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Monday, March 20, 2017

The High Council of Grydain



There have been several NPC’s introduced throughout our adventure thus far, but the more prominent of those are the members of the High Council. 
The Council has always been a valuable asset to Grydain. It’s members have helped serve the city and its Jarl. However, with the passing of Jarl Wilhelm, the Council has now stepped in to lead the city until a new Jarl is chosen. 
The Seven Members of the High Council hold prestigious titles within the city, each handling various areas of city/government business on their own. But, when it comes to business that effects the city as a whole, the members come together and decide the matters to a vote. Any matter voted on must have at least a 5 to 2 vote to succeed. 
Here are the Members who make up the High Council:




General Landrorg Haldenhack- Dwarven Fighter
General of the Grydain Military. Landrorg has been a resident of Grydain for over 100 Years. Hailing from the Kingdom of Hammerstalk in the Mount of Glacia, Landrorg was an accomplished soldier when he first met Zelladawn Darkwood and through their companionship he came to Grydain. While they weren’t their for long, Landrorg took quite a liking to the refugee city. However, Landrorg and Zelladawn’s alliance came to a sudden end, and Landrorg was left feeling out of place in his homeland. It wasn’t only the loss of Zelladawn’s friendship; Landrorg was no stranger to loss. Landrorg lost his wife and child in an attempt to defend their city from an invading orc raid. He traveled to Grydain, where they were in desperate need of a military strategist, and he was happy to lend aid. Over the years, Landrorg has served almost every conceivable position one could in Grydain’s military, which made him the perfect candidate for General. Landrorg was forced to be pulled from the front-line of combat to help take care of matters for the city once the orcs began targeting the city more frequently, and after the Jarl’s passing, it looked as if that would have to continue. He, along with High Priest Grimm, often work directly with “The Party” and occasionally accompany them on “missions” for the city.




High Priest Tretaunamor “Grimm” Grimmwind- Dragonborn Cleric
Grimm is the High Priest of the Temple of Bahamut for the city of Grydain. Bahamut is the city’s primary deity, and the temple helps to serve the city in any way it can, primarily by healing soldiers both on and off the battlefield and tending to the less fortunate of the city. Grimm grew up within a monastery learning the ways of the clergy, but for a time was consumed with vengeance, which he at the time believed to be justice, and was determined to find the murderers of his family. However, after finding them and having the chance to deal out that “justice”, he was left with nothing but emptiness, and instead turned them over to the local authorities. He then spent a time soul-searching, and grew closer to Bahamut. He later found himself in Grydain began serving at the temple and growing in popularity with the locals. Before the former High Priest passed, he made Grimm the new High Priest. Grimm’s primary role on the council is both to lead the temple and deal with the people of the cit. He too misses adventure and longs for battle, but not too much.




Madame Mireal- High Elf Wizard
Mireal is the widow of Jarl Wilhelm, the mother of Greol and Anthrandia, and the Headmistress of Grydain’s  School of Magic. Mirea was a High Elven princess of the Kingdom of Hylmanthian, in the elven city of Farmigara. Her family had arranged for her to marry a member of the royal family of Joelby, but after discovering just how far their racism truly extended, they broke off the marriage, thus leaving Mireal unwed, and free to choose a life of her own. Shortly afterward, she met Wilhelm and admired his passion for the freedom of all races. Her admiration soon become love, and the two wed before he took over the mantle of Jarl. A very accomplished wizard in Farmigara, she helped found the Tower of Magic where the school resides, and became the headmistress. Since her husband’s passing, she tries desperately to avoid the public and to attend solely to her children, but when the High Council meets, she attends and does her duties. 




Ango Boyland- Half Elf Tavern Owner
Ango Boyland is one of the very first residents of the City of Grydain and owns the most successful establishments in the city and is relatively loved by all. That being said, no one seems to know much else about Ango. He puts on an eccentric and flamboyant persona and always spins lavish yarns. When he isn’t away on “business”, he’s often seeing buying rounds for everyone in his business, the Griffin’s Wings Tavern & Inn. Ango serves as the head of the Artisan’s Guild of Grydain and represents the the business owners of the city. The strangest thing about Ango, by far, is that rumor has it that he was only 20 years old when Grydain was founded, and yet, in every portrait of him since then, and even now, he looks like he hasn’t aged a bit.....




Iobbard- Ibixian Necromancer
Iobard is an ibixian who hails from Mt. Cainon, the mountain bordering Grydain. He was apart of a tribe in the mountains and was taught the ways of magic to become his tribes next shaman. Ibixians are neutral by nature, but also extremely territorial. When Iobard became of age, he was given the first task of his trial of becoming a shaman by accompanying a scouting party to clear out a cave on the mountain. The cave supposedly belonged to a blood beast. The night before departing, a strange hooded figure came to Iobard and gave him a book that contained what his tribe called death magic. Iobard was adament that he would never use death magic, but the stranger left the book anyways, and the next morning Iobard felt compelled to bring the book. The party searched for the cave, and when they found it Iobard was instructed to stay at the entrance and was to under no circumstances come in and to instead run back to the tribe. As soon as Iobard was alone, the book began calling to him and he felt a strange wave of longing pour over him. He then heard screams from the cave. Iobard opened the book and began walking into the cave. What happened next was so horrific that Ioabard rarely ever talks about it, but it caused him to be forsaken and abandoned by his tribe. Left alone in that very cave with only death and time, Iobard studied and eventually mastered this new dark magic. Centuries of solitude led Iobard eventually leave the mountain and he roam the lands of Nyldaria. He eventually came to Grydain where he met Jarl Wilhelm and Madame Mireal. Mireal immediately recalled hearing of “The Death Goat of the Mountain” and wanted nothing to do with his dark magics, but Wilhelm believed that if Grydain was to truly be a city of refuge and second chances, then that should be extended to all, even to the likes of Ioabard. Wilhelm put Iobard over the archives, records, and history of Grydain and the neighboring areas in Nyldaria. He eventually felt close enough to Iobard to bring him onto the High Council, and Iobard obliged. He prefers to still keep his solitude, and his methods and practices are extremely unethical, but for the time being, “The Death Goat of the Mountain” is considered a friend to Grydain.




Orly- Tabaxian Bard
Iobard is currently the oldest living resident of Grydain. Orly is a close second. Orly serves as the treasurer and head of the bank of Grydain and keeps all of the financial records of the city. Orly grew up in the city of Belraback for the first three centuries of his life and was actually known throughout the lands of Nyldaria as a “party animal”. Legends were told of this “cool cats” antics that would make most blush. Orly was known throughout the lands and was constantly invited by royalty to be there guests of honor at balls to hear the “tail” of the Outrageous Orly. As the years passed by, however, customs continued to change as they do in all societies, and Orly began to feel irrelevant. Orly would tell the same stories over and over again, and eventually everyone had heard them. By the time he realized it, it was too late; poor Orly just couldn’t keep up with the times. No one wanted spend any time with Orly anymore, and eventually he left Belraback and society all together. Orly felt unwanted and unloved. One day Orly received a letter from Jarl Wilhelm inviting him to a dinner. At first Orly didn’t believe it, but he attended anyways, and for the first time in over a century, Orly got to tell his stories and felt heard and appreciated. The Jarl invited him to reside in the city and make it his home, and Orly agreed. He felt that Jarl Wilhelm genuinely cared for him and made him feel relevant again. When it came time for Wilhelm to appoint a new treasurer Orly happily accepted.




Geeman- Gnome Sorcerer
No one can quite remember when Geeman arrived in Grydain, and even less knows exactly what he does, of how he ended up on the High Council. The best way to describe Geeman is a traveling, fast talking drug dealer. Geeman could sell a sweater to a lava bear and could charm the horns off of an angry Minotaur. His base of operations is located on the main street of Grydain and has a large sign with flashing lights, and despite it being so obvious and out in the open, not a single person in the city, or on the council for that matter, could tell you what goes on inside. He really doesn’t serve a purpose on the High Council, and half of the time he doesn’t attend the meetings. The times Geeman does grace his fellow council members with his presence, he usually tries to convince the council to approve of his business expanding and other strange requests, which almost always gets passed. The only person that could ever see through Geeman was the Jarl, but Wilhelm would only confront Geeman if he felt what he was doing was threatening the city. When Geeman isn’t attempting to scheme the High Council, he’s usually in his “store”, or going overseas on “business”. However you feel about Geeman, everyone has to admit: the guy can sell.

Monday, March 13, 2017

The City in the Sky pt. 1




In this post, I'll begin delving into the origins of dragons and how they play into the lore of my campaign. Dragons are rather rare in the current portion of the game, and through this particular parts of the lore, you'll find out why. Also, this entry is a rather short one, but it's just the first portion. Trust me, it gets better!

Long before the current King’s family came to Nyldaria, its inhabitants of had another king. A millennia ago, the gods came together and created a ruler for not just Nyldaria, but the entire realm: they created a dragon. But not just any dragon, (for dragons were originally created when the realm was first created) they created a superior dragon. They created King Riptide. 
Riptide stood taller than the tallest mountain and his wings stretched almost as far as the sea. His eyes were like a swirling vortex inside a crystal clear pond. When he opened his mouth, his voice boomed like thunder, and his teeth would stoke fear into even the most fierce and noble warrior. This mighty white dragon was unmatched in every way.

King Riptide was made to rule over the inhabitants of the realm, and that he did. He was a kind ruler, and did all he could to make his subjects feel safe and at peace. He was a friend to all. However, whenever there came a time to deal out punishment he did so justly; for his wrath was not to be trifled with. 

All races both loved and respected King Riptide, except for the other dragons. They felt inferior and resentment towards their new King, and the other races no longer feared them. This troubled the King, for truly the dragons were his people.
So, the King went before the gods and requested they grant him the power to provide for his people in the form of a new, wondrous city just for them. A city that no other race could enter. A city in the sky.

The gods were hesitant to grant this request. They feared this new city would keep him from his duties as ruler, and still wanted the other races to have access to their king. They ultimately agreed, but under one condition: King Riptide could create this new city ONLY if there were a mountain created to reach it so that the inhabitants could come before the King.
King Riptide agreed, and called the city Melaith, and the Mountain was known as Mt. Melaith. This was the City in the Sky: the home of the dragons.

Wednesday, March 1, 2017

The History of Grydain pt. 1


This is part one of me diving into the setting and history of the world I'm creating for my ongoing Dungeons and Dragons game, where I'm the DM (most of you already know this but just in case). This is a whole new world that I and one of my players have created. This particular post is the history behind Grydain, where the game is primarily taking place. Please enjoy.

The city of Grydain lies within the country of Nyldaria. Nyldaria was founded centuries ago, while Grydain is approaching its 200th anniversary. The Royal Family has a tradition that whenever they reach adulthood they may either become the new ruler of one of the cities as Jarl OR they may found a new city and become it's Jarl.

The Royal family also has a history of being notoriously prejudice against certain races. Most races in fact.

Now the Country of Nyldaria has been at war with the orcs for centuries. The orcs were/are relentless, as they have right to be (they were the original inhabitants of the land). In fact, the orcs were so hellbent on taking back their land that they began conquering and pillaging smaller cities and settlements. This in turn left many races seeking shelter and refuge.

The Royal Family lived in the City of Joelby, which was at the very heart of Nyldaria and was only allowing the wealthiest and noblest families to live their. It was full of Humans, High Elves, and Mountain Dwarves, and that was it.

When the refugees began pouring in, the Royal Family turned them away completely, with no hope of and type of aid or assistance.

This troubled Reynholm, the son of King Thomas. Reynholm, despite his raising, felt compassion for the refugees. He wanted to help them in some way.

And so, when he approached the "Age of Nobility", as the Royal Family had taken to naming their tradition, instead of accepting a Jarl position from one of the already established cities, he told his family that he wanted to establish a new city for the refugees that had nowhere else to go.

Outraged, his father rejected his proposal immediately. However, his mother, Lillian, reminded him that this was tradition, and they had no choice.

So, Thomas agreed to allow his son to establish a new city, but under two conditions:

1. He would receive no aid from the City of Joelby OR the Kingdom.

2. He had to have the City "up and running" with a Keep, a council, and a steady flow of economy ready in two years time.

Obviously, King Thomas assumed that his son would fail completely and come running home to take on a more "acceptable" position, but young Reynholm was determined to succeed.

And so, Reynholm left with only his family, a few guards, and some gold and provisions that his mother Queen Lillian provided for him secretly.

Friday, January 20, 2017

Dungeons and Dragons Summary: [Session 3] Trouble in Grydain (Mysteries Unearthed) - Pt.1


Hail! Welcome to the city of Grydain!

This week our journey takes the party on such a dangerous adventure that is has to be split up into TWO summaries! 

Here is our sixth and final official Party Member:


Namor, the half-elven paladin








Tinker- an giant fly that Raizos receives as a gift (transforms from a small "toy" to the giant fly)


Here are our newly introduced NPC's:




Twixil- (wood-elf) mysterious traveler that strolls into town after hearing rumors of strange events





Nora- (human fighter) part of Grydain's newest militia. Has spent several years traveling and adventuring with Alor and Niffler as hired mercenaries





Alor- (dwarven ranger) part of Grydain's newest militia. Has spent several years traveling and adventuring with Nora and Niffler as hired mercenaries


Niffler- (deep gnome sorcerer) part of Grydain's newest militia. Has spent several years traveling and adventuring with Alor and Nora as hired mercenaries. Also speaks gibberish


Jaraph- (human) young boy who dreams of becoming an adventurer like "The Party". Hopes to become "The Party's" official squire.


And here are the enemies that have been encountered (so far):



Drider (found dead with the official seal of Grydain on its torso)




Kobolds





Kenkus

Now onward to the adventure so far!

"The Party", furious at the apparent lack of care and information from General Landrorg, are bent on confronting the General, only to find that he has left to retrieve Zelladawn, "The Party's" rogue. Upon their return, Zelladawn informs his companions about a dream he had during his isolated absence, in which he sees his current (and former) friends dead at his feet with the exception of one, who he believed to be dead already. He then hear's the voice of a former enemy encouraging him to stay close to the General and his newly found allies, or all that he has seen in this dream will indeed come to pass.

While Zelladawn relays this information, the General leaves a not with Robbie, the bartender of the Griffin's Wings Tavern & Inn, and departs once again. 

Zelladawn expresses his desire to go and seek out whether or not what he saw (and heard) in his dream is real, and as "The Party" agrees, they receive the note from Landrorg. It states for them that the General and Madame Mireal have left on official City Council business and that they are to not leave town. Angered once again about being left in the dark, "The Party" agrees that it would be best to speak with the General before they depart, hoping that he will inform them of all he knows. 

Six days pass. "The Party" has become relatively famous. The citizens of Grydain wish to spend time with and show their appreciation to their "new found saviors" and it is mostly well received. 

On the sixth day, they awaken from their rooms at the Griffin's Wings to eat breakfast when a stranger bursts through the doors. The stranger is a well armed wood-elf named Twixil who claims to have come to the city of Grydain because she has heard rumors of strange occurrences and wishes to experience them for herself. She assures "The Party" that she will see them again soon and leaves to her room in the Inn.

It is at that time that a messenger from the Keep informs Robbie, who then informs our heroes that they are needed at the Keep. After finishing their breakfast, dawning their armor and equipment, and being stopped by their adoring fans, "The Party" finally makes it to General Landrorg's office at the Keep only to find Grimm, the dragonborn cleric and High Priest of Grydain's Temple to Bahamut, being grilled by Patreon, former Jarl Wilhelm's Uncle and "rightful heir to the title", along with three unknown figures. 

Patreon scorns Grimm for not being able to meet with either Madame Mireal OR General Landrorg, and Grimm "kindly" informs him that they are away on official business and will inform him the moment they arrive. Patreon leavs, once again furious, and assures everyone in the room that the city is in for a rude awakening.

Grimm invites the heroes in begins informing them of the General and Madame Mireal's absence, and that until further notice, he is both the High Priest of the Temple of Bahamut AND acting general of the city. He informs them that the temple is well staffed and will be fine, but the city only has "The Party" to defend them, and since their next assignment will take them outside of the city, the Council has seen fit to hire a new, small militia to keep order. He then introduces the figures that have been silently present since they entered. 

The new militia is compiled of Nora, a very pleasant and very tall human fighter, Alor, and very scottish sounding, very angry/trigger happy dwarven ranger, and Niffler, an even smaller deep gnome sorcerer who seems to only be able to speak in gibberish. The three have seem to have known each other for quite sometime and assure everyone that everything will be fine. Alor asks what their job is specifically, and Grimm then begins to look somber.

Grimm informs Alor and company that their jobs are two patrol, keep the peace, and watch Lord Patreon very closely. They are to report directly to Grimm if they receive any pertinent information or are force to detain anyone.
Grimm then turns to "The Party" and informs them that he has heard several reports of strange noises coming from one of Grydain's  underground vaults. He says that it could be nothing, but given recent events he can not let this go unchecked. He then grows even more stern and tells the heroes to get what they need, inspect the vault, and to return as quickly as possible. After what has recently transpired, Grimm fears that any of the City's apparent enemies could attack at any moment, and that they are very vulnerable with the absence of both the General and Madame Mireal. Grimm fears that we everyone is in grave danger.

The door to the office again opens, revealing a half-elf in chainmail. and our final Party Member Namor joins our heroes. Namor has been on the front lines of battle and was withdrawn from those duties to take on a new position in the City, but Grimm informs him that the General will have to inform of just what exactly that position is. For now, Grimm informs Namor to join "The Party" until such time that the General returns. 

"The Party" is informed that when they are ready, a young man by the name of Jaraph has the key and will take them to the vault. After equipping themselves with new gear from Biffler's, Leaf's, and the Bearion Family Armory, "The Party" meets up with Jaraph and sets out on their way.

Along their rather lengthy journey, Jaraph informs our heroes that he is their biggest fan, and longs for adventure. He dreams of becoming their official squire, and Ogg takes a liking to him and says that they may be able to work something out in the future.

Upon arriving to the location has marked on their map, "The Party" finds themselves in front of two trees with torches on them in what is only known as, "The Forrest". Zelladawn summons his giant owl Serephere to scout ahead to see if there is any looming danger, and through the telepathy they sahre Serephere informs him that there is no threat, but there is also no clearing above the trees witht the torches. Rosie the Pixie, ally of "The Party" and bearer of "toys" appears and informs them that only the key will open the door to the portal. Raizos pulls out the seal of Grydain given to him by Jaraph, who was instructed by Grimm to bestow upon our heroes, and the barrier between the trees dissipates, revealing stairs that lead downward. Rosie, impressed by Raizos, gives him a "toy" and disappears. Jaraph informs everyone that he is staying with the horse and kart, and Ogg gives him one of his hand axes, just in case he needs to defend himself.

"The Party" walks down the stairs to find a broken statue of the former Jarl Wilhelm as well as blood and feathers all along the floor. They walk down a hallway and see broken skeletons twitching and reaching out for their heels. Ogg, not paying attention, steps on an elevated stone trap and sends arrows flying across the room; one of which grazes Raizos. 

They walk further down the vault to find a room with dead lizard-like and raven-like beings scattered around a pool with glowing golden water. Conch attempts to drink the water and suffers divine damage. After several more moments, Chet notices some sylvan writing along the rim of the pool, and reads the following riddle: "To find what you seek, you must first play a beautiful song.” Chet attempts playing to songs alone, and there is a slight brighter glow, but nothing happens. Conch then aids Chet by singing his Siren's Song, and the pool glows and shines even brighter, and there is an audible sound of singing, and the door to the next area room opens.

"The Party" ventures forward, and come to a room with two statues of Kings pointing away from an altar. After thoroughly inspecting the room for magic and traps, two riddles are found, one upon the base of each statue.

One reads in Elvish: *“To give me you must keep me.”

The other in Celestial Reads: *“He who makes me doesn't want me, He who buys me doesn't need me, He who uses me doesn't care.”

After several moments of thinking together, Namor exclaims, "Your Word," to answer the first riddle, and Zelladawn answers the second by saying, "A Casket." Both statues move, and the kings point towards the altar. At that moment, a small locked chest appears on the altar and the door to the next area opens.

Our heroes are then forced to walk down a hallway covered in cobwebs, forcing them in tight quarters. They come upon the body of a dead Drider wearing the official seal of Grydain on its torso. It is then that Ogg and Namor notice something in the corner of their eyes, and from the cobwebs appear five Kobolds and four Kenkus and ambushes "The Party".  Conch then beast-shapes into a large purple scaled spider, and for the first time ever: Chet, Conch, Ogg, Namor, Raizos, and Zelladawn, as well as Serephere and Bardou, fight their enemies as one cohesive party, and after several rounds of tight, confined combat, they defeat their enemies. 

And that is where the session ended. Will the party make it out of the vault intact? Will they discover the contents of the chest? Can General Landrorg be trusted? And what's up with Niffler?!? Perhaps we'll find out next week with the conclusion of Session 3 in Part 2. Until then, watch out for those darn Kobolds, and keep your Geekery alive!



Cites for Pics and Riddles:



Jaraph- https://www.dandwiki.com/wiki/Squire_(5e_Background)
Nora- http://dimelife.deviantart.com/art/Warrior-455236830
Alor- https://www.pinterest.com/gmrberman/tieflings-halflings-dwarves-and-more/
Niffler- https://www.pinterest.com/mrdungeonmaster/gnomes-for-dd/
Twixil- http://www.giantitp.com/forums/showthread.php?208125-3-5-Twixil-Night-Blade-a-hunter-of-the-dead-PrC-LoB-ToB-Ebon-Initiate
D&D Logo- http://engl393-dnd5th.wikia.com/wiki/D%26D_5th_Edition_Wiki
Kobolds- http://forgottenrealms.wikia.com/wiki/Kobold
Kenku- http://www.aidedd.org/dnd/monstres.php?vo=kenku
Drider- http://forgottenrealms.wikia.com/wiki/Drider
Tinker- http://www.deviantart.com/tag/maggot

Friday, January 13, 2017

Dungeons and Dragons Summary: [Session 2] Trouble in Grydain (A Giant of a Problem)


Fair met weary travelers!
It is now time for the second installment of our ongoing adventure (and by that I mean here is session 2 of our D & D Campaign)!


Here is our newest party member:


Conch, the Olru`n Merfolk Druid







Jerome- an elephant that Chet receives as a gift (transforms from a small "toy" to the elephant)





Here are our newly introduced NPC's:





Patreon- (human) the late Jarl Wilhelm's uncle who is now, according to tradition, supposed to be the new Jarl of Grydain



Madame Mireal- (high-elf wizard) widow of the late Jarl Wilhelm, member of the counsel of Grydain, and founder of Grydain's college of magic


Vistra- (dwarf) blacksmith and owner of Grydain's Branch of the Bearion Family Armory



Leaf- (firbolg druid) owner of the magic shop known simply as Leaf's



????? - (?????) hooded figure who claims to work for "him"

and here are the enemies that were encountered:



Bugbears



Hill Giant



Minotaurs

Now for the Summary!

After completing General Landrorg's first mission for our Party, he managed to convince them to stay in town for a bit until the next mission. The city paid for everyone to stay at the Griffin's Wings Tavern & Inn with the exception of Zelladawn, compromised with the General and agreed to stay in the forest just outside of the city and was to only be disturbed under dire circumstances.

After a week of nothing but staying at the Inn, the party began to get restless and FINALLY received word from General Landrorg. As the Party made their way towards The Keep, they began to realize that they were receiving recognition from the citizens of Grydain. 

When they arrived at General Landrorg's Office, there was a heated discussion being had between the General, Grimm, Ango Boyland, and two people they hadn't yet been introduced too: a noble fine dressed human named Patreon and a beautiful green-robed high-elf named Mireal. Patreon is discovered to be the uncle of the now deceased Jarl Wilhelm and is there to take his nephew's place as Jarl. Mireal is found to be the widow of Jarl Wilhelm and insists that her former husband wished that the new Jarl of Grydain be chosen by the city's counsel. After many strong words being exchanged, Patreon leaves the room furiously. 

General Landrorg asks Ango to excuse himself, and the General, Mireal, and Grimm inform the party that there have been reports of an on-coming group of bugbears heading straight for the college. The bugbears are being accompanied by a hill giant. The general also inform's the party that Grimm will NOT be accompanying them, so they are on their own. 

After some encouraging words from Mireal, the General urges the Party to get whatever supplies they may need and make haste to deal with this threat. He also added that as a precaution, the citizens have been put under a city-wide house arrest, and that the occupants and contents have all been cleared out of the college, but if they were to come into contact with anyone to say nothing of the bugbears and giant.

After stocking up on supplies, including new armor from the Bearion Family Armory from Vistra, several new weapons from Bilfer's Bits-N-Bobbles, and another "toy" from Rosie, this time for Chet PLUS information on a piece of Conch's past from Leaf at Leaf's, the Party finally heads to face the on-coming threat. 

The Party passes the College and feel tremors with every step. Fifty feet out of city limits, they can see six bugbears coming their way, with another eight bugbears and the giant accompanying them another sixty feet behind them. The Party decides to try to set up a bait-and-trap, with Ogg as the bait. However, like most things with The Party, things do not go quite as they had planned. 

The Party managed to take out the first six bugbears through a series of blasts of cold breath from Ogg's winter wolf Bardou and Chet, Conch, and Raizos attempting to pick them off from the cover of some nearby trees. 

As this took place the Hill Giant accidentally took out two of his bugbearion allies as they entered into the combat. Chet released his newly found ally Jerome from his marble figurine and The Party advanced on their now present enemies. They managed to both blind and freeze the giant's heel, causing him frostbite and to fall to the ground. The bugbears began to throw their javelins into the trees to attack Chet, Conch, and Raizos,  but were defeated instead. 

Finally, with all but one bugbear vanquished, the party could all turn their attention to finishing off the giant. After what seemed like hours (5 to be exact) of combat, Bardou let out a furious blast of cold breathe freezing the giant into a massive block of ice, also freezing the remaining bug bear.

The Party began trekking back to the keep to inform General Landrorg that the job had been completed, a loud clang rang out from the Military's Barracks. The Party went to further investigate, and they found four large minotaurs carrying arms full of weapons and armor. Upon further inspection, The Party found that all of the minotaurs'eyes were glazed over through some means of magic. The Party then turned to see a hooded figure with a plague mask covering his face and a large tome strapped to his cloak. In one hand he held a lantern, and on the other arm a raven. was perched. He asked why they were snooping during the house-arrest and then claimed that "he" would not be pleased. Another clang rang out behind them, and the minotaurs were gone. When The Party turned back to see the hooded figure, but he was gone. 

The Party made it to the Keep just before a sudden violent storm began to pour down. The Party relayed all of the events that had taken place during this task, and the General Landrorg thanked them for help, but seemed to not be concerned with the Hooded Figure; he said that Vistra could re-supply what was taken and that they would increase patrols in the city, but that was all that could be done. This stunned our heroes, clearly being able to tell that something was being keptt from them from their supposed ally. 

All of the sudden, all of the lights in the Keep go out at once. There is a loud crash, and a scream rings out. The lights come back on, and there on the General's desk, is a beaked mask matching the one of the Hooded Figure. 

(This last part is taken directly from my notes) " 'Boys,' Landrorg says, looking very stern and concerened, 'get some rest. I’m going to get word to Zelladawn. It looks like your work here in the city just got started.' He takes another long drink. "

And that's where it ended! We will have our next session this weekend, so be looking for the next summary next week. Thank you all for reading, and until next time: may your geekery be strong and may your rolls be crit 20's!

Picture Credits: 

Conch- created on Heroforge.com

 



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