Tag: RPG
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Hadryn’s Hold – Of Giants and Knights (1.03, Rolemaster Unified)
We conclude the epic fight with the Trolls and the Hill Giant Bob, and the group take a moment to rest, heal, and explore the cave. New history and background is discovered, filling in or confirmed some of the story, and a bonanza of herbs and medicines is discovered.
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Hadryn’s Hold – A Giant Among Trolls (1.02, Rolemaster Unified)
We continue the battle between our group and the Trolls who have invaded the home of Bob. After the general kindness the group has shown, and the abuse from the Trolls he had suffered, Bob finally chooses a side and steps into the fight, though he is not quite as capable as would be assumed…
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Hadryn’s Hold – Bob, and the Cousins (1.01, Rolemaster Unified)
As we start our new chapter of the Rolemaster campaign, I have changed up the numbering a bit. Technically, it was Chapter 0 before, this is thus Chapter 1, but however it is counted. Ultimately, this is a shift in the storyline as our group leaves the confines of Brindol Ford and heads out into…
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Hadryn’s Hold – The Bohman Farm (012, Rolemaster Unified)
Our group finally faces the decision regarding the Bohman Farm, before they can wrap up their tasks in Brindol Ford. To avoid making a decision they will regret, they investigate thoroughly, though that leads to several uncomfortable conclusions. In the end, the Eternal Ledger is satisfied, and the responsibility of the group is discharged, allowing…
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Acceptable Losses – The New Bloods (005 – Shadowrun 5e)
We return to Junction Nine in our ongoing Shadowrun 5th edition campaign, where the group is adjusting to the loss of Mrs Alvarez. With limited time to rest however, they turn their attention to the brewing gang war, and dealing with the New Bloods, the splinter group from the J9 Steelers that is making waves…
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Hadryn’s Hold – Victor of the Tournament (011, Rolemaster Unified)
The group, having returned to Brindol Ford, enjoys a bit of a rest and recovery period. With their payment for tasks completed, and after selling a few of their gains, they purchase a few needed supplies. Meanwhile the Knights Tournament reaches its conclusion, drawing the full attention of Brindol Ford, as well as some unexpected…
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Hadryn’s Hold – Door of the Ironroot (010, Rolemaster Unified)
The group begins to split up to deal with injuries, prisoners, and differing goals, before exploring further into the crypt. New mysteries are revealed in the deep, and the group receives useful information back in Brindol Ford as the tournament reaches the final day. As the group begins to learn more of the history of…
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Hadryn’s Hold – Secrets of the Cave (009, Rolemaster Unified)
Our group engages with the last of the orc raiding party, meeting with some unexpected reactions. The challenges of language (and the lack of) become apparent. Bram recovers from his wounds from the prior session, but then has his own unexpected encounter. And then the group discovers something hidden within the confines of the cave.…
