Dead PC: Third, Warrior Maid of Madarua
Human female outlander fighter
“Third" only arrived at the Keep a few weeks ago, having traveled from far away. She does not speak common, so most assume she is mute if not a little simple-minded. The inn has provided her with room and board since she broke up a fight in the tavern on the night of her arrival; she has been acting as an unofficial bouncer ever since, preventing caravan guards or belligerent drunks from harassing either the locals or outsiders who can’t defend themselves. “Third" was the name she was dubbed by the folks at the keep since trying, via sign language, to convey her identity. Third is brave and capable, knowing when to withdraw from a losing situation but staunchly standing by her allies in a fight. In battle, she yells her battle cry (“Madarua!”).
“Third" only arrived at the Keep a few weeks ago, having traveled from far away. She does not speak common, so most assume she is mute if not a little simple-minded. The inn has provided her with room and board since she broke up a fight in the tavern on the night of her arrival; she has been acting as an unofficial bouncer ever since, preventing caravan guards or belligerent drunks from harassing either the locals or outsiders who can’t defend themselves. “Third" was the name she was dubbed by the folks at the keep since trying, via sign language, to convey her identity. Third is brave and capable, knowing when to withdraw from a losing situation but staunchly standing by her allies in a fight. In battle, she yells her battle cry (“Madarua!”).
PC: Jess Ferec
Human female rogue
Jess was born at Kendall Keep and has lived here all her life. Her father and mother became adventurers and were lost in the Caves of Chaos during the early days of the Keep. Her grandparents, Greeves and Peta, two aged domestic servants, see after The Guild house and its guests. Greeves the butler and Peta the housekeeper took care of the late Lord Macsen since the latter’s childhood; the only reason they did not accompany him on his last campaign was their advancing age.
She works for Wilf and Calista at The One-Eyed Cat tavern as barmaid/serving girl. ("Not a wench!") She waits on customers and generally helps out about the place, doing whatever chores are necessary to keep things running, while plying her true trade via surreptitious pick-pocketing of boastful or overly endowed merchants and adventurers. She's smart and careful and so far has not been caught — except by Mouse, who promptly gave her a few pointers. She gained some combat skills from her time spent in the local militia.
Jess was born at Kendall Keep and has lived here all her life. Her father and mother became adventurers and were lost in the Caves of Chaos during the early days of the Keep. Her grandparents, Greeves and Peta, two aged domestic servants, see after The Guild house and its guests. Greeves the butler and Peta the housekeeper took care of the late Lord Macsen since the latter’s childhood; the only reason they did not accompany him on his last campaign was their advancing age.
She works for Wilf and Calista at The One-Eyed Cat tavern as barmaid/serving girl. ("Not a wench!") She waits on customers and generally helps out about the place, doing whatever chores are necessary to keep things running, while plying her true trade via surreptitious pick-pocketing of boastful or overly endowed merchants and adventurers. She's smart and careful and so far has not been caught — except by Mouse, who promptly gave her a few pointers. She gained some combat skills from her time spent in the local militia.
Session 45: A Risky Escape & A Suspicious Discovery
Prynhawn, Philip, and Vernim had ran to the woods to engage the archers, leaving the rest of the group with the fallen Aseneth.
Session 44: Forgiveness & Revenge
With the immediate threat eliminated, the group debated whether they should seek shelter in the caves until daylight or rush Opal back to the Keep through the darkness.
Session 43: Cold Storage and Hot Flashes
The eight unarmored female hobgoblins grabbed spears and rushed to attack the group, as two younger hobgoblins armed themselves with slings and daggers.
Session 41: Smoke Filled Skies And Clouded Minds
As the group turned off the road and onto the ramp to the Keep, still discussing what to do with the copper and the dragon egg, Yanliz spotted their stalker step out from the trees.
Session 40: Kobold Stress
After confirming there were no lizard monkeys in the trees, the group agreed to enter the nearby cave.
Dead PC: Aseneth
Human female necromancer
Aseneth only arrived at the Keep within the last few days, having recently completed her apprenticeship. She is clever and persuasive.
Aseneth only arrived at the Keep within the last few days, having recently completed her apprenticeship. She is clever and persuasive.
PC: Dubricus d’Ambreville
Human male wizard
A scion of a famous family of wizards, and son of Charles and Isabelle, Dubricus is extremely clever but also, regrettably, lacks common sense. That is, he often comes up with brilliant, but impractical, ideas. He’s fairly strong for a mage (wizards being traditionally puny) and not afraid to lay about with his staff in melee if the party is hard-pressed.
A scion of a famous family of wizards, and son of Charles and Isabelle, Dubricus is extremely clever but also, regrettably, lacks common sense. That is, he often comes up with brilliant, but impractical, ideas. He’s fairly strong for a mage (wizards being traditionally puny) and not afraid to lay about with his staff in melee if the party is hard-pressed.
PC: Opal
Human female cleric of Selûne
Opal worships the moon-goddess, Selûne, and is a calm bedrock, capable in combat and skilled in healing. Opal has lived at the Keep all her life, having been born here; she works as a cheesemaker, turning perishable milk into large cheeses that can be stored for long periods. Her “moon-cheeses" are pale, with a slight greenish tinge; most are sold to caravans but the tavern also keeps a good supply in stock.
Opal worships the moon-goddess, Selûne, and is a calm bedrock, capable in combat and skilled in healing. Opal has lived at the Keep all her life, having been born here; she works as a cheesemaker, turning perishable milk into large cheeses that can be stored for long periods. Her “moon-cheeses" are pale, with a slight greenish tinge; most are sold to caravans but the tavern also keeps a good supply in stock.
PC: Dawnbringer Martin
Human male cleric of Lathander
Martin’s childhood and teen years were spent mostly within the walls of a temple of Lathander, upon the steps of which his parents had left him. Martin never knew his parents, having been too young to remember their faces. Their only legacy was his name, left on a scrap piece of parchment on the side of his baby basket. The temple was on the tradeway between Triel and Scornubel, so he always assumed his parents had been merchants, too busy traveling to raise a child.
Martin’s childhood and teen years were spent mostly within the walls of a temple of Lathander, upon the steps of which his parents had left him. Martin never knew his parents, having been too young to remember their faces. Their only legacy was his name, left on a scrap piece of parchment on the side of his baby basket. The temple was on the tradeway between Triel and Scornubel, so he always assumed his parents had been merchants, too busy traveling to raise a child.
Session 39: Bandits On The Road
Though a little wary, the group began to relax as they told Mendel the merchant of their adventure in the caves and ate the food and drink he provided.
Session 38: Confronting the Goblin King
Having defeated the larger goblins in the barricaded room at the top of the stairs, the group examined the room.
Session 37: Kendall Keep And The Caves Of Chaos
“Halt! Who goes there? Friend or foe?” the guard on the left watchtowers hailed again to the band of outcasts waiting outside the Keep's great gate.
I Would Be This Kind of D&D Character
Based on "What D&D Character Am I?" I Am A:
Lawful Neutral Human Paladin/Druid (3rd/3rd Level)
Ability Scores:
Strength - 17
Dexterity - 12
Constitution - 13
Intelligence - 13
Wisdom - 15
Charisma - 15
Session 36 Epilogue: Old Owl Well Preview
As the group crested a low ridge, they spied the crumbling ruins of an old watchtower standing amid the rugged hills.
Session 36: Out Of The Lava And Into The Well
Three salamanders rose from the closest pool of lava, followed by three more from the far pool. They moved to intercept the group.
Session 35: Down To The Lava Pits
The group destroyed the rest of the kuo-toa eggs, and Albrecht cast eldritch blast into the hatchling pool until they no longer moved.
Session 34: Against The Kuo-Toa Hatch-Mother
While Atilius maintained his focus on the caped kuo-toa with his arcane eye, the group debated how to best deal with it, over a dozen other kuo-toa, and the ogre sized one laying eggs in the pools.
Mindori
A forest gnome abjuration wizard born on the small island of Mindori among a diverse population of 250 inhabitants of mainly farmers, fishers, and minors, my youth was spent in a veritable paradise.
Session 33: Into The Kuo-Toa Hatchery
The group faced the crowd of kuo-toa in the grand hall, waiting to see how they would respond to Turenim.
Session 32: The Kuo-Toa Leaders
As soon as they entered the scorched room, the group was attacked by an unusually large kuo-toa, wielding a jagged-bladed long sword, and two giant lizards.
Session 31: Into The Kuo-Toa Outpost
With all the kuo-toa on the landing defeated, Turenim removed the ensnaring net and the group moved to secure the raft.
Session 30: The Kuo-Toa Lair
Once Turenim had bandaged everyone's wounds, the group began searching the upstairs to the demon's chamber.
Session 29: The Nalfeshnee Prison
Having already debated whether or not to face the demon, the group found themselves face to face with the Nalfeshnee.
Session 28: Wave Echo Lake
When the group awoke they met with Gundren and made plans to visit the island in the Wave Echo Lake.
Session 27: Return to Wave Echo Cavern
The group met back in the Tresendar Manor cellar and Pippin showed them the two shortswords Halia Thornton had given him.
Dead PC: Moriarty Skybringer
Human male wolf tribe totem warrior barbarian.
I grew up in a clan of barbarians in the woods near Neverwinter. My father, who was one of the clan leaders, instilled in me the value of kindness and acceptance of others throughout my early life, and the importance of community. One day, my father, who I had always looked up to, had a falling out with the other clan leaders because of a disagreement on how the clan was going to set a new system of rule and was banished from the clan. I followed him and a few others who did not believe the clan was right in their argument. However, after we had left the relative safety of the larger clan, we were attacked by a large group of orcs. We put up a fight against the orc attack, but I was knocked unconscious and left for dead. Luckily, I was found by the Wolves. Larn, the leader of the Wolves, took me under his wing, letting me come with them on their adventures and helping me advance my skills as a barbarian.
I grew up in a clan of barbarians in the woods near Neverwinter. My father, who was one of the clan leaders, instilled in me the value of kindness and acceptance of others throughout my early life, and the importance of community. One day, my father, who I had always looked up to, had a falling out with the other clan leaders because of a disagreement on how the clan was going to set a new system of rule and was banished from the clan. I followed him and a few others who did not believe the clan was right in their argument. However, after we had left the relative safety of the larger clan, we were attacked by a large group of orcs. We put up a fight against the orc attack, but I was knocked unconscious and left for dead. Luckily, I was found by the Wolves. Larn, the leader of the Wolves, took me under his wing, letting me come with them on their adventures and helping me advance my skills as a barbarian.
Session 26: A Dramatic Return To Phandalin
After careful consideration, and considerable debate, the group decided that they would bring the unicorn skeleton back to The Place of the Unicorn before returning to Phandalin.
Session 25: The Tower of Screaming
Realizing that time was of the essence, the group considered the best way to get out of the room before it filled with sand.
Session 24: Trapped in the Place of the Unicorn
The group decided to try the southern door first, which was surrounded by an autumn mosaic, because it was the straightest path from the stairs.
Session 23: Finding the Place of the Unicorn
After gathering and securing the three wagons with all the supplies from the ogre's camp, the group decided to bring the supplies to Leilon.
Letter to Ma 6
916 Ikinampu 13
We left the Decantri estate and returned to our rooms.
Early that morning we were visited in our room by a dwarven warrior named Contron Nurkol. He told us that he had been sent by the Unbrian military to join us. We told him we would meet him in about an hour where he was staying, at The Last Pigeons Inn.
We went to see John, who told us that Contron had been stationed at Fort Guardian and was a possible member of the Watchman. He said that we probably shouldn’t worry about him too much. He also told us that he thought war between Pensar and Umbria was imminent, and that he might be fleeing the area in no less than a month’s time.
We picked up Contron and went to the Umbrian military offices. Once there, Lia and I were ushered in to see the king, Maximus the 12th. He told us that they knew we were spies for Pensar, but because of the great deeds we had accomplished, he wanted us to work for them. We agreed that we would do everything we could to try to prevent a war, and to seek the demise of the Haybill Corporation, which we found out has gone by many names. The King suggested we seek out the Karakana Knights.
With that we sent for our horses and departed at once.
That evening we came across a trail that led to an ancient abandoned theater. I large tree grew in the center. I found a door leading to a tunnel under the bleachers and at the end we found a set of adamantine chain mail, which we gave to Bretentious.
We set camp nearby for the night.
916 Ikinampu 14
In the evening, we reached the small town of Marlet, and stayed at Marlet Center. While there I put on a performance, demonstrating my drumming skills. I was satisfied with the performance overall, though the floor was too slippery for me to really incorporate my acrobatics.
916 Ikinampu 15
Off the the side of the road we found a 50 foot tall obelisk. Around the surface, which started at 4 feet wide and tapered to 2 feet wide at the top, were diagrams displaying the story of Brunbar Dirkin, the hero of Umbria. It appears that he defeated many monsters, made allies with many nations, but was eventually destroyed by the figurative serpent.
I climbed to the top of the obelisk to view the entire story, and discovered that the tip wa hollow. Inside I found a wand of magic missiles, which I gave to the party to use.
916 Ikinampu 16
We were attacked by more Shou assassins. I thought the previous group would be the last. One of them hit me with a lightning bolt. Fortunately Charlie was able to revive me. I personally killed both of the wizards among them.
916 Ikinampu 17
We reached Mount Cabanus. Carlos, a Karakana Knight was guarding the entry. It appeared that he had been expecting us. Inside we found a sword case on pedestal. The case appeared attached to the pedestal. On the pedestal, surrounding the case, were three slots in the stone, aligning in position with the three pathways leading further into Mount Cabanus. We determined that we would probably need to retrieve something from each of the passageways to free the sword case. We went off to the left passage and met the ghost of Lucius, a Karakana Knight who had died trying to retrieve the sword. He told us that he had died fighting gargoyles in the centermost passage.
We decide to head there first. Heading down the center passage, we found it ended in doors to the left, right, and center. Peering into the center door, we saw a large chamber with two sets of three statues lining the left and right walls. We decided to examine the doors on the sides of the passage.
Bretentious looked into the door on the left side and found a heavy mechanical monster charging at him. He closed the door, but the machine smashed right through the door. Then another came out of the opposite door. It was a hard battle. I was able to sweep one of them prone, but not for long, and not without injuring my leg in the process on it’s metallic shell. With everyone’s help, especially Maric’s spells, we were able to defeat them.
Then we went back to the gargole room. Maric cast scatter on each of them, and we discovered that only one of the statues on each side were actually gargoyles. They rushed at us and we retreated. Already badly damaged from spells, Charlie and I were able to finish them with our bows.
But something must have happened to Maric during the battle, as his magic seemed to get out of his control, and bizarre effects began appearing around him. We all fled the wild magic and watched from the other room, as lights and explosions, and magical beasts appeared and disappeared around him. In the end Maric appeared, miraculously unscathed, except for his skin had turned blue.
In the sword case room, we discovered that a card had appeared in one of the slots. We went to the right passage, which Lucius indicated was the puzzle section. Like the other passages, this one ended in three doors.
The door to the left opened into a chamber with a giant game of Sudoku carved on the floor in sand. We gradually figured it out by writing in the sand.
The door to the right opened into a chamber with a giant game of Mine Sweeper carved on the floor in sand. We identified all the possible mines, but eventually had to choose randomly. Contron did the honors and set off one of the glyphs of warding.
The last door opened into a large chamber with a living set of chess. Six of the chess pieces were missing, and we figured that we would have to take the place of those pieces. Working together we were able to checkmate our opponent, but not without losing Bretentious, who fell into a pit when we was taken by an opponent. Contron used his axe to break through the tiles of the chess board floor, and we retrieved Bretentious from 100 feet below, but he was already dead.
We brought Bretentious’ body back to the main room and discovered that a second card had appeared in the slot aligning to the puzzle section passage.
We went down the left passage again and found that the ghost of Lucius was gone. The door across was empty except for a note, which read “there is no need, the sword”.
The last door opened into a larger chamber with a small stream running through it.
Back in the sword case room, we were all suddenly inflicted with pain and sleep. In my dreams I saw Bretentious floating away, and someone else took his place. A Holy Avenger.
When we woke, Bretentious’ body had transformed into someone else, presumably this Holy Avenger.
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