Berghawk Play Report catch - up post (A Greyhawk Campaign set in Berghof)

It's been a while since I made a Play Report post - a number of game sessions have passed! So just to keep the ball rolling here's an update. Thanks to Keir for keeping notes. 

3/6/26
Harassed the Rat – Fergus – released them with Bandits
Followed information on the drug dealer connection.
Took the civilians back to Town, Chiswell. Carousing.
Decided to go to the Skulks.
Travelled to Kusnir – got information about a weird Skulk with a glove that was writing on walls.
Writing said free the power to combat evil… I am the Sentinal.
Weird skulk was sometimes killing, sometimes sparing.
Kusnir – walled town, couple of hundred people, mainly fisherman. We are welcomed there and can
stay for free.

Daybreak on 4th of Coldeven
Suns out (Roland is wandering around in a singlet), light clouds in the sky
David’s Dad – Klaus (Village Elder of Kusnir), Mum – Jeanette
Left the shell out for the Mermedon (i.e. Cool).
Foraged 4 lots of Kusnir Nettles.
Spoke to the Village Guard (Uschi Sauer – gruff woman with short brown hair) and offered to help
train them. Helped them with suggestion of readying flour bags, and setting snares with bells. Uschi
appreciated the help.
Cool (and the Gang) arrived that evening. Agreed to help alert the guards and we introduced them
to Uschi (and they bonded over flowers).
Rumour – halfling village to the East of Kusnir that seems to have been wiped out.

Daybreak on 5th of Coldeven
Hail and horrible weather, light clouds in the sky.
Travelled along the river towards the villa.
See a rocky outcrop near the water and hear laughter about 60 yards away.
Roland, Sepp and Max headed forward to investigate while the others slowly advanced.
Overhanging rock and with a fire going we discovered 6 Norker goblins. 3 standing around bullying a xvart.

Roland came up with a plan to circle around them, while the rest of the party advanced on them.
We attacked with surprise, charging and peppering with arrows. The Norkers withstood our attack
bravely, while the Svart ran away. Eventually we wore them down and vanquished them. To our
surprise, they had 2000gp.

We reached the villa after a short further walk and searched for traps and found none.
We entered the Courtyard, at 4.10pm, and were attacked by 2 Perytons.
Roland bravely tried to draw them to him, while the squishy adventurers fell back to use missile
weapons and protect the horses.
Sepp struck a perfect blow with an arrow but to our horror it did no damage.
Soon after, a Peryton flew down and attacked Sepp. Sepp stumbled and the Peryton was on him,
ripping Sepp’s heart from his chest.
Mads used his mask to try and paralyse Sepp’s killer with fear, and almost succeeded.
Magnus managed to sleep the killer Peryton, which fell at Roland’s and Conrad’s feet. Conrad took a
killing blow and slaughtered the paralysed killer Peryton.
Sturm and Mads retreated into an adjacent room and discovered 3 Peryton chicks, which were also
immune to non-magic.
Feuersicht slept the other parental Peryton and brought it to ground. Once it hit the ground, Roland
dispatched it with a powerful blow.
Trapping the chicks in their room Conrad, Sturm, Mads and Roland smooshed them.

10/6/26

5.10 pm on 5th of Coldeven
As it started to get dark, we stopped to put Sepp’s body over Pony, and Feuersicht took the arrows.
We decided to head back to Kusnir. The weather was foul, but we made it back to town without
interruption. David’ family gave us shelter for the night.
The Watch were practicing their town defence moves in the main Hall.

Dawn on 6th of Coldeven
The Town turned out to attend Sepp’s burial. Sturm gave a shortish eulogy. Mads dug the grave, put
coins on his eyes, and said a few words. Sepp’s bow was left to mark the grave.
A light snowfall was taken as an opportunity to start the wake.
Shields and other weapons should now by ready in Chiswell.
Carousing

  • Roland ended up with 3 new “lads” as retainers.
  • Mads joined the Guards after pledging an oath of allegiance.
  • Magnus and Feuersicht were dancing and singing – an old woman claimed we would bring a curse. They danced into the woods and a wood spirit took a liking to us, and possessed a staff of Magnus’ – turning it into a npc sentient Lawful Staff of the Woods (INT 7; communicates via empathic link) that wants Magnus to protect the forest from undead and other evil creatures. It enables the wielder to read the thoughts of another creature (usable 3 times a day).
  • Feuersicht drunkenly declared that he would clean up his act. Feel compelled to keep it so that carousing Kusnir in the next 6 months is at half effect.

7th of Coldeven
Windy and slightly overcast.
The party had a mental health day, and practised some fishing.
Magnus and Feuersicht copied the Marionette spell into their spell books.

8th of Coldeven

At 8am, on a bright sunny day, the party left Kusnir and headed back towards the Villa.
Early in the morning, we encountered a group of wolves. 70m away we saw 7 of them with a larger
wolf that seemed to be controlling them. The lead wolf seemed to signal to the others to attack.
Magnus slept 3 of the wolves (as they had 2 HD each). The remaining wolves charged quickly to us
but did no damage. Feuersicht hit the leader with an arrow but it did no damage, supporting the
suspicion that it was a lycanthrope.

The leader wolf woke one of the sleeping wolves. Feuersicht shouted “Mads, this is for you” and cast
fireball from his wand. The burst of fire engulfed the leader and the 3 wolves around him.
Feuersicht struck the leader with a silver arrow, and this time it worked, leaving him looking badly
hurt. Seeing their leader hurt, the remaining wolves retreated back to protect him.
Feuersicht hit the leader again with a silver arrow, and this time put it down.
2 werewolves escaped from our pursuit, but the lycanthrope was dead. We skinned and butchered
the 5 wolves.

At 1pm we reached the Villa.
The door to the ‘cold’ room (opposite where we found the young perytons) was closed, even though
we left it open. Sturm spiked the door open. Investigation showed that the room was designed as a
cold room, and we found a small wooden box wedged near the roof.
Roland dislodged the box with his 10’ pole.
Mads checked the box for traps and found a mechanical fire trap! He disarmed the trap (good work)
and opened the box and found 6 gems. There was also a vial of green liquid. Sturm dipped his finger
in it and tasted it – it made him feel like he shrunk slightly (potion of shrinking?). We also found a
shard of amber on a leather thong. Feuersicht put it around his neck and felt extra healthy – learning it was a Periapt of Health. We also took the 2 vials that collectively made fire trap for future
inventive use.

Regathering in the courtyard, we investigated a door heading to north. Listening, we heard a sliding
sound. Mads kicked in the door. Inside was a room with ceramic jars all around the floor, most
smashed. 3 of the walls are painted green, while the eastern wall is bare stone. There is a path from
the northern wall to the door.

While Mads, Konrad and Max looked around, a weird slimy creature peeled off the wall and
attacked. We threw oil on the creature but struggled to get the oil to catch fire. Eventually, Mads
managed to connect a torch with the oily smelly creature and it quickly burned and died. We spent
some time to carefully check out the room but found the jars were mainly rotted food.
Another door to the south seemed to be full of junk and we could not get the door easily open.
Mads really really really wanted to throw a burning Molotov oil flask in for the fun of it but the rest
of the Stonesmashers said let’s not… at least yet.

A charred body was laid out near the large door to the east, with charring around the one broken
padlock. We suspected it could be another lot of fire traps. Mads, Konrad and Max checked for traps
on the other locks but found none. Max managed to unlock the remaining locks.
We swept open the doors and found a large room with a high ceiling, and a marbled floor. The walls
were painted with woven vines. 4 statues of monks on either side of the room. A large dais in the
middle of the room, and at each corner of the dais is a large bronze feline creature. The tails of the
statues combined into a kind of chair. On the chair is the skeleton of a small animal.
We went to go in, but Konrad got an inkling of something wrong and saw above him a grey ‘sheet’
dropping from the ceiling above. The sheet is semi-transparent with some kind of face in it.
Mads threw his Molotov vial and it bounced off the Sheet.

The Sheet attacked Bilbur, enveloped him and started to choke him.
2 Ghouls appeared from behind the throne. One attacked Roland, shattering his shield, and clawing
him across the chest. The other one attacked Sturm, shattering his shield.
Sturm, holding his ground, presented his symbol of St Cuthbert but it had no effect. Calling on
Nerebo, Mads tried to adjust the luck of Sturm but Nerebo ignored his pleas.
Feuersicht hit the Ghoul attacking Konrad with an arrow, and it had full effect. Mads attacked the
sheet with a dagger but missed.

Feuersicht tried the wand of fireball, and discovered it had run out of charges…
Bilbur did his best to fight his way out of the sheet with his handaxe, as it continued to choke him.
The Ghouls flailed at our front line but our brave lads held them off for moments longer. A Ghoul got
in a lucky strike on Sturm, causing him to stumble while he was trying to enlist St Cuthbert’s
assistance to help heal Bilbur. With that, Bilbur took his last gasp, and the Sheet turned Bilbur into a
third Sheet Ghoul.
Konrad killed the Ghoul in front of him, with a little help from another Feuersicht arrow.
Bilbur The Ghoul (BTG) attacked his former inspiration Sturm, savaging him with an acidy tongue.

However, peppering BTG and the other ghoul with blows and missiles, we eventually wore them
down and laid them to final rest – with BTG finally falling to the dagger of Mads.

17/6/26
8 th of Coldeven (circa 2pm)
Buried Bilbur’s ghoulish form in a grave near the Villa marked with his wooden leg.
Returned to Kusnir (around 7pm).
Caroused again to mourn Bilbur’s passing.
 Mads: hungover, -1 to att/dmg next day
 Feuersicht: lost a bag of flour
 Konrad: very hungover, -1 to att/dmg for the next 3 days

9th of Coldeven
Readying to head out when we notice a hunter from out of Town. The game around Gannaway has
been disrupted and seems to have been scared off by something. Gannaway is 3 days to the east.
Headed back to the villa.
While travelling, we saw a group of Svarts 80 yards ahead of us.
Roland, Max and Konrad snuck forward, but the Svarts rumbled us and tried to flee. We pursued
them, and caught them. The svarts put up a bit of a fight but were relatively easily dispatched –
impressing Roland’s new recruits. Searching the bodies of the svarts we found 27 platinum pieces.
We arrived at the Villa at 10am. 9 wild dogs were munching on the bodies of the dead perytons. We
used the essence of Wolfbane, and the dogs ran from the smell.
Entered the throne room again, advancing carefully.
Mads moved the cat skeleton off the throne and sat on it himself. Things happened nothingly.
Some of the party investigated the 4 stone statues but discovered nothing of interest.
The feline statues in the centre are made of bronze.
The stone statues around the base of the dais in the center were representations of humans
expressing different states: concentration, etc.
We listened at a door heading north from the chapel, and then proceeded through. Walls were
painted green, with brass curtain rails, and a tiled floor with a pile of ash as though something was
burned there. Max and Emerenz looked for traps in the room, and Roland looked through the ash.
The ash seemed to be of some paper – perhaps burned books. Further searching found a hidden
door in a brick wall. Behind it was a small room. The floor tiled in green with a pair of brass lecterns,
each with a book on them.
Sturm stepped in and a brass cobra emerged, from the corner of the room, to attack. Sturm slipped
past its bite. Roland came in quickly and split the snake into many pieces in a single blow.

Sturm continued to the lecterns. The books were closed with no titles – one book was red, one book
was blue. He opened the blue one, and learned it will enable 3 familiars to appear and allow the
magic user to pick which one to keep. The red book has spells – (1 st ) Tensers floating disk, (2 nd )
Lehermans (fake) trap, (4 th ) Polymorph others. Roland scooped up some of the snake venom, and
heard a giant spitting snake in the hall, which Max had spotted.
The snake sensed Rolands sword (with its anti-reptile features) and squirted acid at him. It missed,
and we made quick work of it.

We tried listening at a short door with rough-hewn planks, heard nothing, and Roland opened the
door. Behind the door was low ceilinged room that appeared to be a cell. 2 human skeletons were
chained to the wall at the back. Max entered the room to check out, epty handed.
Next we explored another door to the north that we suspected could be a stairway down. It was
damp and dark as we headed down and found a corridor running under the chapel above.
Heading along the corridor, on the wall to the south, was a door. Sturm opened it and found a black
dark cloud hovering in the centre of the room, making a with a static sound – it seemed to suck the
light out of the room. 5 snake shaped tendrils extended from the cloud. Sturm, Roland, Konrad, and
Kasper (Sturm’s retainer) bravely entered the room.
Roland hit one of the tendrils and it dissipated. Sturm through his torch at the cloud and we heard a
whispered voice say ‘pathetic’. Feuersicht hit it with a normal arrow and it did no damage. Again the
voice, ‘leave me to my evil deliberations’. The Cloud of Evil (CoE) flicked a whisp at Kasper and he
fell, dead.

Sturm and Mads advanced to throw the exploding vials. The CoE reacted by killing Sturm – BUT
Nerebo stepped in, tilting the dice of fate in Sturm’s favour! Sturm lived. Just.
Taking our chance we fled back to the stairs. The whisps chased us but seemed to hit a limit at about
50’ from the CoE.
Leaving the Villa behind us, we marched back to Kusnir.
Roland returned Kasper’s body to his family.

10th of Coldeven
We foraged and found 5 Nettles of Kusnir.
We rested up and used spells to heal up.

11th of Coldeven (the Bloodmoon)
We rested up and used spells to heal up.

12th of Coldeven
We rested up and used spells to heal up.

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