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…

The Low Market of Athkatla is no place for the more delicate flowers of civilization. For those of a less savory character, or whose reputations need not be protected quite so zealously, however, the Low Market is a bazaar like no other. Goods and services of all kinds can be had as long as the price is right, and the price is always right. But today, the coin of the realm seems to be something other than gold. A Living Forgotten Realms adventure set in Amn for characters levels 4-7.

DM: Perry (pgfrix)

Players:

  • Callidus – Human Rogue, Level 6 (Chris – Nuke)
  • Grimjaw Skullcrusher – Dwarven Fighter, Level 7 (Craig – EvilRubberDucky)
  • Lorix Paumer – Human Rogue, Level 6 (Brett – khyron)
  • Hardek – Dwarven Druid, Level 6 (Joe – joef60532)
  • Aelar – Elven Ranger, Level 7 (Scott – ssevener)
  • Sadron – Elven Cleric, Level 5 (Chris – Kristoph)

(Slideshow Photos Also 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.

Isolation can be a boon, but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the PCs solve this discretely and in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4.

DM: Chris (Nuke)

Players:

  • Shadow – Human Assassin, Level 2 (Scott – ssevener)
  • Keldaer’lyn – Revenant Drow Assassin, Level 4 (Craig – EvilRubberDucky)
  • Kairos – Tiefling Warlock, Level 3 (Joe – joef60532)
  • Nereth – Elven Cleric, Level 2 (Brett – khyron)
  • Miranda – Human Assassin, Level 2 (Perry – pgfrix)
  • Splash – Genasi Swordmage, Level 2 (Russell – Russell the Muscle)

After long journeys in from as far south as Westgate, our adventurers convened in Daerlun just in time to find a young professor named Torleaf in desperate need of their investigative services.  It seemed that his school, Arrowpoint, while awesomely floating hundreds of feet in the air on a massive earthmote, still suffered from the pressures of modern society and had begun showing odd symptoms throughout the student body that some might correlate to drug usage. Torleaf didn’t know where or how, or even the who that could be infecting their prestigious academy, but hopefully our heroes could get to the bottom of it…

Once the group had endured a partially traumatic elevator/griffon ride up to the top of the massive rock where the school resided, they immediately began to scout around as inconspicuously as possible for clues, posing as new teachers for a variety of randomly vacant positions. They soon learned that the situation had taken a turn for the worse when it was mentioned that Lord Statwick, the head of the school, had gone missing shortly after Torleaf had left “for business,” thus proving all the more why time was of the essence.  Between makeshift classes covering the party’s skills of everything from fencing and physical fitness, politics, and even a dash of TV/VCR repair, they did their best to survey both the lay of the land and also the other teachers until late one afternoon they uncovered the break that they were looking for.

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Deep in the woods on the far side of the earthmote stood an old cabin that had apparently become the hangout for one of the school’s premiere cliques – the same clique, in fact, that a student who had recently gone missing as well belonged to.  In persuing their lead, however, the party approached the cabin just in time to find another closing in as well – a familiar face, even, but with not nearly as virtuous motives.  Forced to draw blades against the Weapons Master of the school himself to defend the children who had now taken refuge inside the cabin, the group took many blows before felling Sir Rodan and his battalion of hell hounds…

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After defeating the rogue teacher and discovering that he, along with one of the students, had been charmed into assisting the literature instructor, Barlunien, spread the drugs around the school, our heroes found themselves in a race against time to return to the school and hunt down Barlunien before he could do anymore harm. Of course, they feared the worst and nearly found it as they approached to see even larger quantities of students than ever before succumbed by the efforts of the poisonous drug.  Fighting their way through the sickly masses, they did their best to calm the crowd and heal what students they could before continuing on into the school’s hidden dungeon and eventually Barlunien’s secret lab.

Granted, they didn’t get far before they encountered the tragic results of alchemical waste in the form of mutant plants with a particular thirst for blood…

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Slowly the party beat back the vicious vines until they finally made their way into the vile teacher’s inner sanctum. In one cell near the far end of the room sat the captive headmaster Statwick, however it soon became clear that Barlunien’s henchmen would stop at nothing to end the encounter long before a rescue was possible.  They came on strong, quickly bloodying over half the party and sadly reducing the Genasi Splash to nothing more than a puddle before the heroes were finally able to identify a small weakness and gain the upperhand. After a long and harsh battle, they eventually brought Barlunien to his knees and were able to both save Lord Statwick and craft an antidote to restore the school, however the triumph was no doubt a bit less sweet without everybody’s favorite radical swordmage around to share in the spoils.

The war on drugs may have finally been over, however victory always comes at a price.

(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 paladins of Elturgard are at wits’ end; bandits are looting the trade city, Scornubel. With the depletion of much-needed resources, someone needs to flush the bandits out of their nests — and perhaps become local heroes in the process. A Living Forgotten Realms adventure set in Elturgard for characters levels 1-4.

DM: Russell (Russell the Muscle)

Players:

  • Shadow – Human Assassin, Level 2 (Scott – ssevener)
  • Keldaer’lyn – Revenant Drow Assassin, Level 2 (Craig – EvilRubberDucky)
  • Francis Lazare – Human Wizard, Level 4 (David)
  • Albus Mors – Human Swordmage/Warlock, Level 3 (Chris – Nuke)
  • Reed – Dwarven Fighter, Level 3 (Joe – joef60532)
  • Eo – Kalashtar Cleric, Level 4 (Perry – pgfrix)

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(Slideshow Photos Also 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.

Westgate, the City of Coin is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the PCs to discover and eradicate the cause. A Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4.

DM: Brett (khyron)

Players:

  • Albus Mors – Human Swordmage/Warlock, Level 1 (Chris – Nuke)
  • Shadow – Human Assassin, Level 2 (Scott – ssevener)
  • Aldo “Super” Nova – Deva Wizard, Level 1 (Mike – DnDTeacher)
  • Mose-Ir (“Moose”) – Kalashtar Ardent, Level 3 (Chris – Kristoph)
  • Keldaer’lyn – Revenant Drow Assassin, Level 2 (Craig – EvilRubberDucky)

After an encounter with a familiar face (more to some than others) in a small bar in Westgate, the party came to learn that their current host was unfortunately surrounded by a horrible plight.  As the Sisters of Selune were quick to explain, an evil drug called “Confidence” had been spreading through the city and they were in desperate need of some adventurers to help get to the bottom of it.

Always happy to be of assistance to such fair ladies of the female persuasion, the party took to the streets and soon collected several intriguing tidbits of information about the drug’s origin.  They made “acquaintances” with a local thug who had been peddling to make a quick buck, convinced him to point them in the direction of his own source for the goods – a small lab on the other side of town, and heck, Moose even dropped some coin to get the lowdown on starting a franchise of his very own! It seemed like things were going well … almost too well when suddenly upon their exit they found themselves being confronted, rather violently, actually, by a very small woman wielding a very long whip…

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Fortunately, this wasn’t exactly our adventurers first rodeo and they were able to dispatch the assassin and her rooftop bandits with relative ease, however the message was still clear – somebody wasn’t pleased with their intrusion and the threats that they now posed to their operation. Another bout of luck presented itself shortly thereafter when a member of the local Fire Knives approached the group just out of combat and offered up insight towards taking down the drug cartel, as it posed a grave concern for them as well.

Now armed with directions to the encampment where the leaders behind this drug consortium could be found, the party made haste to head for the source to end the drug trafficking in Westgate once and for all.

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The impressive, iron gates shielding the entrance to the compound may have intimidated some random passersby, however it only took a bit of ingenuity and a bit of stealthiness to elude the guards and sneak into the facility on a nearby cart. From there, a little more sneakery and also some fire, by means of a newly broken lantern, provided the bizarre combination of both cover and general confusion required for the group to make their way into the inner sanctum of the lair. The few random guards proved to be little challenge for the seasoned warriors, however their boss seemed to be somewhat more prepared for his final confrontation…

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Wicked-looking cape and all, the evil mastermind behind the drug showed little sign of giving up without a fight, ordering his last loyal guards into harm’s way in his defense and then finally proceeding to nearly burn his own laboratory down in a fury of multi-colored flames as the battle progressed, however in the end the powers of good were victorious and not only was the party able to put an end to the drug’s distribution in the city of Westgate, they also obtained new information that would send them north into the Dalelands to further squelch out a massive shipment of the drug that had already been exported prior to their arrival.

As they say, this was the beginning of something big…

(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.

Only a sliver of light separates those who profit and those who perish on the island of Moray. When that light is extinguished, it is difficult for even the greatest heroes to find their way. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 4-7.

DM: Joe (joef60532)

Players:

  • Grimjaw Skullcrusher – Dwarven Fighter, Level 7 (Craig – EvilRubberDucky)
  • Aelar – Elven Ranger, Level 7 (Scott – ssevener)
  • Sadron – Elven Cleric, Level 5 (Chris – Kristoph)
  • Garret – Human Paladin, Level 5 (Brian – Stylo)

It was the speck of good luck that our heroes needed when they bumped into Ulrik Ragnarsson while they were enjoying a few pints of ale at the Once Dry Toad Inn of Warlsbry. Having been owed a great debt of thanks by his father, the King of Norland, Ulrik was happy to offer our adventurers some work in the form of security detail on his ship, The Lightning, as it traded much needed supplies with Langmuir on the Island of Moray. The job seemed a bit secretive, but in this line of work, sometimes it’s best not to ask questions…

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Then again, a few questions might not have been a bad idea, such as, “Does everyone here know how to swim?” and “Hey, what’s in all of these boxes?!” Instead our heroes found the answers to these and more the hard way when The Lightning wrecked off the coast of Moray and they all scrambled first to save themselves (and eventually each other), and then the precious cargo itself, which turned out to be valuable alchemical supplies that Ulrik feared might fall into the wrong hands if left behind.

It wasn’t until they reached the small town of Langmuir that the party learned that the wrong hands were actually those of a particularly nasty band of werefolk called the Black Bloods. Well, some of the party learned this, anyways, and inevitably before long they found themselves volunteered, by their fearless captain, of course, to face off against the Black Bloods in a last ditch effort to try and save the town from their evil wrath. Ulrik was their ride home, so ultimately they had no choice but to accept the lycanthropic challenge…

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As it turns out, werewolves are really freaking strong, and thus Bloodeye, their leader, put up one hell of a fight at the foot of the region’s lighthouse as the foursome unloaded nearly everything they had in an attempt to drop the feral beast. Even with a few truly amazing blows, the brute nearly insisted on taking the party down with him, even managing to spread a bit of his patented Moon Frenzy around before finally throwing in the werewolf equivalent of the proverbial towel!

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By the time the party was able to make it back to town after cleaning up their considerable wounds, they found that the remaining Black Bloods had already begun their assault on Langmuir. Fortunately for a change, though, their numbers were much worse than their actual bite and now well-rested, the team was able to clear the streets and beat down the terrorizing were-creatures with relative ease. Though the town itself sustained great losses, the council and townsfolk were nonetheless appreciative of the group’s brave efforts, and encouraged their return again soon, anticipating that the lycanthropes might very well regroup and seek retribution.

The four heartily replied that they’d think about it, but next time they’d find their own ride over to the island…

(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.