First Game - 3/16/2009
This blog exists once again!
I intend to use this space to chronicle the events of my new 4th Edition Dungeons and Dragons campaign. The space is still open to the group on the whole, as well. Please don't be afraid to discuss other games on here.
Anyway, without further ado, the events of tonight's game!
Prologue: Trouble in Blueridge
The cast:
First up we have Vistra, dwarven paladin of Moradin. Her dedication to the protection of hearth and home has led her to leave her ancestral homelands behind and offer her hammer to a greater cause. She's stoic, honorable, and just a little grouchy.
Second in line walks Lorianne, eladrin wizard. Hailing from the southlands, she joined the group as a guide with the intention to lead them safely to Blueridge. Little did she know that her mastery of ice magic would be so integral to the well-being of her new comrades.
Next comes Captain Darrick Silvers: a buccanner, or more specifically, a warlord. His ship was taken to the depths by Melora's fickle wrath off the southern coast. Now, the landbound swashbuckler finds himself using his tricks and tactics up north, near the barbarian lands. As long as it pays well...
...which brings us to Shilla. Shilla is seventeen years old, but looks much younger (likely due to the fey magic that courses through her veins) and couldn't care less about money. This is because Shilla is crazy. Utterly, irrevocably insane. From conversing with squirrels to imbibing the magical "Aklohol" at the Hammer and Anvil, her unpredictable antics lend some unexpected levity to an otherwise gritty party.
The story thus far:
To recap: The group of four arrived late in Blueridge, well past curfew, after their two-week travel. As they made their way to the well-known inn - the "Hammer and Anvil" - Vistra spied a group of kobolds digging through some debris outside. The creatures attacked in a panic and were quickly dispatched by the much-more-skilled heroes, who were greeted by the city guard and told to meet with them in the morning for a reward, after they'd had some rest.
Darrick did little resting that night ("I don't see an Anvil, but I'm ready to get Hammered!"), instead electing to teach Shilla how to properly inebriate herself. In the morning, as the sunlight pounded through his hangover-blur into his aching brain, he declared, "Oh, there's the Anvil."
The party ate breakfast, and met with the guard captain Garrim - a grim, grizzled dwarven veteran who seemed to know more than he was letting on about how the kobolds snuck into town the night before. When he tried to warn Vistra to keep her head down about it, she called him a coward, saying that a strong dwarf would stand by his convictions instead of clamming up, if he knew something was wrong. Captain Garrim had little to say on the matter, and went back to training recruits.
His underling, an elven bowman, offered the party the information that there was a camp of kobolds half a day's travel along the south road that they should check into if they sought more information.
The party departed via the south gate, and after an hour encountered a group of four very short, very suspicious friars. Darrick mentioned the word 'monk,' after which Shilla decided that the word must be short for 'monkey,' and went searching for their tails. It soon came to light that this group of travelers were more kobolds in disguise, but they hastily begged for peace, claiming that their mission was for the good of the human town. All but one fled, fearing that the 'tall ones' would eat them, leaving their leader Deeku'Deek to explain:
A great red dragon, Akarax, had been handing down orders to the kobold tribe for the last few years. Fear of the dragon quickly overpowered the less material threat of Kurtulmak, the cruel god of kobolds, and the clan quickly forgot their religious hatred of the free races in favor of working to please their master. Deeku'Deek was on a mission to recover a 'bright red gem' from someplace beneath the Hammer and Anvil, on pain of Akarax's threat to burn the town to the ground if he didn't find it.
Deeku'Deek is magnificent, or so he will not hesitate to inform you. He speaks only in the third-person, and his squeaky, self-important attitude quickly endeared him to the rest of the party. The five then agreed to search the town for the gem. A little bit of fast-talking got them into the Anvil's cellar, whereupon Deeku'Deek found a trapped secret door ("WHAM! Deeku'Deek find trap with face...") leading to a forgotten set of mine tunnels that formed the deeper part of the town's sewer system. After a brief scuffle with the aggressive lizardfolk who had made their homes in the flooded lower levels, the group found a dwarven vault that had been made in the town's mining days.
Inside the vault were a plethora of useful magical items of varying degrees of potency, and a fist-sized, glowing, magma-like stone clutched in a wrought iron dragon's claw. It radiated a powerful arcane aura, and seemed to be part of something larger...
Back on the surface, Captain Garrim had left his city guard position in favor of reassembling his old adventuring party, after one of his kin had reminded him of who he was...
I intend to use this space to chronicle the events of my new 4th Edition Dungeons and Dragons campaign. The space is still open to the group on the whole, as well. Please don't be afraid to discuss other games on here.
Anyway, without further ado, the events of tonight's game!
Prologue: Trouble in Blueridge
The cast:
First up we have Vistra, dwarven paladin of Moradin. Her dedication to the protection of hearth and home has led her to leave her ancestral homelands behind and offer her hammer to a greater cause. She's stoic, honorable, and just a little grouchy.
Second in line walks Lorianne, eladrin wizard. Hailing from the southlands, she joined the group as a guide with the intention to lead them safely to Blueridge. Little did she know that her mastery of ice magic would be so integral to the well-being of her new comrades.
Next comes Captain Darrick Silvers: a buccanner, or more specifically, a warlord. His ship was taken to the depths by Melora's fickle wrath off the southern coast. Now, the landbound swashbuckler finds himself using his tricks and tactics up north, near the barbarian lands. As long as it pays well...
...which brings us to Shilla. Shilla is seventeen years old, but looks much younger (likely due to the fey magic that courses through her veins) and couldn't care less about money. This is because Shilla is crazy. Utterly, irrevocably insane. From conversing with squirrels to imbibing the magical "Aklohol" at the Hammer and Anvil, her unpredictable antics lend some unexpected levity to an otherwise gritty party.
The story thus far:
To recap: The group of four arrived late in Blueridge, well past curfew, after their two-week travel. As they made their way to the well-known inn - the "Hammer and Anvil" - Vistra spied a group of kobolds digging through some debris outside. The creatures attacked in a panic and were quickly dispatched by the much-more-skilled heroes, who were greeted by the city guard and told to meet with them in the morning for a reward, after they'd had some rest.
Darrick did little resting that night ("I don't see an Anvil, but I'm ready to get Hammered!"), instead electing to teach Shilla how to properly inebriate herself. In the morning, as the sunlight pounded through his hangover-blur into his aching brain, he declared, "Oh, there's the Anvil."
The party ate breakfast, and met with the guard captain Garrim - a grim, grizzled dwarven veteran who seemed to know more than he was letting on about how the kobolds snuck into town the night before. When he tried to warn Vistra to keep her head down about it, she called him a coward, saying that a strong dwarf would stand by his convictions instead of clamming up, if he knew something was wrong. Captain Garrim had little to say on the matter, and went back to training recruits.
His underling, an elven bowman, offered the party the information that there was a camp of kobolds half a day's travel along the south road that they should check into if they sought more information.
The party departed via the south gate, and after an hour encountered a group of four very short, very suspicious friars. Darrick mentioned the word 'monk,' after which Shilla decided that the word must be short for 'monkey,' and went searching for their tails. It soon came to light that this group of travelers were more kobolds in disguise, but they hastily begged for peace, claiming that their mission was for the good of the human town. All but one fled, fearing that the 'tall ones' would eat them, leaving their leader Deeku'Deek to explain:
A great red dragon, Akarax, had been handing down orders to the kobold tribe for the last few years. Fear of the dragon quickly overpowered the less material threat of Kurtulmak, the cruel god of kobolds, and the clan quickly forgot their religious hatred of the free races in favor of working to please their master. Deeku'Deek was on a mission to recover a 'bright red gem' from someplace beneath the Hammer and Anvil, on pain of Akarax's threat to burn the town to the ground if he didn't find it.
Deeku'Deek is magnificent, or so he will not hesitate to inform you. He speaks only in the third-person, and his squeaky, self-important attitude quickly endeared him to the rest of the party. The five then agreed to search the town for the gem. A little bit of fast-talking got them into the Anvil's cellar, whereupon Deeku'Deek found a trapped secret door ("WHAM! Deeku'Deek find trap with face...") leading to a forgotten set of mine tunnels that formed the deeper part of the town's sewer system. After a brief scuffle with the aggressive lizardfolk who had made their homes in the flooded lower levels, the group found a dwarven vault that had been made in the town's mining days.
Inside the vault were a plethora of useful magical items of varying degrees of potency, and a fist-sized, glowing, magma-like stone clutched in a wrought iron dragon's claw. It radiated a powerful arcane aura, and seemed to be part of something larger...
Back on the surface, Captain Garrim had left his city guard position in favor of reassembling his old adventuring party, after one of his kin had reminded him of who he was...
