A Zweihänder Adventure Blog
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.
Session 18: A Final Final Warning
The party’s night of revelry in Weissbruck takes a dark turn when they uncover a ransacked herbalist’s home, a missing woman, and a terrified girl hiding in the cellar, hinting at a sinister plot tied to a cryptic ransom note.
Chapter 1 Recap: Shadows Over Bögenhafen
A ragtag party—while contending with a hidden dwarven inheritance, a bounty hunter’s relentless pursuit, and deceptions stretching from Altdorf to Bögenhafen—uncover and thwart a lethal chaos cult’s ritual in a blazing warehouse ambush, fleeing with their secrets and a boat into an uncertain future.
Session 17: Don't Have to Go Home but Can't Stay Here
The adventurers battle cultists, demons, and corruption in a fiery warehouse, narrowly escaping a city in chaos to seek new horizons on a riverboat at dawn.
Session 16: Demon Time
The group ambush a clandestine ritual in a burning warehouse, battling cultists, a supernatural foe, and their own fears to stop a summoning gone awry.
Session 15: Crate Expectations
The companions uncover a dark ritual brewing in a city warehouse and prepare a desperate ambush to thwart the sinister Ordo Septonarius.