Forbidden Isle of the Drow Session 1 – How Are We Alive?!?
Our party washes up on a forbidden isle. Surprisingly they are alive even though they remember dying. While debating this, they receive a warm welcome from the drow who owns the island.
Our party washes up on a forbidden isle. Surprisingly they are alive even though they remember dying. While debating this, they receive a warm welcome from the drow who owns the island.
Nearing the harbor, the party is attacked by Roil the bronze dragon. The dragon wants the orb. In the midst of the attack, the dragon breaks off leaving our party stunned. For the dragon attack has provoked the mighty kracken. Things do not go well for the party. Can you say TPK? lol
The party must deal with a ghostly ship on the open sea.
In order to get to the Spires of the Knights, our courageous heroes have to sail the Harpy Coast. They set sail on the Wild Grace and encounter what makes the harpy coast soo dangerous. Sea Hags, Octopi, and Sea Serpents.
The party returns to the castle with the duke to protect the queen. After fighting their way into the castle, they find the Queen is in danger. Ratmek is forced to use the orb in order to save her and the city. Afterwards the Queen decides to send them to the Knights of the Spire.
This episode has a lot: Two dragons fight in the skies over Grayhaven. Drakes and Harpies are hunting for the orb. Warble meets a wereboar and gets infected. They even manage to rescue the Duke.
The heros receive a personal visit from the Queen. Ratmek pulls her aside to discuss the fact that he has the orb. The group ends up being knighted, and Kamarius slept through the entire thing. Players leveled up
The group has recovered the sacred gavel and made it safely back to the sewer’s and the Lord Mayors hideout. They are going to enter the tournament in order to win the Queen’s Cup. The winner’s get an audience with the Queen and hope to convivence her to lift the oath’s restrictions about leaving. When…
They have learned that a relic called the “Magister’s Mace” in order to lift the travel restrictions placed on them by their oaths. The Lord Mayor’s Ledger contains enough information for them to play a heist. Finding the information to reliable, they visit the mayor after the heist. Ratmek informs the Lord Mayor that they…
They attempt to leave the city but discover that the oaths they took prevent them from leaving. They don disguises and try to figure out what to do next.
After finding the fallen abbey and defeating a carrion crawler, the group meets someone unexpected – The Lord Mayor. After defeating the mayor’s henchmen, the group finds the orbs, but not before having to swear oaths.
The sewers offers the group some safety and allows them to search for the fallen abbey. Until, they get discovered by the city guards.
Findazzle gets captured by the Duke, and is spirited away. The group get attacked by the Drow, and strangely enough they notice a goat watching the events. After defeating the drow and recovering Findazzle, they give chase to the goat and get attacked by a shield guardian.
After encountering some difficulties such as unforgiving elves and cursed statues, the group finally makes it to the gates of Grayhaven.
After making their way inside, the group immediately encounters excitement as they save a local from a runaway carriage. The group then manages to find Tykus’ place and more clues.
The caravan gets attacked and out group must earn their pay. Findazzle reveals a secret and the characters learn that there is a magic device that could alter the balance of power in the Greenwold. Days later, goblins decide to attack and they have an orc. Ratmek gets bitten and cursed by a were-goblin.
The adventurers sign on as guards for a caravan headed to the city of Grayhaven. Along the way they make friends with a gnomish wizard named Finndazzle.
Game Time: Sundays at 7PM – 11PM ESTPlanned Start: September 12, 2021Campaign Length: LongTerm (Length of Adventure)Software Required: Fantasy Grounds Unity (No license required), DiscordRoleplay/Combat Mix: 50/50Number of players: 6 Total, 5 Needed Rules for character creation Books Allowed: Players Handbook, Dungeon Master’s Guide, Xanathar’s Guide, Mordenkainens, Sword Coast Aventurers, Tortle Package, Races Allowed: AnyAbility Scores: 27 Point Build Click for point buy calculatorStarting Level: 1Hit Points: MAX hit points…
“Wintermute was a simple cube of white light, that very simplicity suggesting extreme complexity.”
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