LEGACY CAMPAIGN
ACT 1
1st Eleasis DR 1371
Essembra - BattleDale
ADVENTURE 1: Tomb of Kyllrillian
Arkhen
quits the Ironwheel caravan heading north and explores the town of Essembra in
Battledale. He visits the Adder Post, a second hand shop, and finds a rare
elven artifact on a sale table. He’s sure the owner doesn’t know its value. He
pays a few silver, then he heads to a new tavern, The Flying Frying Pan, to
enjoy breakfast. The halflings there sell him cinnamon buns, and he relaxes,
enjoying his first morning of true freedom.
Moth the
Monk awakens sitting on a rafter above, unsure of how he got there, but he
doesn’t bother paying attention to details. He slips off the rafter, much to
the surprise of the halflings who believe him to be a Zhentarium spy.
A dwarf
comes to the door to the inn, bloodied and bruise. He collapses to the floor,
and Frying Pan, the halfling owner, insists that Arkhen goes to find a
traveling cleric who is currently offering a local family healing for a case of
the pox. He fetches Therella, priestess of Ilmater the suffering god, and they
heal the dwarf, Ruvian. The dwarf tells how he’s been wandering Cormanthor
woods and hunting rogue orc bands for the last fortnight. They buy him an ale.
Already
having breakfast in the corner is the ranger Dan Jur. The elven ranger is known
to the locals, and he’s kept his peace, watching the strangers. A yellow planar
being, a Githyanki, comes in, sitting in the shadows and watches the party with
a suspicious eye as they enjoy cinnamon rolls for breakfast.
A few
minutes later, they are joined by a haughty elf in official apparel. He asks
Arkhen about the artifact he just purchased, and Tyrith, the elven
representative to the Dale’s Council, does not believe his story. He accuses
Arkhen of tomb robbing and arrests him in the name Queen Amlaruil Moonflower. Arkhen
denies the charges, and Tyrith leaves the tavern to fetch local guards. They
follow him back, three entering the front of the tavern and two guarding
behind. A fracas ensues. The dwarf, loyal to his new friends, wrestles one of
the guards, causing a distraction while Arkhen sneaks out the back. Therella
tries to talk their way out of it and gets arrested for her trouble. Arkhen
sneaks out the back only to be accosted by the two waiting guards. He climbs the
roof, and hearing the commotion, Moth sticks his head up through the thatch to
see the trouble. Finally, Tyrith politely asks them to just to come along to
answer a few questions, and he promised to listen and not assume guilt. He
leads them to the walled keep at the center of Essembra, where they are locked
in a stone cell with windows. The urn is placed on a desk.
Waiting
into the afternoon for Tyrith to return, Ruvian grows frustrated and hacks at
the stone wall. The party watches outside as violet flowers bloom, weeping
lilies that grow into Elven Sorrow Shades—a form of undead spirit sent to
avenge elven injustices. The urn glows, indicating necromantic magic, drawing
the Sorrow Shades. Tyrith releases the party, and they attack the Sorrow
Shades. Through teamwork, the Shades are defeated. Tyrith then hires the party
to travel to the tomb and return the urn, or more Sorrow Shades will manifest,
growing in number.
2nd Eleasis DR 1371
Essembra Battledale & Battledale, StarWatch Tower
After we
rest the night, we meet at the Keep to discern the location of the tomb. From
the urn, Arkhen and Tyrith deduce the name of the elf who was buried is
Kyllrillian, a high and respected secretary during the golden age of Myth
Drannor. A lunar icon and stars at specific locations on the urn indicate the
position of the tomb. We have no resources to calculate stellar positions from
700 years ago, having changed a few times. Tyrith suggests we take the urn to a
local stargazer, the gnome Starbeard, at his home, Skywatch Tower.
We gather
our gear, and we trek north up Rauthauvyr's Road. While traveling, more Elf Sorrows
grow from dark flowers, and we battle. During the melee, Arkhen loses his
rapier, flinging it by accident into the local wood. A roar shakes the ground,
and a young gold dragon accosts us. The rapier struck his jaw while the dragon
snored in sleep, shattering one of its fangs. It growls in agony, and we make
our prayers. It flies off. We arrive at SkyWatch Tower in the evening.
Starbeard,
a gnome wearing amethyst in its beard, is happy to help us, but he requires
lenses and star charts from the tower cellar. Alas, gricks have infested the
cellar, and he asks us to clear the critters. We remove them, much to our
danger, then we spend the night at a near barn while the gnome calculates the
location of the tomb.
3rd Eleasis DR 1371
Cormanthor & Tomb of Killrillian
Knowing the
location thanks to Starbeard, we trek into the eldritch wood of Cormanthor,
following Red Fin Stream. We arrive at the tomb site and find an ancient oak of
heavy roots and a stone pavilion. Arkhen discovers the pavilion to be a decoy,
a trap, and Ruvian finds the real entrance, a stone shaft below the oak tree.
Just as we break through, Cultists in dark robes ambush us: fighters, archer in
the tree and a wizard. The wizard casts web, and we struggle. Arkhen manages to
sneak and backstab a few of them, and we break free of the web. We take the
last Cultists prisoner, but an unknown assailant fires an arrow from the wood,
killing the prisoner.
We descend
into the dungeon in the evening, Arkhen goes first to take care of traps. The
first antechamber holds statues in alcoves and a fountain filled with muddy
slop. After studying the room, we find a secret door behind one of the statues,
and Arkhen, Toth, Moth and Ruvian enter the five-foot wide hall. The far door
is locked, and the back door seals. Gas fills the room. Arkhen works to disarm
the trap, and three Elven Sorrows manifest. We do battle, open the hall and
disarm the trap. Muddy water eat away at the bottom floor, flooding the
antechamber, but we were safe on the alcove. We decid to rest in the hall,
closing both doors for safety. We rest through the night.
4th Eleasis DR 1371
Tomb of Killrillian & Cormanthor
We awake to
the collapsing floor, and we nearly don’t escape to the next room. In the
second antechamber, planar magic eaters called Aoas attack Tyrith, feeding on
his magic. We dispatch them. In the rest of the tomb, we find a treasury and
chamber of Iron Cobras that we defeat. We have to swim through the underwater
caverns below the door to the burial chamber with difficulty, and we emerge
into the main tomb. Normal Elven Sorrows and one caster in the image of
Kyllrillian attack us. We get the urn back to the altar, and the Sorrows faded.
We discover bodies from the Cult of the Dragon in the tomb, and we find the
shaft they’d dug into the dungeon to steal the urn. We notice other levels to
the dungeon, but we save them for another day. We use the shaft to reach the
surface, and Ruvian seals the tunnel behind us.
ADVENTURE 2: Shadows Past
We emerge
to Cormanthor woods in the evening as the sun sets. Tired and drained, we
search for safe harbor. On the breeze, we smell a hearth burning. Arkhen slips
into the woods, traveling toward a glowing fire in the distance. He finds a
hamlet, but all is still. There is no sign of any of the residents. Arkhen
returns to fetch us, and we investigate the hamlet of Thistlevale. We discover
the bodies of villages who fell in their stride, killed while going about their
morning chores. We discover no obvious cause of death.
On the edge
of the hamlet, we find two Cult of the Dragon members outside a cottage. They
had died like the villagers, and they tried to flee from the cottage. After
searching inside, we find a trapdoor, which Arkhen unlocks. Dan Jur and Tyrith
descend into the cellar and find magical workings: altar, runes, magical
circle, arcane substances. Tyrith finds a rune radiating invocation magic, and
using his skills, he discerns it to be a trap. It’s about to explode. Dan Jur
finds a scroll, wraps it on an arrow and fires it out of the cellar. We flee
the cottage just as it explods, harming a few of us who didn’t clear the
explosion in time.
We decid to
gather up the bodies and burn them on a pyre. During this errand, worgs attack
us, attracted to the smell of fresh meat in the town. Tyrith uses his color
spray spell to stun a few of them, along with Dan Jur and Ruvian, and we
dispatch the rest. Once awake, we leave the town to make camp.
We setup
camp on a derelict stone wall and old tree house. A platform still remains between
two oak trees. We gamble, eat roasted worg meat, and play dice games until we
sleep. That night, we share a dream: Therella’s story as a child when her
father locked her in the cellar to protect her from a dark plague that infected
her town, killing all the villagers.
5th Eleasis DR 1371
Cormanthor Wood to Battledale
On the last
watch, Therella sees movement in the forest. Wave after wave of zombies attack,
along with one Wight. Therella casts consecrate around the camp, weakening the
undead, and she destroys them by Turning Undead. We fight until the waves
disperse, then we pack up camp. A thunder storm pours rain down on us, flooding
the low forest glades. Dan Jur guides the party in the direction of Essembra.
After a few hours, we reach a swollen stream. Rain had flooded it, and we have
to cross the swift and muddy river. Dan Jur rigs a rope system, and we prepar
to cross two at a time. First, Ruvian crosses with Tyrith, and a zombie in the
river grabs Tyrith’s legs. We dispatch it and make it across. Two worgs attack,
and the party dispatches them. Arkhen and Therella go next, and they struggle,
continually falling from the rope. This gives a worg pack time to reach us, and
fifteen bear down on Dan Jur and his mule. Frustrated, he finally just asks us
to pull him across, and he makes it into the river just as the pack reaches
him.
We travel
into the afternoon, when a masked figure accosts us on the road. He introduces
himself as Mic’Dur Car, a representative of the Cult. He wears a black and
white mask and dark robes. He demands we return the scroll we found. Arkhen slips
the real scroll into his sleeve, and Tyrith replaces it with a blank piece of
parchment. Frustrated by Mic’Dur, Tyrith burns the scroll with a Fire Bolt, to
the surprise of the party, and the Cultists attack. The archers strike down Dan
Jur, who falls unconscious. He probably would have died if not for the healing
administrations of Therella. We fight the Cultists and take two of them
prisoner. Dan Jur chases the last fighter as he retreats, avenging his near-death.
He then rescues a young woman from a pit in the forest who introduces herself
as Chrysobetha. She kisses him after he binds her broken ankle.
Starbeard
flies in on a floating goat, followed by several of the Essembra guard. He’d
come looking for us, and they escort us back to town.EVENING
Essembra – Battledale - Dalelands
DOWNTIME SESSION 1: Essembra Life
After a long ride
home, stinking of dead flesh, we return to Essembra Village for rest and
personal time to pursue our classes and goals—and of course, a long bath and
warm fire out of the constant rain. It’s not stopped raining these several
days, and the roads slop with mud and puddles flood to ponds and ponds to
lakes. Villagers dump the water from their cellars.
Ruvian goes to the village blacksmith to order a new mace,
but the masterwork mace the crimson bearded dwarf desires is far too expensive.
Starbeard suggests The Watchful Eye Inn, a place good for Those Who Harp.
We arrive at the Inn—a manor house, three story inn—and hire rooms from the
owner, Chesduk Malrit—a silvery haired fellow sitting by the open
hearth fire in the common room. His three daughters run the place while he
rests in retirement, mourning his wife. We order meat pastries, wine and ale
from Baerneysse Malrit, and she tells us of her missing fiancé
who vanished in the night traveling with a caravan. We each take turns bathing,
and Tyrith and Arkhen go up to the room to study the necromantic scroll we
found in the dead village, the scroll in the holding of the dead Cult of the
Dragon members. We are limited by our knowledge and require planar books to
decipher it. Fortunately we encounter the youngest of the Malrit
daughters, Lathyleea Malrit—an elusive lady with a spider web
veil in her soft crimson hair. She is a wizard in training, and she has an odd
collection of books given to her by suitors over the last few years. Tyrith and
Arkhen ascend to her room, discover she has three pet steam mephits she keeps
in bell jars, and we’re able to decipher more of the scroll, though it is incomplete.
The Scroll: The script is Planar, from the Abyss.
It’s very dark and ancient magic. It has deep power called Dreams of Ryzhal
Fu’ul. No idea who that is. Only one line: “The Living are only the dead who
dream they are alive.” The scrolls are about creating a mist that kills than
raises the dead en mass. No living thing is immune. It is incomplete. We need
to learn more.
Arkhen and Tyrith return to the table to find our party
being accosted by one Colwyn Baum, a human guard, who is another
suitor of the elusive Lathyleea Malrit, the young lady wizard who
has been helping us. He is terribly jealous, and finally Dan Jur,
ever the diplomat, calms him. Of course Tyrith, who can’t suffer fools, makes
some witty comment about he, Arkhen and Lathyleea going up the
stairs to her room together and having a magical time, and Colwyn goes
into a rage. He is grappled by the dwarf and Moth, then Arkhen saps him. They
tie him up behind the House of Gond until he cools off, but not before Moth
helps himself to the brute’s masterwork mace, which he presents to Ruvian.
In the night, we also meet an old soldier who was a friend
of Therella’s father and helped found the hamlet of Thistlevale. He mentioned
Therella’s mother, but he could speak no more on the subject. It sounded as if
Therella’s mother didn’t actually come to Thistlevale and may still be alive.
We also hear the tale of Essembra from the bard, Lisendra Moonwater, about
the namesake of the town who was a wild half-dragon lass. Lisendra
is a half-elf with violet hair and a white cape, and she plays the crystal
panpipes. She is a student of the bard and song-mage, Lunadooran Mooneyes.
Chrysobetha, rescued lady in red with a
tattooed rune on her neck, arrives at the Inn and joins Dan Jur in his room for
a night of passion. Of course, he finds a rotting fish in the bed, left by some
nefarious blokes who aren’t Tyrith and Moth, those cads.
We set watch for the night in the hall of the Watchful Eye
Inn and rest after our long journey.
6th Eleasis DR 1371 – 3 AM
Watchful Eye Inn – Essembra – Battledale – Dalelands
On Arkhen’s watch, Mic Dur Car manifests before the
fireplace. He dissipates, and Arkhen hears noises in the cellar. The Watchful
Eye Inn was once a manor home, and the crypts still exist buried under the
building. He wakes the our group, and we venture into the cellar to defeat an
incorporeal wraith, but not before he drains some party of attributes.
Fortunately, Therella heals the damage. We return to our repose.
In the morning, a roar above shakes the village and wakes us
from sleep. We rush to the windows to see the gold dragon with the dental
problem raging above us, blowing streaks of fire breath down on the village.
Burning buildings collapse, and the Watchful Eye Inn is hit. Dan Jur heads into
the village to coordinate rescue and emergency efforts. We hear cries from the
third flood and discover our new friend and wizard in training, Lathyleea
Malrit—the human lady with many suitors and the spider web veil—is
trapped in her room below collapsed debris. The door is jammed, and Arkhen and
Dan Jur scale the outside of the building, which has torn open from the dragon
attack. Ruvian breaks down the door, and we rush in. Therella Creates Water
that puts out the local flames, but alas, the steam mephits have broken free
from their jars and rage because of their captivity. Ruvian struggles to keep
the roof from coming down on our heads, and Arkhen gets Lathyleea to
safety. They blow their steam breath, doing severe damage, and Arkhen
heroically leaps to the ground and tumbles, leading two of them away. Once
away, Tyrith helps to defeat them with magic missiles.
We aid with rescue and cleanup operations for the rest of
the day.
ADVENTURE III:
DRAGON DENTISTRY
GOAL: To gather three ingredients to potion to heal
the dragons tooth issues.
At night, Starbeard finds us at the Watchful Eye Inn and
gives us a mission. We must heal the gold dragon’s tooth. To do so, we need to
find the ingredients to an ancient and secret remedy, kept clandestine because
of the soporific effect the elixir has on dragons. We must gather a troll’s
regenerating heart, harvest lightning in a bottle, and pluck periwinkle
mushrooms—a halfling delicacy and rare fungus that grows in caves. We rest the
night at the Watchful Eye Inn to set out the next day into Cormanthor Woods to
seek trolls.
7th Eleasis DR 1371
Cormanthor Wood (Outer)
Dan Jur leads us to favored troll lairs in the woods,
tracking the gangly and disgusting beasts. We encounter a group of three as
they cook poorly butchered deer. The green creatures stink, and lice infest
their scraggly hair. We assault their camp with Dan Jur going around the side.
Tyrith leaps in between two of them to use his new Fire Burst Spell, burning
anything in a five foot range, but the spell burns cool, leaving the elven
wizard at the Troll’s rage. He is saved by Ruvian who rages and defeats one
troll, drawing the attention of the third. We salvage the troll heart.
We begin the hike to SkyWatch Tower, and we are attacked by
tunneling ankhegs. One nearly drags Arkhen below into his tunnels, but we free
the rogue in time.
We travel next that early evening through the relentless
rain to SkyWatch Tower, home of Starbeard. A thunderstorm brews, and we wait by
having dinner—potatoes and grick steaks and cheese. He tells us that the rain
is unnatural, and the Harper’s council has been convened. We sleep and wait for
the lightning storm to begin.
“The Sky is weeping,” Tyrith says.
8th Eleasis DR 1371 – Early Dawn before Sunrise
Skywatch Tower (Residence of Starbeard) – Dalelands in
North Battledale – Dalelands
Thunder awakens us before dawn, and we climb the stair to
the top of SkyWatch Tower. Starbeard gives us a clay jar with leads and the
heart of a conductive magical animal to gather the lightning. We must climb one
of the rickety telescopes, putting us sixty feet above the ground. Ruvian
attempts it but has little luck, so we decide to employ the Flying Moose Cap we
found as treasure almost a ten-day before. The antlers flap like wings, and Moth
sails into the sky, gathering the unnatural crimson lightning. Then, his new
moose instincts overtake him, and he partially transforms into the four-legged
animal. He runs into the woods, looking for blackberries, and Dan Jur and
Arkhen hunt him down, tracking him and spooking the happy moose-Moth several
times.
A lightning bolt hits SkyWatch tower, breaking free one of
the telescopes, and Rauvian and Tyrith fly off the side, hitting the ground
below, nearly killing Tyrith. Therella heals him and administers his wounds for
the day. Dan Jur and Arkhen finally corner Moth-moose, tether him to a tree,
which he flies around in a circle in panic. They get the hat free, and we rest
the day and night at SkyWatch tower, mending the damage, before heading out the
next day for nearby caverns for the periwinkle mushrooms.
9th Eleasis DR 1371
Cormanthor Woods & Periwinkle Mushroom Caves
We travel to the Periwinkle Mushroom Caves (Dungeon). Inside
the caverns, we find no obvious mushrooms. We are attacked by carrion crawlers
in the side cavern, and then we discover a secret door built into the cavern
wall. We enter an artificial structure built into the caves. In the first room,
we defeat a complex trap: a machine with four arms and four mechanical spiders
that inject sleeping poison. The second room also has a magical sleeping trap,
that we set off but endure. To the east, we defeat a specialized undead
servant, an entomber, thanks to Therella’s powerful turn ability. To the north
on the eastern side, we find a cell where we free Baerneysse Malrit missing
fiancé, Gundarn. Drow elves attacked his caravan and took the
traders prisoner, to be taken below as slaves. The treasury enriches our
inventory.
To the west, we encounter several drow guard and a drow
priestess of Lolth as she dances on spider webs above the room. We engage in
combat, and more guards emerge behind us from secrete rooms to surround us. The
priestess uses special drow feats to lower our willpower against controlling
magic. She uses hold magic to freeze some of the players, and the fighters
utilize drow poison to knock us unconscious. Rauvian rages and chops some of
them in half. Tyrith uses color spray to keep some of the guards down. Arkhen
succumbs to the poison, going unconscious. A drow guard prepares to kill him by
switching from a crossbow to a long sword, but the party is able to defeat the
guard, saving Arkhen. Dan Jur ends the cleric with arrows, scoring damaging
hits, and the dangerous combat ends. We were nearly knocked out and taken below
as slaves. We find some periwinkle mushrooms in the adjacent cavern, and we
exit the cave in the evening, ready to journey back to SkyWatch Tower to make
the elixir and cure the dragon. We rest the night in a campsite in the wood, in
the relentless rain. Tootherka, having shadowed us, meets us outside the cave.
As soon as we exit, Moth snatches the flying antler hat,
which still has some duration left for the previous wearer. He sticks it on his
head and goes off flying. Dan Jur sighs and says he’ll join us as soon as he
tracks down the flighty flying monk.
We select a spot on a hill, above the flooding and work to
start a fire. Using rope and parchment to start a small fire, we’re able to dry
some wood enough to start a proper fire. We setup watch and sleep.
10th Eleasis DR 1371
Cormanthor Wood
Before dawn, Ruvian’s dog paws at the ground, agitated. Copper,
the dog, barks at the dirt. Ruvian, expecting more ankhegs, awakens the party.
The ground collapses below us, dropping us into a cavern twenty feet deep,
knocking us prone. A drow group attacks, fighters using long swords. In the
combat, two drow rogues sneak attack from the side. We get to our feet and
engage in combat. Large puddles and toxic mushrooms hinder our movement. In the
combat, Tootherka uses his mental powers to hide himself and Tyrith and uses a
mental blur effect on the party. Tyrith casts prismatic mist on the corner,
causing random effects to a few drow and to Therella and Tootherka. They move
out of the mist and continue combat, while Tyrith is damaged unconscious by a
drow soldier. The party defeats the drow in the dangerous combat, and Tootherka
is not happy with Tyrith. Ruvian binds Tyrith’s wounds, and Tootherka shows his
discontent by threatening with his blade; then, he drops a cure potion on the
wizard’s chest.
We exit the cave by swimming through a subterranean lake,
then we make our way to SkyWatch Tower, bringing the periwinkle mushrooms to
Starbeard so he can create the elixir to soothe the gold dragon’s dental agony.
We arrive in the late afternoon, while Tootherka follows behind after carving a
makeshift boat. He sails along at about three knots.
Starbeard brings us inside and invites us to get comfortable
while he heads up to the second level to begin work on the elixir. The delicate
formula requires a day to make, and any disruption in the process can have the
most deleterious consequences. Because the elixir can cause soporific effects
on dragons, we are required to guard the tower, since the elixir would be most
useful in nefarious hands like the Cult of the Dragon.
We decide to make dinner. Tootherka goes up to the second
floor to speak to Starbeard, distracting him from his work. At last, Starbeard
gets frustrated and touches one of the gems in his beard, vanishing with nearly
all his equipment.
Tyrith notices a vibration coming through the floor, and
Arkhen, Tyrith and Ruvian descend into the basement. The dwarf uses his natural
acumen for earthen structure to find a sealed shaft descending into rooms below
the tower. The tower has been there since the time of the elven empire, and we
discover lost rooms beneath. The party finds elven runes and a glowing pillar
that emits a green light in a pyramid. The light reveals another world of
silver fields and flying violet element dragons. A silvery man appears wearing
an alien draconic armor, but he vanishes after tiny icy crystals fall from the
stream. The crystals melt into a memory mist, and we can see elements of his
memory. Therella pokes at the slab, and it exploded, throwing us back. Ruvian
lands on his potion of enlargement, shattering the glass. He begins to grow,
and we evacuate the cellar. When he normalizes, he heads upstairs and demands
that Tyrith reveals what he knows about what they say. Tyrith tells of family legends
that he never believed true, of his great-grandfather and his ability to
engineer space-time dimensions. Ruvian recognized the silvery man, who appeared
in one of his clan tunnels. No one believed the dwarf, and this is one of the
reasons he was estranged from his home.
We bed down, setting
up a watch schedule.
11th Eleasis DR 1371
SkyWatch Tower – North Battledale - Dalelands
Before dawn, Arkhen stands watch on one of the mid-level
balconies. Mic Dur Car appears below and requests peaceful parley. Arkhen wakes
the party, and we meet him at the door. He offers us our lives for the elixir,
speaking of a future where the world is ruled by Dracoliches—the faith of the
Cult of the Dragon. We deny him, and Ruvian charges. Mic Dur Car evaporates.
Zombies and a wight shamble out of the wood, heading for the
tower. Tyrith takes a position on the mid-level balconies, and the party heads
out. Arkhen climbs a tree, waiting. The zombies and the wight are quickly
dispatched. A second wave of Cult of the Dragon fighters and a wizard attacks.
The party joins battle. Using his newly obtained abilities as a wild mage,
Tyrith casts a fireball from the midlevel balcony, catching three cultists. He
gains max power, inflicting terrible damage on them. The party continues to
battle the cultists, and the enemy wizard casts a web spell on some of us.
Therella heads up to the midlevel balcony to join Tyrith.
The third wave arrives. A young green dragon flies low over
the hill and hovers in front of the tower, at the balconies. It opens wide its
jaw and blows its breath weapon of chlorine gas on Tyrith and Therella, who
both suffer terrible damage. Therella works to heal them both. The party
finishes off the cultists, then they ascend to the second floor, finishing a
cult fighter who got inside. The party focuses on the green dragon, who has
been attacking with bite and claws as its breath weapon recharges. Tootherka
leaps out on the dragon to attack, and he’s followed by Ruvian who charges with
his great axe. Tyrith casts feather fall on the dwarf to keep him stable as the
dragon tries to shake off his uninvited riders. The green dragon blows his
chlorine gas breath again, but the damage isn’t too bad on those of us in the
tower. He is weakened. Ruvian loses his axe, and in his rage, he punches the
green dragon in the head, killing it. The dragon collapses to the ground. The
tower assault is repelled.
CAMPAIGN LOG: ELEASIS 1371
CAMPAIGN LOG: ELEASIS 1371
Great so far. It sounds really fun, with a lot of humorous elements. Good stuff.
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