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The tension in the air at the Astrelli Archery tournament is thick enough to cut with a blade as the competition reaches its exhilarating conclusion. As the final arrows fly and the dust settles upon the range, two figures rise above the rest of the field: Klume and Asterd. Through precision, steady nerves, and a stroke of raw talent, the pair secures the top two positions, cementing their names in the local annals of the sport. The atmosphere shifts from competitive fervor to celebratory reverence as Chairon steps forward to deliver a speech that resonates across the grandstands, capturing the hearts of the gathered crowds and solidifying the weight of the party’s growing influence in this land. Yet, beneath the veneer of triumph and the jubilant cheers of the populace, a cold and inexplicable dread begins to take hold. Just as the adrenaline of victory begins to fade, a strange, unnatural shadow passes over the grounds. It is a silhouette formed of nothingness, an impossible void that seems to follow the movements of the sun while defying the laws of light. Klume, always the most perceptive in the face of the unknown, feels a profound, chilling shiver race down his spine. It is not merely the absence of light; it is the suffocating, ancient weight of a dragon’s presence, pressing against his senses like a physical force. What began as a day of sport and accolades rapidly spirals into a moment of existential uncertainty. With the tournament behind them and the public eye fixed firmly upon them, the party retreats to the sanctuary of the local inn to regroup. However, they soon discover that their recent notoriety has attracted the attention of someone—or something—they never anticipated. An unexpected visitor awaits them within the dimly lit common room, promising that the trials they faced on the archery field were merely the prelude to a much more dangerous game. As the shadows grow longer and the air turns frigid, the heroes must prepare for a confrontation that will test the limits of their courage and force them to reckon with the draconic mystery that now stalks their every step. The path ahead is fraught with secrets, and the game has only just begun. #RPCGT
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The party begins to engage fleeing cultists in various groups,
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The party, split three ways, begins to engage cultists throughout the ancient dwarven tunnels.
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The party somewhat reunites and then splits up to pursue the cultists who are attempting to make a run to the surface with shards of the hunger, which could poison the water supply.
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The party runs for their lives, pursued by the shadowy bat-like beast-man. They cannot find the door out and then wind up having to make a break for it over the balcony and down into the bordering plane of shadow. It's scary, carrying Dan's body, running out of time, and then there's a chance...
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The party splits to accomplish two missions, only to find out that things are more complicated than they thought. Will a shard of the hunger reach it to the surface to wreak havoc? That's what the cultists of Tharizdun are hoping for. #RPCGT
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The Party finds Michel as Michel has just finished exploring the ash veil. He has Dan but they have another problem. #Let'srole
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The party is camped outside the Silent Treasure Trove and preparing to go back in to get Dan's body, and Michel sneaks back in by himself while the others are praying, meditating, and so on. Selene is not pleased. They go in after him, fully believing they will have to rescue him as well and are irritated with his lack of patience.
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Refire, the mage has been a thorn in the party's side, and now he is in the dungeon of the mage's guild, and Brunson has had his debt forgiven. But it's not over yet...#RPCGT
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Young role players, palace pages, visiting the tavern, and meeting new possible allies.
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From the publisher's feed
Full Sessions from a 35+ year Role Playing campaign with four groups running. Modified first edition D&D rules, entertaining stories Background discussions with stars players and in character…