We were delighted to have another two rousing sessions with our Guild of Heroes last Sunday, January 28, 2018. The Guild of Heroes is Labyrinth's ongoing Dungeons & Dragons' campaign for young players, featuring custom characters and an ever-developing world. Our twelve heroes broke into groups and were challenged by two daunting quests, run by our DMs Camilla and Ben. Our next event is scheduled for February 17. To attempt to satisfy the huge demand for these events, we will run four tables of games, two in the morning and two in the afternoon. Slots are still available for the morning session, with registrations on Eventbrite as usual.
DM Ben - Ser Bluto's Favor (Isles of Niln - Unsettled Island)
|DM Ben and Heroes|
Supplementary Report from Eldan Meliamme Oakenheel:
At Fort Stonespur we were called to a meeting with the giants in a giant stone castle in the middle of the sea. There were three ships we could choose from to sail. We tried the middle ship, but they pay was 35 gold but we only had 30. We tried to intimidate him but it didn't work so we went to the captain to the right. Our bards had him lower the price and we went to the fortress the giant said. Mysterious earthquakes were on a nearby island. He said he had a fort there that had been attacked. A dwarf took us there on his boat. The giant told us to bring all we found.
DM Camilla - Isles of Niln
It was a dark night as the party of six climbed towards the monastery high in the mountains of Niln. They had first stopped in the villages of the hills below, where reports spoke of the usually peaceful monks who worshipped the mountain suddenly demanding tithes, though they had not done so for hundreds of years. One person they spoke to even said that their wife was taken captive, and described her should she be found. Their suspicions were raised as the group came upon a massive stone head blocking the way. Careful words bought them passage through its mouth, as well as cryptic statements about the monks above.
|DM Camilla and Heroes|
Their climb ended at a small plateau, inset with a stone garden, and heavy doors that lead into the mountain. Carousing amongst the pebbles was a rowdy group of figures, drinking cider, playing songs on drums and lute, and wearing simple robes which matched the statues. Quick to see evil, Theirastra lashed out with magic, sending one of them into an arcane slumber. The dancer fell to the ground with a thud, and the supposed monastery went silent, before the group burst into laughter, their attention turning to the newcomers. Portia stepped forwards, asking about the supposed banditry, which was strongly denied. It was however, taken as inspiration for another “visit” to the villages below.
The party trailed a half dozen of them down the mountain, when one of the statues whispered at them. It was a young monk named Seira, who had resisted the last shred of petrification. Reed, Theirastra, and Berrian trailed the “monks” down the mountain, as the other three adventurers spoke with Seira. Her words led them to a secret passageway, accessed through the massive stone head. It led into the monastery’s sanctum, where they could find three magical orbs, said to activate the defences of the monastery.
Down below, the group of three saw the monks, now know to be bandits, as they extorted money and goods from those who lived there. Poison, flame, and arrowheads subdued them, and they left them in the hands of vengeful villagers. The heroes rejoined their companions, and ventured into the mountain, finding the first two stones easily. Fleeing a patrolling guard, they came across the true monks, nursing wounds as they hid within a secret chamber. A fight with the bandits’ leader secured the third stone, though its noise woke the rest of the bandits, who came spilling out of the room where they slept.
The party sprinted, making it to the statues where they deposited the stones in waiting hands. With a groan, the statues came to life and began to hurl the weighty orbs at the bandits, quickly bringing them to their knees. Thanking the party, the monks took hold of the bandits, promising to provide them moral education and spiritual clarity.
One task remained, to undo the plague of petrification on display throughout the mountain path. As the monks began administering to their charges, the party returned to the sanctum, quickly finding a Gorgon who had been chained before an altar. One of their company was immediately struck, their skin turning to stone as the magic took hold. Quick negotiation by all befriended the Gorgon, as they offered her liberation. With gratitude, she locked eyes with their stony friend, returning their mobility before freeing the villagers the same way.