Into the Wild, Session Seven: Defending Norwich Report in Asteria | World Anvil

Into the Wild, Session Seven: Defending Norwich

General Summary

RĂșna and Qemuel were the first to rise, making their way downstairs to the tavern. The two were greeted by someone other than Kira. A man with black hair and dark brown eyes beckon the two over to the bar, introducing himself as Darrius Lawson. Qemuel inquired if the staff that used to be found above the hearth. Darrius informed them that it was stolen during the first raid. The orcs went straight into the tavern, stole the staff, and made their way out killing as they go. After conversing for a while Qemuel inquired about getting a coffee and piece of pie. Darrius said they have coffee, but it will cost them. Qemuel got the coffee none the less. RĂșna asked for some venison. Darrius walked into the back and the two scanned the room. It was filled with locals, some hunters, a miller, and what looks like a group from a trading caravan. The innkeep returned with a plate of venison sausage and a slice of a cherry pie. Qemuel pays for the meal to the shock of the innkeep. He grabs a glass jar of coffee ground off the top shelf of the bar where the nice liquor is stored, making his way into the back. After a surprisingly long time he returns with a steaming pot. Qemuel offers RĂșna some of his pie, realizing that she may have never had it before. She enjoyed the taste, and Qemuel offers the rest to the Valkyrie. She denies.   As Caldwell made his way out of bed he stepped on a person. Errato grunts, rolling over and looking up at the scholar. He debated saying something but decides against it, summoning his cloak to him and walking out of the room. He made his way over to the two at the bar and as he sat down Qemuel offered Caldwell a cup of coffee. He accepted. Soon after the vagrant also entered the room, denying the cup of bean juice. At this Qemuel asked if this was really made with beans. Caldwell explained that it in fact was made of beans, going over how it is made to the soldier.   Qemuel informs the group that the Orcs stole the staff in the first raid, and the group debated whether it was actually magical or just a show piece. The conclusion reached that either the one on display wasn’t real, or the Orcs didn’t know how to use it. At this point Errato lumbers down the stairs, slamming into a chair. Qemuel addresses Errato about what he said to him about how talking to Loreta would be as bad as Qemuel talking about Pacan. After berating the Bard, Darrius comes over and introduces himself to the entire group. RĂșna notices during the conversation Loreta open the door, notice the group is still here and leaves.   The rest of the group orders breakfast and they decide to address Errato’s dour mood. Cradling his coffee in both hands, he takes a sip and doesn’t answer. Qemuel tells him that he is being a tad dramatic, and the rest look at him sideways. Qemuel keeps at it, digging the hole deeper and deeper. Realizing this, the solder asks him directly what happened. At this point Darrius exits the back, looking at the group huddled around Errato. He silently serves them their food, and then goes back to serving the other patrons. Errato then tells them that he would not wish to relive that night so soon.   One of the Dwarves slowly makes his way up the the party, a wide smile across his face. He comes up to Errato, and tells him that he and Loreta were way to loud last night. The bard broke down at this crying. The dwarf hurries back to his friends at the booth, and they pass the dwarf a couple copper.   Darrius goes up the the Bard, handing him a coin purse for last night’s performance. He then informs the group that if they need more information they should talk to Osokin Murdus, the captain of the guard. The innkeep informs them that he is part of House Murdus, but he doesn’t like being reminded of his noble blood. The group exits and makes their way up to the Guardhouse.   The group notices a surprising lack of guards around the town, especially since the village is being ravaged by an Orc Warband. Out of nowhere Errato slaps himself across the face real hard, trying to come back to his normal self. Runa turns round at this, saying that if he needed someone to hit him all he had to do was ask.   Posed at the door are two dwarves in chain mail holding hauberks, and they don’t say anything as the group enters. The building is shaped like a horseshoe, with a courtyard in the center. The entranceway is open, with a large staircase leading up to a second floor balcony. A guard approaches the group, and Caldwell asks where they can find Osokin. He takes them to the second floor, entering a room at the top and saying that there are guests for the captain.   An old dwarf is seated at a large desk, eating his breakfast. Behind him is a window looking over the courtyard with a balcony outside. The group sits around the room, and Caldwell takes out his notebook. He asks if he has detailed notes on the raids, thinking he doesn’t have it. Surprisingly he pulled out a large book, placing it onto the desk in front of Caldwell. Osokin says that the previous commander took detailed notes over his two hundred years at this post as a General in the Drasser Military. He hands it back to Kalistra, and she begins to look it over. Realizing these notes are designed to be read by a soldier, she hands it to Qemuel.   Errato asks how a General got assigned to this post, and Osokin tells them that it was his domain as a member of House Murdus. The commander then tells them that they have all the information they need. Qemuel gives the book a solid look through, noticing something out of the ordinary. House Murdus moved the detachment south to the border right before the Orc raids began. Qemuel leans over and whispers this to Caldwell. Caldwell has the soldier show Osokin the page where those orders were given. He says that he doesn’t know why, as he wasn’t an officer even a week past. The scholar asks if any of that company is stationed here, and Osokin informs them that they were all moved to the border crossing. He tells them they used to not stop people at the border. Caldwell asks why, and the commander informs them that both of their neighbors were just at war, so that is probably why.   Other than that Osokin tells them that they took the Staff on the first raid, but it wasn’t real. At least that was the barkeep used to say. This was the only reason why the government allowed it to be displayed. The Orcs seemed one step ahead, as the first raid came during the changing of the guard. After the first raid all the Half-Orcs were routed from the village, a move that the group criticizes. The orcs attacked in large numbers, with a massive tusked beast was attacking with them. Caldwell recognized the description as a Rygoth, a roaming beast from the Soundless Sea. The group is shocked that one is one up here. The orcs seem to be able to control it. At this Osokin asks for the book back directly, and Caldwell diverts away. The commander was adamant though, asking for the book back again and reaching out his hand. Osokin informs them that the only thing the General asked was to keep that book safe. Qemuel broke at this, saying that he would have thought the General would have said to keep the town safe.   A normal military commander would have risen to this insult, but Osokin slumps back into his chair. The commander says that they will get what they need from the book, asking for the last time for the book. Errato nods to Qemuel, noticing the dwarf is telling the truth. When Osokin gets the book from Qemuel he rips out the last month of logs and hands them back. Qemuel has Osokin show on the map where the attacks happened in the village. The first attack was the northern section where the South End is situated. The second attack they harassed the western side where there are residences. The third came from the south, which was the raid that killed the previous commander. Qemuel asks if there is a confirmed death of the old General, and Osokin tells them that he was run down by the Rygoth. The group then left, realizing no more information can be gathered.   As they left they debated what caused the raid. The conclusion was that they came for the staff, and then realizing it was a decoy came back to find the real one. Thinking that it might be in the catacombs, Caldwell paused at the top of the stairs and goes back into Osokin’s office. He asks where the entrance is, and the commander tells them that no one knows. Qemuel calls him useless, and Osokin snaps back at them that the people who hid the location did a good job. Errato quietly pulled Qemuel out of the room before the situation got any worse. Caldwell asks if they keep records on the town layout, and he is told that they keep them in Vandiheim, the capitol of Drasser. Kalistra decided that asking about the newly constructed inn might help.   Heading back to the South End, Kalistra pauses at the well in the center of the town square. It has been filled up with stone, but in a fashion that looks unnatural. Caldwell hops in and taps about to figure out how thick the stone is. It seems like solid ground. Noticing that the group is getting some glances from the locals, the group splits up for a moment. RĂșna and Errato make their way to the blacksmith to see if they can acquire some stone cutting tools.   The blacksmith is a small shack, with walls covered in basic tools. A female dwarf is prepping the forge and looks up as the two approach. Errato asks why the well was sealed first, and she tells them it was about fifty years ago. They built a new well on the outskirts. She pushes further about the well, saying that it is off limits. Errato introduces himself to diffuse the tension, and the dwarf introduces herself as Savasina Dominika. RĂșna says her name in turn. Savasina continues, saying that there are demons in the catacombs under the city. The village folk heard voices and the rumor is Joedir sent monsters to ravage the village. No one has been down there since, other than the previous commander. No one other than him knew of the entrance, although it is said he told one other how to get down there. Savasina tells them not to go down there, as they will die. Errato smoothly moves into asking for a pickaxe, and the dwarf shrugs grabbing it off the wall. She asks for eight silver, way more than it is worth. Errato is able to bring the price down to five silver.   When they return Kalistra pulls Caldwell out. The scholar, using a spell, learns that while the stone is not intrinsically magical, but it was formed with arcane energy. The group debated for a while about whether or not this is a main entrance and whether or not they should try and break it with the pickaxe in the public square. The local superstition might bring too much attention. At this, a guard notices them around the well and slowly makes his way over to the group. He informs them that the location is forbidden, and Qemuel responds that they aren’t locals and that their kind should be at the inn. Errato pulls a seething Qemuel to the inn before he makes a scene. Qemuel expresses his hatred for the way they are being treated, and Errato lets him know that he is better off playing the role for the useless traveler. The guard stays with the others, staring them down in defiance. Realizing they need to pick their battles, the rest leave to the South End. As Caldwell is walking by the guard, he insults him. The guard took a deep breath and returned to his patrol route. The inn is filled with the morning patrons at this point, but there is a lack of travelers for a village so close to the border. Kira waves to the group as they enter. They go sit down at the bar and Kira comes over, and before she arrives Errato informs them of the talk with the blacksmith. Caldwell insists that she come when free, and she says that they can talk now. He opens asking why they would rebuild a tavern in a village being ravaged by Orcs. She tells them of her patron from Hargove who works with the School of the Iron Wall. He was the sponsor for this endeavor. The scholar asked if she has ever met this patron, and she says briefly once but only to exchange money. The mostly communicate with letters as Hargove is far to the north.   Caldwell follows up with a question about the construction of the inn. She tells them that it was quick, as House Murdus would not let them build unless they did the foundation. They walled the area off with fences during construction. The mason on the project is a local. The last question was about the previous owners. Kira has never met them, but the rumors are that they were great adventurers in the Farath Strait. They retired to their home country of Drasser and built the old inn, The Lightning Staff. They were old, but everyone was still shocked that when the Orcs burst into the tavern the old couple didn’t even move to grab the staff. He made no effort to retrieve it. The final question is if they can inspect the basement, and Kira tells them that there is none. House Murdus did not let them build one. They have another cellar on the northern side of the village. The foundation is as thick as a castle wall. Kira allows them to inspect the back none the less. Caldwell does the same with the floor as he did with the well. It is way thicker than it should be, around thirty feet. Realizing that they needed more information the group decides to go talk to the stonemason. On the walk Qemuel remarks on how they had to pick a fight with Croemerth instead of Drasser. The group can’t shake the feeling that they are being watched, with Errato noticing some movement in the woods as they walk.   The stonemason’s building is immaculate, showing off the skill of the mason that resides. The plan is to go in as customers, and trade the gorgon venom for information. Caldwell pulls out all the stops on his entrance, making his cloak billow. The room is a consulting office, with shelves containing small models of buildings the dwarf has made. Errato makes it to the counter first, and the mason looks up from his desk. He informs the dwarf that his master, Caldwell, would like to procure his services. The mason is skeptical, and after looking over the group poignantly asks Caldwell where his lordship resides. Caldwell doesn’t answer, and instead Errato responds. He tells the mason that his master has recently acquired a plot of land in the Vulpine Woods, referencing the reward offered by Ciala for completion of their service. Caldwell pulls out an apple, taking a bite and acting like he was above the mason.   He looked them over one more time, and then brightened immediately realizing what was being offered. He apologizes, rushing around the desk and coming to greet the group. He eyes Qemuel, who looks like he is going to possibly steal something. When the mason looks away the group collectively roll their eyes at the groveling. The dwarf begins to lead Errato and Caldwell around to the displays, showing off his work. It becomes apparent that this mason is amazing at his craft, but has never been in charge of any of the projects he has worked on. He then pauses, and asks what services need to be done.   Errato informs him that it is quite a lot, as his master wants it done well the first time. He asks if it was the old abandoned Vargan logging camp, and Errato confirms this. The mason informs the group that there is marble under the plot there, and that he might be able to strike an agreement. Surveying need to be done. He walks back behind the counter, flipping through his ledger. A sad face comes across, and he apologizes as his is backed up for a while.   Errato says that this job needs to be done, then pauses looking at Caldwell. The scholar responds with one word: discreetly. Errato continues, saying how they want plenty of secret locations like cellars. The mason brightens at this, saying how he worked with the royal masons for years specializing in dungeons. He designed many of the local underground catacombs. The mason asks if he would be able to go out and inspect the land. Errato tries again, leaning in and whispering that his master can be a bit, difficult, at times and he is a man of action. If the mason had any examples that would be best. Keeping up the ruse, Caldwell exclaims that he hates when Jeffrey whispers. The mason immediately backs away from Errato, continuing on what work would need done at the site. After he gets some mock ups done he would give a quote. Errato looks nervously at Caldwell, turning around and giving the gesture to push the mason a little harder.   Caldwell pipes up, exclaiming that he did not make himself clear. He says of the money and creative freedom he is offering here, but he will not go through with an offer without concrete evidence of the mason’s discretion. He tells the dwarf that the clock is ticking. The mason breaks, offering to show some previous designs. Caldwell replies that this will be a good start.   The mason gestures Errato and Caldwell into the back behind the desk. Before Caldwell goes through the door he tells the rest of the group to keep calm and not touch anything, keeping up the con. The room has a large drafting table with wall to wall racks of poster tubes. Caldwell asks if they could see the drafts of the South End construction. The mason makes his way over to the section labeled “S”, pulling out a roll of parchment and rolling it out onto the table. It is a detailed design, but parts of the design and some words are redacted with black ink. The level beneath the tavern only shows the slab, with the surrounding area blacked out. Caldwell pushes further, saying that this doesn’t prove any sort of discretion. The mason says that anything more would have to come from memory, as he does not have any drawings without the redaction. Caldwell turns to Errato, trying to get some assistance. The bard chimes up, saying that his master does not give second chances and that time is short. To add to the pressure, Caldwell informs the mason that Errato is the third Jeffrey. To sell it even more, Errato winces at this. The mason pales, staying silent for a moment in thought. The dwarf assures that they will not tell the guard, and when both confirm this he is about to crack. To finalize the con, Errato tells the mason they have an advance on the contract. For dramatic effect, Caldwell ruffles around in his bag for a bit, pulling out the petrified inkwell full of gorgon venom. The scholar uncorks the well, puring a bit into the cap and handing the mason a copper coin. He holds it out, and Caldwell pours a bit onto the coin and it turns to stone. The mason’s eyes go wide as he reaches for the inkwell.   The mason offers to take the gorgon venom as an advance, and makes his way to the back wall. He pulls one of the poster tubs out a bit and the clink of a mechanism fills the room. A secret wall reveals a combination safe, and he covers it with his body as he opens it. The two see a few platinum trade bars, as well as some nick knacks and a poster tube. He takes the poster tube and replaces the spot with the gorgon venom, locking the safe right away. He pulls out a piece of parchment and rolls it out onto the drafting table. It is a detailed map of the catacombs under Norwich. There is an entrance inside every building, but they all have been sealed. A few tunnels lead into the catacombs from outside the village, with all but one sealed. The one unsealed looks like it has been marked, erased, and marked over and over. Errato buys some time, pointing out the indecisive mark. The mason refuses to tell them about it, and Caldwell pushes it by offering more venom if he can trust the dwarf. He tells them that he did not close that entrance, and that is all the two needs to know. The mason rolls the parchment back up, and Caldwell illusions a calling card and hands it to the mason.   As the two leave, the mason sits there at the desk in shock. Before Errato walks out, he turns round and asks the mason’s name. He responds with Orlon Blackstone. Errato looks over his shoulder, turning back to the mason and telling him his true name. Back in the main room, the others are about the room looking at the models. Caldwell doesn’t even stop before walking out, and the rest follow in turn. When the group rounds the corner Caldwell breaks into laughter. Errato responds that the skills of his past were also quite useful here.   The party decides to make their way to the open entrance in the western woods. They don’t get far before a rumbling noise from the south fills the air. They pause to listen, and out of nowhere a monstrous roar pierces the air. The group takes off at a sprint towards the roar. When the group gets to the square an Orc horn blast comes from the north. At this point the rumbling sounds like it is coming from all directions. The thunder of footsteps. The group pauses, and Kalistra asks the group what they should do. Caldwell runs to the tavern, yelling for as many of the people to run out of the settlement and into the woods to the west. RĂșna helps any young children or old people who have trouble moving out of the area. Kalistra whistles, calling her horse from the stables. It is a jet black animal with jet black eyes. Kalistra mounts up. At this point Osokin and his guard come into the square, making a line of spear men surrounding the square. Once a good amount of people have began to leave, the orcs reach the group and battle begins.   The group jumps to action, with Caldwell the first to act. Taking cover from the enemy, he conjures an illusion of a godlike monstrosity. The ground looks as if it splits open, and in a shower of fire and smoke the horned beast crawls out of the ground. It points to all the orcs, roaring at them. He crouches down behind a house, in a safe place to puppet his illusion. A group of orcs turns to look upon the monster and run back the way they came. In response the monstrosity roars, turning to the next group orcs. While this group doesn’t run, they make sure to keep their distance from the illusion. They make their way to Qemuel, and one takes a swing at his mount with his great axe. The first swing takes the head off the horse, and Qemuel somersaults off onto his feat. The Orc tries to hit Qemuel himself, but the solder filled with rage is expecting it and swiftly dodges out of the way. Qemuel then gets off an attack against the orc, getting a solid cleave across the chest. He follows up with a punch to the face, fuel by anger.   Another enemy from the group breaks off and goes after the Valkyrie. He gets a hit off with his axe, frothing at the mouth. Flying into a rage, RĂșna’s tattoos on her head glow blue. She summons her spear in a crack of lightning, stabbing him in the leg and yelling in orcish that he has made a mistake. Pulling the spear out, she spins over Qemuel and hits the orc attacking the soldier, slitting his throat and killing him. The orc that first attacked RĂșna spun round and went to attack Qemuel, and while he missed the first attack the second one hits. The Teifling follows up with a burst of fiery energy washing over the enemy. The last of the group closes in on the soldier, getting one hit off but missing the second. At this point Qemuel does not look good.   The last of the group closes in on Kalistra, going after her mount as well. He expects the horse to go down in one blow, and when it doesn’t goes after Kalistra. She is able to duck out of the way of the attack. Kalistra’s horse kicks him back, hitting him square in the chest and knocking him back. The vagrant follows up with two swings from her sword, and while the orc doesn’t look good he is still on his feet. She throws up a shield of faith on both her and the horse a the last moment.   Errato runs back into cover near Caldwell, drumming up a magical aura to help the party. He casts bane on the last group of orcs who have not engaged, but they are able to shake off the effects. They make move over to him and engage the bard, and one gets a hit off on him. The orc follows up with another strike, hitting the bard square in the chest.   Caldwell moves slightly out of cover to keep line of sight on his illusion, puppeting his monster. The beast takes a steps forward and the skull of a massive orc appears in his left hand In his right a spear made of a spinal column materializes. On the head of the spear is an obsidian knife oozing hot magma. The beast takes another step forward, crushing the orc skull, and green smoke flows up traveling up his arm and entering his eyes. He opens his eyes and they glow green with flame. He sticks his spear into the ground and the ground splits with green light flowing out from the crevices. He has the illusion repeat what RĂșna said in orcish: you have made a mistake. The orc near Kalistra runs at this, but neither the vagrant nor her horse is able to get off an attack. The orc engaging RĂșna also runs. Errato begins to play a really sad song, attempting to cast bane on the remaining three orcs. He then tries to run, and the bane prevents the orc engaging him from getting an attack off. Errato, now that he is away from danger, runs straight into Caldwell. The wizard is miming the action of his illusion, deep in focus.   Qemuel then attacks the remaining orc nearby him and RĂșna, slashing him in the leg where the orc begins to bleed. The soldier punches the orc in the throat to get the enemy off guard. When he tries to run Qemuel gets off one more attack. The Valkyrie does a quick feint, ducking left and then stepping in getting off a stab on one who just engaged. She then shoves the enemy, but he is able to keep on his feet. The orc then goes to run, and RĂșna kills him with a stab in the back.   Kalistra rears up on her horse, charging the group forward to the Rygoth. Caldwell goes up to his illusion, shaking its hand before dispelling it. The group sprints to the entrance to the catacombs, and Kalistra pulls Errato up onto her horse. They make it to the entrance of the catacombs, taking up positions in the valley leading up to it. Kalistra looks over at Errato and Qemuel, seeing that they are not looking too good. Qemuel look the worst, and the vagrant puts a hand on the soldiers chest and black tendrils come out and heal the wound. Qemuel climbs up a tree, hiding from the incoming group. The mason just finishes leading the townsfolk that ran into the catacombs just as the orcs and the Rygoth enter the valley. Leading the group is a large orc, towering over all and covered in brass colored armor. Behind him is the hulking form of the Rygoth followed by three smaller orcs in the same armor of the leader. The party takes up defensive positions right before the enemy attacks.   Caldwell begins with another illusion. He causes a rumble in the center of the valley when all of a sudden the ground explodes into dirt and snow. A hiss like boiling water pierces the air and emerging from the dirt is a demonic naga. It interposes itself between the Rygoth and the group, coiling up and snapping at the approaching enemy as it breathes a jet of flame. Through the coiling snake Kalistra rides forth, with the horse kicking the orc captain square in the chest. He is able to step a foot back and hold out an arm to stop the horse from knocking him to the ground. The orc raises his wrought steel axe, swinging it with a surprising amount of speed at the horse. The animal disappears in a puff of smoke, and Kalistra dexterously lands on her feet. The orc sidesteps, swinging round at the vagrant and hitting her across the arm. He bangs on his shield and cries out to his troops. At this the Rygoth begins to prepare for a charge, frothing with anger.   RĂșna draws a javelin, throwing both it and the spear at the orc captain engaged with Kalistra. After throwing the first, the Valkyrie yells back at the orc. At this the Rygoth charges, running down RĂșna, Kalistra, and Errato. This knocks Errato to the ground and he begins to fade. When the beast is no longer there two of the orcs in the back look at Caldwell’s illusion, turning and running. As the beast stops, Kalistra turns to RĂșna, telling her to take care of the Rygoth. The vagrant spins round and stabs the orc captain, rearing back as shadows crawl up the blade into his chest. The blade glows searing hot, and the captain drops to the ground dead. As he is falling the vagrant leaps over him and stabs the orc behind him. As the captain falls the Rygoth is going to calm down, and it is going to look over to the group scared. Errato is under the scared beast, and Qemuel immediately attacks it with his bow to keep it from hurting the bard. The Soldier climbs down from the tree, throwing a rock at the beast and yelling out to get it’s attention. It turns to look at Qemuel, preparing for a charge. At this Caldwell throws a lighting bolt at it from the cover of the trees, trying to take the beast down before it charges.   With the Rygoth distracted, RĂșna dashes over to Errato, picking him up and dragging him out of the way of danger. Just as they get clear the beast rears up, trying to stomp on Qemuel. The soldier dodges out of the way nimbly. Kalistra throws a firebolt at the beast as last orc goes to run. She misses as he gets away. Qemuel uses this opportunity to get away from the beast. Caldwell throws a ray of frost at it, finally killing the Rygoth.   The second the fight ends RĂșna stabilizes Errato with her medical kit. Kalistra runs over, putting her hand on his chest and magically brining him back to consciousness. Qemuel then goes to chase after the orcs that ran, telling the party that they have to finish the job. Both Errato and Kalistra heal the party back a bit, then the group turns to discuss this. Kalistra says that they need to rest, especially Errato. At this the bard objects, but falls to the ground in pain. Qemuel and Kalistra decide to quietly follow the tracks to figure out where the orcs are coming from. As they leave the rest of the group goes to cut the tusks off the Rygoth. The vagrant and soldier are able to follow the tracks back to the mouth of a cave guarded by two orcs. The two of them note its location and then return to the group. They return as the final tusk is sawed off. The stone mason at this point pokes their head out of the catacombs entrance asking if it is safe to come out. After Caldwell says it is safe the townsfolk begin to make their way back to town. RĂșna, after taking a rest from the sawing, draws he knife and begins to skin the beast. A couple hunters from town join her and help. They do this as the rest of the group returns to town.   The group spends the rest of the night burying the dead and then drinking the night away. The next day Caldwell goes to apologize to the stone mason, explaining who he actually is and saying that the construction job is still a go. The mason takes the Rygoth tusks as a down payment on the work, saying that he will be able to find a buyer with his connections.   A local trader also agreed to take the Rygoth hide north to Dol Todir to be tanned. The party agrees, saying he can have a cut of the final product. At this the party decides to split up as night falls on the day of rest. Errato, Qemuel and Kalistra plan to go take care of the remaining orcs, while RĂșna and Caldwell decide to go try and find the Lightning Staff in the catacombs under Norwich. The party splits, wishing the other half good luck on their adventures.
Campaign
The Asteria Tales
Protagonists
Caldwell Fleetstone
Level 8 Human Wizard
(Urchin)
26 / 50 HP
RĂșna BrynjalĂ°ur
Level 8 Human Barbarian
(Far Traveler)
85 / 85 HP
Qemuel Hope
Level 7/1 Tiefling Lawful Neutral Rogue/Fighter
(Soldier)
52 / 52 HP
Kalistra Olaryn
Errato Annalis
Level 8 Half Elf CG Bard (Glamour)
(Entertainer)
38 / 38 HP
Report Date
29 Oct 2018
Primary Location
Secondary Location

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