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Tag: Fantasy

Session 15: Going Up River

 Recap: What was meant to be a simple missing person case for the Envoy to the King, escalated quickly when you found the Town of Headale, Ludwig Mendals last known location, to be under a curse. Within the walls of the town and under the cover of darkness, the villagers went into a mindless rage, slaughtering each other, only to rise again with coming of dawn. Within this cursed place, you tracked Ludwig to a ruined tower guarded by a bull of rusted  metal. This fearsome beast turned two of… Read more Session 15: Going Up River

The Tome of Hecate

The Tome of Hecate. (Wondrous Item, Artifact) (Requires Attunment by a Wizard) Within lies the written laws that govern Arcane Magic. Written by Hecate when she witnessed the misdeeds of those born or gifted with magic. She deemed that those who worked to better themselves and understand the intricacies of the world should receive boons as well. Thus Arcane Magic was born. A leather book with a bronze emblem of the crescent moon moon setting. Carved into the face of the leather is a series of arcane glphs and runes.… Read more The Tome of Hecate

Sorcerer: Shadow

The Premise:  I have always appreciated those dark-magic based characters. Those who have no idea what is going on with their abilities and received them from darkness. This is what this character is about, overcoming and learning to harness their abilities. They want to recover what they lost and return to their normal life.  Race: Half-Elf The Half-Elf is a great race for Sorcerer. Giving you a total of 4 ability score points, 2 of which go to Charisma. Fey ancestry and the extra skills are beneficial as well. The… Read more Sorcerer: Shadow

Session 14: Planning a Journey

 The Situation: Party has finished a lunch date with Hataa and Keiran Tweedie. They were able to provide them with some information on the manor and the party was able to purchase a lot of magical items. They now need to return to the manor and finish clearing it out, collect their armor, and make their travel plans to get to Draken wood and the Ember Fields.  Manor: has the following journals Dream Journal: If I woke up a pastry, I would just eat myself. I wouldn’t even question it. … Read more Session 14: Planning a Journey

Cleric: Forge

The Premise: I have always wanted to play a dwarf, they are after all one of the iconic DnD races. Their gruff demeanor and commitment to clan and family have also been appealing to me. While dwarf fighters and clerics are pretty common after all they go together like peanut butter and jelly. I thought an interesting twist would be to play a dwarf who was a talented smith but just wanted to use his talents for making mechanical toys. Race: Dwarf (Hill) As you may have guessed from the… Read more Cleric: Forge

Session 12: There’s a Beholder in the Basement

The Situation: The Party is battered and bruised after their fight with the oozes. Their attempts to claim the Manor are going poorly. A Gauth that has been residing in the cellar and feeding on the binding stone and various other magical items. It ventured upstairs, drawn by the noise of combat and holds Carre and Tssarra at an extreme disadvantage while Asteri stands by the gate and Chioh is marking the outskirts of the walls. Party can deal with the Gauth or Fight it Gauth’s Bargain: Eddlax – (4… Read more Session 12: There’s a Beholder in the Basement

Session 10: Finding the Deed

The Situation: Party is inside Fealora’s prison and trapped inside the Manor House. They need to leave the house by Finding the Deed and making the house theirs or dispell their way out of the Manor. Keruxa is also waiting for them to return the bird so that they can meet the King who has some concerns about the state of the Kingdom. Fealora’s Instructions: -Travel to the Feywild (Twilight Kingdom, Eternal Glade, Wicked Garden) – Find a crossing, deal with its guardian, Hags or Druids may know. (Rings of… Read more Session 10: Finding the Deed

Session 9: House Shopping

The Situation: Party has entered the Manor of Jamros Abin. They were lead in by a shadow puppy and trapped. They need to progress through the manor and change the name on the deed (in private study) to make the house allow them to leave. Tssarra can try and cast dispell magic on the door to leave. DC 23. Follow map events. Shadow puppy tries to lead them through the Manor to the Mirror. Offers comments when they are moving through the manor. I wouldn’t get dirt on the rug.… Read more Session 9: House Shopping