Friday, March 14, 2025

Eddy

 Eddelel "Eddy"



Eddy spent the majority of his first century in his home plane, the Feywild, a place he does not speak of much. Just before coming of age he was with a small group of Eladrin on a diplomatic trip to an Elf city, little did he know these elves were at war.

A recent attack by a rival elvish faction had thrown the nation into a rare civil war, each side allying with other races and nations in a conflict that included not only Elf, but Human, Dwarf, Orc, and Dragonborn as well as mercenaries of every known race of the material realm. Eddy's company was pressured to pick a side and aid those they had gone to visit, when they refused they were imprisoned. For two years they sat in an enchanted cell growing weaker with each passing month until the city was razed. A platoon of fierce Dragonborn sprung them from their incarceration, recognizing that they were not with the city defenders the Dragonborn sergeant let them go after a few hours of interrogation. 

Too weak to make it far Eddy found some easy game that he captured in some basic snares. This war had decimated the forests surrounding the elvish city, this broke his heart. After nursing his remaining companions back to health they moved on, but Eddy remained behind, tracking down defilers of the forest. Over the next three decades he continued to investigate the various humanoid races that visited this vast forest, travelling to their settlements and using his otherworldly charm to make several contacts. Eventually this would lead to work collecting on bounties outside the area and abroad.


https://dnd5e.wikidot.com/lineage:eladrin

https://dnd5e.wikidot.com/ranger

https://dnd5e.wikidot.com/ranger:primeval-guardian-ua

https://dnd5e.wikidot.com/spells:ranger

https://dnd5e.wikidot.com/spell:entangle

https://dnd5e.wikidot.com/spell:hunters-mark

https://dnd5e.wikidot.com/spell:ensnaring-strike

https://dnd5e.wikidot.com/spell:snare

https://dnd5e.wikidot.com/spell:cure-wounds

https://dnd5e.wikidot.com/spell:summon-beast

https://dnd5e.wikidot.com/spell:enhance-ability



Notes

Honey weaver galaxy
orb-weaver link threads through cosmos
On a transport Titian IC - Ivan Knoxx smaller central hub, habital moon. Moon of MP3 (mining planet3)

Technomancers
Landed on Rocky Arid planet. Some plants, all dried up. Two suns.  One normal yellow the other purple.

Enri -Trista Rouge wood elf

Chevvy(no Armor, monk?) and Celvius(firbolg)

Persephone, eladrin... Winter from stress

Thomas, bartender

Enree 

Wounds: 2+6 

  at crash dwarf got booze we all got lots of water. Some snacks. 

Took Persephone, Thomas, Chevvy to get rations. 12 x 1 day rations.. Persephone got water to double our24-pack of water,,, total 48 water bottles.










Thursday, January 2, 2025

Tarhun 2 (Specs)

 

Tarhun Kimbatuul (Tark)


Race: Silver DragonBorn

Breath Weapon (Silver)
As an action once per short rest, exhale in a 15 ft. cone (CON DC 13, half damage on success) for 2d6 Cold Damage [6th] 3d6, [11th] 4d6, [16th] 5d6


Resistance: Cold

Class: Fighter

Style: 

Two-Weapon Fighting (PHB). 
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Feats:



Dual Wielder

You master fighting with two weapons, gaining the following benefits:
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.


Martial Archtype

Eldritch Knight 

Spells selected (3rd)

Cantrips:

Toll the Dead
FireBolt


Level1 Spells:

Gift of Alacrity
Magic Missile
Shield



Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Background:

Blade of Restraint

Longsword +1 to attack and damage
When you are in combat and do not attack on your turn the weapon gains 1 charge. Max charges are 5. all charges lost when combat ends.
Expend 1 charge for an extra attack, 2 charges for 2, and so on..
Expend all 5 charges and cast Steel Wind Strike (C+DC:17)






Wednesday, December 4, 2024

Kefararidu

The world of Kefararidu contains a continent called Emoth.

On the Continent is a city called Westrom, which is home to the largest population of humans following the Great War, ~800 souls left out of ~1000 following the genocide.

Chury is a port town 2 days from Westrom, a rather large port with about 48k residents. Chury trades with the Elven Kingdom of Msagraoth and gnomes of Toppinmire to the SE of Msagroth. The guard commander is commander Aryver Longman. Malemir is the mayor of Chury; he is a purple tiefling. There is a massive tavern in Chury called the Mouse Trap. The owner and keep is a Large black male tabaxi named Galice who has a large scar over his right piercing green eye.


Msagroth the kingdom of the elves in the south west one of the largest kingdoms on Emoth home to around 2 million elves and completely surrounded by a massive maple forest that spans most of the south western edge of Emoth their main exports are wood, and sap from the maple trees. They are the protectors of this massive forest and they have an alliance with both Chury and Toppingmire. Msagroth is constantly at war with the drow kingdom that lives on the island cluster that's just off the south western coast of Emoth called the Gloom rock.


The year is 200 A.K. (After Kriegsmaschine). The Great war ended around 180 A.K. Humans began keeping record of their histories to preserve their culture around -50 A.K. meaning the great war would end some 230 years after this point. This is the history we have so far.


12/2/24 recap
Tark landed ashore with Merlyn south of Chury, after stowing the boat and equipping himself the two met up with a pair of Halfling City guard of Chury, they accompanied the guerd to the gates where they were welcomed in. The gate guards advised them on lodging, The Mouse trap was reccommended, but Tark also asked a visible drunk (morning) where he might find a dive bar, The Dusty Hallow accross town is cheap. 

They gained lodging at the Mouse Trap and after a short rest they got breakfast. During breakfast they met Tamara, a Fairy, they decided to team up for work as Tark and Merlyn's pockets were thin. The keeper, Galice, had posted on the job board a task for delivery. After inquiring it was to take 2 casks of booze to a Blue Dragonborn named Donrien "Uncle Donny" who is a traveling merchant reportedly near Westrom. Ther was also a wanted poster they had already been looking at which led them to meet Tamara to kill or capture a sentient green slime that had killed a few of the city guard. Last seen he was leaving Chury towards Westrom with a Blue Dragonborn, unnamed.

Afterwards they ran into a Dwarven Palidin and decided to team up as a holy man might be handy in dealing with this slime. He was with in. They also ran into a halfling Druid and added her to the party.

After getting a cart for the casks and a Mule (Dwarf paid for Mule, cart is borrowed from Galice), they got some potions, bolts, and a club and headed out. 

The road was generally uneventful. There was a gnarled tree beast that followed them for a day and when confronted it seemed the creature was concerned with the protection of the surrounding forest. The druid helped assure the twig-thing Tark dubbed "Groot", that we were no threat to the forest. It was unclear if there was something else somewhere that was cause for concern regarding the forest health. They kept on.

The next night (2nd watch again) some leopard-snake abomination came a creeping shortly after a shady elf-cleric walked quietly into camp. The the fortune of the party the cleric was handy in dealing with the monster who met a fatal end being cleaved in two by Tark's Greatsword.

The creature had swallowed 20gp and 5cp and a dagger. Tark put it all in to a bucket of "Party loot", this loot later helped secure lodging in Westrom. Good nap.

Before reaching Westrom they ran into a Caravan of Wandering Merchants with a question mark symbol on their banners. The group is know widely on Emoth and is comprised of a fraction of the remaining human population on this world. Some 25 of their members are human, other races are also among them. We saw an Orc and a Tiefling if memory serves. They asked about Uncle Donny, word is that he's in the area of the Westrom Ruins. Conveniently a couple party members recalled a job regarding a Party that had yet to return from the same ruins. Could we be so lucky as to locate Donny, the missing party, and the slime-fella in the Ruins??

There was one more job on the board in the Mouse trap that we noted... The Ice Fang mountain passage was problematic. Much colder than usual and thus impassable. Could be some unnatural cause or something.


Current group loot:

Weapons: Dagger 
Armor:
Gear:
Potions:
Other Items:

Funds:

  • PP: 0
  • GP: 18
  • SP: 5
  • CP: 5

Characters

Tarhun Kimbatuul "Tark" - 6' 7" Silver Dragonborn Fighter  


Marelyn "Merlyn" - 5' 4" Half-Elf Sorcerer 


Mayohiga "May" - 2' 6.125" Halfling Druid 

Tamara - 1' 6" Fairy Rogue

Khloe 5' 10" Elven Cleric

Nekgrith Dimgrip  4' 10" Dwarven Paladin


Friday, September 8, 2023

Tarhun Kimbatuul

     Tark awoke with a throbbing jaw and the familiar tase of blood ins his mouth. His aching body protested the fixed position his body had been secured in. If I eva git outa dis bloody chair... he thought. He opened his eyes to survey the brig he'd been locked in and finished that thought, I kill'em, all... 'specially that cunt, Calhoun. He was alone, except that half-elf girl that they always kept around during their "Inquisitions". She seldom spoke, except for the occasional sound she made when Tark cursed his captors in Draconic. Apparently she understood the dialect, Hmm, educated, Tark thought. Something curious occurred to him as he gathered his wits; she was with him, in the cell, alone. This was a first.

    Thinking back on the past few... days? Gods, could he even remember how long they had kept him here? Must be a week or more since this cursed pirate ship attacked the Rocinante, a sturdy merchant vessel his crew had been hired to protect. A task that he was essentially successful in, but at the cost of his own capture and the death of two of his men initially, then another that had also been captured then brutally executed right in front of Tark... by Calhoun, the pirate ship's first mate. At least the Rocinante was able to escape. It apparently had some very valuable cargo that these pirate scum were keen to acquire, or perhaps desperate enough to engage in torture to wring information from a captive. He did know of a high-value passenger, Calhoun had not specifically asked about, but did pry about who was aboard and bits about the manifest, where the Rocinante would next make port, and so on. He gave up nothing.. except that the Rocinante was captained by a guy named Dick Priratebender and that he was hired by a gal named Shoodeeta Bagococks U. Seescum. This earned him some new burn scars.

    Now he's alone with the little bird he once heard them call Marlyn, a comely enough she-elf, but not the most appeasing to Tark's dragonborn eyes. He lifted his head and cocked it towards her slightly making eye contact. She shifted nervously and raised a single finger to her lips. After a pause he nodded, what's she up to? he wondered. She nodded back and withdrew an iron key from the folds of her cloak. Ahh, maybe I spare her if dis ain't some troll-shit trickery.


    "I don't belong here on this ship." She whispered as she approached. She knelt and began unlocking several restraints, "I have not been permitted to leave. They know I can use magic and think I would be good to keep around, they do not know the extent of my abilities, good thing too." She removed the last lock, pocket the key, and outstretched her hand to Tark, "I'm Merlyn".

    "I'm Galahad." he responded as he accepted her hand.

    "You're Tarhun Kimbatuul, that much I do know." Tark's face betrayed his feeling of suspicion, "I lifted the ledger from the Rocinante with magic." She explained

    "Hi, Mae'rlyn. What happened to the guards? How do you plan on getting past the rest of the crew?" 

    "Most were already sleeping, it's a bit past midnight. The rest I put to sleep with a spell." she explained flatly. "Like I said, it's good that they don't know the extent of my gifts. The spell puts them to sleep, it doesn't keep them that way and it won't last forever, so we should get a move on."

    "Me things, love. I need 'em." Tark insisted.

    "I can't get to those, but I did manage to grab some gear for you." She then offered a hand axe to him. Still as stone Tark didn't budge. "Your things are in Calhoun's cabin... with Calhoun!" she explained.

    "Well then me jail-breakin' lass, we are definitely getting me things." saying as he took the axe.

    Quietly they crept up to the deck then to Calhoun's cabin door. "Now what?" she asked.

    Tark straightened and turned his shoulder to the door. "Wait!" she exclaimed, "Someone will hear." Tark relaxed but stared at her. She returned the stare with an expression that seemed to say really, just bash it in and wake everyone? "Stand back." she said after a brief moment. He barely moved but permitted her access to the door.

    Merlyn stepped two paces backwards, closed her eyes briefly as she traced the air in front of her with both hands in some sort of pattern before intoning, "Ye'etow" as she opened her eyes once again and a ray of bluish energy shot past Tark and struck the door's locking mechanism. He felt the cold from the charm but it did him no harm. She then wrapped the lock with a bit of cloth and smacked it with the wooden hilt of her own handaxe. The door opened slightly with very little sound. Nice. Tark thought. bitch is handy.

    They entered, faint light broke through a single window that afforded the dimly lit room's occupants a view of the main deck. Tark spotted Calhoun sleeping on a cot within ten feet of the open door. He drew a deep breath as he took three paces to bring himself beside a sleeping Calhoun. The floor creaked as he brought all his weight to the floor next to the ship's first mate. Tark pause for a moment, Calhoun began to open is eyes which widened as he looked up and saw Tarkun Kimbatuul's massive form looming over him. Tark smiled and let all his air out, forcing it even with great vengeful fury before Calhoun could draw enough breath to scream.

    A cone of freezing air shot down upon Calhoun from Tark's open mouth, ice forming on his teeth as he exhaled the deadly breath. Calhoun's head and chest took the brunt of the assault freezing that portion of his body solid. Tark then reached down with both hands, wrapping his giant digits around his victim's head, then in a jerking motion he twisted the head violently, freeing it from it's frosty neck and torso. "No propa burial for you me cruel captor!" Tark held the head in front of him for a moment, his eyes locking onto the frozen lifeless orbs of Calhoun, then with out removing his gaze asked, "When yer ship attacked, one o' the weapons yer crew used to weaken us and our armor were acid vials that broke open when thrown, where be the lot of that juice, love?"

    Merlyn looked around the room and then pointed to a small barrel made from an odd black shiny wood that Tark did not recognize. Tark calmly walked over and deposited Calhoun's head into the barrel of acid. "And no resurrections fer ya eitha."



***

   Merlyn peered through the spyglass that she lifted from Calhoun's quarters after the grizzly events of his demise, she suppressed a shudder at the memory. This Tarhun was no one to fuck with. Still he seemed a figure of principal, loyalty, perhaps even dignity... just no stranger to violence. She glanced briefly from her spyglass back to him as he diligently rowed with a rhythm that seemed mostly muscle memory as one would expect from someone that was no stranger to the seas. A good but possibly dangerous ally she thought as she returned her focus to the misty night air before them. Faintly, she detected the glow of the anticipated shoreline settlement. Again from her spyglass her gaze drifted slowly backwards to Tarhun and gave him a nod.

"Good eyes" he complimented. "Yes, I think I see it now too." A wrinkle formed between her eyes as she met his stare. Fucking Dragonborn are so hard to read. He raise his left brow as she then understood, he was full of it. He didn't see shit. A long jagged grin appeared on his draconic face. They both managed a chuckle. before returning their attention to the waters before them.

Silence crept back into the dingy as Tarhun rowed without rhythmic variation. After a time he broke it by suggesting they get their stories straight. "Even at dis hour, the docks are likely monitored." he said.

"Suggestions?" she replied.

"Aye. The truth. As little of it as is required, though." he instructed.

"Okay Sergeant, how much? Truth?" The use of title was not lost on him.

"I don't mean to boss, it's just that unsavory ports such as this are nefarious information hubs. I say we stick to some version of the truth, so the story is, one, easy for us to each maintain, and two, it's simple and believable. We say that we escaped the pirates that attacked the Rocinante. I have the wounds to support that story."

"Fine, but I do not." She retorted.

"True, but we can explain that one easily. You were to be for ransom, and unharmed. Me they wanted to break for merchant information... as they did. But only if they ask." he re-iterated. 

They went on like this for a bit longer, sorting out the other potential 'if's' and 'why's' until the mist began to clear more and their naked eyes could make out the shoreline in the pre-dawn hours. Quiet returned to the dingy.

As Tarhun rowed dawn began it's release on the darkness of night and the shore line was easier to make out. Merlyn's half-elf eyes began to pick up details of their destination. Her eyes widened and she raise a hand towards Tarhun, who instinctively stopped rowing. "Looks like it's been raided, Tark." she informed. 

He looked past her and studied the shoreline, "Can ye swim, love?" he inquired.

"Yes, but a short distance, not this far." she answered.

"Hmm." After a moment he added. "The water is calm, the presence of our boat will break the smoothness of the surface. We will be visible. If we make way a bit to the south or north then we skirt the port and land on a beach somewhere out of view."

She nodded, and he resumed rowing as he altering their course...


***


Monday, August 14, 2023

August Wednesdayz

Ilmeth, the Lord of Essembra in Battledale, summons your party and Magistrate Dick Licious Maximous Rex. He has an errand for you and asks what he should best use to call your party, instead of "Essembra's Heroes". 


Please respond to his invitation with your group name.

...Later that day.

"Ah, Cluster... Fucks, is it? Well I like that! I have a task for you all, should you accept your party will be rewarded with 1800gp. I'm concerned about the extent that the Zhentirim have infiltrated and are influencing the people of Essembra and greater Battledale as well as some of the surrounding Dales. The task is to take the Rauthavyr's Road south to Sembia and deliver this magically sealed scroll to my cousin, Mormitha in Ordulin, who sits on the council there. City guards will let you pass if you tell them you're emissaries of Daggerdale sent by me to the council, you may mention Mormitha if they press but do not let anyone have the letter. Be quick! Time is of the essence."


The party took the Errand and departed Essembra, and stopped by Rauthan Pub across from Aencar's Manor (a famous haunt for experienced adventurers). As they entered the pub, they saw the prime table by a window... perfect for a hot meal. The only issue.... Six Half-Orcs were sitting there (that is the actual party name, yeah, not very created... but then again, half-orcs, duh). Cythor promptly informed them that they were sitting at your table and a fight broke out. A few of you took some shots from the Half-Orcs. One of them escaped with their life, Clarice dropped a fog bomb on the place to cover your escape.

Following the events above, you all made the trek into Sembia arriving just a few miles outside the capital city Ordulin. You secured lodging at an inn.

Askelad16507
Fil17267
Cas16767
Cythor15927
Flint16172
Clarice15817

1/31/24
Mormitha in Ordulin
Mormitha requires an experienced party of adventurers to embark on a trek to locate ancient ruins  in the mountains of the Archwood and find a Tome within the ruins that contains ancient knowledge. Part of the agreement was a total sum of 18,000gp (3k each) and some gear costs.
Zhent Agents are out to discover this relic as well, secrecy and discretion are of upmost importance.

7/29/24
After embarking on the road, you passed through a watering hole on the way to Archwood and Askelad noticed a fellow that was in the tavern Cythor started a brawl in between Battledale and Ordulin. He looked intimidated by the group and that would make sense after the violent display put on just days prior.
After the watering hole you all encountered a Bulette!


After defeating the Bulette the party approached the Archwood and encountered to be what they thought was a Large Green Dragon. The dragon turned out to be an illusion, cast by Jamech... the fellow from the watering hole and tavern. He used the dragon to draw the party into his trap where he employed 5 Barghest to attack the part.


The Barghest eventually revert back to their Goblin form, pictured above. They had no weapons or valuables but possessed 600gp between those that were killed, two fled via some form of teleportation.

The party stopped Jamech's retreat with the aid of Fil's Silence spell, and ended the rogue with a combination of fire and weapon damage.

His gear:

Weapons: Magic Short Sword Magic Hand Crossbow(rogue)

Armor: Magic Mithral Chain shirt

Goods: Coin: gp (40) (40 gp). Spyglass

Magic Amulet, Magic Ring, Magic Cloak


See XP above, you all leveled.
Clarice and Cash, you're both now 5th level with your +1 character level due to race.
The rest of you hit 6th. Congrats.

In addition to getting more skill points, hit points, and increased saves, those that hit 6th get another feat.
Askelad and Cythor get a 2nd attack, moving base attack up from a +5 to +6/+1
Askelad, you get an additional fighter feat.

Cythor:(Bbn6)
you get: 
  • Uncanny dodge (can’t be flanked)
  • 4+Int modifier Skill points
  • 1 Feat
  • Base attack Increase from +5 to +6/+1
  • Saves F/R/W increase from +4/+1/+1 to +5/+2/+2 (all go up by1)

Fil (Brd6) - we already leveled you.

Clarice (Clr5)
You get:
  • 2+Int modifier Skill points
  • No change to base attack or saves(next level)
  • Spells per day: One 3rd level! (plus bonus spell for Wisdom of 16+ as with other levels)
Askelad (ftr6)
You get:
  • 2+Int modifier Skill points
  • 1 Feat
  • 1 Fighter Bonus feat (See list below)
  • Base attack Increase from +5 to +6/+1
  • Saves F/R/W increase from +4/+1/+1 to +5/+2/+2 (all go up by1)
Fighter Bonus Feat List: Ambidexterity, BlindFight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*


Cassius (rog5)
You get:
  • Sneak attack is now +3d6
  • 8+Int modifier Skill points
  • No change to Base attack or saves
Flint (sor6)
You get:
  • 2+Int modifier Skill points
  • 1 feat
  • Base attack Increase from +2 to +3
  • Saves F/R/W increase from +1/+1/+4 to +2/+2/+5 (all go up by1)
  • Spells known: +1 0th and +1 3rd!
  • Spells Per day: +1 2nd and 1 3rd (plus bonus spell for Charisma of 16+ as with other levels)


Friday, July 7, 2023

The Dread Ship Kraken

The Dread Pirate Ship, The Kraken




Marelyn (Merlyn)- Whether impressed by her ability to drink or perhaps her inability to stop once she started, or maybe a little of both... first mate, Calhoun (NE Human Male), offered this young sailor a job on the dread pirate ship, The Kraken.

Tarhun Kimbatuul (Tark) - Tark was assigned to a merchant company that was commissioned to sail through a dangerous straight known for pirate activity. He and his marines were eager to engage such adversaries if they boarded the Rocinante.









One cloudy and windy day in these treacherous straights The Kraken advanced upon the Rocinante. The Marines on the Rocinante did well to defend the ship, a small party even boarded the Kraken. All but 2 were killed, and those two the Captain (Zuri, CN Human Female) decided to hold for interrogation. During the proceedings Tarhun cursed in Draconic and insult at Calhoun, to which Marelyn gasped a chuckle. Understanding that Merlyn spoke the marine's language she was assigned to guard duty and overseeing the interrogations. Tark never broke, Merlyn gained respect.

Merlyn grew to foster distain for Calhoun, not just his treatment of Tark but also the crew and potential prisoners. Calhoun seemed to harbor a cruel malice that exceeded the parameters of his job. Calhoun cruely slit the throat of Tark's fellow marine, a young dragonborn lad with a heart of gold under Tark's leadership, in attempt to break Tark. The attempt failed, Tark never broke.

In the middle of a calm night all of the watch and Tark's guard fell into a deep sleep, Merlyn crept into the brig. Little is known of what happened next, but Calhoun's frozen corpse was found headless.


Backgrounds:

Tark 

Tarhun was born to the Kimbatuul Clan of Dragonborn, to parents of middling standing. He was big and strong even for a silver dragonborn, but what got him in trouble was his wit. Lineage and size destined him for life as a skilled fighter, but teachers of the arcane arts also saw his potential. Those mages insisted he be tested, thus Tarhun was introduced to certain principles of the Arcane arts, but never formally studied.

He embraced the structure of fighting school, understanding its purpose in an institution of learning, but found the art of combat core to his style and approach, and his keen mind helped him excel at tactics and theory. Standing out among other Cadets earned him advancement over his peers and acceptance into the Marine Academy where he would learn more about the Sea and combat on the waters.

Tarhun plans to someday own or partner with someone to run his own merchant ship if fortune smiles upon him. Tarhun is not the eldest child, which relieves him of certain clan /family responsibilities, obligations, and inheritance and frees him up to pursue his own destiny.


Merlyn

Marelyn was born to an Elvin Noble, Lord Laucian, and his human mate, Katernin. Born as their third child, but first daughter, there were certain expectations of her, until she showed signs of magic. Upon gaining her Sorceress powers from a distant ancestor on her mother's side, "Merlyn" was sent to the Magic Institution for Elven Mages close to her homeland. It was there she learned that her powers came from a bargain made with the Bronze dragon Dalkar. Details about the bargain itself is lost to history, and it's unknown if the bargain was fulfilled or remains to be fulfilled. Unsettled by the new "fame" she gained among her peers as a Draconic Descendent, Merlyn finished her schooling as quickly as she could and returned home. She remained at home for a few more years before deciding to venture out on her own, where she ended up on a pirate ship and assisting a dragonborn in escape.


Thursday, June 29, 2023

Monday Night - Wednesday Night Recap

 

Total XP
Askelad9840
Fil9260
Cassius9450
Cythor9310
Flint9030
Clarice8850

After an arduous battle along the North Road, your band of hero-nots, defeated the Zhent Conspirators that were attacking the caravans of non-Zhent-affiliated traders. Manirk, and Shandee fell at your blades, arrows and spells. Krennerk surrendered and allowed himself to be captured seeing that your odd team showed mercy to none.

The party marched Krennerk back to the Magistrate for questioning.

The plot

The Zhentirim have been conspiring politically in many non-Zhent territories and towns for a few years now, spreading their influence and sowing discontent with leadership in other lands. Here in Essembria, Zhents arranged their agents Shandee and her husband Manirk to summon monsters to attack other merchants' caravans for the purpose of both hurting the business of the competition (fomenting fears of using such uncertain traders) and to justify the presence of their armed escorts. With armed escorts established in Essembria they planned at least one false flag attack that the party foiled, where a Carrion Crawler would be unleased upon the town square and the Zhent security forces would respond with uncanny timing. Council members would have to deal with petitions of allowing armed Zhent guard presence in the town. The long-game here was to grow influence in foment displeasure with the current ruling family and eventually replace that rule with Zhent-friendly Essembrians.

Please respond in comments or send me emails with other details or recaps from your characters.

Update: Ilmeth, The Lord of Essembra, Battledale has summoned you all along with Magistrate Dick. You are to be announced and they want to know what to call your party/company.