Notes From a D&D Game

I wrote this up as a summary and recap for the players in my ongoing D&D game. I’m trying to give hints on unfinished business and give clues and pointers to future adventures. If you’re a player in my game, first, thank you for reading my blog! and b, I’m still editing this so don’t use this as the final version.

It’s my intention to provide this as an example of campaign prep and how much information to give to players. It may or may not be helpful, but I’m happy to answer any questions you might have.

The current status quo as of the end of Season’s Turn, 502 A.C.:

In Nabalee, the mysterious Lady Etum is building the fishing village and sea port into a powerful trading center, since it sits on a deep and sheltered cove, and is a stopping point for the road north to Warjos Dos and Deception Bay, as well as the road east over the Mourner’s Mountains into the Rusva Vesta Vale and Kopno’domas.

Leads, clues, loose threads:

  • Kobolds and lizardfolk are on the move; travelers report seeing small bands of them camped out or marching through the forests.
  • Lady Etum is still searching for items recovered from shipwrecks; especially a ship’s wheel that is purported to allow travel to other planes of existence.

At Galath Ashelenor the enjoys of the Mahalaman Queen are settling in. In addition to companies of orcs and elves, there are administrators, laborers, and scholars. Regular Mahalaman patrols turn away sightseers and treasure-hunters. More Mahalaman swanships arrive as the days pass, and now a sizable fleet is anchored offshore.

Leads, clues, loose threads:

  • The elves are dredging up Grenjolm’s ship but it’s slow-going: the ship was burnt down to the timbers before it sank.
  • You didn’t hear it from me but a friend of a friend said that the Half-Elven Prince was kept in the dungeons underneath.
  • Elves are searching for some kind of magical seed. Weird, innit?

In Port Deception, there is talk of the river-pirates starting to work together, united under the leadership of a person called, variously, The Ghost, Ether Eddy, or Moonwhisper. River merchants are hiring guards, adventurers, and spell-casters to protect their cargo.

  • Some kind of spider infestation is creeping up from the south. Brass spiders! Believe me or not, my cousin got bit by one, I swear on Rhoban’s hoppy thumb.

In Warjos Dos, the Seldaline has established himself as the primary civil administrator; Emil Warjos finds himself disregarded and ignored, and splits his time between the Brewtemple and the Lighthouse. Ohtar and Maegor are the town’s watch. The former watch captains, Sevastian and Tulia, are rarely seen and may have left town. 

Leads, clues, loose threads:

  • Illbahn, the Wizard of Warjos Dos, and Emil Warjos, are organizing search parties for some kind of tomb, or vault. That might be where they sent Sevastian and Tulia.
  • This Ghost fella might have found some secret tunnel into the city, and he’s using it to move stolen goods. The elves don’t seem to care at all! Warjos woulda put a stop to it and that’s for certain.

On the far side of the Mourner’s Mountains, in Kopno’domas, the religious leaders war with the mercantile houses, each of their attention focused only on themselves and their immediate enemies. The city is both sleepy and at sword’s point. The de Agosta family, a major player in the city’s politics, have withdrawn, mourning the loss of their troubled son, Grenjolm, and House Bhorosh, whose history goes back to the Old Empire, appears to have taken advantage and are ascendant.

Leads, clues, loose threads:

  • A string of murders has got the city on edge. The victims, of all races but eladrin, are found dead, whole, exsanginated. Horrific!
  • The Azure Heart druids have been sending acolytes to Turmlina Prison, buying, or laboring, for more turmlina gems. Are they up to something?

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