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)
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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.

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)
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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.

When an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission… A Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.

DM: Mike (DnDTeacher)
Players:

  • Callidus – Human Rogue, Level 2 (Chris – Nuke)
  • Patrin – Dragonborn Fighter, Level 2 (Scott – ssevener)
  • Nereth – Elven Cleric, Level 1 (Brett – khyron)
  • Magnus – Human Wizard, Level 1 (Russell – Russell the Muscle)
  • Bardryn – Dwarven Fighter, Level 1 (Perry – pgfrix)
  • Vaga – Drow Assassin, Level 3 (Mark – DeadmanwalkinMarko)
  • Quinaro – Elven Ranger, Level 1 (Chris)

A simple journey through the Tymanther region saw itself become a rescue mission of sorts as just inside the city of Ruinspoke, the party was sought out by Dirnth, a dwarven ally to some from a previous adventure, in hopes that they could help him locate his missing friend, Melnar.  It didn’t take long while scouting around the city to learn that nobody really much cared for Melnar, with the exception of Dirnth, of course, and thus after obtaining a few meager clues to get a possible bearing on last known whereabouts, the group set off into the nearby ruins with little but some overpriced holy water and many a harsh word in search of the wandering, old dwarf…

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Coming upon an old graveyard, the party discovered tracks of a dwarven nature leading up to a mausoleum, which they suspected might lead them one step closer to Melnar, however first they would have to defeat a horde of zombies and rot hounds that had sprung forth as they ventured into the ancient burial grounds.  The group made light work of their assailants, only to be overcome by even more vile creatures – this time consisting of a myriad of rats, large, small, and swarming – just inside the crypt.  These proved to be a bit more of a challenge, however with the blessing of cleric’s holy protection early on in the battle, our heroes were able to down the disease-ridden beasts with little more than a few scrapes and scratches.

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Unfortunately, however, the final ordeal turned out to be much more arduous as the party discovered a hidden passage into what they soon learned was the lair of an evil necromancer who had captured the dwarf when he had been discovered pilfering onyx elsewhere in the crypt.  While the group raged forth to save Melnar and at one point victory seemed almost certain, the tides soon turned in the necromancer’s favor and one by one our heroes began to fall to his demonic minions.  The leader cackled as what was left of his horde swarmed the fallen and began to pick away at the remaining heroes, now also benefiting from the assistance of his necrotic powers to stop the intruders dead in their tracks…

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Although they fought long and hard, in the end the room went dark for our heroes and it can only be assumed that the necromancer then proceeded to finish the ritual that he had previously started with poor, old Melnar.  The party, of course, will miraculously go on to fight another day, as somehow adventurers always seem to do, however as to the fate of the dwarven explorer who had clearly wandered into the world of the undead well over his own admittedly short head … well, it’s tough to say if anyone, save his one friend, Dirnth, will even notice his untimely demise.

(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.

There is something rotten in the city of Suzail. While a midwinter festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the host turns to heroes for help, they must uncover what lurks under the city’s snow and ice. A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.

DM: Brett (khyron)
Players:

  • Egg – Drow Sorcerer, Level 2 (Russell – Russell the Muscle)
  • Cal – Human Rogue, Level 1 (Chris – Nuke)
  • Patrin – Dragonborn Fighter, Level 1 (Scott – ssevener)
  • Sadron – Elven Cleric, Level 2 (Chris – Kristoph)
  • Vega – Drow Assassin, Level 3 (Mark – DeadmanwalkinMarko)

Traveling through the region of Cormyr, our band of noble adventurers found themselves wandering into the city of Suzail to find their famed midwinter festival in full swing, however the group had little time to enjoy the festivities before being sought out by the city’s lord and host, one Sir Severin, to investigate a mystery that had been plaguing his celebration.  It seems that a number of trophies to be awarded for the festival’s various competitions had begun disappearing from plain sight and amongst some other recent political implications, it was a matter that he preferred to see resolved quickly and quietly.

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The group managed to uncover a number of clues around the festival grounds by putting their collective skills to use and winning a variety of the competitions themselves, triumphing in an impressive array covering everything from riddles to drinking to even challenges of brute force and dexterity, each time being rewarded with a bronze token in place of the missing trophies.  Nonetheless, the information gathered much more vital than the prizes themselves, the adventurers were eventually able to trace the disappearances to a mischievous band of gnomes and kobolds who had been simply trying to impress a couple of friends…

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…a couple of rather scaly, fire-breathing friends…

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Fortunately, however, these particular dragons were much more of the bargaining type than, well, the hungry type, and thus the group was able to negotiate a trade for the “borrowed” trophies in exchange for a particular type of wine to which they had both grown accustomed.  Although it just so happened that said wine could only be acquired through victory in the festival’s jousting tournament, Cal was able to stay on his horse above all others and won the prize that would not only return the trophies, but also persuade two dragons to keep a better watch on their mischievous, albeit good-intentioned followers and bring a sense of ease to Sir Severin and the good city of Suzail.

(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.