Sunday, January 13, 2013

Session 5: Magical Mister Mistoffelees

Written by DemonicHeart

(Session 5: 1/6/13)

The chaos of the Amn attack awoke a male catfolk named Kireek from his slumber. Driven forward by a lack of peace and quiet and his own curiosity, he stumbled upon our heroes in the middle of their interrogation. The tiefling was immediately distrustful and he proceeded to tell the cat off. Meanwhile, Immerial found the cat amusing as the feline hurled insults back in elven. Even Willowbarrow was entertained by his wit, but she wasn't distracted from the battle going on. She told him to either help fight or get to safety. He chose the former since it sounded the most interesting. The party didn't even have time to ask his name yet.

While Daemon and Willowbarrow argued over the best course of action (be it hunt down the priest or stop the invasion respectively), they briefly suggested that Pheobe and Elyas handle escorting the last Amn prisoner to somewhere secure and contact Lady Margaret. Morhan was well ahead of them and tried to contact the head of the new order himself with his magic communication stone. It was then that the party learned all magical forms of communication were being blocked. Despite their best efforts, they couldn't tell how but they knew it was extremely powerful magic at work to do something on this scale. With no other leads, they decided to push towards the East Gate where the bulk of the enemy troops were pouring in. Morhan was also subtly looking for the thieves guild, furious that they had apparently done nothing to slow down the Amn assault.

The ragtag defenders entered the temple district and discovered the Baldur's Gate guards being attacked by more Amn soldiers. They charged into the fray hoping to get more allies for their final push on the main force. While the first few enemy soldiers fell easily to the heroes, the victory was short lived. The remnant forces were devils disguised as humans. Their armor was twice as tough as their human 'allies' and their blades struck with the power of a god's fury. Immerial was forced to fall back and use repeated magic missiles to wear them down slowly. Willowbarrow couldn't survive their blows but she could deflect and evade. She also shielded the members of the city guard from the full force of the devilkin's blows. Daemos and Morhan tried to hold the line as best they could. Kireek cast sorcery spell after sorcery spell at the demons but their legs were spry and their wills were ironclad. The Baldur's gate city guard held the line and even managed several lucky swings, shifting the course of the battle. In the end, all the Amn forces in the area were slain save 2 with only 1 casualty among the city guards.

Kireek pretty much demanded a full explanation as to why those guys were so tough. Still, his questions were put on hold. Immerial tied up the two devilkin who were spared death and proceeded with his usual method of interrogation. Oddly enough, Willowbarrow was actually clamoring for blood this time around. She doubted that they could get any relative information and these devils were too strong to simply take prisoner. Daemos and Morhan agreed but pointed out the interrogation should happen first. The first devil in human form was shouting out curses at the group. For his bravery, Daemos, Immerial and Willowbarrow stabbed him with their blades in both arms and legs. Immerial then woke up the second devil in human form and interrogated him. The second one was more susceptible to their intimidation and when the first one told him to shut up, Immerial beheaded him. Having their full attention, the second devil commented that their forces cast a powerful ritual spell over the city right before the attack to block all magical communication. He claimed not to know the details of the spell but the group discovered he was holding back intel. Willowbarrow dug into her pouch and pulled out a vial of alchemical acid and handed it to Immerial. She said was saving it for a special occasion but gave him permission to use it. Thus, he proceeded to repeat his questions while pouring a small drop of acid on the devilkin. Will the disguised creature break? Will the heroes figure out a way to stop this chaos? Will Kireek get a chance to actually make a proper introduction to the group? All these answers and more on the next Forgotten Realms 4e!

Saturday, January 12, 2013

Session 4: Welcome to Marketing 101, and Set the World on Fire!

Written by DemonicHeart

(Session 4: 12/16/12)

With their loot in tow, our heroes split up temporarily. The sensible ones spent a good deal of time converting their piles of gold into platinum pieces. With a lighter load, they spent their newfound wealth at the numerous shops in Baldur's Gate. Among the more noteworthy purchases, Immeral bought himself a large salamander to ride around on. Pheobe spent her time acquiring a helm capable of capturing fallen souls among other unique gear. The two also took the time to learn a few rituals. While confirming her own purchases, Willowbarrow bought a ritual scroll and components for the Consult Oracle spell.

It was during this time that Willowbarrow heard a ruckus out in the temple district streets. When she investigated, she saw the guards carrying a deva cleric out of the area. Apparently he had been disturbing the peace with his constant effort to convert everyone he saw to the church of Melora. Seeing it as an opportunity to avoid paying a high priest expensive fees for a ritual casting, she paid the deva's bail and invited him into her group. The holy man named Elyas was grateful for the aid and promptly began his speech about the joys of Melora.

Meanwhile, Morhan sought out the city guard to see if he could assist in the defense of Baldur's Gate. The officer suggested that if they could disrupt the Amn supply lines, the army outside the wall would be crippled. Unfortunately, the only group capable of pulling off such a dangerous stunt would be the thieves' guild and they have decided on neutrality in the war effort. The leader, a woman called nine-fingers, and her troupe believe that they'll survive the chaos regardless who wins. Morhan decided to seek out the thieves and convince them to aid the city. He quickly learned that their members like to hang out around the church of last hope...essentially a building for euthanasia.

As the party slowly congregated in the temple district, they spotted Morhan heading to the last hope. They immediately stopped him thinking he was going to end his own life. Once the situation was explained, they agreed to join him and watch his back. Willowbarrow also introduced Elyas to the party as her 'sidekick'. Daemos took a liking to the guy but that might have been more because he believed they had a new 'trapfinder' to replace bedpan boy.

In the temple of the last hope, the pixie took the lead and hinted that she wanted to speak with someone from the thieves guild. The group was brought to a back room and told to wait. It was a little cramped for the larger members of the group...especially since Immerial decided to bring his lizard inside with him. After a few moments, a dirty-looking rogue came in and the negotiations began.

After some discussion, they agreed to assist Baldur's Gate with the best of their members for 7500 gold and whatever Amn loot they can steal. Morhan decided to sweeten the deal by paying 8000 gold. Willowbarrow immediately shunk the gold before the rogue could claim it and added her own additions to the deal. It was agreed that they would pay 5000 gold upfront and another 3000 once the job was done in 2 days. The adventurers were warned not to leave the city until that time and Daemos countered with his own threat. With an understanding reached, the group left the temple and sought out an inn for the night.

The group decided to stay in the second best inn within Baldur's Gate. The girls and the guys each bunked together. In the evening, Willowbarrow invited everyone to the girls' room so that Elyas could perform the ritual. After briefly stopping Daemos from trying to steal sheets and paintings from the inn, the group discussed what questions they should ask the Oracle. It was Immeral's idea to ask for specific coordinates rather than waste numerous questions. It was also the eladrin's idea to gag Elyas so he didn't burn a question or three asking how he can persuade others to follow the church of Melora.

Through the ritual, the group learned the coordinates of Willowbarrow's parents, the next closest focusing stone (outside of the ones they already know exist), Daemos' enemy (Valmong Bloodmoon), and Pheobe's old friend, Everon. It was decided that everyone would meet up tomorrow at the local library to turn these coordinates into actual locations.

Most of the party went to bed but Immerial was still alert due to his meditative state. Daemos was also awake but that was more due to his insatiable desire for alcohol rather than any racial abilities. Slowly but surely, the sounds of chaos erupted on the streets. While Daemos went out and checked, Immerial awoke the others whether they wanted to be awoken or not. As the party descended and looked outside, Elyas stood forward with a drunk Daemos covering his back. The priest tried to get information from the mob of people running around. A force of Amn soldiers had somehow gotten past the city gates.

Immerial immediately mounted his lizard and started to run away from the approaching squad of soldiers. Willowbarrow took cover behind a street barrel as she observed her allies actions. Elyas tried his best to persuade the crowd to turn around and fight but they were too panic-stricken to listen to him. Ever the violent drunk, Daemos strode forward with his axe and glared down the Amn forces. Seeing that the majority of their allies wished to fight, Immerial and Pheobe joined the fray. Morhan had taken the time to gather intel from the innkeep. Once it was clear he knew nothing about this mess, the minotaur entered combat with his allies.

Between stunning magic, furious blades and one ticked off giant lizard, the squadron of Amn soldiers was reduced to nearly nothing. It seemed that while devils were part of the Amn forces, this group was made up entirely of humans and they didn't even suspect any devilkin involvement in their army. Only two foes survived and they were captured for interrogation. Ever the optimist, Elyas attempted to sway them to the glory of Melora throughout the interrogation. It didn't work out and one of the enemies was promptly eaten by Immerial's lizard for mouthing off. The remaining mook spoke quickly saying that there were 7 units attacking the city. Furthermore, it was High Priest Faenor who let them into the East Gate of the city.

Armed with this disturbing intel, our heroes face some difficult choices. Can they repel the invaders before Baldur's Gate falls? Should they hunt down the traitorous priest and learn of his plans? Will Elyas ever convert anyone to the glory of Melora? These questions and many more next time on Forgotten Realms 4e.

Sunday, December 16, 2012

Session 3: Treaties and Treasures




Session 3 (12/9/12)
  

After learning everything we could from the cultist twins, there was only one way to go: straight up the center path into the heart of the tower. Two more adventurers, Alla (female human cleric) and Auron (gnome artificer) found to courage to split from the crowd in the clearing and follow us inside. We found nothing in the central room but two staircases going up and a handful of empty robes scattered across the floor. The robes rose up and filled with blue flame when we entered, but as they made no move towards us, Willowbarrow decided to try flying past them and up the stairs. That was when the fight began.

The team sprang to Willowbarrow’s defense and quickly slaughtered seven of the eight minions, though the eighth managed to strike Immeral with some painful fire damage before it was taken out. Just then, we heard scraping and screaming down the main hallway and found that another dozen minions had appeared between us and Bedpan Joe. Several people argued in favor of going upstairs and forgetting about it, but the gnome and his golems charged the new attackers anyway and the rest of us ended up assisting him. We took most of the minions out in the first round, but by that time the first minions we’d killed were already up and attacking again. They hit us hard from all sides, and Bedpan Joe, showing that he wasn’t a complete moron, ran screaming out of the tower. We never saw him again.

Just as things were starting to look serious, a woman appeared in a flash of blue fire and ordered them to stop. She looked around at the scene with twin blue flames in her eye sockets instead of eyeballs and introduced herself as Lady Margaret (“Though some people call me ‘Blind Mag’,” she added good-naturedly). She teleported us all upstairs to her office and offered to feed and heal us for our trouble, since her island’s defenses were generally meant to stop the invading soldiers of Amn but not kill all visitors. We took this chance to interrogate her and the wizard E about their intentions and the island’s sudden appearance.

Mag explained that her Order of New Magic aims to recreate the Weave that unraveled during the spellplague a hundred years before. Her hope was that restoring the Weave would bring back the goddess of magic or even create a new one, whether that be her herself or someone else.  According to her, the power of the Weave was crucial to stopping the forces of Amn; as proof, she pulled up an image in the giant blue flame in her office and showed us the last ship of Amn soldiers who tried to storm her island, and how the illusions lifted upon their deaths to reveal that they were really devils in disguise. The magic defenses of Mag’s island had been enough to hold them back thus far, but only a fully restored Weave could drive the demons and devils back to their horrid realm. It seems that the demons and devils of the lower planes had been fighting the Blood Wars there for countless centuries, but since the spellplague it became much easier for them to continue carrying out their war in our world. They were building power everywhere across our realm, especially in the far east

For our part, we explained that we had been sent by Baldur’s Gate to claim the island and keep it out of Amn’s hands. Mag agreed to consider an alliance with Baldur’s Gate if we could recover a shard for her from the Hall of Wonders in Baldur’s Gate; only with shards like this one acting as magical focusing stones could she hope to rebuild the Weave. Auron the gnome, meanwhile, had been busy building a huge golem as a gift for Mag, and upon getting a closer look at him Mag informed us that only someone who is spell-scarred like him could sense the shard.

Auron built a teleportation circle out of some stones he collected on the shore, and Willowbarrow got Mag to write a letter to the leaders of Baldur’s Gate to explain all this in her own words. The magic circle dropped us just outside the gates of the city, where we saw the besieging army of Amn waiting not far away. The guards on the wall recognized us (luckily, a pixie and a centaur traveling together are hard to forget) and quickly let us in. We went straight to Grand Duke Portyr, the most powerful duke in the city and the one who put out the call for warriors to go to the isle. Willowbarrow handed over the letter to him, and then we had to wait for the dukes to decide what to do.

Willowbarrow and Phoebe discussed what each of them would do with their share of the gold when this was finished. The pixie intended to use her share to pay for a ritual to locate her parents, who were both captured in bottles many years ago. Phoebe, for her part, didn’t have much in mind besides maybe buying a nice place so that she didn’t ever have to go home, which the pixie didn’t press her to explain. But even that plan didn’t seem to hold much interest for the young centaur, so she said that she would help Willowbarrow find her parents and get them back. Willowbarrow decided that her first step should be to track down her former mercenary partner Varren Lithblade, who had opted to sit out the “get rich quick/suicide mission” of going to the mysterious island with her.

While the two of them strolled around town with Immeral and the rest of the group split up to take care of their own affairs, Daemos, who had stayed behind on the island with Mag, did some research on demons and devils in her library and then asked her to scry in his head to figure out why his dreams have been tormented. Mag determined that a demon or devil was responsible, but she couldn’t pin it down any more than that. Daemos took the teleportation circle and joined us in Baldur’s Gate shortly thereafter, and we all decided to scope out the Hall of Wonders to get a look at this shard. The Hall of Wonders was built as a joint temple to Oghma and Gond as well as the equivalent of a Smithsonian museum or World’s Fair, where jewels, wondrous objects, and inexplicable inventions were on display for all to see. The gnome made it clear that the shard we were looking for was a pure black stone that shared a case with a rainbow jewel and an astral diamond… tempting targets, but Willowbarrow insisted that we must wait to hear what the dukes decided to do before we resorted to stealing. Daemos, meanwhile, tripped over a toast-making Rube-Goldberg machine and got himself kicked out, but they let him keep his toast.

After a night of drinking and carousing at a nearby inn, a messenger summoned us back to the duke’s office to hear their decision. The dukes wanted to help us and forge the alliance with Lady Margaret, but unfortunately, they couldn’t just hand over the shard to us. The Hall of Wonders fell under the auspices of High Priest Faenor, who had no respect for the dukes and wanted nothing more than to put an end to their system and grant more power to his own god. Faenor would never give up the shard to the dukes. However, the dukes made it plain that should we manage to steal the shard from under his nose and cause the High Priest as much embarrassment as possible, they and their forces would look the other way and even offer us an extra reward.

Since we were going to make our attempt in the middle of the day, distraction was the name of the game. At the door, Morhan lashed the gnome and Immeral’s imp to a stick and insisted that his “invention” be included in the Hall of Wonders. Inside, Daemos waved his toast in the air and roared for a better one. And while Willowbarrow and Immeral used their thievery skills to slip all three stones out of the case and replace them with bedpans, Phoebe flirted with the nearest guard to block his view and flustered the married human to no end. The two thieves, who both had the power to become invisible, also replaced key components of the various machines with bedpans and fled the scene. It looked like we had gotten away scot-free.

The moment we returned to the duke’s palace, Mag appeared out of nowhere and finally made her alliance official with a treaty. The duke’s promised to honor our original reward: as much treasure as we could carry out of the city vaults. As a bonus for embarrassing the high priest, we were each granted a magic item up to level 7 (or the gold equivalent of 2600 GP) and they promised not to press charges for the theft. It looks like the acquisition of the first shard went off without a hitch, but was it really as simple as it seemed? Will we regret making an enemy of High Priest Faenor? Will Daemos use his share of the gold to buy his own toast-making machine? Find out next time!

Friday, December 7, 2012

Sessions 1 and 2: A Staggered Start and the Mystery of Mystra



Intro, Session 1 (11/25/12), Session 2 (12/2/12)

And so our story begins!

The year is 1484 DR. To copy over what we knew to start with:

Short version: The nation of Amn is establishing itself as an empire, and has its eyes set on Baldur's gate. The current conflict centers on a mysterious isle that has risen from the depths near Baldur's Gate, as it is feared that whoever wins control of the isle wins the war. Thus far, for better or worse, no one who has gone ashore on the isle has returned alive. Baldur's gate issues a call for heroes to claim the island, promising vast riches to whoever can tame the island. You heed the call. Setting out from Baldur's gate, you sail to the mysterious Isle...

Long version: In the post-spell plague world, society clings to 'points of light,' those major cities with large standing armies. National borders are less enforced, and smaller villages are diminishing. It takes great courage to leave a city's boundaries in this era of upheaval.

3 years before the start of the game, the Nation of Amn on the sword coast declares its plans to change the world. The official proclamation talks of lofty goals, from routing monsters to securing borders, from eliminating bandits to establishing new cities and trade. Most other cities/nation ignore this bizarre announcement, until Amn begins to act. In less than a year's time, the armies of Amn reestablish the old borders. But they don't stop there; the armies push out even farther, attacking the territories of Muranndin, mostly controlled by Orcs and Ogres.

This begins what is known as the "Amn Expansion." In the following years, armies that seem to have no end push at the borders in all directions. To the south, Amn marches to the water, overrunning the lands of Tethyr, Velen, and Calimshan. To the east, they push as far as the Snowflake Mountains. In the west, battles continue to dominate the Moonshae Isles. And then there is the north.

There, Amn forces the surrender of the Candlekeep, one of (if not THE) greatest center of learning on the continent. They march towards Baldur's Gate, which has one of the largest populations in the Forgotten Realms. Beyond Baldur's gate lies Waterdeep, the city of splendors. It is no secret that Amn wishes to add these two cities to its growing empire, but the advance slows as Baldur's gate refuses to fall.

Amn falls back, hoping to create a blockade of the city. But the Baldur's gate navy stays strong, and with support from Waterdeep, supplies continue to flow into the city. The Amn ships, having a long way to travel to even reach Baldur's gate and beyond, just can't keep up. And with no port of call for them to resupply at, the Amn navy can't gain the upper hand. It becomes a stalemate.

3 months before the start of the game, this changes. Near the coast of Baldur's gate, a mysterious Island has risen from the depths of the ocean overnight. Those sailing close to it speak of verdant forests, steep cliffs on most sides of the isle, and a sandy beach perfect for landing at on the isle's southern face. The odder tales tell of a solitary tower near the center, looming over the rest of the isle.

Regardless, the natural resources of the isle make it ideal for a port. And being close to Baldur's gate, it has become a central point in the conflict between Amn and the city. It is feared that if Amn gains control of the Island, they can build a naval base to resupply, and wage war on the rest of the sword coast. Both Baldur's gate and Amn send many ships to the isle, but none who go ashore ever come back.

The rumors of the island spread. Those who sail past it claim many things of the new isle. Some claim it is haunted, having seen phantoms around the tower and hearing the cries of the damned from miles away. Others claim to have seen ritual fires from atop the tower, with vivid description of demonic creatures appearing out of thin air. Still others claim it is a remnant of returned Abier, a fortress ruled by ancient dragons with human slaves galore. Still, every telling of the tower has one common thread: any island with enough power to rise from the depths of the ocean overnight is bound to be loaded with treasures.

No one knows for sure, and that's where you step in. The city of Baldur's gate sends out a call for heroes and adventurers, offering vast rewards to the party who can tame this island. Specifically, the reward is listed as access to the vaults of the lords of the city, where you can take whatever you can carry. And, perhaps the most tempting of prizes, those who can tame the island will be instated as the ruling class for the new city to be built there, with official titles of nobility. No matter your motivation, you have decided to answer the call, to aid Baldur's Gate in gaining control of the mysterious isle.

The curtain rose on a busy ship’s galley. Phoebe the centaur and Willowbarrow the pixie were the first to strike up a conversation, which quickly turned to maximizing their profit. The two ladies agreed that they would be able to carry far more gold from the vaults and have a greater chance of survival if they worked together. Meanwhile, a nearby shardmind named Ex approached Daemos the tiefling and demanded to know whether he was “from the dark”, which the latter denied. Phoebe and Willowbarrow proceeded to have an informative discussion with Ex about the extent of dwarven stonecutting ability and the way in which this relates to shardmind anatomy.

Another adventurer named Morhan expressed his approval of Ex’s quest to rid the world of “the dark” and revealed himself to be a minotaur magically disguised as a human. Little Willowbarrow tried to talk to Daemos and got swatted for her trouble, but she did manage to embarrass him by putting up a magical shield that completely blocked his attack. The tiefling seemed to be in no mood to cooperate, but Phoebe sweet-talked him into giving their tentative alliance a chance. The centaur then had a chat with Brinna the eladrin about some friends they might have in common while the pixie, continuing to make friends, dropped a bedpan on someone’s head.

When the boat finally landed on the isle’s pristine beach, the forty-some hopeful adventurers on board split up onto the many paths stretching into the trees towards the distant tower. The new party stuck together through their first decision point and all took the path that looked the least traveled, the third from the left. It quickly became apparent that the paths and the flora were not wild or haphazard, but very carefully cultivated and maintained, probably by many hands. The place was quite beautiful and peaceful until the sounds of battle broke the silence; over the trees, we spotted streaks of blue flame shooting up towards the tower.

It was while we watched the ominous fires that the first jaguar pounced, its mate closing in from the other side. The first cat was quickly dispatched thanks to the team’s combined magic and power, though Willowbarrow did get the chance to surprise everyone when she put up one of her magical barriers to defend Daemos. The other surprise came from Phoebe, who, reaching into her quiver, drew a magical rod and blasted the second cat, revealing herself to be a warlock instead of a simple archer.

With the first cat lying dead, it was easy enough to knock out and tie up the second one so Willowbarrow could use her ability to communicate with animals to question it. Unfortunately, she never got the chance to try, thanks to the ominous sounds of yet more giant cats heading our way. We left the second cat tied to a tree and ran just as the body of the first cat burst into blue flames that headed straight for the tower.

It wasn’t far to the tower and the massive clearing that wrapped around the base. A dozen or so other adventurers had managed to reach the clearing as well, including an eladrin named Immeral and a human who Willowbarrow immediately recognized as “bedpan boy”. There was no visible entrance to the tower. Morhan’s direct charge got us nowhere, nor did sending Willowbarrow and Immeral’s book imp flying up to a window on the back of Phoebe’s tawny frogmouth. Frustrated, Immeral flung his book imp towards an indentation on the wall that hinted at a door, and a few lines of text appeared on the bare stone:

To those who stand outside this door
Congrats on making it past the shore
You survived the forest and our pets
But you haven’t won entry here just yet
If the way inside you wish to find
You must beat a challenge of the mind
Tell me: what does every man and woman have inside
But to find an expert you must search far and wide
Associated often with scholars and sages
But no book has this in its pages
Research and study will only get you so far
But the adventurer learns it with each new scar
We who live here within this tower
Devout ourselves to this ideal every hour
If you give no answer in a half hours time
Then your lives will be shorter than this rhyme.
So guess fast, but also guess true
As guessing wrong will dearly cost you
To pass this gate, play our game.
Speak aloud the answer’s name!

Someone suggested “wisdom”, but no one was willing to risk the consequences of guessing wrong. The male party members teamed up to intimidate Bedpan Joe into submission; once he was a gibbering wreck, Phoebe gently convinced him that giving the tower the answer was the best way to avoid trouble, and he complied. A doorway appeared, and we promptly sent him in first.

The entryway was divided into three paths. We crept down the left one first and discovered two suspicious heaps of treasure in the otherwise empty room, one piled with gold and the other with precious jewels. Aiming to get the most out of the convenient guinea pig, Phoebe told Bedpan Joe that he could get first pick of the treasure as his reward for being so courageous, and he happily took his share with no consequences, not even when he tried stepping outside to see if it would disappear. Still, the rest of us couldn’t quite bring ourselves to trust the unguarded piles, so we left the rest of the treasure untouched for the moment and moved on to the right-hand path.

The sound of a roaring fire reached us well before we found the room. Two girls who both looked young and human were kneeling before a huge blue flame in another bare room. Willowbarrow, Daemos, and Phoebe approached the girls when nothing happened and asked them who they were. The girls were surprised but unconcerned to see visitors and explained that they had served in the tower for quite a long time, though they couldn’t remember what they’d done before that. They chatted with us quite happily and claimed that there were dozens of other members of their order who did the cooking, cleaning, and gardening on the island.

The girls shared a wealth of information with us quite easily; we learned that the owner of this tower and the leader of the Order of New Magic is a woman named Lady Margaret, but that we would not be able to make her acquaintance until she finished her meeting with a powerful mage known only as E. They told us that all of the creatures on the island, like the big cats, were made of the same blue fire that burned in that very room, and, most importantly, that this was all due to the magic of Mystra, the goddess whose death sparked the spellplague that ravaged the world only a century ago. Who are these harmless-looking girls and the woman who leads them? Has the murdered goddess truly returned, and what might that mean for Faerun and the entire world? Stay tuned to find out!

Wednesday, November 28, 2012

The newest game by V! Welcome!


Hello all!

As is becoming my custom, I am making a blogger style website for my newest game, an exploration of the D&D's Forgotten Realms using 4th Edition. As we get underway and find our footing, I will be posting all sorts of information here, from important history, character bio's, and recaps. This is a place for anything related to the game, so if my players have any suggestions, feel free to suggest them!

I will be posting more information soon! Look forward to it ;)