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Return To Hammerholm: Play-By-Forum And Log

oman1666 Sep '25  /  edited Sep '25
This forum logs the key events of Return to Hammerholm sessions and allows players who missed sessions to 'catch up' by play-by-forum mechanics.

Please only post in this forum if you have already created a Return to Hammerholm character

Template / Format for Play-by-forum

Character name: enter here.
Day 1:
-Action here (e.g. I gather wood)
-Rolling X dice (complete from your character sheet - the GM will roll the dice later)
-(complete as appropriate:) I keep the resources / put the resources in the storehouse / build the structure in location X / etc.

Day 2:
-Action here (e.g. I gather wood)
-Rolling X dice (complete from your character sheet - the GM will roll the dice later)
-(complete as appropriate:) I keep the resources / put the resources in the storehouse / build the structure in location X / etc.

Day 3:
(...continue above as necessary)
oman1666 Sep '25  /  edited Sep '25
Session 1: 10th Sept 2025
In game calendar: Days 1 - 4.

Day 1:
Darrin, Urist and Onkha are the first Dwarves to arrive at Hammerholm.

On the way they save a gnomish merchant, Ginzo Gluttz from a bandit attack. They win the fight, but a fleeing bandit threatens them with retaliation from their 'boss'.

Ginzo promises to add Hammerholm to his trading routes. They interrogate a captured bandit, but learn nothing.

Upon reaching Hammerholm, they go to check out the storehouse. Here they dispatch an enormous rat and send several giant ones fleeing. They gain access to some useful equipment, but the rats may still be a problem.

Days 2-4:
These are spent tending to wounds, gathering food and wood and making rat-traps. The settlement hopes to build a barricade or spiked fortifications as a temporary measure to defend Hammerholm's gates.

---
In-game time is now: Dawn of day 5.
oman1666 Sep '25
Session 2: 25th September 2025
In game days: 6 & 7.

Day 6:
Two skilled archers and trackers, Grom and Rorik follow the trail of slain bandits to Hammerholm. Once inside they inspect the watchtower, finding a damaged trebuchet with some remaining ammo supplies. They then head to the storehouse before collecting some basic supplies to make camp.

Day 7:
Joined by a merchant Dwarf, Thrain. They explore Hammerholm Hall - the entrance to the castle keep is blocked by a frozen spiderweb. The Dwarves vanquish two enormous spiders, finding a man very similar to the bandits trapped in their web. Both frozen and paralysed by venom, he is yet to speak.
---
in game time is now: Dawn, Day 8
oman1666 Oct '25
Session 3: 8th of October, 2025
In-game days: Day 8.

Day 8
Two new Dwarves arrive at Hammerholm: Oudur, a priestess and Stroadhag, an exile with a big axe! Using her holy magics, Oudur is able to revive the rescued bandit. The three then spend the rest of the day talking to him and deciding what to do.

They learn that during a long period without Dwarves on the mountains, bandits have moved in and that several of these bands of outlaws have united under a single 'Bandit King'. The bandits advice: pay the king a tribute to avoid bloodshed. The Dwarves however, not keen to part with their treasure, have begun to theorise about a counter attack.

Stroadhag also explores the mill, which is in a state of disrepair he is unable to solve - all known locations in Hammerholm have now been explored, save for the mines and Hammerholm Hall. There is much to do and much to fix and the Dwarves had better act quickly before the bandits discover their fallen and look for retribution.

---
In game time is now: Dawn, day 9,
oman1666 Oct '25
Session 4: 27th of October, 2025
In-game days: 9-16

Days 8-15
Onkha, joined by new arrival, Voulamere the merchant discuss their priorities. They agree that it's a good idea to protect from external threats before delving too deep into the mines. They set about gathering and cutting wood, with Onkha showing an extreme talent for this. They then begin to design and lay the foundations for some new wooden gates - this should hopefully be enough to stop any bandits and secure trade.

Day 16
Ginzo Gluttz, the Gnomish trader, returns to the settlement along with the mighty Dag, a Dwarven Fighter, who got a lift in Ginzo's wagon in exchange for some protection. As requested when they last saw him, Ginzo bought plenty of food for the settlement as well as a magical scroll! Being on good terms with him, Ginzo was persuaded to give Hammerholm the goods, in exchange for a payment later.

The trio then explored Hammerholm Hall, looking for something to pay the gnome with and managed to clear out the entirety of the ground floor. They even found a hidden door leading to a stash of great treasures! They gave some gold to Ginzo for his services and left most of the rest of the treasure where they found it on Onkha's suggestion that this hidden room can serve as a vault.
---
in game time is now: Dawn, day 17
ripripla 29 days ago
Character name: Stroadhag
Days 9-10:
-Gathering lots of wood.
-Rolling Might for it.
-Stroadhag often unleashes his violence at trees. Today, and tomorrow, and tomorrow, his axe is one of the lumber and not of the killing.

Days 11-16:
-Tearing away chunks of rock (mining)
-Rolling might with it, I'd probably need a pickaxe so apply some impairment as needed.
-Punching things is one of Stroadhag's favorite activities. It helps with stress relief and toughens his knuckles. But he also likes rocks, like any good dwarf. Perhaps doing both at once is good?
ripripla 29 days ago
Forgot to mention, he brings the things back to base. Oops.

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