Adventures in Aalnd - D&D 5e

Clearing the Ansterfield Inn

The game opened with Zerron trapped in a dark cell in a ruined castle with a hunchbacked gaoler watching over him. He quickly escaped the cell using his new shadow walking abilities and was able to kill the guard, steal his clothes, and walk out of the castle under disguise.

Back at the sunken tower, the party dealt with their wounds and their newest rescue, a meurish girl from Kolido named Mara. Already familiar with the girl’s mother, the party decided to take her with them on their return trip to Borodo. As they traveled back, it quickly became apparent that Mara has a will to learn magic as well as a knack for causing catastrophes. After some quick tips from the warlock and the sorcerer, the girl made her first attempts at spellcasting and nearly killed herself by the second try. Miraculously, the party managed to get her back to the fort town of Borodo in one piece.

In town, the party met with the General Xaenes who was visiting to oversee the integration between his soldiers and the townsfolk. He congratulated the party on successfully meddling in the demon’s plan and advised them to stay the course when it came to routing the bandits at the edge of the woods. He also noted the addition of a Cyrdian noble to the party as he’ll need support from the remnants of the noble houses if he ever means to right the kingdom.

Later, the party was well greeted at the alchemists shop and they were able to learn from Gondolin that their magic swords used to belong to the Order of the Radiant Sun, the old meurish paladins who led the war against the demons and their hordes in times long past. Mysteriously, he noted that the broken blade was listed as being destroyed by the Order itself and was oddly kept along with the rest of Kara’Dar’s possessions.

Unbeknownst to Riswyn and Wulthar, the adventuring party has a ritual of mourning for fallen comrades. During the two days of drinking and gambling, Su’raj gained the fleeting affections of the girl, Mara, but she was quickly stolen away by Ronimus’s promises of power . Not everyone faired as badly; both Riswyn and Wulthar were able to win small fortunes gambling as well as the respect of the carousers in Borodo.

An uneventful few days of travel had them staring into Ansterfield once more from the cover of the trees. The party took a day surveying and scavenging as they prepared a plan. After accidentally finding a deadly mushroom leaking a poisonous, delicious, red sludge, they had the final piece of the puzzle.

All throughout the Ansterfield Inn, bandits laughed and drank and ate pies cooked through slave labor. A strange smell began to fill the air, and five minutes later, all the bandits were dead without even hearing a knock at the door.

XP: 14700 divided by three (4900 per person).



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