Daemyar lines up his shot and tries to put the beast out of its misery.
Attack: 14 Damage: 6
(I think that oughta hit)
”One should never leave an enemy to soak in his fear. Much like how deer meat is ruined if its death is dragged out, so too is the taste of victory ruined if an enemy is allowed to live in cowardice.”
Daemyar's arrow pierces the rat, the force of the shot pushing the creature backwards into the wall and pinning it there. It's eyes burn with hate for a moment before extinguishing. [for those using arrows or bolts, etc... assume you are able to recover half of those you shoot].
Most of the adventurers move silently down the stairs. Daemyar's warning about being quiet lest any more creatures are waiting in ambush rings in your ears. You all realize on some level that you are strangers in this place and need to take care. THIS TIME, however, it seems luck is with you as no creatures present themselves as you descend the long stairs.
Moving down the narrow stairs, a fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth . To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.
MAPS
This first one will serve as an overview and I'll update it as you move through. Ithelion, these are more or less what you sketch when you have time to do so. The last map is more of a local one, i.e. the room that you are standing in currently. Hope it's not too confusing!
Here is room 3. You are all standing at the stairs. You look upon the ancient courtyard (so-called room 3) and notice tons of debris on the floor. As mentioned above, it looks unsteady and you're not sure how deep it is. Despite what the picture looks like, it is covered and there is no clear path to follow. Across the courtyard, a wooden door can be seen. It is currently closed.
[in game it is around 2 in the afternoon or so, though it's hard to tell because you're subterranean].
I'd like to welcome GarrazTheVagabond back into the campaign! Please play on as you normally would, Lorell will catch up to you!
DM
p.s. the following is for Lorell only - you all don't know what has happened to him yet.
Lorell
Lorell leaves the inn feeling confident and stout of heart. You make your way to the small hut given to you by one of the gracious farmers. It's very small, enough room for a cot and a small fire - austere but you're used to this kind of arrangement. The main house of the farmer isn't too far away, in any case. You spend the day walking the treeline and talking with the farmers and their families. Theirs has not been an easy couple of years. A few years ago, whole herds of livestock had to be destroyed because they had grown infertile and unable to reproduce. And in the few cases of when they did, the births had either been stillborn or a mangled mess of appendages improperly put together. In all cases the mother died in agony. The year after nothing would grow in the fields and they regularly bled black and green ooze. Throughout this year, the herds of livestock that had replaced the old ones have been the victims of random disappearances and were sometimes found dead and full of holes later. The farmers are at their wits end. The last few years have nearly dried up their normally hardy resolve to continue on. Many are weighing heading to other areas, some mention Waterdeep and general labour as a possibility, others thinking of going even further. Your heart aches for them and, after a long exhausting day, you head back to your humble abode.
As you heat up some water for tea over the quickly growing fire, you think back upon what you've learned today. The decision to stay and help the farmers with their livestock was not an easy one and had come to him quickly. The tea is ready and you pour yourself a cup. This is a new brew of your own making - you found an interesting purple plant growing not far off and upon asking the farmers about it, you learn it is harmless and they use it as a mild relaxant. Perfect, it's just what I need right now, you think to yourself as you take a sip. A wolf howls in the distance - not an uncommon thing but it makes you a bit uneasy nonetheless. Sitting on your cot, you lean back and brace yourself against the wall. You think about your friends who just yesterday (though it feels like weeks ago) left for the ruins. You think of Belak and of the creatures you met in the well and on the road. Unbidden, you shiver. You hope they are still alive. They are strong, you tell yourself, they don't really need me. Besides, the farmers need someone now. Suddenly there is chuckling. You nearly drop the almost-finished tea into your lap as you look around, trying to find the source. But if they fail, it won't matter will it? If the source of these problems is not destroyed, they - and you - surely will be. You look at the fire. The sound seems to be coming from within. You concentrate on the coals and it burns your eyes a little, making them water. You can't look away. Everything falls silent. Another wolf howl, plaintive and longing, is the only thing you hear as darkness envelops you.
You are in the field, not far away, in the daylight. You are lying on the grass surrounded by the purple plants you were gathering. Must've dozed off, you mutter to yourself. You pick up your small sickle and staff and move on. You head towards the nearby farms and as you do, your gaze moves to the treeline, to the skies, to the grasses gently being pushed by the wind. No voices, nothing unusual. As you move further, the wind brings with it something rotten and full of decay. A hundred feet or so in the field you see a carcass - badly decayed - and a couple other mounds. You venture further towards them. Birds surround the mounds, pecking away at the bodies. You thought they might be cows and calves but as you get closer you notice they are humanoid. You run towards them frantically, reaching for the salves at your belt pouch and readying a cure wounds spell. As you get to the bodies, something is oddly familiar about them. You turn the first body over and the face of your friend, Krom, stares back at you accusingly. You fall back with a gasp. You edge your way back to the body - it looks as though he had been poisoned and also sustained sword wounds. You tentatively move to the next body, bigger and longer, with reddish hue to its skin. You turn it over and the mangled face of Daemyar stares back at you. "No, no, no" you say to yourself. Quickly, you go to the final bodies - turning them over confirms your fears. The bodies of Garnet and Ithelion lay staring at you, very much dead. A bird's cry breaks your concentration. "Elosa!" you gasp. You watch as the bird swoops down and as you follow it, stops to perch on a dead-looking tree that was somehow unnoticed behind you.
You begin to walk towards Elosa but stop fast when the tree comes alive and grasps the fey creature in its tentacle like branches. Elosa squawks and fights but it's no use. You watch horrifyingly, as a mouth appears on the trunk and it tucks Elosa inside it. You begin to back up slowly and you're not sure how, but you think the tree can see you. You continue backing up but bump into something behind you. You turn around in haste and your eyes go wide. You see before you all 4 of your former companions, eyes black or absent, leaves and sticks and small plant-like protuberances growing out of their skin - skin which has taken on a greenish purple colour. They begin moving silently towards you. "You..left..us...Lorell...Lorell..." There words are strained and mumbled. You think at times you see jerking movements as if they are being controlled - in fact, Garnet's eyes sometimes alternate between her normal eyes and pitch black. They move closer and closer. Still on your backside, you scramble backwards until you reach the solidness behind you. You don't have to look back to know what it is - the haunting looking tree. As your friends get closer and closer, you notice another figure behind them, his rictus grin made worse by the crazy light in his eyes. You know who it is. Daemyar unsheathes a short sword and moves to stab you...you close your eyes and use your forearm to cover them...
"Lorell! Lorell! Mr. Brightleaf! Wake up!"
A small figure kneels beside you. You look around. You're in your hut, sweat running from your pores and soaking your clothes and your cot. Another wolf howl. It's Jardin, the farmer's son. "Y-yes? Jardin? What are you doing here?" you ask the boy.
The boy's eyes are wide with fright and he looks back out the door to his ma and pa, who also had come to the hut. "You was screaming, sir. And the wolves was screaming back, it's like you was talkin' to 'em. Pa said some and wake you up - he's scared, and scared of you. Ma too. Are you okay?"
"Yes, I think so. I'm sorry," you look around to the parents, "I'm sorry." They make warding motions with their hands and mutter under their breath something inaudible. "Come Jardin,"the father says sternly. Jardin looks at you with concern before departing. "Goodbye, Mr. Brightleaf."
"Goodbye, Jardin," you answer absently. You think back on the vision you just had. Maybe I should not have left them? What does it matter if I help a couple of cows, chicken, or sheep if this rot continues?
In the morning, you head for the Hucrele residence, seeking out Herka. You tell her what you plan to do and she scoffs. "Well, I guess I can escort you there if you're set on it but there'll be no rescue if you find that they're dead and you want to come back. Garn! Get the horses - you, me, and Mr. Lorell have some riding ahead of us!"
All three of you ride out on the Old Road towards the ruins with great haste. "It's about 2 hours by foot, but by horse it's much faster!"Herka grins at you and lashes her horse onwards.
Lorell's mind races with concern and eyes water with the rushing wind. I hope I'm not too late.
The unlikely trio makes the ruins in good time. Herka takes the reins from you and gives you a salute. "Hopefully not goodbye Sir Druid, but maybe a 'see you later'." She gives you a grin and urges the horse on. "Yahh!" You watch the two of them speed away and you are left in silence.
Lorell, you notice the same things as your companions do - including the shacks and the 'bald spot' on the hill.
I suggest begin with Post #822 on page 41. You're at the ravine with the knotted rope.
[I would guess you will push on until you find a trace of your companions, which means you will likely find them sleeping or just arising from their long rest. Don't worry, we'll make it work.]
@ithelion - Yes, from what you see. The tower looks like it goes up about 30 feet or so, and it's missing significant chunks of masonry. Parts of it lean at odd angles. The debris on the floor around serves as a reminder of its decreasing structural integrity. It's possible that someone could scale the tower, but neither you nor your companions possess the required skill....yet....but you are welcome to try ;)
Feel free to make a check using any skill you'd like though. :)
Remember, this is basically the top of the citadel - think of it like an iceberg - most of it has submerged below...
@daemyar - from where you are, you don’t see any entrances other than the wooden door; you do see that the rubble is unstable and in some places you note where a wrong step could dump you in a hole. You understand that’s getting across will be slow and cautious work [difficult terrain]. Looking ahead further, where the door is, you notice that the area in front of the door is clear of rubble.
This post has potentially manipulated dice roll results.
Daemyar will hold out a hand to the others. “See the space clear of debris? It shouldn’t be like that. My guess is a trapdoor, or pit. Let’s avoid it.”
Daemyar moves up closer and checks for a means of passing through the door safely.
Alright Daemyar, please make a dexterity/acrobatics check for the first 10 feet you move. Anyone else who moves please do the same. From this distance, you don't see any clear way to pass through the door other than to open it. But perhaps if you're able to get closer...
Krom - From this distance, you can just see a small unevenness in the floor about 2 feet in front of the door, almost like a thin shadow. You might not think anything of it, except that it runs for 10 feet then stops.
@Krom - just to clarify, there is a thin shadow that you notice about 2 feet in front of the door that runs parallel to the door. The shadow runs for about 10 feet, like where there is normally mortar holding the stones together, it just looks uneven causing a bit of a shadow. The rest of the space in front of the door looks normal. But again, you'd have to get closer to be sure, though you have your suspicions...
Looking a bit closer at the existing blocks both around you and on the floor, you can tell this is certainly not Dwarven work: the edges, even taking into consideration time and the elements, are a bit rough. However, in spite of that, you notice that the stone has flecks or small particles that shine when you chip a bit at it. These are trace elements of magic in the stone itself, and the only craftspeople to rival Dwarves are Elves. And while some (legitimately) might say Elven metalwork is superior, this is certainly not the case with stonework, where Dwarves (overall) are clearly superior. This citadel, you conclude, was probably built by Elves and is likely only standing due to the magic they imbued it with whilst constructing it.
@daemyar - you deftly hop from perch to perch on the rubble and you are 10 feet away from the cleared area. You can easily see, thanks to Krom pointing it out, where the thin shadow is just in front of the door. You follow it with your eyes and your suspicions seem correct. You ascertain that this type of trap would flip open and drop whomever into it. The trap seems to be approximately 10x10 feet in area. You also know that it’s possible to disarm this trap if you could access the reset mechanism which, with these types of pit traps, is usually found inside the pit. Due to your investigation, you conclude 2 things: there is a small 2 foot walkway directly in front of the door where you could safely gain access to it; and looking below your feet through the debris, you see that the courtyard floor is about 10 feet down.
@ithelion - make a perception check please. Through Elosa‘s eyes, you also can see that the courtyard floor, albeit covered in masonry and debris, is 10 feet underneath.
@Ithelion - you don't see anything abnormal about the space in front of the door. You'll have to take Krom's and Daemyar's word for it. Despite not being able to see the pit, from Daemyar's description of it, you also deduce it's a pit trap. You, like Daemyar, know how to disarm these types of traps because you know from reading about them in Candlekeep in a treatise called "Defensive Tactics: The Smart First Strike." (passive investigation)
@Daemyar - You're welcome to do so. So, currently looking at the map, you have moved 10 feet (2 squares) to the west (towards the door). You are still currently just over 20 feet from the safety of the walkway.
If you are going to jump go for it! Please roll 2 dexterity rolls please :)
MAP - Maybe the map will help. if you're not visible, you're waiting on the stairs! And only Krom and Daemyar can see that slight shadow.
Ithelion will relay any recollections she may have about such traps, to help Daemnar.
"I recall reading that traps like this were succeptible to simply blocking the gap....they are created with a very fine tolerance you know...to make them hard to spot. Also...i think I read that by breaking the hinges on the other end, you could force it to partially collapse. .."
She looks atound a little sheepishly, "Though I'm not really sure how to do either of those things...."
Once again, she starts cleaning dirt from her clothes.
- Okay, so to do a running jump, you need 10 feet, which will take you to the edge of the clear area (Your dex roll is totally fine, you don't get stuck or fall into a crevice while moving). You might choose to only run 5 feet then jump but you wouldn't make it, even jumping your full strength score. (your strength score in normally what you can jump in normal circumstances with a running start).
- This counts as 20 feet of movement because of the terrain, which as mentioned is unsteady and liable to collapse.
- Because of this, you can't really run in it. You can still move, get some momentum, and then jump (remember you're also about 10 feet up as well, standing/running on shaky masonry) but you won't get the same distance as you normally would. I would say half is fair, due to the circumstances. So you could jump 7 feet.
Bottom Line: I'll say that if you want to try this it's fine with me but you will need to roll a DEX/STR save on impact (use acrobatics or athletics, your choice) and beat a DC 20 to roll out of the way of danger. If you roll 10 or less, you'll be prone when you land.
Daemyar's arrow pierces the rat, the force of the shot pushing the creature backwards into the wall and pinning it there. It's eyes burn with hate for a moment before extinguishing. [for those using arrows or bolts, etc... assume you are able to recover half of those you shoot].
Most of the adventurers move silently down the stairs. Daemyar's warning about being quiet lest any more creatures are waiting in ambush rings in your ears. You all realize on some level that you are strangers in this place and need to take care. THIS TIME, however, it seems luck is with you as no creatures present themselves as you descend the long stairs.
Moving down the narrow stairs, a fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth . To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.
MAPS
This first one will serve as an overview and I'll update it as you move through. Ithelion, these are more or less what you sketch when you have time to do so. The last map is more of a local one, i.e. the room that you are standing in currently. Hope it's not too confusing!
Here is room 3. You are all standing at the stairs. You look upon the ancient courtyard (so-called room 3) and notice tons of debris on the floor. As mentioned above, it looks unsteady and you're not sure how deep it is. Despite what the picture looks like, it is covered and there is no clear path to follow. Across the courtyard, a wooden door can be seen. It is currently closed.
[in game it is around 2 in the afternoon or so, though it's hard to tell because you're subterranean].
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Dear all,
I'd like to welcome GarrazTheVagabond back into the campaign! Please play on as you normally would, Lorell will catch up to you!
DM
p.s. the following is for Lorell only - you all don't know what has happened to him yet.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( Good news re Lorell, welcome back ))
Just checking : the door is the only way forward without scaling walls?
@ithelion - Yes, from what you see. The tower looks like it goes up about 30 feet or so, and it's missing significant chunks of masonry. Parts of it lean at odd angles. The debris on the floor around serves as a reminder of its decreasing structural integrity. It's possible that someone could scale the tower, but neither you nor your companions possess the required skill....yet....but you are welcome to try ;)
Feel free to make a check using any skill you'd like though. :)
Remember, this is basically the top of the citadel - think of it like an iceberg - most of it has submerged below...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar will look around for entrances buried in rubble.
perception 20
Paladin - warforged - orange
@daemyar - from where you are, you don’t see any entrances other than the wooden door; you do see that the rubble is unstable and in some places you note where a wrong step could dump you in a hole. You understand that’s getting across will be slow and cautious work [difficult terrain]. Looking ahead further, where the door is, you notice that the area in front of the door is clear of rubble.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar will hold out a hand to the others. “See the space clear of debris? It shouldn’t be like that. My guess is a trapdoor, or pit. Let’s avoid it.”
Daemyar moves up closer and checks for a means of passing through the door safely.
investigation 18
Paladin - warforged - orange
Alright Daemyar, please make a dexterity/acrobatics check for the first 10 feet you move.
Anyone else who moves please do the same. From this distance, you don't see any clear way to pass through the door other than to open it. But perhaps if you're able to get closer...
Krom - From this distance, you can just see a small unevenness in the floor about 2 feet in front of the door, almost like a thin shadow. You might not think anything of it, except that it runs for 10 feet then stops.
To really know more, you'd have to get closer...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Krom give Daemyar a heads up about the floor, "Careful out there laddie, the floor is lookin' uneven fer a good twelve feet in front of that door."
For fun I'll roll a history check for the origin of the stonework on the Citadel. History: 14
Be excellent to each other, and roll for initiative dudes!
@Krom - just to clarify, there is a thin shadow that you notice about 2 feet in front of the door that runs parallel to the door. The shadow runs for about 10 feet, like where there is normally mortar holding the stones together, it just looks uneven causing a bit of a shadow. The rest of the space in front of the door looks normal. But again, you'd have to get closer to be sure, though you have your suspicions...
Looking a bit closer at the existing blocks both around you and on the floor, you can tell this is certainly not Dwarven work: the edges, even taking into consideration time and the elements, are a bit rough. However, in spite of that, you notice that the stone has flecks or small particles that shine when you chip a bit at it. These are trace elements of magic in the stone itself, and the only craftspeople to rival Dwarves are Elves. And while some (legitimately) might say Elven metalwork is superior, this is certainly not the case with stonework, where Dwarves (overall) are clearly superior. This citadel, you conclude, was probably built by Elves and is likely only standing due to the magic they imbued it with whilst constructing it.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar acrobatics 15
Paladin - warforged - orange
"Perhaps we should tie a rope to whoever is crossing. This is the top of a derelict tower...the fall may be deadly"".
She sends Elosa to perch on the door frame and look more closely, and when she is done, looks through her eyes.
@daemyar - you deftly hop from perch to perch on the rubble and you are 10 feet away from the cleared area. You can easily see, thanks to Krom pointing it out, where the thin shadow is just in front of the door. You follow it with your eyes and your suspicions seem correct. You ascertain that this type of trap would flip open and drop whomever into it. The trap seems to be approximately 10x10 feet in area. You also know that it’s possible to disarm this trap if you could access the reset mechanism which, with these types of pit traps, is usually found inside the pit.
Due to your investigation, you conclude 2 things: there is a small 2 foot walkway directly in front of the door where you could safely gain access to it; and looking below your feet through the debris, you see that the courtyard floor is about 10 feet down.
@ithelion - make a perception check please. Through Elosa‘s eyes, you also can see that the courtyard floor, albeit covered in masonry and debris, is 10 feet underneath.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion Perception: 21
Daemyar will try to jump the gap to go disarm the trap.
Paladin - warforged - orange
@Ithelion - you don't see anything abnormal about the space in front of the door. You'll have to take Krom's and Daemyar's word for it. Despite not being able to see the pit, from Daemyar's description of it, you also deduce it's a pit trap. You, like Daemyar, know how to disarm these types of traps because you know from reading about them in Candlekeep in a treatise called "Defensive Tactics: The Smart First Strike." (passive investigation)
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
@Daemyar - You're welcome to do so. So, currently looking at the map, you have moved 10 feet (2 squares) to the west (towards the door). You are still currently just over 20 feet from the safety of the walkway.
If you are going to jump go for it! Please roll 2 dexterity rolls please :)
MAP - Maybe the map will help. if you're not visible, you're waiting on the stairs! And only Krom and Daemyar can see that slight shadow.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion will relay any recollections she may have about such traps, to help Daemnar.
"I recall reading that traps like this were succeptible to simply blocking the gap....they are created with a very fine tolerance you know...to make them hard to spot. Also...i think I read that by breaking the hinges on the other end, you could force it to partially collapse. .."
She looks atound a little sheepishly, "Though I'm not really sure how to do either of those things...."
Once again, she starts cleaning dirt from her clothes.
Daemyar will make a running leap, so just five feet closer before he starts to run.
ill assume acrobatics then athletics
Acrobatics 12
athletics 23
Paladin - warforged - orange
Love the creativity! Couple of things:
- Okay, so to do a running jump, you need 10 feet, which will take you to the edge of the clear area (Your dex roll is totally fine, you don't get stuck or fall into a crevice while moving). You might choose to only run 5 feet then jump but you wouldn't make it, even jumping your full strength score. (your strength score in normally what you can jump in normal circumstances with a running start).
- This counts as 20 feet of movement because of the terrain, which as mentioned is unsteady and liable to collapse.
- Because of this, you can't really run in it. You can still move, get some momentum, and then jump (remember you're also about 10 feet up as well, standing/running on shaky masonry) but you won't get the same distance as you normally would. I would say half is fair, due to the circumstances. So you could jump 7 feet.
Bottom Line: I'll say that if you want to try this it's fine with me but you will need to roll a DEX/STR save on impact (use acrobatics or athletics, your choice) and beat a DC 20 to roll out of the way of danger. If you roll 10 or less, you'll be prone when you land.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons