As the group approached the cave above the kobold cave, from where they had been spied upon the previous day, Vernim could not detect anyone spying on them from the direction of the cave, but as they got closer he noticed something in the nearby tree.
Session 51: Infected!
In the jail, Sabine the Gatekeeper introduced the group to Jadale, the militia lieutenant. "Jadale polices the inner bailey," Sabine explained. “She can assist you, should you need anything further.”
Session 50: Rats!
With the tentacled aberration dead, the impressions of clean water and pain the group had felt disappeared.
Session 48: Trolled
The group stared into the mud pit where Tazara had dove, as Yanliz and Lawrence appeared at the cave entrance.
Session 47: An Unknown Threat And A Third Loss
With Philip in the lead, the group dashed towards the goblin cave mouth, as the stranger quickly disappeared into the darkness within, dragged by the spear and rope.
Session 46: Take Two
Agreeing that it was too cloudy to venture to the caves during the night, the group returned to their beds and prepared to leave at dawn.
Angradin "Sonnlinor" Hammerforged
Dwarven male cleric of Moradin
Me? I look like a dwarf! I sound like a dwarf! I drink like a dwarf! I hit like a dwarf!
Maybe I'm friendlier than most, not that you can blame my brothers after all they have been through. Just like my father, and my father's sons, I follow the path of Moradin, the Soul Forger and father of the dwarven race. Moradin teaches that wisdom is derived from life and tempered with experience. I seek to honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. It is my duty to advance the dwarven race in all areas of life by innovating with new processes and skills, founding new kingdoms and clan lands, defending the existing ones from all threats, and lead the dwarves in the traditions laid down by the Soul Forger.
Me? I look like a dwarf! I sound like a dwarf! I drink like a dwarf! I hit like a dwarf!
Maybe I'm friendlier than most, not that you can blame my brothers after all they have been through. Just like my father, and my father's sons, I follow the path of Moradin, the Soul Forger and father of the dwarven race. Moradin teaches that wisdom is derived from life and tempered with experience. I seek to honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. It is my duty to advance the dwarven race in all areas of life by innovating with new processes and skills, founding new kingdoms and clan lands, defending the existing ones from all threats, and lead the dwarves in the traditions laid down by the Soul Forger.
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.
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