A century ago, the Spellplague changed the very face of Faerûn. Now, whispered rumors emerging from the wilderness around Sundabar tell of a hitherto unknown and yet active plague land surrounding the forsaken village of Deadsnows. A Living Forgotten Realms adventure set in Luruar for characters levels 7-10.

DM: Brett (khyron)

Players:

  • Callidus – Human Rogue, Level 8 (Chris – Nuke)
  • Aelar – Elven Ranger, Level 8 (Scott – ssevener)
  • Forrester – Human Ardent, Level 7 (Brian – Stylo)
  • Armenius – Human Warlord, Level 8 (Preston)
  • Sumo – Human Monk, Level 8 (Jon)
  • Dralia – Eladrin Ranger, Level 8 (Rhiannon)

Venturing out onto the open trail after being hired by the Order of the Blue Fire to investigate rumors of a stray pocket of Spellplague near the ruined village of Deadsnows, it wasn’t long before our heroes found themselves creeping up upon a small camp of refugees who had fled a nearby village.  Lulled into a false sense of security by the seemingly innocent villagers, the group awoke in the middle of the night to find that one of them wasn’t an innocent villager at all, and along with several panthers who had been stalking the party from afar, had decided that an ambush was in order…

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Fortunately, between a combination of brute force and a healthy knowledge of tree climbing, the group managed to beat back their assailants before any of the actual refugees were harmed.  And although it would take them entirely out of their way, the refugees were quite grateful that the party opted to interrupt their journey to escort them back to safety in Sundabar. By the time they were on their way once again, time was of the essence, however upon closer inspection it became more likely that the Spellplague threat was nothing more than a rumor perpetrated by a band of orcs intent on looting the area.

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The orcs fought fiercely to the death, but ultimately were unable to hold the adventurers back from completing their task. As the last of their numbers fell, the attention of our heroes turned to the ruins of an old manor that appeared to have been the focus of the orcs’ attention. Digging deeper into the rubble, the party eventually found themselves wandering into a large room with a menacing spire jutting up from the floor. The room was believed to be a treasure vault for the manor’s previous occupants, however before the group would be able to reap its spoils, there were other matters that would need to be dealt with…

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Arguably the most difficult battle of the adventure, as noted most prominently by Cal and Aelar after getting possessed by ghosts during the fray, the team took quite a beating, but ultimately was able to silence the guardians and retrieve the lost treasure for their own. After returning back to report their findings and collect payment, the sage who had hired them was oddly disappointed by the lack of rogue magic lingering in the area,  but was nonetheless also appreciative and expressed the due thanks of the Order of the Blue Fire for their efforts.

(Additional Photos Available Here)
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Living Forgotten Realms is a 4th Edition Dungeons & Dragons shared-world campaign played Wednesday nights at Anthem Games, among hundreds of other locations around the world.

New players are always welcome! For more information or to sign-up for a future game, come check out our current schedule on Warhorn or visit our website at tampadnd.org.

The new schedule for upcoming games in December & January has now been posted to Warhorn – what better way to spend the holidays than adventuring with friends?!  We’ve been happy to welcome several new players recently, so now could be the perfect time to get out and meet some new friends who share an affinity for gold pieces and experience points…

This year’s Harvest Festival is anything but festive. Thuggis cultists extort and murder good people, and the only lead points to somene who should be dead! The PCs face ghosts, zombies, paperwork and witchaloks in this light hearted Halloween adventure. A Living Forgotten Realms Adventure for characters level 1-4.

DM: Erinn (Dayity)

Players:

  • Splash – Genasi Swordmage, Level 3 (Russell – Russell the Muscle)
  • Roose – Human Wizard, Level 1 (Brendon)
  • Amarath – Deva Invoker, Level 3 (Chris – Nuke)
  • Shadow – Human Assassin, Level 4 (Scott – ssevener)
  • Jas – Changling Rogue, Level 1 (Brett – khyron)
  • Hap Hazard – Human Artificer, Level 3 (David)

It was a dark and proverbially stormy night in the town of Sleepy Hollow when a young group of adventurers not unlike our heroes was approached by a representative of the local government in dire need of their burly expertice. She explained that a mysterious band of cultist thugs had been threatening certain well-off townsfolk, showing up at their houses in demand of payment in the middle of the night. Those who refused to pay their “tribute” were a short while later found headless and otherwise unavoidably deceased…

A quick bit of persuasive investigation by means of shape-changing at the old Archives pointed bizarrely in the direction of the criminally executed DeThedd family, known throughout the land for vile acts which few dared to even speak of.  After a brief and uncomfortable history lesson of the evil and arcane, the party made its way to a rickety, old warehouse nearby that appeared to hide many secrets within its walls.

A fine variety of tables, and also an impressive army in the making of canine-warforged hybrid “Wolfoids,” were just two of the secrets that immediately came to light when our heroes came barging something less than elegantly through the front door…

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Luckily, much like a certain esteemed Tin Man, these automatons were also constructed without specific centralized intelligence units, and thus when comfronted by a seasoned group of adventuring professionals, proceeded to fold like a metallic deck of cards with little resistance.  Their leader, however, an aged Sorcelator named Neville, proved to be a worthy find of both intelligence and clothing size, as the Changling would soon exploit to an incredible extent as the group then continued on with their detective work to the home of Neville’s employer, one Clarice Tremaine, who appeared right off the bat to have a bit of a ghost problem.

The party approached just in time to witness a key clue in their mystery – that the beautiful Clarice was actually being possessed by the frightening, albeit not so much perceptive Elvira DeThedd, also known as the deceased daughter of the Marquis himself.  Completely clueless that the posing Neville and his Witchalok minions were actually our heroes in clever disguise, Elvira proceeded to lead the entire party away from Tremaine manor and to a nearby ritual circle where it was quite clear that nothing good could possibly come at such a late hour in the pale moonlight…

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Waiting until the last possible moment to show their faces, the group got the ultimate surprise on Elvira and her ghostly cohorts when it finally became known that the group wasn’t exactly in attendance to participate in the ritual itself, per se.  Instead, they laid waste to the horrible haunts and were able to rescue the possessed Clarice in the process, and more importantly, upon that final blow they were also able to discern exactly where they could find the mastermind behind this whole headhunting mystery as well.  Off at the old Van Pelt farm, conspicuously lit with glowing pumpkins for ambience, no doubt, stood the Lord DeThedd himself waiting … along with 6 – 8 of his closest undead friends…

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The battle was long and arduous, riddled with zombies and holes and skeletons that had absolutely no desire at all to just stay dead, and at the far end of the field, the equally ghastly Marquis DeThedd taunted our fearless warriors mockingly until the very end.  Of course, because this is a Happy Tale, that end came with the Marquis’ own rightful demise … again … and with his fall, our heroes were quite proud to be the ones able to finally put an end to the headless reputation of the otherwise quiet and reserved village known as Sleepy Hollow.

(Additional Photos Available Here)
_________________________________________________________________________
Living Forgotten Realms is a 4th Edition Dungeons & Dragons shared-world campaign played Wednesday nights at Anthem Games, among hundreds of other locations around the world.

New players are always welcome! For more information or to sign-up for a future game, come check out our current schedule on Warhorn or visit our website at tampadnd.org.

We are planning a meeting for the LFR Games that we run on Wednesday at Anthem Games. The meeting will take place at Anthem Games on Sunday, November 7 at 12:00. If you are interested in DMing an adventure please come on by. If you want more information, please come on by.

We will be setting up the schedule for adventures to run during the months of December and January.

Remember that since the Wednesday LFR games are public run, DMs do get reward points and rewards from WotC for running games.

Less than a century has passed since the fall of Underhome; by dwarven standards, the sting of that loss is still fresh. A small but vocal group of dwarves actively seeks out confrontations with the local drow, seeking to drive them back into the depths of the Underdark. Vengeance is one thing, but at what point does it cross the line and become a senseless, endless vendetta? A Living Forgotten Realms adventure for characters level 4-7.

DM:
Brett (khyron)

Player:

  • Patrin – Dragonborn Fighter, Level 5 (Scott – ssevener)
  • Keldaer’lyn – Revenant Drow Assassin, Level 6 (Craig – EvilRubberDucky)
  • Morgen – Human Wizard, Level 5 (Chase – CaptainHorn)
  • Armenius – Human Warlord, Level 4 (Preston)
  • Atkunra – Human Invoker, Level 4 (Michael)

Our party met on the outskirts of Eartheart, stuck in line while attempting to gain access to the city’s merchant district until they were approached by an eager dwarf looking to employ a band of adventurers for a task of both sensitive and dangerous natures.  Behind closed doors, the dwarf introduced himself as Fidmis, Supervisor of the Guard Patrol of Hammergate, and explained that he needed the group to venture deep into a cave within the Underdark to retrieve a rare lichen that would be worth a hefty sum to a local alchemist.

Despite precautions about motives nearly costing them the job with the tight-lipped dwarf, they eventually came to terms and met with another dwarf named Boril who would accompany them and serve as their guide along their journey.  The first day of their travels was long and uninteresting, however come the second day their journey took a turn as the party found themselves ambushed by a group of Drow who were none too keen on visitors, especially of the dwarven variety.  Commanding an Umber Hulk with a thirst for blood, the Drow put up quite the fight before our heroes were able to pierce through the darkness and even the score…

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Onward to the cave that they had been pursuing, it wasn’t long before the adventurers realized that the lichen they sought was much more alive and in giant form and not nearly as willing to give up its spores without a fight as they had known other funguses to be in the past, with the added bonus that this gigantic fungal monster even had its own horde of exploding plant zombies to boot! The air was thick and dingy, reducing visibility to barely in front of one’s own face, and even that was before those who opted to breathe came to learn the true danger of these fungal nightmares up close.

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Barely making it out with their lives, somehow our heroes did manage to drop the slimy beast and earn the dwarves their prize, however victory is somewhat less sweet once you realize that you’re being double-crossed, and it was then that the short one’s dire plans were brought to light. It seemed that they had actually spent a considerable amount of time developing a powerful weapon to be used against their bitter enemies, the Drow.  An alchemical disease that would turn their people into horrible zombies for the sole purpose of wiping the entire race from the face of existence, it became obvious learned that the valuable lichens the party had just retrieved were the final component they required to set their evil plan into motion.

Of course, they didn’t honestly expect our heroes to just stand back and go along with it, now did they?!

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Pitted against a hideous mutant and the handful of dwarven alchemists who weren’t able to escape with their boss, the party stood their ground and made it clear with brute force that their fateful demise would not be that day, and with the final swings of blade and staff, the degenerate monster collapsed at their feet and put an end to their short, but nonetheless arduous journey. While it was unclear whether they had actually stopped or merely postponed the threat for this particular faction, the best they could do was pass along evidence of the dwarves’ vile plot in hopes that the local law enforcement could pick up where they left off to prevent further harm…

(Additional Photos Available Here)
_________________________________________________________________________
Living Forgotten Realms is a 4th Edition Dungeons & Dragons shared-world campaign played Wednesday nights at Anthem Games, among hundreds of other locations around the world.

New players are always welcome! For more information or to sign-up for a future game, come check out our current schedule on Warhorn or visit our website at tampadnd.org.

The life of a typical kobold is nasty, brutish, and short. They breed like rabbits and have a tendency to fight anything and everything they come into contact with – including each other. So why are the various kobold tribes near the town of Ruinspoke suddenly so well organized? A Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.

DM: Erinn (Dayity)

Players:

  • Miri – ????? Assassin, Level 4 (Perry – pgfrix)
  • Shadow – Human Assassin, Level 3 (Scott – ssevener)
  • Keegan – Dragonborn Sorcerer, Level 1 (Brian – Stylo)
  • Mitternacht – Human Invoker, Level 1 (Chris)
  • Mose-Ir (“Moose”) – Kalashtar Ardent, Level 4 (Chris – Kristoph)
  • Valketh – Human Paladin, Level 2 (James)

Summoned to Ruinspoke by Lord Tuanek of House Jalt to investigate an aggressively growing issue with kobolds in his village, our fearless adventurers didn’t even make it in the door before they found themselves face to ugly face with two bands of rivaling ruffians who, despite their quarreling, were more than happy to turn their aggressions towards the party once it became known that the group wasn’t about to pass on by without a fight…

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After making light work of the brutes, interestingly noting them as separate kobold tribes who had banded together – an odd union for their kind, indeed – the group proceeded into Ruinspoke where they were met by Tuanek and tasked with exposing the mysterious leader who had managed to unite these normally hostile tribes. From asking around, the townsfolk shared concerns about a dragon that they feared to be the mastermind behind the kobold attacks, however as they continued to add up the random clues as they found them, something just didn’t seem right and eventually the party found themselves proceeding westward in the direction that they best guessed the kobold hordes might be based.

Upon reaching a complex system of caves where the kobolds and their “leader” were believed to be located, it took merely a simple Hand of Fate to point the adventurers squarely at the kobolds’ front door. Here they were greeted by a lone, shy kobold who appeared very skeptical to befriend the party, even after being offered some of Moose’s delicious cookies, which he’s not often to share in the first place. As it turned out, the little kobold trickster was a bit smarter than the group gave it credit for, and not long into the exchange it was made shish kabob-ingly clear that he was attempting to set them up for a trap…

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Despite a few minor bruises and some crumbled cookies, though, our heroes managed to punch through the kobolds’ somewhat deceptive outer defenses and soon found themselves face to face with the true menace behind the kobold raids … which as it turned out looked much more like flock of birdmen and a shape-changer than an actual “dragon” in the literal sense of the word. At this point, though, the party was out for blood, Moose was out for vengence in the name of his wasted cookies, and the group in general was at the top of their game as they sliced through their foes like Kentucky Fried Chicken on a hot, summer afternoon.

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Upon their imminent victory, the group returned to Lord Tuanek who was more than pleased with their success, although their discovered evidence from the “dragon’s lair” of an even higher force controlling the puppet strings did leave him with reason for concern as the adventurers took their rewards and continued on their way. Would they return to aid him again should these evils continue to press even harder on his fair village???  Only time alone would tell…

(Additional Photos Available Here)
_________________________________________________________________________
Living Forgotten Realms is a 4th Edition Dungeons & Dragons shared-world campaign played Wednesday nights at Anthem Games, among hundreds of other locations around the world.

New players are always welcome! For more information or to sign-up for a future game, come check out our current schedule on Warhorn or visit our website at tampadnd.org.

You have come to the city of Baldur’s Gate in search of adventure and quickly discover the Flaming Fist, one of the largest and most powerful mercenary companies in all Faerun. To survive in this teeming metropolis, you must prove both your physical and political prowess, and the challenges you will face might turn out to be far more complicated than you imagined. A Living Forgotten Realms adventure set in A Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 1-4.

DM: Chris (Nuke)

Players:

  • Shadow – Human Assassin, Level 3 (Scott – ssevener)
  • Armenius – Human Warlord, Level 4 (Preston)
  • Forrester – Human Ardent, Level 4 (Brian – Stylo)
  • Vindicator 339 – Warforged Fighter, Level 4 (David)
  • Aeloch – Dragonborn Barbarian, Level 1 (Chris – Kristoph)

When adventurers find themselves in Baldur’s Gate, it’s certainly not uncommon to check-in with the Flaming Fist in search of gainful employment.  Of course, not just anyone can work for the Fist, but occasionally the high-profile company does solicit for various odd jobs as a means of “testing” the competency of its potential heroes, and that’s precisely the opportunity that was offered to our band of noble adventurers when they came knocking at the old HQ early one summer morn.

Frankly, the work was random at best, and definitely seemed like just the dirty and/or boring tasks that the Fist didn’t really feel like handling themselves, however a paycheck is a paycheck, and thus three tasks the crew humbly accepted.  The instructions were pretty simple – navigate the bureaucracy of the city harbor to release a shipment that had been suspiciously detained, retrieve some lumber that had been stolen by a group of bandits, and finally, retrieve a shell to be used in the making of a magical, albeit somewhat girly-sounding sword for a noble prince. Rumor had it that the shell could be found in a cave that may or may not have been guarded by some sort of weird, shark/octopus hybrid super-monster, so at the very least that sounded promising…

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The first task was done so quickly that it hardly deserves mention at all – the heroes did a bit of their standard poking around down by the docks and found the typical sneakiness that one comes to expect from competing merchants. No actual bashing in of heads or anything was even required, however they did make up for it a bit in the second encounter when, as one might’ve expected, the smugglers behind the lumber theft were none too excited to give up their loot without a bit of martial confrontation.  They offered up an adequate fight and even forced the party to pull our their collective running shoes as they took advantage of the warehouse’s system of catwalks and elevated platforms, however in the end having the home court advantage just wasn’t enough and our heroes were able to seize the wood that they had been sent there to retrieve.

Their final excursion, on the other hand, really required them to get their hands dirty, and in some cases warranted a change of clothes afterwards as well, in that while they did not come to find the fabled Sharktopus terrorizing the seashore, instead they did however come face to tentacle with a pair of equally-nasty otyughs (otyughi?) and even a giant creepy-crawly to make the skermish a tad more interesting!

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Upon their return, glittery shell in hand, though, the group found the Fist smack dab in the middle of a crisis and thus they were in the unique opportunity to get some real work in before the day was done! It had been reported that an unknown group of mercenaries were seen dragging someone, possibly a prisoner, through the town and the Flaming Fist needed a band of proven warriors to investigate. Despite several of them nearly drowning in their previous scuffle with death, the party as a whole was excited to finally get some grown-up work and made haste to the inn where the group had been sighted.

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Although admittedly they didn’t make the most stealthy approach, our heroes managed to locate the renegades hiding out in one of the rooms upstairs and barged in just in time for a good, old-fashioned clobbering. Granted, a bit of said clobbering was actually done by each side of the fight and the group saw themselves several close calls along the way, they finally managed to pull things together at the last minute and dropped the soldiers before they could cause any more bruises and/or property damage to the inn.

Their victory, albeit short and sweet, was much appreciated by the Flaming Fist and they felt themselves moving up a notch in the eyes of their employers. While not quite enough to warrant a newfound career just yet, their adventures cleaning up these odd jobs around Baldur’s Gate would serve to make future freelancing opportunities a bit easier to come by, and at least for the time being, that was more than enough for our band of wandering adventurers…

(Additional Photos Available Here)
_________________________________________________________________________
Living Forgotten Realms is a 4th Edition Dungeons & Dragons shared-world campaign played Wednesday nights at Anthem Games, among hundreds of other locations around the world.

New players are always welcome! For more information or to sign-up for a future game, come check out our current schedule on Warhorn or visit our website at tampadnd.org.

I recently posted a couple of older Adventure Logs that I’ve been sitting on from earlier this summer – I wanted to throw up a quick note here, as they won’t appear on the front page because they were posted out of sequence to fit in with the other dates in the archive, but I think the photos turned out incredibly well in each of these, so be sure to check them out if you’re one who enjoys this unique glimpse of life at our gaming tables…  🙂

P.S. These two particular modules make up a particularly popular quest that our group runs quite a bit … see if you can guess which one it is!

The new schedule for upcoming games in October & November has now been posted to Warhorn – sign-up today and come roll with us…

Please attend the DM meeting at Anthem Games Sunday August 29, 2010 at 12:00 pm. Please, if possible, have an idea of your availability for the next two months. Plan to be there for about two hours. Afterward, we do have a game session, if you wish to attend.