Malice.

The process with the door is repeated at the final door, revealing a bedroom, there are boxes, chests, wardrobes, and a desk to investigate. In total, they reveal a partially written note, a sack with gold, an expected amount of clothing and some non magical equipment. Surprisingly, there is nothing magical to be found, but there is an extravagant robe. Xyzzifax finds the red silk robe with golden skulls on its black and sleeves, with the eight pointed symbol of the fire cult embroidered on the front pleasing. He takes it for himself, and puts it on.

Xyz will relentlessly troll the higher-ups of the temple with stuff like this throughout the campaign, taking their ornate robes and wearing them and calling it out regularly. Again, imagine this kind of thing in The Mighty Monarch's voice.

We check the final door before making our way back to the double doors that very likely lead to the heart of the fire temple. It turns out that it takes a long run to the south, most likely part of that long run that Bubo explored some time ago. Xyzzifax sends Bubo down this long hallway, so we can confirm that this is the other side of it.

And so it is time! We head to the double doors that we expect to lead to the grand hallway to the fire temple. We take a few minutes to prepare, and while we’re there we can tell that the hinges are well greased and look to have seen much use. The long hallway to the next set of double doors leading to the temple itself. The temple is huge, and its south side is dominated by an altar and a giant fire pit. Tapestries adorn the northern wall. A brass tube is suspended from the ceiling, and there are stands of brass with charcoal. There are a pair of cauldrons with ladles. Atop the altar is the eight pointed fire symbol inlaid in gold. In the room are two ranks of bugbears, elementals, priests, and even the hill giant.

The fire temple knew they were coming. This is one of the bigger fights of the campaign.

We prepared poisoned weapons and fire resistance, and they prepared for us as well. The fire fanatic moves forward, and unleashes an unholy bolt at Sir Kentor, but his magical shields are too strong. The hill giant flings a huge bag at Sir Lantor. It hits with a thud, and he is covered with a foul smelling goo. And, the bugbears hurl spears at the knights and the skeletons. Only one is able to graze Sir Lantor, another damages a skeleton, and Sir Kentor weathers the barriage unharmed. Malice calls on the magic of her voice to empower the group, as Braedon casts protection from elementals on Sir Lantor. Xyzzifax casts haste on Sir Lantor.


The fire elementals charge, one Sir Kentor and the other on the short line of skeletons. One of the skeletons ignites, and then he continues forward, leaving a trail of fire behind him. And while Sir Kentor fends off the creature’s blows, he is surrounded by a bonfire. One of the clerics moves forward and blesses the Hill Giant, the High Priest, and the Fanatic. Sir Lantor has one of the fire elementals right in front of him, so he tears into it with the greatsword. The damage to to it is evident. But, engaging a being of pure fire is a painful experience, and Sir Lantor’s skin blisters. The High Priest walks forward, calling a swirling orb of fire around himself. His mace bursts into flame, and he looks at Xyzzifax and accuses him of wearing his robe in his own temple!

See?

Sir Kentor drives Zwei into the damaged flame elemental, and disincorporates it. The fanatic attempts to Hold Sir Kentor, and his faith is too strung. The Hill Giant charges Sir Kentor as well, and he is powerful enough to ward off its blows. Then, the bugbears try to close up with us, but the fields of fire created by the elementals make it more difficult for them. Still, they are able to destroy a skeleton. More bugbears throw javelins, and another skeleton is felled. But, the three bugbears that close with the skeletons, but he is able to fend them all off.

Malice casts greater hold on the Hill Giant, and he is paralyzed! Braedon misty steps away from the fire elemental, and puts a pair of magical arrows into it. Though one of the arrows was right dead of center, the elemental is still standing. Xyzzifax takes to the air, and uses the wand of fireballs. They seem more resistant to it than normal, here in the temple of fire. Many of the bugbears are lightly damage, and some take no damage at all. The giant is the only one that seems to take full damage from the fire. Neither the fanatic nor the high priest are harmed at all by the fire. The two remaining skeletons throw javelins at the Fanatic, but its armor protects.

I asked him what he was expecting using a fireball in the Temple of Fire and all and he snarked that it still did some damage


The fire elemental makes a burning charge at Malice and Braeden, but only Braeden is set ablaze. The cleric rushes across the temple, just in time for Sir Lantor to charge the paralyzed giant. He is a blizzard of slashes with the massive blade, and in a fountain of blood and grievous slashes of meat, the hill giant is slain. The high priest walks up slowly. Xyzzifax is too near to the ceiling for the orb of fire to hit him, but both of the Knights and the lone remaining skeleton are within its blaze. Even with the fire resistance, Sir Kentor is fairly damaged, though Malice’s magic does provide some healing. Then, he closes with the high priest, calling forth the judgement of vengeance on the servant of evil fire. And, with a stroke of luck, the blow from Zwei finds its way home.

The Fanatic closes with the Paladin, swishing a glowing, curved dagger in an intimidating manner. The bugbears charge in, except for a pair that throw javelins at Xyzzifax. He casts shield, and in the instant is protected. The bugbears continue to fail to be able to get through the Paladin’s defenses, but one is able to hit Sir Lantor. But, he parries the blow, so only is left with a strained wrist. But, a skeleton is destroyed by their effort.

Malice checks with Braedon to see if he can handle this fight with the elemental. He says yes, so she turns invisible, and moves into position to be able to lightning. Braeden casts protection from elementals on himself, and moves back to give himself range. Xyzzifax drops to ground level, and sends a lightning bolt across the back rank of enemies – hitting the High Priest, the Priest, the Fanatic, and two bugbears. Those bugbears are badly damaged, and the shock was enough to break the priest’s concentration on the bless that he had been maintaining. More than that, he is bloodied as well.

At least someone was thinking. With two arcane casters in the party it was bound to happen ...

The fire elemental streaks through the last skeleton, destroying it, and clubs at Sir Lantor from behind, and then engulfs him. Sir Lantor is on fire! The cleric drops back and attempt to cast Hold on Xyzzifax, and he simply counterspells the attempt. Sir Lantor fights his way to the High Priest, deflecting blows from the bugbears. The priest fights like a demon, but Sir Lantor lands a blow, and the man is looking wounded. More than that, the orb of fire around him is disrupted. Then, in a burst of action Sir Lantor pushes through all of the enemies, putting distance between himself and the fire elemental. The High Priest swings at Sir Lantor with his burning hammer, but both of the blows are blocked. Sir Kentor takes advantage of the opening and stabs between the priest’s plates with Zwei.

Sir Kentor pauses for long enough for Malice’s magic to close some of his wounds, then feeling refreshed he lunges with Zwei, and slays the high priest. So much for the priest teaching Xyzzifax humility. The Fanatic screams in rage as his leader dies, and tries to slay the Paladin with a furious storm of blows with the dagger, but he never is able to find an opening in Sir Kentor’s defense. The bugbears swarm Sir Lantor and Sir Kentor, and Sir Lantor ends up somewhat the worse for the wear. One bugbear gets the sword batted to the side, but a second hit manages to bite deeply and draw far too much blood. Visibly whitening, the knight keeps his feet, but he is barely standing.

Malice moves into the room, into a position where she is able to put a lightning bolt through three bugbears and the fanatic. She kills one of the bugbears, and leaves the other two badly singed, and the Fanatic is in poor shape as well. Braeden moves back to where he has a shot on the fire elemental. The arrow finds its mark, and the fire elemental makes a crackling howl. The enemies are just a mass, so Xyzzifax hits them with a fireball. Even with their resistances, the battle had been enough that they suffer massive losses. After its carnage is ended, all but four of the bugbears are dead, as are the Fanatic and the Cleric.

The Fire Elemental engulfs Sir Kentor, and moves to where it can throw firebolts at Xyzzifax. But, this gives Sir Kentor an opening that he can take advantage of, and slashes with Zwei. It is not enough to end the beast, but it is enough to throw its aim off for one of the blasts. The other, though, is enough to slam into Xyzzifax, not only burning him, but lighting him on fire.


Sir Lantor swings at the bugbears. Even with Malice’s healing, he is not looking in great shape, so he is reluctant to go toe to toe with the Fire Elemental. So, he has to satisfy himself with slaying a pair of bugbears. Sir Kentor starts in the blaze caused by the fire elemental, and it is good that he is resistant to fire, because it does not harm him nearly so much. Then, fighting his way past the bugbears, he drives Zwei into the elemental one more time, and that is all that it can take. The fire winks out of existence, naught left but a wisp of smoke.

The fight against the last of the bugbears is hardly worth mentioning. Malice slays one with her poisoned glaive, and Braedon kills the other. And, as soon as they fall, like a flock of vultures the Valiant Swords begin to loot the temple (to be done next session, after which we will withdraw).

DM Notes

After the initial exploration and encounter with the Angelic Beings the fire temple fight was roughly 20 combatants versus the 5 party members and being down the cleric, especially, made it closer than it might have been.  It lasted 5 rounds and took a fair amount of time but everyone had a good time doing it.

And no, they never did figure out what was going on with the Beings and their disappearing items. If you have the adventure you'll know but once they found the fire temple and surroundings they did not go back to investigate. 

You can't always tell in advance what's going to be the fun or memorable parts of an adventure - and that's part of the fun of playing them! I knew this would be a major fight but the window room was a bigger thing than I had expected. 

There is always some RP during combat with our group but the wizard took it to another level here. I don't think that was fully captured in this account but it's not the first time and it will not be the last. The paladin also likes to get in a lecture as he makes a final judgement on an opponent - even if they do not share a common language. Samson being a halfling and punching with magical gauntlets ... well you can guess the comments when he connects, especially when he criticals. The ranger is the cool professional - unless someone gets u on him and then there is a bit more energy as he jumps back and whips out the twin shortswords and gets to work. The cleric gets some words off at times but mostly just charges up the staff of striking and blasts foes out of existence if it gets thick. Malice is the wild card being a) a 5E style bard and b) being played by the most experienced player in the party and c) not having a lot of alignment or honor type rules on fighting fair. She buffs the party much like a 4E Warlord and then looks for a good position to start hurting people .. a lot.

Final observation - I can't believe I didn't get a picture of this fight! I got one of the preamble, but not the main event! I do get better at this as we go.