• Set in Forgotten Realms
• First Module played (current) is: Keep on the Borderlands
• The Keep is (in my improvisation) located northwest of Waterdeep in Forgotten Realms. It has its own isolated rules, being relatively separated from the land due to its rather rural population especially for being a city. The Keep’s supply lines and trade caravans are being ransacked by goblins at this moment. (The city is a mining and logging establishment, which specializes in rare woods and electrum metal used for electrum coins. (or Blue Eyes/Bluemoons))
• The campaign starts with our adventurers traveling from Waterdeep (their original home) to The Keep (Keep). They were looking for work there, as they had heard from a trade caravan (a friend of Biffs) that money was to be made at the keep due to their overwhelming amount of problems.
• On their short trek (about 5 miles) to the Keep, the men are intercepted by a group of goblins who manage to injure Halt and get away successfully.
• Arriving at the Keep, Biff becomes rather good friends with Alvar the Corporal (*wink wink*) , and further trust was bestowed due to an unfortunate occurrence regarding a drunk man with a knife, and a very suspicious encounter with a rather blunt mercenary group.
• The men also find lodging at the Inn located in town being paid for by the barkeep, due to his debt of Biff for carrying out a bounty on a specific mercenary, as well as being in his employment now.
• Meanwhile, while Biff took care of lodging and Alvar, Pete was busy with the Priest trying to get help with Halt. Not only did the priest offer his services, he also offered a job, along with his son to help their cause.
o This Job being to kill goblins- some of the very ones who had gotten Halt hurt in the first place. They are damaging the economy so badly that the church itself is looking for a solution to this problem as THEY have been hit hard by the issue.
Part 1
• First Module played (current) is: Keep on the Borderlands
• The Keep is (in my improvisation) located northwest of Waterdeep in Forgotten Realms. It has its own isolated rules, being relatively separated from the land due to its rather rural population especially for being a city. The Keep’s supply lines and trade caravans are being ransacked by goblins at this moment. (The city is a mining and logging establishment, which specializes in rare woods and electrum metal used for electrum coins. (or Blue Eyes/Bluemoons))
• The campaign starts with our adventurers traveling from Waterdeep (their original home) to The Keep (Keep). They were looking for work there, as they had heard from a trade caravan (a friend of Biffs) that money was to be made at the keep due to their overwhelming amount of problems.
• On their short trek (about 5 miles) to the Keep, the men are intercepted by a group of goblins who manage to injure Halt and get away successfully.
• Arriving at the Keep, Biff becomes rather good friends with Alvar the Corporal (*wink wink*) , and further trust was bestowed due to an unfortunate occurrence regarding a drunk man with a knife, and a very suspicious encounter with a rather blunt mercenary group.
• The men also find lodging at the Inn located in town being paid for by the barkeep, due to his debt of Biff for carrying out a bounty on a specific mercenary, as well as being in his employment now.
• Meanwhile, while Biff took care of lodging and Alvar, Pete was busy with the Priest trying to get help with Halt. Not only did the priest offer his services, he also offered a job, along with his son to help their cause.
o This Job being to kill goblins- some of the very ones who had gotten Halt hurt in the first place. They are damaging the economy so badly that the church itself is looking for a solution to this problem as THEY have been hit hard by the issue.
Part 1
Sat May 11, 2013 11:29 pm by Dev
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» Second Forgotten Realms Campaign
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» Equipment Sheets
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» Character Sheets
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» Synopsis thus far
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» Survival is key
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» Great Dungeons and Dragons starting Videos
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