| Dungeon Master S |
Herein lie the chronicles of the party, cataloged for posterity.
| Dungeon Master S |
Book the First: Secret of Roderic's Cove
Session I
Technology in the way of a good time
A small group of loose associates visits the market at an inopportune time. Two gangs, the Horned Fangs and the Roadkeepers, nearly come to blows. While the party does well in quelling the unrest, the incident causes the ghost of Sir Roderic himself to appear, terrifying to all!
It's enough to disperse the gangs, but it also justifiably garners the attention of the guard, and Audrahni, friend to Kathryn and Marco. Audrani worries that the ghost is a portent of things to come, and wants to get to the bottom of why this fight was enough to cause Roderic's appearance.
Sensing a grit and curiosity, she asks the group of five to get to the bottom of it. She offers up a few leads. The party first takes a look at the bodies of the last street fight. It appear sonly one was run through, and the others simply.... died.
A mysterious start to a deeper mystery.
| Dungeon Master S |
Session II
Some good ol'fashioned combat
The party begins their investigation, seeking out an eye witness. The trail starts with Ladia Kelstrop. With a bit of prodding, she gives up some information, there was an actual eye-witness who saw it all.
The party then seeks out Kynae Fromperton who opens up to Böd The Bard. He tells the tale of a broken rapier and unquiet spirits...
The party takes notes, and eventually heads to the outskirts to Roderic's erstwhile home. The first couple of rooms reveal bugs and stirges!
| Dungeon Master S |
Session III
A house most haunted
The party pushes their way through the Wreck, fighting off swarms, bugs, and even undead bugs. Some of the rooms in the house are rather haunted, and even Roderic's ghost itself makes an appearance. Unlike the other haunts, his appearance gives insight to what keeps him tied to this plane.
| Dungeon Master S |
Session IV
Mysteries and maps
The party continues to explore the Wreck, fighting undead insects and facing off against more haunts. After a harrowing fight against a pair of cunning reefclaws, the party calls it a day.
It ends on a high note as they deliver the long lost locket to (now) Captain Freson, who had lost it on a dare many years ago.
After a well earned meal, the party calls it a night.