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Rhenny's Princes of the Apocalypse Campaign Logs
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<blockquote data-quote="Rhenny" data-source="post: 7049773" data-attributes="member: 18333"><p>Session 23 – “Eventually, Back to Red Larch – Aeirisi Escaped!”</p><p></p><p>After a much needed night’s rest at the temple in Goldenfields, the adventurers met for breakfast with Abbot Ellardin to discuss their plans. Tornade informed the rest of the group that too much time has passed. He needed to return the horn they recovered back to his clan. Pate and Hundar wanted to travel by foot to Amphail where they could buy horses, then quickly ride to Waterdeep to check in with contacts and purchase supplies before riding back to Red Larch to meet back up with Turytopple and Kippipop, who were still in Red Larch. Foo, missing the other Gnomes, wanted to stealth back to Red Larch as quickly as possible. After eating, the party went their separate ways. Tornade receiving a boat ride from up river using the boat that the party rented to the Abbot. Foo slipped out into the world on his way back to Red Larch, and Pate and Hundar started their trek to Amphail.</p><p></p><p>The sun was warm, as it was nearly the end of the first month of summer. On their way, Pate and Hundar saw a small party of barbarians about 200’ to the north. Evidently, the barbarians did not see the heroes so there was no encounter. After a night’s rest in Pate’s magical Leomond’s Hut, they continued and made it to Amphail without trouble.</p><p></p><p>In Amphail, the adventurers saw the town square, realized that this was a farming community that also was home to a number of retired aristocrats from Waterdeep, estates and farm lands surrounding the small town. Pate knew that this town was best known for ranches of horse breaders, and as night was falling, the pair of adventurers strolled into the town square where they saw the famous statue of Great Shalarn, a termendous warhorse bred in Amphail long ago. Kids were throwing rocks at birds near the statue, and some of the children were climbing on the great statue. Pate and Hundar spied a cozy tavern, the Stag-Horned Flagon, nearby and decided to enter for food, drink and possible lodging.</p><p></p><p>Without wasting much time, Pate asked about horse breaders and drinks. Soon, an aristocratic gentleman named Bartholomew introduced himself and told the pair that he had many great horses. Pate told Hundar to take care of business, giving him a sack full of gold coin, and Hundar went off with Bartholomew to his ranch. Meanwhile, Pate chatted up the barkeep and had a few drinks. He noticed the room was filled with only a half dozen men, all wearing rather expensive clothing, eating, talking and playing cards in a controlled manner. Eventually, a striking young woman with orange blond hair entered the tavern. Smitten by her looks, he started a conversation. It took a little while for the young woman to drop her guard, but enventually, after the bard sang an incredible song (impressing the woman and the other men in the tavern), she told him about life in Amphail, her father’s farm and the death of her mother only a year ago. Pate told a joke, and worked an enchantment on the barkeep to make him laugh uncontrollably at the joke. All was going well, and as Pate slight of hand produced a golden chain from his bag and bestowed it upon Anna, he felt as if he was winning her heart. Just then, three young men walked into the tavern. When they saw Anna with Pate, they became noticeably aggitated. They walked over and asked Anna if she was ok. Then they looked Pate up and down suspiciously. These were Anna’s brothers. Pate did some fine talking. One of the brothers was immediately friendly. Another quickly warmed up to Pate and saluted him. The third, was more suspicious and less coridal, but eventually when Anna said she was fine, and he learned more about the stranger, he nodded and accepted the company.</p><p></p><p>While all this was happening, Hundar went to Bart’s ranch and inspected a number of horses. Bart ended up selling Hundar two riding horses for 300 gp. Hundar didn’t haggle, although he did ask about saddles and feed, which Bart threw in for nothing. Satisfied that he had purchased some fine riding horses, Hundar walked them back to the tavern and roped them up. When he entered, he saw Pate and the Fairbanks children eating, drinking and talking so he joined them. The social engagement lasted until 11 pm when the family told the heroes that they needed to get back to the farm. Anna looked back at Pate and asked about seeing him again. There was a twinkle in her eye. Pate assured her that he’d be back.</p><p></p><p>The next morning, Pate and Hundar set off for Waterdeep. Hundar really wanted to buy some plate armor, and he had had no luck in any of the smaller towns near the Sumber Hills, so he basically forced Pate to go with him to the big city – stubborn half-orc. After a little over 2 days, they made it to the City of Splendors and were overwhelmed by its size and the commotion within. Pate told Hundar that he’d snoop around to find The Harpers, a group he was a member of, while Hundar could stroll the city and look for plate armor. Pate found some contacts and was able to discuss what had been happening with the cults in the Sumber Hills. He asked about the evil elemental weapons, but found that nobody wanted them. The Harper representative he spoke with advised him to use the weapons against the cults. If the weapons could close the elemental nodes that the Harper’s suspected were under the Sumber Hills, that would be a major victory for good in the realm. In addition to this, Pate asked around and was able to purchase a carved white lily with a hint of orange/red around its edges. He knew that Anna’s favorite flower was the lily, and the orange/red tinting reminded of her hair. He paid 100 gp for this trinket, which was also magically enhanced to make it much stronger, and less fragile than it looked.</p><p></p><p>When Pate and Hundar met up again, Hundar had purchased his plate armor spending a lot of the gold the party had (2200 gp…in addition to giving up his warhammer, his shield and a few other trinkets). Hundar, not much for the subtle art of barter or negotiating, certainly paid good money, but he didn’t care.</p><p></p><p>Before finding a place to rest for the night, Hundar convinced Pate to go with him to the Bounty Office to see if they could cash in on killing Gar Shatterkeel. Hundar spoke with the officer and showed him Drown, Shatterkeel’s magical weapon. The officer said he’d have to talk with his superior so they would be getting back to Hundar soon. It seemed as if the officer was convinced, but beauracrachy is everpresent in Waterdeep. The officer even recommended the adventurers stay at the Red Flagon Inn, so that’s where Hundar and Pate went.</p><p></p><p>That night, Hundar felt uneasy so he decided to remain awake in their second floor room. Pate crawled under the covers in bed and dreamt about Anna. At about 3 am, Hundar heard the door creak open. A figure dressed in a black cloak was surprised to see Hundar awake, so he aimed his crossbow at the Half-Orc and hit him squarely in the shoulder joint, so much for the new armor. Hundar stepped up and swung his axe at the crossbowman, cutting him down with two blows. Then he saw another cloaked figure behind the doorway, even more meanacing than the first. All the while, Pate continued to sleep, until the window on the other side of the room smashed open and a third and fourth black cloaked thief entered. Pate woke, and tried to hide himself in the bed while tossing out his dancing sword and inspiring Hundar. Hundar fought well and was able to drop kick one of the more dangerous foes out of the open window. Pate and Hundar fought a bit more and just when they thought they could down the last foe, the foe grabbed Drown and tried to run. Hundar caught him just outside the door to the room and cut him down. That’s when the innkeeper came up, visibly upset at the damage and blood. He told Hundar and Pate that these men were part of the Black Hand, a criminal organization that runs deeply in Waterdeep and other cities. He didn’t want any trouble with them, so he asked Pate and Hundar to leave, immediately. After checking the bodies of the dead, and finding a dozen gold coins, Pate gave the coins to the innkeeper to help pay for the damage and he and Hundar left to start their ride back to Amphail.</p><p></p><p>Back in Amphail, Pate met with Anna secretly. After spending a few hours (as a gentleman), he bestowed the lily to her and left her with a deep, passionate kiss. He could tell that she felt something for him. He left her with a few books about great adventurers, and told her that he would be traveling to Red Larch to continue his adventuring life. He wanted her to go with him, but she felt loyalty to her father and brothers. She asked him to return when he was ready to settle down, but in Pate’s heart, he yearned for Anna to take up the adventuring life and strike out in the world by his side. It was not to be, but who knows what the future will bring.</p><p></p><p>After another few days of riding without mishap, Pate and Hundar arrrived back in Red Larch. The town seemed different. Lots of townfolk were carrying pitchforks, shovels, clubs, swords, axes, patrolling the streets. Near the Swinging Sword and The Helm at Highsun, the adventurers saw their Gnome friend, Turytopple, standing with some town folk pointing in different directions.</p><p></p><p>Pate and Hundar rode up to Tury and they greeted each other as old friends. Then Tury talked their ears off telling them about what had happened in the 16 days that the pair had been gone for. It turned out that some Howling Hatred Cultists staged a distraction by harming some villagers while Windharrow, the foppish bard mercenary, dimension doored into and out of the cell where the town was holdiing Aeirisi. By the time Tury and Kippipop could get to the streets, they saw the injured town folk and near the forest treeline, four hippogriffs took off heading east all with riders. Tury and Kippi tended to the injured. Nobody died, but the Air Prophet, Aeirisi had escaped and undoubtedly was headed back to the Temple of Howling Hatred. Tury also told the group that he had helped the town learn how to use weapons (a little) so that they could form their own militia. Tury was kind of like their captain.</p><p></p><p>Also, over the past tenday, Tury made a vaulting mechanisim that he could attach to his warhorse so that he could get into the saddle. He was really proud of his accomplishment. </p><p></p><p>After a night, Tury convinced the others that they needed to go to the Temple of Howling Hatred to serve justice upon Aeirisi and Windharrow. Although she did not have Windvane, the group knew that she was a threat, and the air cultists might rally behind her. </p><p></p><p>The party rode through the hills into the Desserin Valley, and almost made it to the Knife Point Gully, where the stairway into the air temple descended, but then they heard the howling of Gnolls. Hundar dismounted to get ready for a fight while the others stayed on their horses. Then from the north and south the party was attacked. A pack lord came from the north with two other Gnolls, and a terrifyingly large Gnoll Fang came from the south with two other Gnolls. The party engaged and fought for a while. Tury attempted to jump down from his horse, but he got caught up in some of the make-shift rigging he had created. He stumbled down and sent his horse with Kippi on it out, away from the battle. (Kippi’s player was not present so we put her out for the encounter). Hundar faced off against a few of the gnolls, especially the Fang. Soon the party realized that he Fang and the pack lord were the more dangrous of the gang, but they killed off a few of the lesser Gnolls pretty soon. Eventually, the Fang and Pack Lord changed tactics and tried to down the party’s horses. The Fang bit and poisoned one, dropping it. Tury quickly applied his divine healing to keep the horse from dying, and Hundar fought to bring it down. Pate got hurt a bit from Gnoll spears and the Pack Lord eventually downed the other horse, and bit it twice, killing it. Pate fought with his dancing sword and used a number of cutting words and even some healing. Tury fought with rapier and used his shield to block a number of blows that would have scored hits on Pate and the injured horse. Hundar swung his magical great axe. Finally, after the Fang and lesser Gnolls went down, and the Pack Lord ripped off the head of the dead horse and tried to run with it, Pate, Tury and Hundar hacked it down. </p><p></p><p>The group walked a little more toward the Gully, and decided to find a hidden area to rest before getting too close to the area they knew was guarded when they came to the Gully a few tenday ago. Before resting, Tury caught glimpse of two hippogriffs circling from the east, coming closer and closer. Then, when they were within 100’ they turned back, and disappeared back to the east near the Gully, as if they had landed. The hippogriffs each had a rider a top, but Tury could not tell if they had been spotted. Taking a short rest to restore their spirits and patch wounds, the group got ready to advance to the Gully.</p><p></p><p>Comment</p><p></p><p>We haven’t played in a few months. This session the players threw me a bunch of curveballs and forced me to improvise all that Amphail and Waterdeep stuff. It was really fun to roleplay and deepen the story of the characters and their lives.</p><p></p><p>This session began with two players (Pate and Hundar) and later, the third joined (Tury). I tried to manage the events of the game to get the group together as soon as Tury’s player was ready. It was fun to manage the action on the fly letting the players dictate what they wanted to do especially before Tury’s player was available.</p><p></p><p>Overall, the group earned about 2,000 xp each.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7049773, member: 18333"] Session 23 – “Eventually, Back to Red Larch – Aeirisi Escaped!” After a much needed night’s rest at the temple in Goldenfields, the adventurers met for breakfast with Abbot Ellardin to discuss their plans. Tornade informed the rest of the group that too much time has passed. He needed to return the horn they recovered back to his clan. Pate and Hundar wanted to travel by foot to Amphail where they could buy horses, then quickly ride to Waterdeep to check in with contacts and purchase supplies before riding back to Red Larch to meet back up with Turytopple and Kippipop, who were still in Red Larch. Foo, missing the other Gnomes, wanted to stealth back to Red Larch as quickly as possible. After eating, the party went their separate ways. Tornade receiving a boat ride from up river using the boat that the party rented to the Abbot. Foo slipped out into the world on his way back to Red Larch, and Pate and Hundar started their trek to Amphail. The sun was warm, as it was nearly the end of the first month of summer. On their way, Pate and Hundar saw a small party of barbarians about 200’ to the north. Evidently, the barbarians did not see the heroes so there was no encounter. After a night’s rest in Pate’s magical Leomond’s Hut, they continued and made it to Amphail without trouble. In Amphail, the adventurers saw the town square, realized that this was a farming community that also was home to a number of retired aristocrats from Waterdeep, estates and farm lands surrounding the small town. Pate knew that this town was best known for ranches of horse breaders, and as night was falling, the pair of adventurers strolled into the town square where they saw the famous statue of Great Shalarn, a termendous warhorse bred in Amphail long ago. Kids were throwing rocks at birds near the statue, and some of the children were climbing on the great statue. Pate and Hundar spied a cozy tavern, the Stag-Horned Flagon, nearby and decided to enter for food, drink and possible lodging. Without wasting much time, Pate asked about horse breaders and drinks. Soon, an aristocratic gentleman named Bartholomew introduced himself and told the pair that he had many great horses. Pate told Hundar to take care of business, giving him a sack full of gold coin, and Hundar went off with Bartholomew to his ranch. Meanwhile, Pate chatted up the barkeep and had a few drinks. He noticed the room was filled with only a half dozen men, all wearing rather expensive clothing, eating, talking and playing cards in a controlled manner. Eventually, a striking young woman with orange blond hair entered the tavern. Smitten by her looks, he started a conversation. It took a little while for the young woman to drop her guard, but enventually, after the bard sang an incredible song (impressing the woman and the other men in the tavern), she told him about life in Amphail, her father’s farm and the death of her mother only a year ago. Pate told a joke, and worked an enchantment on the barkeep to make him laugh uncontrollably at the joke. All was going well, and as Pate slight of hand produced a golden chain from his bag and bestowed it upon Anna, he felt as if he was winning her heart. Just then, three young men walked into the tavern. When they saw Anna with Pate, they became noticeably aggitated. They walked over and asked Anna if she was ok. Then they looked Pate up and down suspiciously. These were Anna’s brothers. Pate did some fine talking. One of the brothers was immediately friendly. Another quickly warmed up to Pate and saluted him. The third, was more suspicious and less coridal, but eventually when Anna said she was fine, and he learned more about the stranger, he nodded and accepted the company. While all this was happening, Hundar went to Bart’s ranch and inspected a number of horses. Bart ended up selling Hundar two riding horses for 300 gp. Hundar didn’t haggle, although he did ask about saddles and feed, which Bart threw in for nothing. Satisfied that he had purchased some fine riding horses, Hundar walked them back to the tavern and roped them up. When he entered, he saw Pate and the Fairbanks children eating, drinking and talking so he joined them. The social engagement lasted until 11 pm when the family told the heroes that they needed to get back to the farm. Anna looked back at Pate and asked about seeing him again. There was a twinkle in her eye. Pate assured her that he’d be back. The next morning, Pate and Hundar set off for Waterdeep. Hundar really wanted to buy some plate armor, and he had had no luck in any of the smaller towns near the Sumber Hills, so he basically forced Pate to go with him to the big city – stubborn half-orc. After a little over 2 days, they made it to the City of Splendors and were overwhelmed by its size and the commotion within. Pate told Hundar that he’d snoop around to find The Harpers, a group he was a member of, while Hundar could stroll the city and look for plate armor. Pate found some contacts and was able to discuss what had been happening with the cults in the Sumber Hills. He asked about the evil elemental weapons, but found that nobody wanted them. The Harper representative he spoke with advised him to use the weapons against the cults. If the weapons could close the elemental nodes that the Harper’s suspected were under the Sumber Hills, that would be a major victory for good in the realm. In addition to this, Pate asked around and was able to purchase a carved white lily with a hint of orange/red around its edges. He knew that Anna’s favorite flower was the lily, and the orange/red tinting reminded of her hair. He paid 100 gp for this trinket, which was also magically enhanced to make it much stronger, and less fragile than it looked. When Pate and Hundar met up again, Hundar had purchased his plate armor spending a lot of the gold the party had (2200 gp…in addition to giving up his warhammer, his shield and a few other trinkets). Hundar, not much for the subtle art of barter or negotiating, certainly paid good money, but he didn’t care. Before finding a place to rest for the night, Hundar convinced Pate to go with him to the Bounty Office to see if they could cash in on killing Gar Shatterkeel. Hundar spoke with the officer and showed him Drown, Shatterkeel’s magical weapon. The officer said he’d have to talk with his superior so they would be getting back to Hundar soon. It seemed as if the officer was convinced, but beauracrachy is everpresent in Waterdeep. The officer even recommended the adventurers stay at the Red Flagon Inn, so that’s where Hundar and Pate went. That night, Hundar felt uneasy so he decided to remain awake in their second floor room. Pate crawled under the covers in bed and dreamt about Anna. At about 3 am, Hundar heard the door creak open. A figure dressed in a black cloak was surprised to see Hundar awake, so he aimed his crossbow at the Half-Orc and hit him squarely in the shoulder joint, so much for the new armor. Hundar stepped up and swung his axe at the crossbowman, cutting him down with two blows. Then he saw another cloaked figure behind the doorway, even more meanacing than the first. All the while, Pate continued to sleep, until the window on the other side of the room smashed open and a third and fourth black cloaked thief entered. Pate woke, and tried to hide himself in the bed while tossing out his dancing sword and inspiring Hundar. Hundar fought well and was able to drop kick one of the more dangerous foes out of the open window. Pate and Hundar fought a bit more and just when they thought they could down the last foe, the foe grabbed Drown and tried to run. Hundar caught him just outside the door to the room and cut him down. That’s when the innkeeper came up, visibly upset at the damage and blood. He told Hundar and Pate that these men were part of the Black Hand, a criminal organization that runs deeply in Waterdeep and other cities. He didn’t want any trouble with them, so he asked Pate and Hundar to leave, immediately. After checking the bodies of the dead, and finding a dozen gold coins, Pate gave the coins to the innkeeper to help pay for the damage and he and Hundar left to start their ride back to Amphail. Back in Amphail, Pate met with Anna secretly. After spending a few hours (as a gentleman), he bestowed the lily to her and left her with a deep, passionate kiss. He could tell that she felt something for him. He left her with a few books about great adventurers, and told her that he would be traveling to Red Larch to continue his adventuring life. He wanted her to go with him, but she felt loyalty to her father and brothers. She asked him to return when he was ready to settle down, but in Pate’s heart, he yearned for Anna to take up the adventuring life and strike out in the world by his side. It was not to be, but who knows what the future will bring. After another few days of riding without mishap, Pate and Hundar arrrived back in Red Larch. The town seemed different. Lots of townfolk were carrying pitchforks, shovels, clubs, swords, axes, patrolling the streets. Near the Swinging Sword and The Helm at Highsun, the adventurers saw their Gnome friend, Turytopple, standing with some town folk pointing in different directions. Pate and Hundar rode up to Tury and they greeted each other as old friends. Then Tury talked their ears off telling them about what had happened in the 16 days that the pair had been gone for. It turned out that some Howling Hatred Cultists staged a distraction by harming some villagers while Windharrow, the foppish bard mercenary, dimension doored into and out of the cell where the town was holdiing Aeirisi. By the time Tury and Kippipop could get to the streets, they saw the injured town folk and near the forest treeline, four hippogriffs took off heading east all with riders. Tury and Kippi tended to the injured. Nobody died, but the Air Prophet, Aeirisi had escaped and undoubtedly was headed back to the Temple of Howling Hatred. Tury also told the group that he had helped the town learn how to use weapons (a little) so that they could form their own militia. Tury was kind of like their captain. Also, over the past tenday, Tury made a vaulting mechanisim that he could attach to his warhorse so that he could get into the saddle. He was really proud of his accomplishment. After a night, Tury convinced the others that they needed to go to the Temple of Howling Hatred to serve justice upon Aeirisi and Windharrow. Although she did not have Windvane, the group knew that she was a threat, and the air cultists might rally behind her. The party rode through the hills into the Desserin Valley, and almost made it to the Knife Point Gully, where the stairway into the air temple descended, but then they heard the howling of Gnolls. Hundar dismounted to get ready for a fight while the others stayed on their horses. Then from the north and south the party was attacked. A pack lord came from the north with two other Gnolls, and a terrifyingly large Gnoll Fang came from the south with two other Gnolls. The party engaged and fought for a while. Tury attempted to jump down from his horse, but he got caught up in some of the make-shift rigging he had created. He stumbled down and sent his horse with Kippi on it out, away from the battle. (Kippi’s player was not present so we put her out for the encounter). Hundar faced off against a few of the gnolls, especially the Fang. Soon the party realized that he Fang and the pack lord were the more dangrous of the gang, but they killed off a few of the lesser Gnolls pretty soon. Eventually, the Fang and Pack Lord changed tactics and tried to down the party’s horses. The Fang bit and poisoned one, dropping it. Tury quickly applied his divine healing to keep the horse from dying, and Hundar fought to bring it down. Pate got hurt a bit from Gnoll spears and the Pack Lord eventually downed the other horse, and bit it twice, killing it. Pate fought with his dancing sword and used a number of cutting words and even some healing. Tury fought with rapier and used his shield to block a number of blows that would have scored hits on Pate and the injured horse. Hundar swung his magical great axe. Finally, after the Fang and lesser Gnolls went down, and the Pack Lord ripped off the head of the dead horse and tried to run with it, Pate, Tury and Hundar hacked it down. The group walked a little more toward the Gully, and decided to find a hidden area to rest before getting too close to the area they knew was guarded when they came to the Gully a few tenday ago. Before resting, Tury caught glimpse of two hippogriffs circling from the east, coming closer and closer. Then, when they were within 100’ they turned back, and disappeared back to the east near the Gully, as if they had landed. The hippogriffs each had a rider a top, but Tury could not tell if they had been spotted. Taking a short rest to restore their spirits and patch wounds, the group got ready to advance to the Gully. Comment We haven’t played in a few months. This session the players threw me a bunch of curveballs and forced me to improvise all that Amphail and Waterdeep stuff. It was really fun to roleplay and deepen the story of the characters and their lives. This session began with two players (Pate and Hundar) and later, the third joined (Tury). I tried to manage the events of the game to get the group together as soon as Tury’s player was ready. It was fun to manage the action on the fly letting the players dictate what they wanted to do especially before Tury’s player was available. Overall, the group earned about 2,000 xp each. [/QUOTE]
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