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IRC D&D

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5E D&D campaign currently running every Saturday on IRC at #DunDrag with Lazyturd as DM

Characters

Alyth Iythronel

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Race: Drow
Class: Warlock
Alignment: Lawful Evil
Player: NearlyEnoughDakka

One of the few remaining Drow, Alyth's dream of saving her people has become little more than a desire for revenge over the years. Now she sees destroying the other Elves as a selfless crusade that is the only way to right the wrongs of the world, regardless of what it takes. She has spent most of her life in human lands where she studied magic and carried on a mediocre academic career, becoming alienated because of her haughty attitude, radical politics, open practice of infernal magic. In the end she realised that the real way to achieve her goals wasn't through study and practice but by setting out into the land and seizing power, be it magical or other, with her own hands.

Aymar Thorgilsson

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Race: Human
Class: Rogue
Alignment: Chaotic Good
Player: pf

Member of the Guild of Cooks and Bakers, up to no good these days.

Karsk

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Race: Half-Orc
Class: Barbarian
Alignment: Lawful Neutral
Player: Hessen

Town guard, Karsk is a man of few words and even less patience for nonsense.

Thaldar Hammerfist

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Race: Dwarf
Class: Cleric
Alignment: Lawful Neutral
Player: Rockmongler

In the service of Helm, used to be a guard in the dwarf city of Koganusân before it fell. Now he finds work as a blacksmith and hides his deep shame of being a dwarf who can't handle alcohol.

Zeru Guiscard

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Race: Human
Class: Fighter
Alignment: Lawful Neutral
Player: DukeSilver

Another former city guard. We should start a police force already.

The Story So Far...

Session 1

Alyth, Aymar, Karsk, Thaldar, and Zeru meet one evening in a tavern in the bordertown of Messerburg. Local rumors and a lazy sheriff put them on the trail of Muibre, a captain of the guard from nearby Ravenloft who turned traitor and has been preying on the nearby countryside with a small band of highwaymen. The party keeps guard at the edge of the forest for any messengers from Muibre, where a suspiciously vocal crow watches the party until Alyth shouts it away. Karsk catches a skinny boy sent by Muibre, who is convinced by Aymar to give up his message and who it was meant for. The party learns Muibre is seeking refuge to the north in the Elven Empire and is trying to arrange transport from someone called Striker. Back in the tavern, the party deduces the shifty man in the corner who looks like he's expecting someone is Striker, who explains he's a middleman of sorts between the Elves and groups on the borderlands. Tired of Muibre's continued failures, he offers to guide the party to take him in for the bounty and wash his hands of the whole thing.

Session 2

Striker leads the party to where Muibre is hiding in the woods, along with a wagon to transport him. At the camp, the party sees the band of highwaymen is little more than hungry and desperate boys, unhappy with their leader. Muibre welcomes the party, thinking they're here to help him get to the north, and asks his wife and children to gather their things. As the party tries to think of a way to sneak him past the followers he's abandoning, a group of peasants attacks the camp seeking retribution for their crimes. Zeru flashes his town guard badge, and along with some dramatic thunder from Thaldar, convinces the peasants to disperse. No closer to capturing Muibre, Karsk loses his patience and knocks Muibre unconscious with a blow from his greataxe. The highwaymen are dissuaded from helping their boss by some stern words and a skull-shattering Eldritch Bolt from Alyth and lay down their weapons. The party distributes some of Muibre's hoarded silver to the surviving boys and convince them to find a better livelihood, as well as learning from them that the Elves had promised to set up Muibre as a petty lord when they take over the region. Muibre is chained up, slumped on a horse, and taken to town by Zeru and Karsk, while the rest of the party tends to his family and their belongings with the wagon. Concluding that the family of a traitor wouldn't be safe anywhere, they leaves his wife and two young sons with the sheriff of Messerburg hoping that he will be merciful out of sloth if not kindness.