Game style: My game style leans more towards roleplay than combat, however combat mechanics are still a core aspect. Open world exploration is encouraged, with a lived in feel as world events occur as in game time passes.
Brief Synopsis: Escapade into Elysse takes place in a high fantasy setting among wizards, dragons, cults, scheming nobles, and warring countries. Our daring adventurers will begin by trying to gain their footing and make a name for themselves in the country of Kronos. Kronos is the prominent power on the continent of Gaia and is ruled by the 3 grand wizard towers.
Session 1 recap - Arriving in Harken Port by various means the party members formed a small group at the Darksteel Mercenary Guild before becoming members of the guild. Brand's recent fall to the material plane has left him with strange visions: a crumbling tower, the prismatic dragon, and a knight atop a skeletal horse. During their second day of entering Harken Port over breakfast they heard calls for help from a disgruntled Jeweler named Jaques Dubois. They rescued the jeweler from his newly animated furniture before investigating deeper into the cause of the arcane occurrence. Discovering a locked chest leaking arcane magic in the basement of the Emerald Refinery where they were waylaid by more animated furniture. Severin successfully resealed the chest before the party reduced the furniture to splinters. Then striking a deal with Jaques to deliver the locked box to Lupiter, a well known smuggling town on the border. They then agreed to accompany Kumal Ectross's caravan after completing at least one other bounty for the Darsteel Mercenary Guild. Forging ahead they hired a hunter by the name of Eocobi to track down Brimjal a thief with a 30 GP bounty. Eventually finding the corpse of Brimjal and another individual, Amelia found a cursed artifact which enveloped her in darkness. The artifact mysteriously disappeared leaving a scar on her wrist. Returning to Harken Port they received a reduced reward of 10 GP for the corpse of Brimjal.
Session 2 recap - Deciding to perform funeral rites for one of the corpses the party set out to dig a grave. Partway through their journey the corpse reanimated and attacked Brand as the corpse coated itself in arcane ice and crafted a sword and shield from the ice. After Amelia summoned her pact weapon she noticed it had changed forms into one reminiscent of the artifact that went missing. The reanimated corpse seemed to respond to the weapon kneeling before Amelia and presenting its own blade; it then became agitated when Amelia unsummoned the blade and nearly took Brand’s life. The party then rushed back to Harken Port where they discovered the other corpse had also reanimated and defeated it swiftly, saving harbor master Oswald’s life. The party then questioned a shady courier impersonating an Aviroth courier and turned them over to the guards. Finally they bought some cold weather gear before heading northward to the mysterious fog that was preventing hunters from entering the forest. Severin got a vision from his deity requesting him to protect the dragonlings within the fog. The party got turned around and spent several hours wandering through the fog before coming across a small group of kobolds dragging a poisoned boar. Severin parlayed with the kobolds and got the party invited to meet the kobolds master “The Great One”. The party then encountered a very young and emaciated white dragon by the name Icicle. They gave food to Icicle and sent him farther north as well as took a poison from the kobolds that they were unwittingly poisoning the young dragon with. Returning to Harken Port the party restocked on rations and selected their mounts in advance of their escort mission.
Session 3 recap - Preparing for their caravan escort mission alongside mercenary captain Kumal Ectross the party purchased some last minute supplies and a few portions of Espiritu. Approached by the manager of the Aviroth messenger’s guild, Severin was asked to deliver a missive to the Obsidian tower in Tempus. Having previously completed the loading of Kumal’s deliverables, the party loaded Jacques Dubois’ locked chest onto the only unlocked carriage. The party began their eastbound journey struggling to brave the storm at first, before confidently moving onward once they got their bearings. Along their journey they encountered several peculiar beasts, Severin befriended an undead dog who begrudgingly continued on its path westward. A moose at the edge of the northern forest bowed towards the party before they encountered more undead dogs one of which was armored, Kumal informed them these were war hounds of the Obsidian tower that pursue dangerous criminals. The party forged onward gaining confidence and speed in their travels, they then encountered a rusted knight from the eastern country of Rhea. Brand successfully negotiated passage and a training session with the knight for a small fee which Kumal paid. Brand nearly defeated the vice paraknight who introduced himself as Igor Vulcănești and was thoroughly impressed by his skill with the blade. So much so that he provided an emblem of the Vulcănești family to Brand, a silver crest with an iron chair depicted on it. Continuing forward Severin spotted a fallen tree that had been dragged into a choke point between two cliffs. Clearly identifying an ambush Severin and Amelia attempted to stealthily approach the fallen tree before breaking out into a dash and casting a thunder wave spell to remove the barricade. A pack of gnolls then descended on the party as they were split between the caravan and the now absent fallen tree. Kumal and the party made short work of the gnolls spotting their ambush and opening fire on them.After the gnolls' defeat Severin collected a +1 staff and Amelia recovered 6 arcane collars that seemed to be influencing the gnolls’ actions. Continuing forward after a short rest the party bedded down for the night and each dreamt of strange visions. Amelia had a brief conversation with the blind man who informed her “you will free us both”. Brand saw a vision of three towers with two of them crumbling away leaving only one tower left standing. Severin saw an ancient white dragon bowing to a cloaked figure that his patron despised. Waking from their slumber the party shared some information about their visions, recognizing the three towers as Tempus’ wizarding towers and establishing a connection between Silkaran the prismatic dragon and Oquinx the serpent of storms.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Game: D&D 5.5e
Group type: Online
Experience: All experience levels are welcome!
Location & Timezone: US EST
Schedule: Weekly at 7 PM lasting for 3 to 4 hours
Roles sought: Looking for players
Game style: My game style leans more towards roleplay than combat, however combat mechanics are still a core aspect. Open world exploration is encouraged, with a lived in feel as world events occur as in game time passes.
Brief Synopsis: Escapade into Elysse takes place in a high fantasy setting among wizards, dragons, cults, scheming nobles, and warring countries. Our daring adventurers will begin by trying to gain their footing and make a name for themselves in the country of Kronos. Kronos is the prominent power on the continent of Gaia and is ruled by the 3 grand wizard towers.
How to Apply: Join my discord and follow the welcome instructions. Then create a Start Playing account and sign up for the Escapade into Elysse Adventure that fits your schedule! Feel free to PM me with any questions.
Payment Details: Paid ($15), Payment is made through Start Playing
Thursday game - Join the Roll20 game here, reserve your spot on Start Playing Games here.
Tuesday game - Join the Roll20 game here, reserve your spot on Start Playing Games here.
Session 1 recap - Arriving in Harken Port by various means the party members formed a small group at the Darksteel Mercenary Guild before becoming members of the guild. Brand's recent fall to the material plane has left him with strange visions: a crumbling tower, the prismatic dragon, and a knight atop a skeletal horse. During their second day of entering Harken Port over breakfast they heard calls for help from a disgruntled Jeweler named Jaques Dubois. They rescued the jeweler from his newly animated furniture before investigating deeper into the cause of the arcane occurrence. Discovering a locked chest leaking arcane magic in the basement of the Emerald Refinery where they were waylaid by more animated furniture. Severin successfully resealed the chest before the party reduced the furniture to splinters. Then striking a deal with Jaques to deliver the locked box to Lupiter, a well known smuggling town on the border. They then agreed to accompany Kumal Ectross's caravan after completing at least one other bounty for the Darsteel Mercenary Guild. Forging ahead they hired a hunter by the name of Eocobi to track down Brimjal a thief with a 30 GP bounty. Eventually finding the corpse of Brimjal and another individual, Amelia found a cursed artifact which enveloped her in darkness. The artifact mysteriously disappeared leaving a scar on her wrist. Returning to Harken Port they received a reduced reward of 10 GP for the corpse of Brimjal.
Session 2 recap - Deciding to perform funeral rites for one of the corpses the party set out to dig a grave. Partway through their journey the corpse reanimated and attacked Brand as the corpse coated itself in arcane ice and crafted a sword and shield from the ice. After Amelia summoned her pact weapon she noticed it had changed forms into one reminiscent of the artifact that went missing. The reanimated corpse seemed to respond to the weapon kneeling before Amelia and presenting its own blade; it then became agitated when Amelia unsummoned the blade and nearly took Brand’s life. The party then rushed back to Harken Port where they discovered the other corpse had also reanimated and defeated it swiftly, saving harbor master Oswald’s life. The party then questioned a shady courier impersonating an Aviroth courier and turned them over to the guards. Finally they bought some cold weather gear before heading northward to the mysterious fog that was preventing hunters from entering the forest. Severin got a vision from his deity requesting him to protect the dragonlings within the fog. The party got turned around and spent several hours wandering through the fog before coming across a small group of kobolds dragging a poisoned boar. Severin parlayed with the kobolds and got the party invited to meet the kobolds master “The Great One”. The party then encountered a very young and emaciated white dragon by the name Icicle. They gave food to Icicle and sent him farther north as well as took a poison from the kobolds that they were unwittingly poisoning the young dragon with. Returning to Harken Port the party restocked on rations and selected their mounts in advance of their escort mission.
Session 3 recap - Preparing for their caravan escort mission alongside mercenary captain Kumal Ectross the party purchased some last minute supplies and a few portions of Espiritu. Approached by the manager of the Aviroth messenger’s guild, Severin was asked to deliver a missive to the Obsidian tower in Tempus. Having previously completed the loading of Kumal’s deliverables, the party loaded Jacques Dubois’ locked chest onto the only unlocked carriage. The party began their eastbound journey struggling to brave the storm at first, before confidently moving onward once they got their bearings. Along their journey they encountered several peculiar beasts, Severin befriended an undead dog who begrudgingly continued on its path westward. A moose at the edge of the northern forest bowed towards the party before they encountered more undead dogs one of which was armored, Kumal informed them these were war hounds of the Obsidian tower that pursue dangerous criminals. The party forged onward gaining confidence and speed in their travels, they then encountered a rusted knight from the eastern country of Rhea. Brand successfully negotiated passage and a training session with the knight for a small fee which Kumal paid. Brand nearly defeated the vice paraknight who introduced himself as Igor Vulcănești and was thoroughly impressed by his skill with the blade. So much so that he provided an emblem of the Vulcănești family to Brand, a silver crest with an iron chair depicted on it. Continuing forward Severin spotted a fallen tree that had been dragged into a choke point between two cliffs. Clearly identifying an ambush Severin and Amelia attempted to stealthily approach the fallen tree before breaking out into a dash and casting a thunder wave spell to remove the barricade. A pack of gnolls then descended on the party as they were split between the caravan and the now absent fallen tree. Kumal and the party made short work of the gnolls spotting their ambush and opening fire on them.After the gnolls' defeat Severin collected a +1 staff and Amelia recovered 6 arcane collars that seemed to be influencing the gnolls’ actions. Continuing forward after a short rest the party bedded down for the night and each dreamt of strange visions. Amelia had a brief conversation with the blind man who informed her “you will free us both”. Brand saw a vision of three towers with two of them crumbling away leaving only one tower left standing. Severin saw an ancient white dragon bowing to a cloaked figure that his patron despised. Waking from their slumber the party shared some information about their visions, recognizing the three towers as Tempus’ wizarding towers and establishing a connection between Silkaran the prismatic dragon and Oquinx the serpent of storms.