When adventurers have the opportunity to set right an ancient curse, and help a tortured nymph find true love, nothing can stand in their way. Or can it? A Living Forgotten Realms adventure for character levels 7-10.

DM: Brett (khyron)

Players:

  • Mikal Rains – Human Cleric, Level 9 (Mike – DnDTeacher)
  • Aelar – Elven Ranger, Level 9 (Scott – ssevener)
  • Kuddles – Dragonborn Slayer, Level 7 (Jon)
  • Dimitri – Vryloka Cavalier, Level 8 (David)
  • Sora Serr – Halfling Sorceror, Level 8 (Betty)
  • Armenius Seiger – Human Warlord, Level 10 (Preston)

Finding themselves on a most peculiar quest to free a young nymph who had been cursed to live her life as the wooden figurehead aboard a pirate ship, six adventurers stood on the docks in Westgate attempting to convince an uneasy crew why their brief, three-hour tour of the Feywild was a perfectly safe and reasonable request.  After much cajoling, the sailors reluctantly agreed and soon the good ship Wild Maiden was cruising out into the sea towards its uncertain future…

Though shocked to pass through what seemed to be the deadliest of storms unscathed, the ship and its crew eventually found clear skies once again as the town of Banaris Bay, Westgate’s parallel in the Feywild and the party’s only lead for finding, Shugraa, the mysterious firbolg slaver who originally owned the Wild Maiden and would hopefully have clues as to how the curse could be reversed.  Splitting the party in a most risky manner, the team scoured the city and quickly learned not only that their mark could be found holed up in his lair to the north of town, but also that the main entrance accessible by road would be their easiest point of entry.

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And so armed with a gift of his favorite ale that Mikal was clever enough to procure, our heroes marched right up to Shugraa’s stronghold in Crab Cove and unceremoniously let themselves right in the front door.  Quick to avoid confrontation with the slaver’s guards, the group put their best feet forward and greeted their adversaries with much camaraderie, and with a little luck even Shugraa himself eventually came out to partake in some drink.  After a healthy amount of Brain Cell Be Gone™, the slaver admitted his own love for the cursed nymph and told of the miserable, old pact hag who had originally cursed her long ago.  Citing that only her death could set her free, Shugraa the party a map and pointed them in the direction where they would be sure to find his vile foe.

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Of course, the Feywild being the treacherous landscape that it is, it was no surprise when they came across a band of roving guards set to defend the hag’s camp.  Though they were able to surround the party both near and far, strategy remained on the adventurers’ side and one by one they were able to pick off their assailants until the remaining few scattered off into the vast wilderness.  Knowing that they were close, the party pressed on until they saw a horde of wood nymphs circling the pact hag protectively in the distance…

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Struggling her damnedest to thwart off our heroes by cursing and dominating and even enveloping them within the very trees around her, the evil pact hag Lerianne and her horde fought viciously but in the end succumbed to justice from beyond the Feywild just the same.  As she fell, not only were the nymphs serving around her immediately released from her spell, too was the cursed nymph atop the Wild Maiden, much to her surprise.  And although the maiden Cymerae ultimately chose to return to her home in the forest, leaving behind the men who loved her but also gaining the life of a free woman that she had never known before, she also retained an eternal gratitude towards the party for saving her – one that would shine down upon them for many new adventures to come!

(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.

Trinkets and gold pieces are not the only rewards involved in clearing out a dungeon. Sometimes the dungeon itself is worth a hefty sum. A Living Forgotten Realms adventure set in Akanûl for characters levels 7-10.

DM: Chris (Kristoph)

Players:

  • Mikal Rains – Human Cleric, Level 8 (Mike – DnDTeacher)
  • Lorix Paumer – Human Rogue, Level 9 (Brett – khyron)
  • Forrester – Human Ardent, Level 8 (Brian – Stylo)
  • Grimjaw Skullcrusher – Dwarven Fighter, Level 9 (Craig – EvilRubberDucky)
  • Aelar – Elven Ranger, Level 8 (Scott – ssevener)

The life of an adventurer can often times be quite random and unpredictable – one minute you’re rescuing a princess from an evil dragonlord, and the next you’re retrieving a lost artifact of unspeakable value from beyond the grave.  In this particular journey, our heroes found themselves in the employ of one Lander Thible, a real estate agent with a pest problem of sorts, although it wouldn’t be until they were deep into the belly of the beast that the party would know exactly his reason for seeking out a second adventuring party for this particular task…

The property in question seemed to actually be a great find – an ancient temple located in a prime waterfront location hidden behind a waterfall, ensuring both luxurious views and also privacy for one lucky buyer.  Unfortunately, its seclusion offered some challenges as far as the party even reaching the front door, between scaling the cliffs themselves to reach its entrance and then subsequently getting ambushed by a party of Drow shortly after reaching the summit.

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After vanquishing the dark warriors that tried their best to hold back the group, they then proceeded in the same direction that their adversaries had just traveled – down a large drain pipe that Lander explained was actually a secret passage that lead towards the main entrance into the temple.  They fought a few more cave dwellers at the other end of the hole before finally reaching the massive, stone doors that prevented trespassers from gaining access to the temple’s interior.

Well, unless those trespassers happened to be expert puzzle solvers, that is…

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Once inside, the party almost immediately walked out of one trap and into another, this time in the form of an inescapable room quickly filling with water in hopes of drowning any such intruders, however luckily the nimble ones within the group were able to work together to disable the trap before their fate came to that.  As they dried themselves off and proceeded to explore, they eventually found themselves in the main chamber faced with the temple’s true threat – its current occupants were trying to create a teleportation circle within its guarded walls to allow a protected point of entry for raiding parties bent on death and destruction to pour forth from the Underdark.

Upon interrupting the Drow priest and his beholder companion, they were quickly descended upon by two large spiders that would do whatever they could to protect their masters!

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In the end, however, despite an initial bit of regret for opening the antechamber door in the first place, the adventurers were slowly but surely able to defeat the evil-doers one by one until they were left eye to eye with the beholder itself, with Lorix delivering the final devastating blow to bring an end to its devious plot.  Needless to say, after they were done their employer certainly had some explaining to do, as the group couldn’t help but notice the bodies of Lander’s previous employees amongst the rubble during the fray, however despite any omission of facts along the way, ultimately everyone got what they had wanted – Lander was finally able to flip the waterfall temple for a healthy profit, and our adventurers obtained a bit of coin for their efforts along the way.

Whether Lander recommended a homeowner’s policy that included Drow and beholder coverage to the new owners will continue to remain a mystery…

(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.

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)
_________________________________________________________________________
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.

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.

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.

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)
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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 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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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.