A Zweihänder Adventure Blog
Session 28: Deep Trouble
The companions investigate a trail of burned homesteads to a goblin-infested mine beneath Black Peak, where they become trapped in a desperate battle for survival.
Session 27: Goblins... Why Did It Have to Be Goblins?
Hauling fresh timber and newly-won crowns upriver, the companions clash with disgraced dwarven miners in Grissenwald, uncover a goblin-ravaged farmstead, and follow a bloody trail toward Black Peak’s forsaken mine where darker truths await.
Session 26: Always Bring a Gun to a Fistfight
The companions survive an ambush by Purple-Hand lackeys in Kemperbad—ending in a pistol-shot street brawl—secure their long-withheld payment and a hold full of timber, and hastily cast off upriver before the Grey Wizards arrive.
Session 25: Playtime
The party expertly manipulates Count Boorman through charm, distraction, and theatrical intrigue to secure his cooperation while concealing deeper machinations in Kemperbad.
Session 24: A Noble Request
The group arrives in Kemperbad, sells questionable wine at a premium to a nervous merchant councilor in exchange for distracting an imperial official, while shadowy observers and hidden dangers threaten to complicate their plans.
Session 23: Healing and Heartbreak
As two battered riverboats drift through fog and grief, the party confronts trauma, trust, and the quiet cost of survival—leaving behind a haunted girl clutching a promise in the shape of a ball.
Session 22: Mutants!
Ambushed by mutants and monstrous horrors aboard a drifting vessel on the River Reik, the fellowship battles through chaos and corruption, leaving them physically and emotionally scarred as they face the grim consequences of survival.
Session 21: An Unexpected Guest
Fleeing Altdorf’s scrutiny, the crew of the Dandy Fraulein finds themselves drawn deeper into intrigue when an enigmatic Amber wizard boards their ship, ancient blades resurface hidden destinies, and a bloody riverboat massacre heralds fresh danger on the Reik.
Session 20: Feeling Wanted
As the crew of the Dandy Fraulein arrive in Altdorf, successfully evading the scrutiny of River Wardens and navigating the city’s bureaucratic demands, their relief is short-lived when they discover wanted posters bearing their faces, a chilling reminder that their past is not so easily left behind.
Session 19: Barnstorming
The adventurers storm a decrepit barn on the outskirts of Weisbruck to rescue a kidnapped herbalist, igniting a brutal battle in the flickering lantern light.