A Zweihänder Adventure Blog
Session 31: The Eyes Have It
The party’s hunt for the sorceress Etelka Herzen leads them into a dangerous game of cat and mouse through Kemperbad’s taverns, where serpent-eyed conspirators mistake them for someone else while their true quarry slips further toward the cursed Barren Hills.
Session 30: Capitalism!
The fellowship, freshly mended in Nuln, sells its timber for a king’s ransom, arms itself in gleaming steel, and embarks down the Reik to hunt the elusive sorceress Etelka Herzen amid the foreboding Barren Hills.
Session 29: The Eye's Had It
The party narrowly escaped a goblin-infested mine, returned battered to Grissenwald, rallied the town and dwarves to purge the threat, and uncovered troubling hints of a deeper conspiracy tied to a vanished noblewoman.
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.