The eyes of the young behold the world in ways different than those of adults, but a child claiming to be chased by creatures of the night can alarm even the most steadfast soul. But between the Church of Shar and the Night Knives, the people of Saerloon have reason to fear the night. And uncommon is the soul in Saerloon that has not been touched by darkness. A Living Forgotten Realms adventure set in Sembia for characters levels 4-7.

DM: Perry (pgfrix)

Players:

  • Mikal Rains – Human Cleric, Level 4 (Mike – DnDTeacher)
  • Lorix Paumer – Human Rogue, Level 5 (Brett – khyron)
  • Aelar – Elven Ranger, Level 5 (Scott – ssevener)
  • Rune – Warforged Artificer, Level 6 (Mark – DeadmanwalkinMarko)
  • Grimjaw Skullcrusher – Dwarven Fighter, Level 5 (Craig – EvilRubberDucky)
  • Erik – Human Barbarian, Level 6 (Chris – Kristoph)

Kids always seem to interrupt at the darnedest of times, but when a hysterical young girl ran into the tavern screaming of monsters chasing her while our noble heroes were enjoying a well-earned beverage, it was all they could do to turn an ear and hear what she had to say. Of course, as it goes one minute they were arguing with the girl’s alleged servants and the next thing they knew, winged shadows were crashing through the ceiling and really doing a disservice to the concept of Happy Hour in the process…

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The party fought long and hard, going through more sunrods than anyone realized that they had even been carrying, and managed to drop all but one of the foul beasts, however as it turned out one was just enough to make a quick getaway into the dark night with the poor girl screaming more than ever.  Now determined to get to the bottom of this fishy situation, the group found themselves poking around the docks of Saerloon for more information and eventually finding it in the form of a shady warehouse where the true mystery would soon begin to unravel.

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In poking around the sketchy warehouse, the group eventually came upon even more dark figures who were in fact awaiting their arrival with hopes of eliminating any last witnesses to their child abduction racket. Led by a vile Nightcloak named Felomin, the winged beasts and their hobgoblin counterparts on the ground savagely attempted to lay waste to our heroic adventurers, but with a few stealthy (read: lucky) moves and well-placed arrows, daggers, and various other implements of destruction, instead they were the ones who fell defeated and the party was able to rescue not only the young girl, but also several other unfortunate children who had been kidnapped by this twisted circle of evil-doers…

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As it turned out, the plot continued to thicken as it became known that not only had the children been kidnapped, but in fact their abductors had actually staged their deaths in a maniacal cultist plot to engulf both the children and their parents into the faith of Shar. That said, albeit frustrating, it was also somewhat understandable that the young girl’s parents were notably distraught when six strangers showed up on their doorstep incredibly late into the evening with their very daughter whose loss they had been quite oughly mourning.  In the end, though, diplomacy (and probably also some more luck) prevailed and the party received a grateful thanks from even the Governess herself, although her own curious demeanor left them to wonder if this despicable ring was only the tip of the iceberg here in the crooked land of Sembia.

(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.

The Fall of Stars is the most famous adventurers’ club in Faerûn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple. A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4.

DM: Brett (khyron)

Players:

  • Keldaer’lyn – Revenant Drow Assassin, Level 1 (Craig – EvilRubberDucky)
  • Valna – Elven Ranger, Level 1 (Chris)
  • Heskan – Dragonborn Cleric, Level 1 (James)
  • Patrin – Dragonborn Fighter, Level 3 (Scott – ssevener)
  • Yoren Sands – Human Psion, Level 2 (Bill – hrethgir)
  • Cyrus Anchev – Human Fighter, Level 1 (Abraham)

If you can’t count on a group of hearty adventurers to clean up after a group of clumsy dockworkers spill giant beetles around a crowded marketplace, really, who can you count on?! Fortunately, however, not only was the crew quick to dispatch of the antsy cargo without harming their resale value in the least, they also managed to segue into a bit of work there in the harbor town of New Velar as their efforts were observed by one Yellira Am’benuinyl, the mistress of a very famous local adventurers’ club…

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Over a few mugs of ale at the Fall of Stars, the group was introduced to one of the owners, a half-elf named Kira Nenthyn who sought an adventuring party to retrieve for her the deed to a nearby temple which had gone long abandoned after being devastated by the Spellplague.  Her intent was to sell the building to a close friend, but fear of it being haunted had deterred others from exploring its ruins in the past.

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Of course, never ones to pass up an encounter with the undead, the party eagerly accepted Kira’s offer and boy, encounter the undead, they certainly did in the form of one very cranky priestess who just happened to be the former owner of said temple and didn’t exactly get the memo regarding visitors coming to retrieve the deed! Luckily, though, these nimble adventurers managed to keep their time on the floor to a minimum and ultimately vanquished her spectral form to go and ruin some other adventuring company’s day.  However, their work was far from over when they continued wandering and uncovered a band of smugglers that had setup shop down below in the temple’s basement…

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Well, perhaps far from over was a premature term, but no one could’ve predicted the sheer precision and deadly accuracy displayed by Keldaer’lyn the Assassin as he raged forth to drop their Warmage leader without so much as a second glance before the party could even go detected! The impressive act single-handedly reinforced the group’s recent undertaking of the name The Brute Squad, and needless to say the remaining smugglers did not have an enjoyable afternoon as they soon met the same demise as their ill-fortuned leader.

Back at the Fall of Stars, the group was met with a minor diplomatic misunderstanding, as they were greeted not by Kira, but in fact by her brother who was none too happy to learn of her intent to sell the very temple for which he had other plans, but through a healthy bout of deception, stretching of the truth, and even at one point posing as the Lady Kira’s personal laundry service, the party eventually found itself back in her presence and was able to hand over the deed to she whom had originally requested it. As one might expect, a bit more convincing was then required to persuade both siblings to reward the party with admission to their famed Stellar Fellowship of Gentle Adventurers, although all would agree that ultimately The Brute Squad is far more befitting of this sterling crew of adventurers, anyways…

(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.

You are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvelous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerûn! A Living Forgotten Realms adventure set in the Nelanther Isles for characters level 1-4.

DM: Brett (khyron)

Players:

  • Keldaer’lyn – Revenant Drow Assassin, Level 1 (Craig – EvilRubberDucky)
  • Sadron – Elven Cleric, Level 3 (Chris – Kristoph)
  • Francis – Human Wizard, Level 1 (Dave)
  • Callidus – Human Rogue, Level 2 (Chris – Nuke)
  • Patrin – Dragonborn Fighter, Level 3 (Scott – ssevener)

They say that the work of an adventurer never ends, and this week the party experienced a very literal interpretation of that old saying when only moments after barely surviving their last brutal encounter, the group found themselves mysteriously and quite unexpectedly teleported from the safe comforts of their favorite neighborhood tavern directly into the middle of a rapidly escalating fray between a very large number of pirates and a very singular number of gnome…

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Fortunately, even in their surprised state, the group was able to stave off the scurvy aggressors as well as their burly, green counterpart to rescue the fledgling gnome, who then introduced himself to be Glimnock Klemwocket, a loyal priest of Gond.  It seemed as though the party had been summoned through a ritual gone awry that had been performed by the gnome to bring some Gondsmen to his defense, however he reasoned that as long as they were there, it only made sense that they should help him seek out the lost temple of Gond that had sunken beneath the sea during the Spellplague.  Of course, it came as no further surprise that he had yet to secure transportation to said temple as well, and thus the group found itself wandering the docks of the strange pirate port of Skaug in search of a ship for hire that could be trusted to bring them there and back with their pocketbooks still somewhat intact.

They soon stumbled across the single groggy captain in port who was desperate enough to accept “honest work,” however were faced with the caveat of fixing his ship, the Singing Star, back to a seaworthy state as payment for his services.  Luckily, through a combination of friendly chatter and sticky fingers, the party was able to “acquire” the necessary materials at a “bargain rate” to repair the captain’s ship with a very “minimal investment” of their own hard-earned coin, even taking the opportunity to spruce up the interior to permit them cruising the open seas in a manner more similar to the high life that such seasoned adventurers were quite often accustomed. With a brand new dungeon-themed game room on the lower deck and shuffleboard above, it was almost a pity when they arrived at the site of the lost temple roughly a day later and actually had to get back to work…

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Once inside the water-logged structure, our brave heroes quickly found that despite Glimnock’s flawless record thus far in the adventure, he was very much unable to turn back the newly-awoken guardians of the temple who took notice of the party’s presence almost immediately upon entry.  The battle was long and fierce, with the automated contraptions both large and small advancing forth like clockwork, but eventually a bit of luck shone in on the group and the adventurers were able to regain the upper hand, thus downing the guardians and clearing the path to continue exploring the mysterious temple.  And although dangers continued to lurk around every corner and shockingly even in the floors themselves, the party pressed forward until they were face to face with the granddaddy of all puzzles in the heart of the lost temple.

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It seemed to be a riddle, wrapped in a mystery, inside an enigma – an altar covered with levers and knobs and exposed wires galore, and even more curious yet, with each adventurer experiencing a similar, but unique vision upon walking into the room.  Were their visions the key to unlocking the treasures that had been hidden within this legendary temple???  As it turned out after much deliberation and admittedly a small amount of random guessing, the adventurers discovered that their visions did, in fact, become a sequence that would open the altar when reenacted in the correct order and with that, it spilled open to reveal a multitude of trinkets and tomes and treasures from days long past.

So with a bit of luck, a few scuffles, and an unprecedented brush with interior decorating, the group managed to come away from the encounter healthy and headstrong, with some new experiences under their belts and a little extra gold lining their pockets to boot.  Glimnock obtained the lost treasures that he had been seeking, not to mention a stern lecture about consensual teleporting along the way, and even the old sea captain came out of the adventure with a fly, new ship that would be all the envy of his peg-legged buddies back in port.

Just another day in the life, indeed.

(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.