6: The Wheel of Tymora

This session… I don’t even… In the abandoned prison, the players spun the wheel of Luck goddess Tymora with… mixed results. Aheh.

The barbarian was turned into a small red squirrel and later fluffed into a mighty squirrel rage, attacking an outpost of orcs.

The group bypassed a basilisk, only for the bard to be turned to stone by a random trap.

The sorcerer stepped into a fire trap he had already triggered, to “see if it still worked.”

Meanwhile, the ranger is stepping through rooms of enemies, casually knifing thugs, eating well and getting 8 hours of sleep at night because she is the only character in D&D history that was raised in a stable, loving home with two parents and a mentor.

5: Breath of a Basilisk

Last time, the players went to rescue a noble from a magic mirror and accidentally set her in-town suite on fire. This time, they went to the same noble’s manor to prevent her assassination, and accidentally set her house on fire.

This session also included trying to …capture the breath of a basilisk in a wine sack? And the players missed their intelligence/lore checks, so their characters had never heard of a basilisk and assumed it was a baby stone dragon.

The dragonborn barbarian sang it a lullaby.

3-5: Welcome to Mulmaster

Sessions 3-5: Cecil, the Guild Leader, tells the party that they were personally requested by Cloakmaster Tyr in Mulmaster. Thinking it is a job, the group teleports to Mulmaster’s theatre to speak with the Cloakmaster.

It’s not for a job. The adventurers names were found in an air god cultist’s study. When Cloakmaster Tyr confronted him, darkness fell from the sky, leaving Cloakmaster Tyr dead.

The adventurers were blamed, and escaped the theatre. Hiding in the Zenterium Guild safe house, the Tymoran mission, the Zhent Ghetto, and running from the guards, our budding heroes tracked down clues to find who really was behind the murder.

They found that a dark elf named Little Wing was carrying out orders of a higher group. At the abandoned mill, they cornered him, but he escaped by changing his face and flying out the window. Luckily, he had left behind ledgers and notes that cleared the adventurers of all suspicion.

1-2: Before it Got Real

Session 1-2: The random adventurers are members of the Stormreagan Adventuring Guild, run by the hardass Cecil, who had part of his face torn off while fighting a “red dragon.” The City of Stormreagan asks the guild to deal with bandits taking a toll on the road, to kill the bandit leader. As proof, the group must return with the gold bandolier of daggers that the bandit leader always wears. During the night, the group camps and sees another fire down the road. The bard sneaks to look and finds bandits boasting about their escapades. She scares the bandits off with her demon voice, and the cart is taken back to the camp.

Alas, it seems that the cart belongs to a troupe of thespians, hired to act out a play denoting the valor of the bandit leader. Two of the actors attempt to take their cart back; Sheddar kills one with an arrow. The other is taken hostage. It is decided that the adventurers will act out the play, to get close to the bandit leader. The captured actor is willing to help, provided that the cart is given back to him when he is done. He even has a fake gold bandolier for the lead to wear.

At the camp, Bris, the second-in-command, sidles over to speak privately. Bris wants to lead the bandits, so if something should happen to the leader, there might be an award… the adventurers don’t agree to the deal, but also are aware that they are in a bandit camp.

The play was so good, the adventurers were invited back to the leader’s tent, where they tried to steal the bandolier and were caught. A quick battle ensues, and Bris arrives with backup — but which side is Bris fighting?

The leader is killed, the golden bandolier is stolen, and the adventurers make a run for it. They receive their bounty (minus the guild fees).

Neke receives a note a few days later. Bris thanks her for the help, and pays with a large diamond. THe new bandit leader will remember this.

Session 0: Child in the Snow

Whereupon four player characters gathered in the unnatural warmth of the Inn at Stormreagan, with the purpose revolving around one particular girl child.

  • One wishes to hear her knowledge of how to get back to the Homeland
  • One is simply returning her as a bounty
  • One wishes to rescue her from her fate
  • One simply wants to have her power

The bounty hunter takes the child out into the snow, followed by the others. They fight each other for the child, only to be interrupted by the Inn owner, who is secretly a salamander, who also wants the child.

The bounty hunter returns the girl, who is stuffed inside a large chest. Frantic, the One who wishes for knowledge of the Homeland opens the trunk and, finding darkness, jumps in after the girl. The trunk snaps closed, and the girl wraps her tentacles around the One, reassuring her that everything is safe now….

Design a site like this with WordPress.com
Get started