We now have dragonbane’s Book of Magic and yes, suffice to say, we like it. Edmond hurried to create a necromancer character as he ‘s been playing this kind of character often enough in our couch-coop video games (Stolen Kingdom, Barony). I cannot fault his enthusiasm, I’ve introduced his new character right in the dungeon with the flimsiest of excuse. Hey, we’re here to have fun aren’t we?
2 hours session

Featuring Path of Glory’s main dungeon: The Gates of Power.

Player Characters (PCs) – The Battle Brothers:
- Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
- Grimoire, Goblin Mage, frail but smart (Isaac)
- Bumwild, Gnome Mage, wants to become a summoner (Isaac)
- Torch, Goblin Knight, fanatically loyal to Forka, (Edmond)
- Trimbo, Human Arcanist, wields both crossbow and lightning (Edmond)
- Letraquan, Human Necromancer, found lurking in haunted halls (Edmond)
What the other adventuring guilds are doing at the moment:
- Green Imps: leisure in Lonfelt after saving the Wizard Uzul Balashi
- The Protectors: adventuring in Prickly’s End forest, except Delevan (convalesent)
- Widowmakers: training new recruits in Gunderholfen
- The Musers: leisure in Longfelt
- The Ravens: depravity in Longfelt
This session’s main goal: finish exploring the upper part of the City of the Blacksmiths
- The Battle Brothers have just defeated the Death Knight, servant of Sethid the Archmage in the dwarven City of the Blacksmiths. As they were recuperating from this big fight they get the visit of a stranger, a lone adventurer named Letraquan. With Forka’s death, they have a free spot and welcome him to the group. Letraquan claims the Death Knight’s 2-h sword for himself without any objections from anyone, except from the sword itself, which considers its new owner a step below a miserable crawling vermin.
- The adventurers resume exploring. They enter the large throne room with a large U-shaped table, with dead (unmoving) dwarves still sitting at it. They find a number of trinkets and silver and gold coins among the dead.
- Lethraquan decides to sit on the large, ruby-adorned throne. He immediately gets visions of the area’s inhabitants (skeletons) wherabouts. Testing the power of the throne, he orders all of them to regroup on a room south-west and indeed, the undead obey and get there after some time.
- Freed from the skeleton patrols the adventurers can explore a lot more calmly. They go north into a dining room, kitchen and food storage area and don’t find much.
- Thence, they go west and get into a large brewery with a magical fire still going on. There’s a scaly beast, large as a pony, curled around an heated vat. The Pcs think about slaying whilst it sleeps but then decide to see if it’s hostile first. A simple hello wakes it up and it seems more afraid than anything but Trimbo persuades it of their good intentions with some dried meat. The beast, a very young dragon, is clearly smart but don’t know their languages. More dried meat convince it easily to follow the group.
- After that they enter the abandonned room of the master-brewer. In the room’s cabinet they find some silver coins and a nice gold bracelet engraved with the brewers’ mug emblem on it, worth 100 gp or 150 if sold to a dwarf.
- They continue eastward, go through an already visited dining room and then get into some kind highly-decorated room with tapestries, several marble tables and more interestingly for the adventurers: three metal chests. Unfortunately two are empty, the third is locked. Torch fails to force it open. Letraquan wants to smash it with his 2-h sword but is painfully rebuked by said weapon; such a lowly task is beneath Aleth-Kheloch the Death-Giver, the Destroyer of Kingdoms, whom tasted the blood of countless people, including a good deal of innocent ones which of course is the best blood to taste…
- Trimbo and Letraquan lift the chest together and the party prepares to leave the area.
Closing comments:
- An evil, intelligent sword and a good-aligned, young dragon – two powerful new assets for the Battle Brothers but that each come with several risks and drawbacks.
- No combats this time, with the skeletons out of the way and no random encounters despite a dozen rolls. They finished exploring the upper part of the Gates of Power.










