Light and Darkness: RPG Session 8 Report in The Magic Multiverse | World Anvil
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Light and Darkness: RPG Session 8

General Summary

"Seriously, Dave? That's an 8."   ...   "Again, Dave? That's a 7."   ...   "I got a 24."   *harrumph* "Well, Dave is just nice to you, I guess."   ~I should clarify that Dave is our bard's d20. Why the die is named Dave is not currently known.
 

Dramatis Personae

Heroes of the Story:

  • Gúrda Thérun, a Frost Dwarf druid from the wild North;
  • Geort Adanar, a human paladin, on the run from his past;
  • Melé Alkabahar, a human avenger, seeking meaningful work; and
  • Daz Dromégar, a human bard, searching for help with a task.
  • At The Broken Tankard:

     
  • Zaltar Benvol, a nervous wreck in service to Art Dagesti.
  • What Happened

    Following their collection of their reward for clearing the sewers of the spiders and rats, the Drakeslayers did a little bit of shopping, with Gúrda and Daz purchasing a couple of scrolls that may prove useful in the coming days and Geort selling his old armour to make way for the magical armour that he had found in the spiders' lair. Afterwards, they returned to give Art and his compatriots in The Stalwart Shield their portion of the reward for the task. Giving the money to Zaltar, as Art and his other two friends were otherwise occupied, the four adventurers decided to search for new work.   Heading to Temple District, where they expected the town crier to provide something for them to do, they stumbled upon the Gratic City Adventurer's Board, a place where those searching for meaningful work in the monster-hunting and dungeon-delving departments. One of the posted jobs was of particular interest: a ruined villa outside of town needed to be cleared of an undead menace. After claiming the job from the Gratic City Imperial Army Headquarters - without alerting the Stalwart Shield that they were taking on such jobs without permission - they set off towards the ruined Villa of Head Magistrate Fasni Zamér.   Travelling across the countryside, they met with no issue besides the occasional passerby or estate that blocked the road and needed to be travelled around. Having travelled until dusk, they set up camp about a mile away from the ruined building and went to bed for the night. They were rudely awakened when Daz, who had been on watch at the time, spotted large undead dogs approaching their campsite. The four were able to fight off the three gravehounds and continued their rest.   In the morning, they carefully approached the manor, noting the size and shape of the place. Daz had the idea to climb the ruined walls and inspect the large tower that dominated the structure, but he was vetoed by Melé and Geort, who planned to inspect the barely-hanging wooden doors to the complex. Noticing the zombies inside, they weren't surprised and made quick work of the handful of them inside, including a pair of them who had large bat-like wings.   After resting a short while after this combat, they noticed that the exploration of this place could take all day and maybe even longer, and so they began to inspect the rooms that appeared to be the dining room and the library of the structure. In the library, they made the discovery of the skeletal guardians of a portion of Zamér's treasure, which ended up being a long and drawn-out conflict, unlike the other ones they had had so far. At the conclusion of this fight, Geort discovered a warhammer that was magical, unlike his own, and Melé gained possession of an enchanted sword.
    Campaign
    The Return of Xernar
    Protagonists
    Gúrda Thérun
    Daz Dromégar
    Geort Adanar
    Melé Alkabahar
    Report Date
    18 Jul 2018
    Primary Location

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