"Oh, yes!" Jorin exclaims, abruptly breaking the silence, "I have thought of my area of expertise. I shall be a master blacksmith from Mithril Forge, learning about various forgeworks and stoneworks of the citadel. I am ready now, let us go." He adds with a smile.
At the words "teleport circle", Hildigrim gasps. Loudly. He stands like a statue — surprise personified — with eyes wide and mouth agape for a good five or six seconds before he finally blinks and smacks his lips to remoisten his mouth. "We're taking ... a teleportation circle?" he asks in a whisper. Slowly, his look of surprise turns into absolute glee. He looks up at Drusk. "A teleportation circle!" he exclaims. He looks at Quillary. "This is going to be absolutely amazing!" He blinks up at Jorin. "Don't worry. It's perfectly safe." He takes a few steps forward, then turns around to look back at his friends and Spar. "Well, come on. We haven't got all day."
The mages send a pallet of supplies and materials using the teleport circle. It includes a note that the "expected visitors" will be coming next. After waiting 15 minutes for the landing zone to be cleared, your party is sent through to the Citadel of the Raven, on the NW side of the Dragonspine Mountains. (Most of the party is familiar with the town of Elmwood from the past, due to your magical history adventure a while ago, but that is on the other side of the Moonsea.)
Unlike the cult leader, who recently blundered when trying to read the Teleport scroll to an unfamiliar location, the Blackstaff mages send you to the remote circle without incident. There is a bright light that makes you shut your eyes, a tingling of the skin, and you are now in an unfamiliar location. The circle is in the remnants of a large hall. The stone walls are half destroyed, and the lack of a roof lets you know the current weather. (Slightly overcast, somewhat cool, but otherwise pleasant. It might rain later, once the sun goes down.)
You see a dozen people loading the supplies (that were sent before you) onto 2 and 4 wheeled wagons. The style of their garb is unfamiliar (definitely not Waterdeep style), but they seem like ordinary townsfolk and hired porters. In addition, there are 5 people wearing the familiar sigil of the Lord's Alliance. Two of them are in mage robes, the other 3 are in warriors armor with sheathed swords on their belts.
One of them asks to see your paperwork. Satisfied, they tell you to follow them, as they will take you to the commander of the Citadel. After looking curiously at your Waterdeep clothing, they ask if you are familiar with the history of the area. While pacing the supply wagons back to the Citadel, they give a tour-guide-type lecture.
(Only in spoilers to save space. Read at your convenience.)
The Citadel of the Raven was the heart of a massive series of interlinked fortifications along the western and northern slopes of the Dragonspine Mountains. At times occupied exclusively by the Zhentarim to watch the western flank of Zhentil Keep, it also had a shared garrison from the major cities on the Moonsea to help watch against invasions from the south and the north. Eventually the Zhentarim turned against their allies and ejected them, occupying the base exclusively, until the Netherese Empire returned and wiped out the extensive fortifications and the citadel itself on their way to destroying Zhentil Keep post-Spellplague.
With the major Netherese threat ended when the last of their floating cities fell from the sky, and with the recent significant upheavals in the nearby cities which boasted Zhentarim refugee populations (such as Mulmaster), the Lord's Alliance moved in to claim the Citadel as a step towards securing the old line of forts. They see this as a step to hopefully keep order in the region, and delay the restoring of Zhentil Keep by the Zhentarim.
The teleportation circle is amongst the ruins of the abandon Zhentarim fortress. Directly constructed into the side of the mountain over your heads, the new Citadel of the Raven offers a commanding view of the nearby mountain passes and valleys from towering watchtowers and a thick curtain wall. A thousand foot deep kill zone separates the ruins of the old fortifications from the new walls. On the other side of the ruins are a village that developed in the protection of the old fortress. The Citadel gates are currently open, and a steady, yet thin, stream of people passes in and out.
As you pass through the gates (your escorts taking care of any questions the gate guards might have), you get a better view of the new Citadel. All of the construction on the surface seems to have been done from recycled remnants of the previous fortress that was destroyed by the Netherese. Everything is good, solid stone construction and merges into the mountainside with no apparent gaps. Mostly paved with stone blocks, there are patches of mountain still visible inside the fortress. Where the ground is exposed, it has been scraped up and turned, as preparation to plant food crops within the walls.In addition to watch towers on the walls every 150 feet, there are some buildings that look like administration buildings, some stables, a couple of buildings that look to be barracks and, given the amount of smoke from a particular building, a forge. There is also a fortress-like building holding a gate into the mountain itself. (Your escort is leading you to one of the administrative buildings.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary looks all around her, wide-eyed as the group makes it's way into the stone fortress. At one point she trails her hand along the stone of the fortifications. "And so that which is dead lives again," she murmurs to herself. "As it has ever been." At some point when nobody was watching, she "changed" into a gray robe with golden tendrils stitched along the borders, twining up to a stiff collar. Her shield is strapped under her pack, as unobtrusive as possible, and she is using a longish cudgel as a cane of sorts. Her messy hair, cat skull, and curly hat remain, however.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Jorin, despite his general lack of intellectual pursuits, does have a keen interest in history, and listens intently as the story of the citadel is told. He admires the stonework and comments how it brings him back to his years in Mithril Hall. It had been a long time since he has been within such a structure and walks with easy steps, hands riding lightly on the pommels of his weapons.
Spar walks along, looking around, mildly interested. She munches on an apple, using a dagger to cut pieces off one by one. She seemed unphased by the teleportation.
As soon as they arrive on the other end of the teleportation circle, Hildi laughs. "Hainard's hairy toes, that was amazing!" he exclaims. He snaps his fingers and Volo, the halfling's tiny owl familiar, pops into existence, flutters its wings, and then settles down on Hildi's shoulder. Hildi absently scratches Volo's chest as he walks the perimeter of the circle, examining the runes. "This is ... wow!" he says to no one in particular. Finally, he looks at the individuals in mage robes. "If I were to learn this spell, would I be able to arrive here? I haven't done much research on teleportation circles themselves. Are only two circles linked, or can any circle send to any other circle?"
Hildigrim listens as the story of the citadel and the surrounding area is told with great interest. "Seems to me the Zhentarim keep drawing the short stick. In Waterdeep, the Xanathar Guild was impersonating them, but pushing them out. And here, the Lord's Alliance has done the same. I hear they're a threat, but how can they be when they keep being overtaken?"
At first the mages are willing to be chatty with Hildigrim about the teleport spell. As a 7th level spell (requiring a 13th level wizard, sorcerer, or bard) it will be a while before Hildigrim can cast it without the aid of a magic item or scroll. Only the destination circle needs to be known (by its sigil sequence). The reason they had you go to the Blackstaff circle was to receive messages from the Citadel side (who know the Blackstaff teleportation circle) when they were ready for the party to be sent. (An unauthorized teleport would have been attacked and captured.)
The group becomes noticeably colder when Hildigrim insinuates that they are bullying the Zhentarim. "Maybe you weren't paying attention when we mentioned how they butchered their allies to become tyrants over this region. Or how they were only weakened due to the attack of the Netherese Empire floating cities... Even now, they are rebuilding their strength. There is a truce between the Lord's Alliance and the Zhentarim while the dispute over this region is being negotiated, but that doesn't stop them from trying to weaken our post here with disguised raids and sabotage. They will use force to conquer this land, if they think they have enough of an advantage."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
"Indeed," Hildigrim responds, not seeming to pick up on the defensive nature of the response to his observation, "then it's good that you're watching them so closely. Are any of the other factions represented in this region? Harper's? Emerald Enclave?"
Spar doesn’t react to Quillary’s response in such a way that would let on that she heard it. She walks forward, nearly finished with her apple, nibbling at the core, eyes traveling all around, up high, across the walls, scoping out the place.
(I rolled for Hildigrim's Persuasion. It was a 4, even with the Luckstone.) The escort remains silent to Hildigrim's questions, only saying: "The Commander will let you know what you need to know."
You arrive at the Administration building. You walk past the guards, past a pair of other offices, to arrive at the desk of the commander Ardragon Naveen Behrouz. His plate armor is on a stand next to the desk, along with 6' banner of the Lord's Alliance. He is handed the note that preceded your group being teleported to this region. He excuses the escorts, who salute and leave, closing the door behind them to give you privacy.
Ardragon is worried because his scouting parties keep disappearing in the tunnels under the secured area in the mountain. He explains that the Lord's Alliance knew it would be dangerous to explore into the edge of the Upperdark, but usually the scouting parties returned with only minor injuries or a couple of casualties at most. In the last three tendays, however, he has lost four scouting parties. The last one was expected back two days ago. They seem to have vanished without a trace, despite being a patrol of nine scouts with one of his most experienced Captains.
The Lord's Alliance would normally handle rescuing their own, but with 4 scouting groups gone, they have to rely on experts (gesturing to your group) that have returned from the Undermountain below Waterdeep. The truce with the Zhentarim is fragile, so bringing in reinforcements would be noticed and might escalate the tensions. And with the number of scouts missing, the Zhentarim might use them being undermanned as an opportunity to reclaim the Citadel.
Having your group track down the last scout group and bringing back any survivors will help their situation.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
"Any that you find, bring back. But over the course of 3 ten-days, there are probably no traces of the earlier scouting teams. To recover the most recent and largest team is the primary mission. They may already know the nature of the threat. If you speak to the scouts who have returned from the tunnels (from scouting missions before the recent disappearances), they may have advice about the challenges they faced below.
"But be discreet about what you say around the Citadel. Many of the townsfolk and ordinary staff around the Citadel have been here from back when the Zhentarim ruled. Some may still have loyalty to their cause, or have been bribed to spy. With the excess of tasks to be done, we have been forced to hire almost any willing worker, regardless of background."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin leans in to closely examine the plate armor on the stand, doing a mental comparison to what he has forged and seen forged. He gently taps a couple rivets to check how they've been seated, nods, and then says, "What do you hunt in the underdark? The Bodt send great warriors into dangerous crags, but only for the most glorious of trophies. To send many, as you have, it would have to be great indeed."
Jorin leans in to closely examine the plate armor on the stand, doing a mental comparison to what he has forged and seen forged. He gently taps a couple rivets to check how they've been seated, nods, and then says, "What do you hunt in the underdark? The Bodt send great warriors into dangerous crags, but only for the most glorious of trophies. To send many, as you have, it would have to be great indeed."
"As I said, you have permission to speak to the scouts that returned from the earlier explorations. I am busy enough dealing with the Citadel and matters above ground, that I don't wonder what is hunted below."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(And yet, she still makes it look like patchwork clothing. ;)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Well, that's enough for me. If I'm going along with this, then let's get going," Spar says in response.
"Oh, yes!" Jorin exclaims, abruptly breaking the silence, "I have thought of my area of expertise. I shall be a master blacksmith from Mithril Forge, learning about various forgeworks and stoneworks of the citadel. I am ready now, let us go." He adds with a smile.
At the words "teleport circle", Hildigrim gasps. Loudly. He stands like a statue — surprise personified — with eyes wide and mouth agape for a good five or six seconds before he finally blinks and smacks his lips to remoisten his mouth. "We're taking ... a teleportation circle?" he asks in a whisper. Slowly, his look of surprise turns into absolute glee. He looks up at Drusk. "A teleportation circle!" he exclaims. He looks at Quillary. "This is going to be absolutely amazing!" He blinks up at Jorin. "Don't worry. It's perfectly safe." He takes a few steps forward, then turns around to look back at his friends and Spar. "Well, come on. We haven't got all day."
The mages send a pallet of supplies and materials using the teleport circle. It includes a note that the "expected visitors" will be coming next.
After waiting 15 minutes for the landing zone to be cleared, your party is sent through to the Citadel of the Raven, on the NW side of the Dragonspine Mountains.
(Most of the party is familiar with the town of Elmwood from the past, due to your magical history adventure a while ago, but that is on the other side of the Moonsea.)
Unlike the cult leader, who recently blundered when trying to read the Teleport scroll to an unfamiliar location, the Blackstaff mages send you to the remote circle without incident. There is a bright light that makes you shut your eyes, a tingling of the skin, and you are now in an unfamiliar location. The circle is in the remnants of a large hall. The stone walls are half destroyed, and the lack of a roof lets you know the current weather. (Slightly overcast, somewhat cool, but otherwise pleasant. It might rain later, once the sun goes down.)
You see a dozen people loading the supplies (that were sent before you) onto 2 and 4 wheeled wagons. The style of their garb is unfamiliar (definitely not Waterdeep style), but they seem like ordinary townsfolk and hired porters. In addition, there are 5 people wearing the familiar sigil of the Lord's Alliance. Two of them are in mage robes, the other 3 are in warriors armor with sheathed swords on their belts.
One of them asks to see your paperwork. Satisfied, they tell you to follow them, as they will take you to the commander of the Citadel.
After looking curiously at your Waterdeep clothing, they ask if you are familiar with the history of the area.
While pacing the supply wagons back to the Citadel, they give a tour-guide-type lecture.
(Only in spoilers to save space. Read at your convenience.)
The Citadel of the Raven was the heart of a massive series of interlinked fortifications along the western and northern slopes of the Dragonspine Mountains. At times occupied exclusively by the Zhentarim to watch the western flank of Zhentil Keep, it also had a shared garrison from the major cities on the Moonsea to help watch against invasions from the south and the north. Eventually the Zhentarim turned against their allies and ejected them, occupying the base exclusively, until the Netherese Empire returned and wiped out the extensive fortifications and the citadel itself on their way to destroying Zhentil Keep post-Spellplague.
With the major Netherese threat ended when the last of their floating cities fell from the sky, and with the recent significant upheavals in the nearby cities which boasted Zhentarim refugee populations (such as Mulmaster), the Lord's Alliance moved in to claim the Citadel as a step towards securing the old line of forts. They see this as a step to hopefully keep order in the region, and delay the restoring of Zhentil Keep by the Zhentarim.
The teleportation circle is amongst the ruins of the abandon Zhentarim fortress. Directly constructed into the side of the mountain over your heads, the new Citadel of the Raven offers a commanding view of the nearby mountain passes and valleys from towering watchtowers and a thick curtain wall. A thousand foot deep kill zone separates the ruins of the old fortifications from the new walls. On the other side of the ruins are a village that developed in the protection of the old fortress. The Citadel gates are currently open, and a steady, yet thin, stream of people passes in and out.
As you pass through the gates (your escorts taking care of any questions the gate guards might have), you get a better view of the new Citadel. All of the construction on the surface seems to have been done from recycled remnants of the previous fortress that was destroyed by the Netherese. Everything is good, solid stone construction and merges into the mountainside with no apparent gaps. Mostly paved with stone blocks, there are patches of mountain still visible inside the fortress. Where the ground is exposed, it has been scraped up and turned, as preparation to plant food crops within the walls.In addition to watch towers on the walls every 150 feet, there are some buildings that look like administration buildings, some stables, a couple of buildings that look to be barracks and, given the amount of smoke from a particular building, a forge. There is also a fortress-like building holding a gate into the mountain itself. (Your escort is leading you to one of the administrative buildings.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary looks all around her, wide-eyed as the group makes it's way into the stone fortress. At one point she trails her hand along the stone of the fortifications. "And so that which is dead lives again," she murmurs to herself. "As it has ever been." At some point when nobody was watching, she "changed" into a gray robe with golden tendrils stitched along the borders, twining up to a stiff collar. Her shield is strapped under her pack, as unobtrusive as possible, and she is using a longish cudgel as a cane of sorts. Her messy hair, cat skull, and curly hat remain, however.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin, despite his general lack of intellectual pursuits, does have a keen interest in history, and listens intently as the story of the citadel is told. He admires the stonework and comments how it brings him back to his years in Mithril Hall. It had been a long time since he has been within such a structure and walks with easy steps, hands riding lightly on the pommels of his weapons.
Spar walks along, looking around, mildly interested. She munches on an apple, using a dagger to cut pieces off one by one. She seemed unphased by the teleportation.
She nods at Quillary. "Preach it, sister."
Quillary turns to regard Spar. “I am sorry, I have no sister, but I do not wish for one, either. That spot is both filled and empty.”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
As soon as they arrive on the other end of the teleportation circle, Hildi laughs. "Hainard's hairy toes, that was amazing!" he exclaims. He snaps his fingers and Volo, the halfling's tiny owl familiar, pops into existence, flutters its wings, and then settles down on Hildi's shoulder. Hildi absently scratches Volo's chest as he walks the perimeter of the circle, examining the runes. "This is ... wow!" he says to no one in particular. Finally, he looks at the individuals in mage robes. "If I were to learn this spell, would I be able to arrive here? I haven't done much research on teleportation circles themselves. Are only two circles linked, or can any circle send to any other circle?"
Hildigrim listens as the story of the citadel and the surrounding area is told with great interest. "Seems to me the Zhentarim keep drawing the short stick. In Waterdeep, the Xanathar Guild was impersonating them, but pushing them out. And here, the Lord's Alliance has done the same. I hear they're a threat, but how can they be when they keep being overtaken?"
At first the mages are willing to be chatty with Hildigrim about the teleport spell. As a 7th level spell (requiring a 13th level wizard, sorcerer, or bard) it will be a while before Hildigrim can cast it without the aid of a magic item or scroll. Only the destination circle needs to be known (by its sigil sequence). The reason they had you go to the Blackstaff circle was to receive messages from the Citadel side (who know the Blackstaff teleportation circle) when they were ready for the party to be sent. (An unauthorized teleport would have been attacked and captured.)
The group becomes noticeably colder when Hildigrim insinuates that they are bullying the Zhentarim.
"Maybe you weren't paying attention when we mentioned how they butchered their allies to become tyrants over this region. Or how they were only weakened due to the attack of the Netherese Empire floating cities... Even now, they are rebuilding their strength. There is a truce between the Lord's Alliance and the Zhentarim while the dispute over this region is being negotiated, but that doesn't stop them from trying to weaken our post here with disguised raids and sabotage. They will use force to conquer this land, if they think they have enough of an advantage."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"Indeed," Hildigrim responds, not seeming to pick up on the defensive nature of the response to his observation, "then it's good that you're watching them so closely. Are any of the other factions represented in this region? Harper's? Emerald Enclave?"
Spar doesn’t react to Quillary’s response in such a way that would let on that she heard it. She walks forward, nearly finished with her apple, nibbling at the core, eyes traveling all around, up high, across the walls, scoping out the place.
Quillary, in turn, moves on alongside her new companion in companionable silence. She will go where the guards/guides take them without complaint.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(I rolled for Hildigrim's Persuasion. It was a 4, even with the Luckstone.)
The escort remains silent to Hildigrim's questions, only saying: "The Commander will let you know what you need to know."
You arrive at the Administration building. You walk past the guards, past a pair of other offices, to arrive at the desk of the commander Ardragon Naveen Behrouz. His plate armor is on a stand next to the desk, along with 6' banner of the Lord's Alliance. He is handed the note that preceded your group being teleported to this region. He excuses the escorts, who salute and leave, closing the door behind them to give you privacy.
Ardragon is worried because his scouting parties keep disappearing in the tunnels under the secured area in the mountain. He explains that the Lord's Alliance knew it would be dangerous to explore into the edge of the Upperdark, but usually the scouting parties returned with only minor injuries or a couple of casualties at most. In the last three tendays, however, he has lost four scouting parties. The last one was expected back two days ago. They seem to have vanished without a trace, despite being a patrol of nine scouts with one of his most experienced Captains.
The Lord's Alliance would normally handle rescuing their own, but with 4 scouting groups gone, they have to rely on experts (gesturing to your group) that have returned from the Undermountain below Waterdeep. The truce with the Zhentarim is fragile, so bringing in reinforcements would be noticed and might escalate the tensions. And with the number of scouts missing, the Zhentarim might use them being undermanned as an opportunity to reclaim the Citadel.
Having your group track down the last scout group and bringing back any survivors will help their situation.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
“Are we only to return your people, those who remain, or are we to stop the threat to future scouts?” Quillary asks.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Any that you find, bring back. But over the course of 3 ten-days, there are probably no traces of the earlier scouting teams. To recover the most recent and largest team is the primary mission. They may already know the nature of the threat. If you speak to the scouts who have returned from the tunnels (from scouting missions before the recent disappearances), they may have advice about the challenges they faced below.
"But be discreet about what you say around the Citadel. Many of the townsfolk and ordinary staff around the Citadel have been here from back when the Zhentarim ruled. Some may still have loyalty to their cause, or have been bribed to spy. With the excess of tasks to be done, we have been forced to hire almost any willing worker, regardless of background."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin leans in to closely examine the plate armor on the stand, doing a mental comparison to what he has forged and seen forged. He gently taps a couple rivets to check how they've been seated, nods, and then says, "What do you hunt in the underdark? The Bodt send great warriors into dangerous crags, but only for the most glorious of trophies. To send many, as you have, it would have to be great indeed."
"As I said, you have permission to speak to the scouts that returned from the earlier explorations.
I am busy enough dealing with the Citadel and matters above ground, that I don't wonder what is hunted below."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"T'd be helpful to know which scouts you don't suspect of being spies. Where have they been staying? Are they nearby?" Spar says.