Born on tribal islands to the south; Zeds first few years were idyllic. The small Halfling community thrived near the water fishing easily from the shore.
A warring tribe from a nearby slaughtered the whole island leaving Zenlan for dead. Luckily for Zed, the nearby monastery was left untouched by the tribes. The monks came checking for any still living and upon finding Zed brought him back to the monastery where he grew up.
Upon mastering the basic disciplines, Zeds master sent him out into the world to find his destiny(maybe a bit of revenge too) and improve his skills, as was the tradition of those of his order. Continue reading PG Level 2: Zed
Clad grew up in a smaller mining town near Gotter Lake. His parents, miners, unfortunately passed away when he was young in a cave in.
Clad was then raised by priests of Re – Horakhty, the god of the sun and light. As Clad grew and studied he became determined to spread the good work of Re – Horakhty and by doing so increase his standing within his faith.
Clad has dreams of becoming the leader of his sect, to help other orphaned children and others in need and to influence the world for the better.
Marmon was under circumstances unknown left in the woods as a young child and raised by wolves. As he grew he joined up with a nearby wood-elf community and not long after found that his tracking worked just as well on people. Marmon’s success in the forest got him thinking about what kind of success he have if he took on bigger game.
Our team in great distress over shy-guy Vince being pulled nakedly down a hidden corridor broke down the secret door and proceeded to the rescue.
Summary
Of Grells and Raving Lunatics
Continued down and discovered a Grell and a robed figure and fought them to the death. The party gained some gold.
Searched the rooms and found a bunch of barrels with three types of liquids in them and a note about required subjects.
Crew gained the raving man’s robes and dressed in them.
Party began to feel ill.
Half-Ogres and Mine carts
Dressed in the robes, Crew persuaded some exceptionally stupid half-ogres to show them how the rail system worked.
Sent the missing Halfling and Elf back to the springs.
Laid in wait for the men coming to take the subjects, murdered everyone and gained two horse,two narrow carts, amulets of a circle wrapped with a snake.
Jam’Kul worked under the illustrious Eilnys “the Rising Hawk” Forgedawn’s as her apprentice. After a long apprenticeship, Jam’Kul’s curiosity was piqued by a closely guarded letter. Though he read all the books in the tower’s library and checked all the obvious places he simply could not find the answer to his question. And so, driven by the thirst for answers, he adventured.
Crew always desired to be different than his family, a prestigious clan of stone cutters, he wanted to make his way differently. He trained under Beleak Gemviper in conning and other roguish hobbies until deemed ready to test his skills in the wild.
In the beginning Crew faced many failures. Including but not limited to:
Being kidnapped and experimented on.
Failing at sneak attacking someone and losing the groups only weapon.
Failing at sneaking and falling up a flight of stairs.
Failing at sneaking and falling down a flight of stairs.
Failing at peeking around a corner and shouting HI at his captors.
But then miraculously Crew was able to pick locks with incredible skill and precision. And everything seemed just a little bit better.
We open walking into the town of Green Stone. A beautiful town sheltered in the Moss Mountains; called so for the thick (1′ thick) moss that coats the mountains. This moss is kept alive by the large system of cave hot springs which keeps these mountains nicely warm.
The town sits between the mountains a large lake for which the town is named. The lake itself is crystal clear with beautiful green tinged stones on the bottom.
This town is both along the major trade route from Hailing cove and Maidbow, and is a major vacation destination for both the rich and the poor. A large variety of inns with varying degrees of fancy.
Our group made directly for the Flying horseman, urged by the puncture wounds in their sides to discover what was happening to them and why.
Summary
Enter the adventurers
The crew entered the Flying horseman in small groups and each acquired a room for the night.
The group checked out the hot springs and had all their aches and pains disappear. They did not see anything suspicious there.
They had the spider investigate the kitchen and the inn quarters.
Breaking and entering
Crew picked the lock to the inn-keeps quarters, opened the door to the inn-keeps space; They gained a leather bound book with financial summaries, 50 gold, and a secret ledger.
They entered the Barmaids room and found a set of bar-maid clothing, and a diary in a locked chest.
The final room could not be unlocked successfully. Marmon created a distraction while Clad opened the door with his war-hammer.
In final room of an unidentified hefty woman Clad acquired peasant woman’s clothes and they found a small amount of gold.
The group returned to Crew’s room to plan.
And then the night began to fall
The group elected to wait until the inn closed to see who the occupants were of the inn-keeps cabin.
During their time waiting an elvin woman and a halfling went to the springs and did not return.
Once the inn closed, a human man headed out to the springs while the barkeep and a bar-maid cleaned the area.
Clad and Crew distracted the guard while the rest of the party entered the inn-keeps quarters to scale down from the window.
Clad and Crew headed towards the springs.
Late night bath time
Entering the springs they noticed two locked chests of gear in the men’s chest room.
Circling most of the springs they find Vince the human.
Clad and Crew seriously creep him out.
They find one chest remains locked in the ladies changing rooms and when heading to get their lockpick set, hear loud splashing.
The cast spent the majority of our first session creating their characters and learning 5e. Here is our cast:
Crulamen “Crew” Gemuiper, the hill dwarf, charlatan, rogue
Marmon Juggsword, the wood elf, outlander, ranger
Jam’Kul “The arcane librarian,” the high elf, sage, wizard
Zed, the Halfling, acolyte, Monk
Clad Goldblugeon, the hill dawrf, acolyte , Cleric of Light
Summary
Note: Anything in bold was acquired by the players.
Prison Cells
Awoke in a prison, last memory is walking into the Flying Horseman inn.
Gain keys from guards.
Used, Belinda, to distract the guards and murdered them.
Found a scimitar, and a set of worn dice.
The Lab
Group heads down into lab. Finds all their gear, Clad finds patient notes, and basic medical supplies.
They discover several patients in varying stages of illness, locked in single cells and leave them there.
The tower
Fight 6 thugs and loot a small amount of gold off of them.
Continuing up the stairs fought a war hardened veteran and set his corpse on fire because reasons.
Continued up an additional floor to discover a small treasure trove gained gold, Cube of Force, Belt of Hill Giant Strength, and the Gem of Seeing. They also discovered an assortment of gems, and some artwork.