It was the first week of Eleasis when we passed north of the Spine of the World, towards Icewind Dale, and into the frigid expanse of windswept tundra that seemed locked in a perpetual dark winter.
Ferocious blizzards made the mountain pass exceedingly treacherous.
Dead PC: Clairisma Greysky
Human female sorcerer
The sage Antonidas always appreciated the chaotic storm within me that manifested in unexpected ways. He always I was born with these power, though he also said he found me as an infant, almost passing by the bundle of blanket lying in the snow. All I know is that he treated me well.
And so I spent my formative years in his care and under his tutelage, assisting him in his studies and slowly exploring my own powers, never venturing far from home in Luskan, the City of Sails.
The sage Antonidas always appreciated the chaotic storm within me that manifested in unexpected ways. He always I was born with these power, though he also said he found me as an infant, almost passing by the bundle of blanket lying in the snow. All I know is that he treated me well.
And so I spent my formative years in his care and under his tutelage, assisting him in his studies and slowly exploring my own powers, never venturing far from home in Luskan, the City of Sails.
War of the Burning Sky Session 2
The Poison Apple Pub was dark and empty, its many tables and chairs pushed to one wall and covered with sheets. A single table sat in the middle of the room.
Session 74: The Friends We Made Along The Way
As the rest of the group withdrew into the cave, Lawrence challenged The Black Knight to fight Philip with honor.
Session 73: Run!
Having destroyed the congregation of undead skeletons and zombies, the group searched the temple before taking a rest.
Session 72: An Unholy Congregation
Having defeated the high priestess and her cohorts and gone through their belongings, the group took stock of the prisoners' room.
Session 70: Eggstraction
Fifty feet from where the rest of the group waited in Sapphira's room, Yanliz watched as the kobold further down the corridor sniffed the air all around.
War of the Burning Sky Session 1
When we woke from the explosion, we found ourselves in a clearing. Once we regained our senses and explored the area, we saw a road nearby, crowded with what appeared to be refugees.
Session 69: Check!
Valeria commanded the group to run to the kobold cave as the Black Knight charged toward them and Yanliz was hit by an arrow from the treeline to the north.
Session 68: Out of the Silence and Into the Knight
In the silence, the group was unaware of the Black Knight, pointing toward Prynhawn from the darkness down the corridor.
Session 65: The Spring Equinox
It was dark when the group returned to the keep, and, looking forward to Brother Martin's dawn sermon, they all hurried to their quarters so they would be fully rested.
Session 64: Key to the Labyrinth
The group debated how they could get the kobolds to tell them how to open the secret doors without giving them back their dragon egg.
Session 63: Uninvited Guests
The group woke up early, hoping to make it to the caves in time to keep their appointment with the priests of Nergal.
Session 62: Dark Seeds
The group continued along the right wall, past where they had fought the second Minotaur, hoping to make it out of the labyrinth.
Session 61: Back in the Labyrinth
When the ping of a mental alarm woke Yanliz, alerting him to danger approaching, he quickly woke the rest of the group.
Session 60: Right out of the Minotaur's Labyrinth
The group finished a short rest, as well as a light meal Philip quickly prepared, under the round metallic door in the ceiling of one of the labyrinth's natural dead-ends.
Session 59: Left in the Minotaur's Labyrinth
"So, will you pray with me?" Bethany repeated again, specifically to Lawrence and Vernim, as the group tried to decide how to deal with the priestess of Apep.
Session 58: Snakes In A Cave
The group was woken from their sleep by an audible alarm, which meant something had entered the cave from the south.
Session 57: Demise of the Bugbears
As Brother Martin's spiritual shield extinguished the columns of radiance like candles on a cake, the group braced themselves for the onslaught of bugbears descending down the stairs towards Lawrence.
Session 56: Assault on the Bugbear Stronghold
After many errands and investigations, it was late in the morning before the group departed the keep and headed for the caves.
Session 55: Cat's Cradle
Philip approached Lady Lenore, while Pynhawn kept his eyes on Jeff and Yvonne, and the rest of the group was gathered around Norman's body with Lord Sylvester and his manservant, Dag.
Session 54: Playing With Fire
As the group turned toward the clamor from the stairs, Valeria and Prynhawn ignored the small tapestry hanging on the north wall.
Session 53: Prisoners Lost, Prisoners Found
With all their precautions in place, the group rested in shifts, while Norman still lay tied and bound in the carpet.
Session 52: The Bandit Hideout And Beyond
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.
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