A distraught father has gotten no satisfaction from the city authorities of Baldur?s Gate, so he turns to sellswords in hopes of finding his lost daughter. The truth of her disappearance may reveal dark secrets from the city’s past & secrets that those on both sides of the law would kill to protect. A Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 1-4.
DM: Chris (Kristoph)
Players:
- Jas – Changling Rogue, Level 1 (Brett – khyron)
- Patrin – Dragonborn Fighter, Level 3 (Scott – ssevener)
- Riken – Minotaur Barbarian, Level 1 (Michael)
- Kairos – Tiefling Warlock, Level 2 (Joe)
- Marcarn – Human Runepriest, Level 1 (Erinn)
It’s not uncommon for roaming adventurers like our brave heroes to find themselves picking up the slack when the local defense is unable to keep the peace, so when the Flaming Fist of Baldur’s Gate was unable to assist a resident Scepter Lord when his own daughter mysteriously went missing, this “marginally competent” party was more than happy to be of assistance…
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Of course, warriors young and old can quickly get into trouble when their detective work leads them unexpectedly into the middle of shady dealings with little opportunity to plan, and strategize, and figure out the best way of getting around any giant, iron gates that might happen to be in the area. Sure, climbing works, but likewise it does tend to limit one’s mobility afterwards because, well, climbing is hard!
The battle was long and arduous, with several comrades falling down every which way and even on top of one another at one point, but ultimately they still somehow managed to emerge victorious and uncovered their next series of clues … which unfortunately hinted that they needed to be in the Werewoods roughly 100 miles away RIGHT NOW! Nonetheless, despite their recently-discovered portal being basically useless to those not specifically werewolf-inclined, by means of a local red wizard, a gigantic gorge, and some negligible stealthing, soon the group found themselves approaching a circle containing not only the Scepter Lord’s missing daughter, but also 11 other equally unlucky ladies as well…
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That be said, through what can only be assumed were a number of bonding and trust-building exercises on their way through the Werewoods, it was now that the party came together and truly began to function as a team, literally blowing through the head werewolf’s lycanthropic companions with a deadly precision that is typically reserved for rescuing maidens and other extraordinarily heroic acts. As for the leader himself, he was certainly taught an important lesson with regards to campfire safety, but ultimately not even stop, drop, and roll could save his frenzied soul.
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The ladies were all returned home safe and sound, and in the end many a blood moon would pass before the Werefolk would dare to terrorize the good people of Little Calimshan once again, which is smart because even if one manages to extinguish their own burning fur, they’ll never entirely get the smell out…
(Additional Photos Available Here)
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