The D&D 30 Day Challenge: Day 3

My favorite class is Paladin and it should be yours too!

After talking about favorite race it was inevitable that favorite class had to be discussed. Enjoy!

dd-30-day-challengeFavorite Player Character Class

I find it really hard to choose a favorite class I honestly enjoy them all. Often if I need to roll up a character I just roll a d12 to decide what to play. But there is one class I really love.

Paladin

Knights in shining armor, devoted to do the right thing. In my eyes this class comes the closest to being a real hero and for me Dungeons and Dragons is all about being hero’s.

They will stand against evil and against all odds they will succeed and make the world a better place, they are just freaking awesome.

If feel a lot of people think that to play a paladin you need to be Mr. Lawful Good, never do anything wrong or fun. That is just plainly wrong, there is so much room for nuance. In early editions you had to be LG but 5E has thrown that out of the window, for the better I think. Look at any superhero movie (or awesome anime like boku no hero) they all want to do the right thing but all have different reasons and motivations.

Paladins are great and we should all play them a bit more often!

josh-corpuz-10623349-10204600025341553-5052193879459684588-o
Art by Josh Corpuz

The D&D 30 Day Challenge: Day 2

What is my favorite D&D race?

Day 2 of the Dungeons and Dragons 30 day challenge. This one will be a short one.

dd-30-day-challenge

Favorite Player Character Race

Spoiler alert, its human. But why? It’s because I’m a human and in my experience we can be rather great sometimes.

For me playing a human comes easiest. I don’t know what it feels like to be a Dragonborn, a Tiefling or Dwarf. But with humans I at least have part of an idea how they are supposed to feel and live.

An other reason is that there are less prejudices with humans. Dwarfs need to be sturdy and drink beer. Elves are fancy and sophisticated. Humans are just everything, we have the potential to be the worst or the best and that is why I love to play them!

Cheers!

The D&D 30 Day Challenge: Day 1

Day 1 of the D&D challenge. How I started the hobby.

I have decided that during September I’ll be doing the D&D 30 day challenge. These will be small post about me and the game, enjoy.

dd-30-day-challenge

How you got started

Watching the game

On January 28 a YouTube channel called Node uploaded a video. D&D 5th Ed – Call of the Wild Ep.1 – Beast Within. In Belgium D&D doesn’t have a big following but I’ve heard of it via tv-shows. So the episode peeked my interest and I started watching my first RPG game.

I was hooked! Immediately after I wanted more. I searched on Youtube and eventually I found Rollplay. They had more then 100 episodes of playing D&D and for a few months that was all the D&D I got.

bLhzfzR8_400x400

Finally playing

After a few months of watching (and sometimes binging) I decided it was to to finally play the game myself. I went to reddit/r/lfg and made a post requesting a game. I did’t take long until I found someone who would be my DM. A guy from the Netherlands who wanted to run a 1 on 1 campaign. Happy I could play I agreed to it.

I had a fun session but two days later he messaged me saying he didn’t want to be a dungeon master anymore and that I should do it.

The next week we started playing Hoard of the Dragon Queen with me as the DM. Since that moment I haven’t stopped DM’ing. That campaign only lasted a few sessions since the guy who made me run the game was a rather toxic player and I had to look for a new group.

But that’s the small story of how I started D&D (and DM’ing)

 

 

Updates and stuff

What I’ve been up to and plans for the future.

Hi all,

I’m writing this post as a small update to what I’ve been doing and what’s going to happen in the coming weeks. Recently I took a trip to Amsterdam to play and DM DnD for a whole day, I also got a chance to play test my first adventure (it went great). I’m also going to use this opportunity to talk about the Campaign Diary and Encounter Compendium.

So lets start with the beginning the trip to Amsterdam. We did two one-shots, one by one of my players who wanted to try DM’ing for the first time and the play test game by me.

One-shot

The one-shot was a lot of fun. We played a low-level adventure about wolves who suddenly were a lot smarter, and could even talk. They were terrorizing a local town and we had to save them.

I played a giant fat sad violinist who had a big interest in magic, food and exploration (he was going to be the main NPC in my one-shot later that day).

The adventure itself was straight forward. Save some shepherds, find out whats up, more wolves and a boss fight. I did think the encounters itself were a bit to strong for our party. In one of the earlier encounters my character died. Because the DM felt guilty and wanted me to be able to play the final of the adventure he said he that after combat I regained consciousness. He should not have done that in my opinion, I would have been perfectly fine watching the last part. Now dying in the game had no more meaning (I might write a post about this in the future).

The boss fight was heavy. We failed our stealth when we were scouting the wolves den and so we had to fight the encounter in front of the den and the boss fight at once. To add to our misery one of the wolves could breath fire. In the end half the party died again, this time for good. The two survivors made a deal with the wolves to leave them alone if they stop killing sheep and that was how the adventure ended. It was fun and our first time DM did a good job.

wolves of welton

Play test

After a pizza break it was my turn to shine. As some as you guys might now, I’m in the progress of making my first DnD adventure for the DM’s guild so it was a perfect opportunity to do a play test.

The summary of the adventure is the following: A fat wizard has shrunken some creatures and put them in his body to help him with some of his physical problems. After a few months he becomes weaker everyday, with his stomach feels stingy, he gets constant migraine attacks, and does sudden strange jerky movements with his arms. He also just feels a lot weaker than he should. To solve this he called upon the hero’s. He shrinks them as well and they have to kill the stuff inside his body that’s tormenting him.

I’m not going to reveal to much of the adventure today but it is a silly adventure. The wizard is in a hurry and if the players don’t stop him to ask questions they get shrunken and have no clue what to do inside of his body.

There are three encounters to solve. Not all can be solved with combat. And afterwards they find out they need to escape the wizards body to get back to normal size.

The adventure itself was a lot of fun, and honestly one of the more amusing sessions I’ve ever ran. For my group tho it fell a bit short, only 2,5 hours. I might need to put some extra stuff in before the next play test. But I guess if you put this into an ongoing campaign it can take a bit longer. It’s a one-shot for a party of level 8 so if ran with newer player it will probably also take a bit longer.

I don’t feel like adding stuff for the sake of it so perhaps I just keep it the way it is.

Current series on my blog

So for the small duration of my blog I’ve been posting focusing on two types of post. Campaign Diary and Encounter Compendium. I must admit I’m starting to have doubts about the formula of the diary. I don’t think it has a lot of value to outsiders so in the future the formula will change a bit. It will take 3-4 more post to catch up on the campaign and after that I want to change to focus more to lessons I learned running the game. So you’ll still have a story but DM’s might as well get some nice advice from it.

The Encounter compendium I really enjoy writing and it had been received well in the small community that I’m building. They take some research and time to write but more will follow soon. I might use social media to decide what monsters follow next.

So whats next?

For the coming two weeks focus will be on school. Reexamination are here and they take priority during that time. So I expect I won’t be able to make a lot of post. During this time there won’t be a new Encounter Compendium. I am going to try to finish a Campaign Diary post.

After that post will be back to regular schedule. Monday a campaign Diary, every other Friday an Encounter Compendium. I’ll also try to post some opinion/advice/reviews in the future on random days or in weeks without an encounter post.

The goal of my DM’s guild adventure is to have a finished product by the end of September. It will be named “The Inside Job”

So now you are up to date with the Backfip Dungeon.

Have a nice day

DrBackflip

Basilisk: A Stone Cold Killer

Basilisks, what are they and how to use them in your DnD game.

“All who behold its eyes, fall dead upon the spot”- Pliny the Elder’s Natural History

basiliskBasilisk from 5e Monster Manual

Looks and behavior

Eight thick legs, a strong tail, a back full of spikes. Most of them have colors between the grey and orange range but other colors of the rainbow have been spotted as well. These monstrosities have a jaw strong enough to bite through stone and bones.

On average they are around 12 feet (3.5 meter) long. But their most notable feature are the eyes. Glowing with a pale green light it could be the last thing a person sees before he’s turned to stone?

The basilisk is a clumsy but cunning monster using underground caves, overgrown forests or just the desert sand to hide itself. When a prey comes close enough he relies on his powerful magical gaze, sometimes it even hisses to draw adventures towards him. By instinct they will avoid creatures without eyes or with a high magical power.

Basilisks are not highly social creatures, typically gathering only in small groups of three to five adults sharing a cave. Adult males are typically solitary hunters and opt to instead dig a burrow large enough for themselves and a potential mate. Larger colonies are not unheard of, and if conditions permit large broods in excess of 20+ adults can inhabit large cave systems.

Basilisks Variants

water_wraith_by_brynnmetheney-d5mmjewBasilisk by Brynn Metheney

Swamp Basilisk

Smaller and more agile in build than their common cousins. These creatures are slightly weaker and may be found in swamps, marshes, or river deltas. Their gaze paralyzes prey rather than petrify, and they drag their prey below water to drown the helpless victim.

Desert Basilisk

Known locally as “Sand Fangs”, this rare subspecies that has a radically different diet. It lies in ambush under the desert sands where it emerges to ambush prey with its gaze. It then sucks the fluids from the victim’s rocky body using two special fangs on its upper jaw. Once drained of fluids the corpse then breaks down into sand.

Crimson Basilisk

Crimson basilisk are subterranean carnivores with a voracious appetite that is only whetted when they get the thing they desire most, blood. They have an even more horrifying way of killing their prey. Instead of turning them into stone they start bleeding from the eyes, ear, nose and mouth. Once they smell blood they go into a frenzy, the only thing on their mind is kill kill kill.

Players toolkit

Adventurers that are looking for a new pet might find the basilisk interesting. Intelligence wise they are about the same as a dog. The only downside is their aggressive temper which makes them almost impossible to train. Instead of capturing an adult one they are better of looking for a basilisk egg and start training them as soon as they hatch.

When you are lucky enough to survive a basilisk fight you are well of collection their eyes, hide, bone and fangs since they are believed to hold magical powers useful for potent petrification magic and can fetch a high price if you fight a buyer.

Dungeon masters toolkit

Low Tier (levels 1-4):

A local wizard/alchemist is looking for a set of basilisk eyes to brew a powerful potion. He is offering a fine reward and rumors say there are some basilisk roaming in the cave system in the south.

For a low tier party a basilisk can be a deadly foe. By knowing what they are looking for they can prepare themselves. If they don’t, well then they deserve to die.

Mid Tier (levels 5-10):

As the party is plowing through the mushy swamp, the 2 player with the lowest constitution hear a “Kssst” sound. If they look up they need to make a constitution saving throw against the basilisks paralyzing gaze. Roll for initiative.

For this encounter I used the swamp variant. You can always change the environment. Use normal ones in caves. Desert ones in… the desert. What makes it a bit more fun in the swamp is that they get dragged under water and if you are wearing heavy armor it can be hard to get out without help. Depending on how hard you want to make it for your players and how many of them got stunned you can add an extra basilisk in the second round.

High Tier (levels 11-16):

Recently a blind monk has appeared in town. He offers a map to a dragons lair if a hero can defeat him and his two basilisks. So far four challengers have been turned to stone and crushed by his strong fists.

For the monk you can use the martial arts adept from Volo’s guide or make a lvl 10 monk. If the PC is turned to stone the monk will smash his statue so he can’t be restored. The monk is not lying about the map. His monastery has been destroyed by a powerful dragon and he seeks allies to reclaim his mountain temple.

Most parties have at least one fighter who loves to duel, so this is an interesting option for those.

Epic Tier (levels 17-20):

As the hero’s enter the dragons lair they notice the first room is guarded. 13 basilisks are roaming this area. The only way to reach the dragon’s lair is through this room.

Players have a choice here. Do we fight and risk detection and lose resources or do we fight an other way through. Invisibility, flying or something else creative. If they don’t kill them they have to pass them again on the way back. In every case it will burn some of their resources.

Next time you use a dragon’s lair, use basilisks. Its sure is a hell of a lot better than the classic kobolds they have encountered a thousand times before.

 

So that’s all for the basilisk, enjoy! You can find more encounter compendium here.

Sources

Ecology of the basilisk

Basilisks – Forgotten Realms Wikia

Basilisk – Wikipedia

Crimson basilisk

Monster Manual p 24 Basilisk

Campaign Diary: The story so far… Part III

The hero’s try to save the Southern Sanction by retrieving the magical ward.

The winter wind was blowing hard through the hero’s hair. Below them they could see Spineguard Keep’s courtyard. Constant conflict in the north had its impact on the garrisons size. If you’re lucky you could find 20 soldiers here, good thing the horse tribes almost never raid during winter.

They were looking at the back of a stout Dwarf, the general of the fortress Netero.

“The royal guard was not called to Redknife for a small mission. Disaster has struck and it struck hard this time. The undead army doesn’t come on this side of the river and do you know why? A magical ward infused with a stone rests in Redkife, well rested I must say. It has been stolen and if we don’t find it back The Southern Sanction is doomed again. Undead are crossing the river and gods may now how many he will send.”

Upon hearing this news the party rushed towards Redknife. Where they indeed found the town under attack. The undead had not reached the walls just yet, at the river the royal guard was keeping back the small waves. When they were sure Arzu was in the town they went out to help the guards. Just in time for a wave of Ogre zombies.

It was there that one of the hero’s met his fate a bit to soon. The monk Zhu rushed into the wave, forgetting he was so much faster than his friends who could not keep up. Before the rest of the party could reach him he had seven zombies around him taking attacks from all sides he went down fast and for good.

The rest of the battle the hero’s tried to reach Zho but they had to go trough a group of zombies with an ogre zombie putting up a though fight. By the time they reached Zhu there was nothing they could do.

ogre_concept_by_jubjubjedi-d7694bl.jpgOgre by jubjubjedi

Redknife was saved for today but the party came back in defeat. After a funeral ceremony the party decided to retrieve the magical stone, while the royal guard would keep defending the town from the zombies.

During their investigation a Goliath appeared at the front gate of the town, asking what all the noise was about.

Ug Stoneskinned: Banned from his tribe after losing against his rival Trog, he can only return if he gets strong enough to beat him in a rematch. So for now he seeks refugee in the north.

All the clues they found let to believe the thieves must have run of to the Spine Mountain range. The left Redkinfe immediately and apart from an encounter with a Bulette the trip went rather well.

As they were in the mountains they were looking for tracks or at least a place a couple of thieves could hide. The first few days were without success.

One night during his watch Dr.Chen, the death cleric, started praying to the gods. From the start he was struggling with his believe, and he wanted answers.

His prayers were heard and from the bushes a three-headed dog appeared. His religious training recognized it as a messenger of Cerberus, god of death and the unknown. The dog’s mouths opened and from it came a godly voice.

“Your mind has been filled with doubts and it clouds your judgement, you seek answers and you don’t find them. That will change! Tomorrow go east, there you’ll find your thieves. They have the stone and you need to take it. Bring the stone to south far into the Dead Kingdom and deliver it to the queen. She will bring you salvation.

cerberus_by_emma_fay-d442qnb.jpgCerberus by Ema Fay

The next day the party indeed found tracks east of their camp and found the thieves easily. The fight was a though one but with some good tactics the party won and even captured the thieves.

On the first night home the thief tried to escape though and he was killed in an effort to recapture him. But what happened the next night was a lot worse.

During his guard Dr.Chen took the stone and left the party. When the group noticed his disappearance they immediately tried to find him without success.

They had to go back to Redknife without a thief and without the magical ward that protects the whole south.

 

To be continued…

Part II

A Small Update

Things I did since we started and plans for the future.

Hi all DrBackflip here to give a small update on the blog. Backflip Dungeon started two weeks ago and I’m starting to get a better grasp on what I’m doing.

So far I’ve made some small updates on the blog’s design and logo. It’s not perfect but it will do for now. Maybe one day I just get someone better than me in designing to help me.

I’ve written about two and a half campaign diaries, and an encounter compendium post. Both are fun to write but are very different. The campaign diaries I can just base of my notes and memory and as we are catching up to the current story it will get even easier for me. I’m also experimenting with the style of the post. More objective facts or more in the style of a story. We’ll see where it goes I guess.

I’ve gotten some good feedback from the Ankheg encounter compendium post and I truly enjoyed making it although it took a lot more work. Researching, encounter building, map making all that kind of stuff but its super rewarding to hear people are using it for their games. So more of them are on the way!

As of now I’m planning to release a campaign diary every Monday as long as there is content (my games do not run every week). Encounter compendium will be more in a every 2-3 week range and will be released on Fridays.

Other type of post like reviews, interviews and discussions will just appear when I feel like it. Also I’m currently working on my first official adventure for the DM’s guild. Saturday will be the first play test.

That’s all I have to say, thanks for reading and have a nice day!

Campaign Diary: The story so far… Part II

Session 4-7 of my Broken Spine campaign. Kobold shenanigans and traveling south.

Send on a mission by the king the party begins its journey towards Throm. Even with horses provided it would take at least 40 days of travel to reach the destination. The first part would be easy, the northern part of the Broken Spine should be a relatively save place even during winter.

Broken Spine pre timeskip

All goes well until they reach the border town Pallem. During the night a kobold raid takes place. The guards were overwhelmed and there are just to many for the party to take on so they decided to wait out the attack.

The next day the party decides to investigate the kobolds and follow their tracks. It led all the way to Coppernight Hold a small mining operation that the kobolds took over. The players spot a big group of them on the surface.

I mainly used the first dungeon from 4e book Dungeon Delve.

To much to take on they decide to spy on them for a while. They soon find out that there are two groups of kobolds originating from different tribes. So they use this knowledge to set them up against each other. Some of the kobolds start fighting each other and when they are done the party swoops in to clean them up.

Then descending into the mine they get ambushed by another kobold group, the rest of the small dungeon they are fighting kobolds and their traps. Untill they reach the final room. Apart from kobolds in the last room they find a small white dragon sitting on a crude made throne.

The fight was not an easy one, but in the end the hero’s stood victorious. Instead of killing the drake they decide to remove his fire-breathing organs and capture him as a pet. During the looting of the room they also find a hidden cell with three Dwarves in it. Brunn knew these guys from before they had to flee their home. It turns out they were building their new home here, just a week ago the dragon claimed it as his new lair and captured him.

The party returned back to Pallem, a feast was held for their celebration and the mayor always wanted a dragon so the party sold their new pet to him.

The next day they continued their journey towards Throm. Pallem was the last town in the Northern sanction so now they have to cross the Maw.

stairway snow

The Maw is a ravine running through the Broken Spine Mountains. It is the easiest way to go from the Northern Sanction to the Southern Sanction. The East side of the mountain range is overrun with Duergar the West with Drow. Even with guards passing by every few days it should be one of the most dangerous parts of the journey.

The travel through the maw took the party 6 days, on their way they were ambushed by Drow, 15 vs 5 they still won rather easy using an effective choke point combined with Fog Cloud. The day after a group of knights raced passed them. Apparently there was some big disaster in one of the southern towns.

Knights of Enel: Elite special guard of king Cyric the Grey. Six warriors/clerics sworn to the god of justice and the king. Their leader Mohan ‘Shield of Justice’ is a kind man, but unmatched in his skills with the sword. Almost just as famous is his second in command, Eldrick ‘eye of the storm’. It is said he is the fastest man in the land. That’s maybe why he does not ride a horse while traveling.

Interested in what’s going one the party makes extra haste to reach the Southern Sanction. They arrive safely in Spineguard keep and find out what’s the deal with the knights and the disaster. If its true what they heard the whole country could be in danger!

To be continued…

Thanks for reading, campaign diary will appear every Monday. Next part will be all about the disaster threatening the lands and how to party tries to save the day.

DrBackflip

Part I

Ankheg: Dead From Below

Ankhegs, what are they and how to use them.

Imagine being  snapped in half by an ant the size of a cow. That is what you get when you step on a Ankheg’s burrow. – The Gnomes Guide To Gardening

Monster_Manual_5e_-_Ankheg_-_Devon_Cady-Lee_-_p21
Ankheg from Monster Manuel by Devon Cade-Lee

The Ankheg is an enormous insect who hunts grasslands and forests. Laying an ambush for its prey it attacks from below using its sharp hooks to grapple his opponent. Once it has you in its grasp it secretes acidic digestive enzymes dissolving its victim thus making the remaining body easier to swallow.

It is not unheard of that a farmer uses an Ankheg to help its land stay fertile. Adapt armorers can even make armor from its shell that almost matches the protection of full plate armor. Armor like that is expensive, rich nobles pay as much as 20.000 GP for an Ankheg armor set. Seems a bit much? Well if you provide the shell yourself the craftsmen might give you a nice discount.

Below you’ll find an Ankheg encounter for every tier of play, enjoy.

Low Tier (levels 1-4):

ankheg_fight_by_guzboroda-d2zi3eg.jpg
Ankheg fight by GuzBoroda

Ambush: As the party is travelling through the forest the character walking in front feels his foot sinking into the ground  make a dexterity DC 12 save. On a success he pulls back in time. On a fail he falls prone 5 feet below into a tunnel, in front of you stands a giant insect ready to attack roll for initiative. If the characters don’t fall in the tunnel the Ankheg will attack a few moments later on the DM’s queue. If the characters did not prepare themselves he gets a surprise round.

This encounter can be very deadly for first (and second) level characters. An average bite attack does 12 damage and grapples its foe. For this reason I do not give a surprise round when someone falls into the Ankhegs burrow. If you use it on a higher level group you can punish your players a bit harder.


Mid Tier (levels 5-10):

Mating ground: As the party is travelling through the woods they hear strange noises coming from over the hill in front of them. If the characters just keep on walking they will find themselves interrupting a mating ceremony. Seven male Ankheg are dancing around a female and guess what they don’t like to be interrupted. If they come within 60 feet the party is spotted and they attack. If they stay further away let them make a stealth check.

This encounter can be completely be avoided by going around the mating ground. Be aware 8 enemies can be overwhelming for some parties but you can always increase their numbers to make it more challenging. 

If you are running a realistic campaign this encounter can only happen in autumn 

High Tier (levels 11-16):

IT’S IN THE BASEMENT: During the night the building (inn/farm) the party is sleeping in partially sinks into a tunnel. The owner knew of the Ankheg but kept him there to fertilize his grounds. What the owner did not know is that Ankheg can brood up to 12 young a year. The lower floor of the building is infested with the mother and its young. If some guests or patrons were sleeping they are in danger!

If you use this encounter remember that they probably don’t wear their armor at night. Three Ankheg per PC should be a big enough challenge.

If you want to make it a bit easier for the PC’s you can let the pass a farm on the road where this attack has just started.

Epic Tier (levels 17-20):

Hive Mind: For a few weeks there has been no news from the towns to the south. Scouts send there have not returned so someone hires/ask’s the PC’s to investigated (or maybe they know a NPC in one of the towns).

Upon arrival in the town they find it totally abandoned. Investigation leads to believe all the villagers were taken. Tracks can be found leading into the forest (or any other place that fits your world). When they follow the tracks they might encounter a small group of Ankheg. The end of the trail brings them tho a giant pile of dirt. An ant hill for Ankheg.

Ankheg Lair

The colony is filled with Ankheg, since the queen lays about 10 eggs a day which hatch after only 1 week its population grows at an immense speed. The queen uses her children to protect her, once a week she can lay a special egg to hatch a royal guard. Currently there are 3 royal guards in the lair, at least one of them stays at the queens side at all times.

 

At epic tier the PC’s should not just have small encounters so here I present a way you could do it. If they do not solve this problem the colony will only expand. The queen might hatch a king who can create more queens in his turn and so on.

In the lair make sure the trow a lot of Ankheg at the PC’s but not all at the same time. It should be a battle from the way in until they kill the queen. Once she is dead most of the surviving Ankheg will flee or just go into a deep rage.

I hope you enjoyed my first encounter compendium post, please let me know what you think and where I could improve.

Cheers!
Sources:

Ecology of the Ankheg

Ankheg – Forgotten Realms Wikia

Ankheg – Wikipedia

Monster Manual p 21 Ankheg

Campaign Diary: The story so far… Part I

A synopsis of the first few sessions of my “Broken Spine” campaign.

Hooray the first entry in my campaign diary. Thanks for coming to my dungeon where I’ll talk about one of the campaigns I run. Instead of dropping you all into a year of gameplay I think its best to give some background information about the world and story so far.

The campaign I ran before this one just came to an end around the time Matthew Colville decided to make a map/setting for his community called Collabris. I liked the result a lot, and having a professional writer make up some of the lore and intrigue of the world doesn’t hurt either. So I used Collabris as a base for my new campaign and mashed it up with some lore and references to the hero’s from last campaign.

Our group decided to play a sandboxy style of game so I integrated a lot from their backstory in the world as well. The characters didn’t know each other at the start of the game so we needed an excuse to get them together.

Our first game started in the middle of winter in a small lake village called Stolver. Grand bonfires fill the town square and melt the snow away. It’s the town’s yearly Feast of Ancestors. Village elders tell stories about long-lost hero’s. Travelers share their own adventures, and guess what by coincidence our hero’s are sitting next to each other.

Brunn Redcask, a dwarven brewer forced to flee from the dwarven city Kalanzanbaar from invading drow. After some year’s of fleeing, drinking and working for a mercenary company he is now ready to find his old gang and revenge his family, but where does he begin?

Querion V’ael, an elven prince away from home looking for a reason the magical mist in his land does not work on him anymore. Maybe the wizards in the north can help him?

Zhu Raines, a farmers boy who after training with the orc’s in the mountains is now looking for the meaning of life.

Nadar Kerrhylon, a dragonborn clock maker on the run for accusations of murder. Not planning on returning to Ziris anytime soon maybe he can find rumored crystals that would help him build the most accurate clockwork ever.

Dr.Chen, a doctor/cleric raised by yuan-ti on a quest to better understand his fate and inner struggles.

 

The Feast of Ancestors is interrupted by a woman who is worried about her husband and sons. They should have been back with wood a few hours ago but they are still missing…

The hero’s offer to look for him only to find a pack of wolves feeding on one of the sons and the body of a yeti. The tracks make clear there were two yeti’s so they follow its footprints to his makeshift lair. The missing father and son are trapped and killing the yeti seems like to only solution to save them.

Yeti_-_FB-C.png

The battle was a close one for Brunn. Locked in place by its chilling gaze the yeti did not have problems hitting him. But in the end the hero’s stood victorious and during combat by magical means they discovered the yeti’s fled the mountains running from a white drake. Very disturbing news but for today the hero’s did what they could.

Upon returning the burgomaster gave them a small reward and asked them to deliver a message the king from him. Dragon’s so far north is not a thing to take lightly.

Meeting the king and earning some coin in the progress is a chance none of the characters want to miss so the next day the leave towards Haldrim’s capital Grey’s Keep. Travelling during the winter is not the most pleasant thing but apart from Brunn almost dying from a quickling attack they reach Grey’s Keep safely.

Atmosphere in the capital is tense. King Cyric the Grey recently made a truce with the Kreshnik orc tribe allowing them to live and work inside of the city. Recent riots against opposing the decision calmed down but it only a small spark is needed to light those fires up again.

 

Certainly closer to his end than his beginning, the people fear what will happen when the king passes. His daughter Princess Elise will be Queen, she lost her husband to the Orc Warfather Valkun. If she becomes Queen the peace with the orcs will quickly convert to war. A vocal, traditional minority would like this very much, and in spite of her hawkish sensibilities, the majority of the people of Haldrim love Princess Elise, and remember her as a girl. The alternative is princess Miranda, a powerful enchantress who rather than play the political game perfects her magic.

During their stay in Grey’s Keep the party meets Miranda. Querion offers to pay her well if she finds out what’s the deal with him and the magic mist in his lands. It is clear if she is paid well she could be a resourceful ally.

After delivering the message of the dragon sighting the party asks if they could be of service to the king (and his money). To test their worth he allows him to be the bodyguards of Arzu an important diplomat preparing an economic mission to the recent discovered village of Throm.

To be continued…

Part II