In the fourth adventure in the Dungeons & Dialogue: Language Exchange series, the heroes of the Flaming Fists set out from the Seatower of Balduran to follow up an on investigation that could end the epidemic of violence plaguing their city once and for all, but they must face an unlikely foe with twisted ambitions of their own.
Tag: Dungeons and Dragons
War of the Dark Cults
In the third adventure in the Dungeons & Dialogue: Language Exchange series, a group of investigators from the Flaming Fists company must investigate the War of the Dark Cults and discover the main culprit behind a larger conspiracy against the city of Baldur’s Gate.
City of Shadow and Flame
In the second session of Dungeons & Dialogue, a monthly RPG language exchange, violence erupts across Baldur’s Gate as the sky above is filled with an everlasting darkness. Six adventurers set out to preserve order in the streets when they stumble upon a conspiracy that threatens the entire city.
Across the Sea of Time: Balduran’s Voyage
This is the first session of Dungeons & Dialogue, an RPG language exchange at Dice & Comics Cafe. When a disturbance in the space-time continuum causes the city of Baldur’s Gate to vanish from existence, six adventurers dream of the world as it should be. Together, they eat the fruit from the Tree of Time and travel into the distant past to restore their timeline, by seeking out young Balduran, the founder of Baldur’s Gate, and joining him on a voyage into the Trackless Sea.
An Alternate History of Khundrukar
In the 14th century DR, a dwarf cleric named Hlin gathered her friends in the city of Baldur’s Gate. They were the tiefling warlock Kairon, the kender rogue Tas, and the human paladin Henry. Together, these four heroes set out on a quest to save Hlin’s home in the distant north, the hidden city of Khundrukar. Continue reading
Seraphina’s Revenge
This is a summary of an extended single-session version of Forge of Fury which I ran with a group of university students at ChungKang College of Cultural Industries as part of a two-day creative workshop.
Conclusion
The heroes rescued the Emerald Prince from the depths of the dungeons on the Emerald Isle and helped him reclaim his rightful place upon the throne from the usurper. They passed on through the harrowing realm of Kythri, and along the way, they were separated from their friend SIMPLE. Then they arrived at last at their destination: the Fortress of Bone and Ice. There, they found the one they were seeking. Continue reading
Flight of the Emerald Prince
An elemental spirit of air guides the heroes on their journey to find the Fortress of Bone and Ice. Along the way, the Divine Reclamation enters the Lhazaar Principalities and arrives in the harbor of the Emerald Isle, where a long-lost love returns and beseeches the heroes for their aid in a quest to free a pirate prince—the rightful ruler of the Emerald Isle. Continue reading
Divine Reclamation
The heroes were joined by the mephit Steaming Sulfur and the survivors of the sinking of the Reclamation of Lhazaar, which was destroyed by unknown forces while the heroes were on their dream quest. Together, their entourage climbed up the mountain trail in the southern reaches of the Ironroot mountains. They headed to the volcano known as the Fist of Onatar where the last warforged survivors of the Metal Purge were rumored to be hiding. Continue reading
A Crimson Carol
The heroes and the crew of the Reclamation of Lhazaar find themselves in a strange new timeline. To fulfill the words of the Draconic Prophecy and save the world, they must first help a warforged survivor of the Metal Purge by redeeming his employer, a Karrnathi corpse lender fearful of his own mortality.
A Crimson Carol is an adventure inspired by A Christmas Carol by Charles Dickens. Some changes were made from the published adventure to fit this campaign.
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The Trial of the Dragon
In the far distant future of Eberron, the Reclamation arrived upon the shores of the Seren Isle The denizens of this isle were descendants of the Seren tribes of barbarians in the heroes’ present day. They were also guardians of the only gateway to the continent of Argonnessen ruled by the dragons. They led the heroes past hidden ways into the presence of an ancient electrum dragon. This rare dragon was a member of the Chamber, a mysterious council of elder wyrms that ruled over all of dragonkind. Continue reading
The Ivory Figurine
It was the second century in the counting of the years of the kings and queens of Galifar when the Reclamation of Lhazaar sailed through the mists of time and arrived upon the forested shores of Q’barra. And for reasons the surviving crew of the Reclamation could not comprehend, the vessel was no longer able to navigate through time as it had done countless times before. It seemed that the Reclamation was trapped in the distant past. Continue reading
Reclaiming Taer Zanathar
Having reclaimed the Reclamation of Lhazaar, the heroes faced new mysteries. The warforged crew who joined the heroes handed over a treasure chest containing powerful elemental spirits from the endless ocean beneath the frozen plains of Risia. These spirits were a group of Water Fairies, powerful elementals whom Valenn had long sought ever since he had first set out to become an adventurer. Having discovered them at last, Valenn now resolved to keep the Water Fairies safe from all harm and help them to discover their true purpose or find their way home. Continue reading
Reclaiming the Reclamation
The members of the Salvation Times returned to Salvation Outpost. Having parted ways with Sky Blue, who left to uncover the truth of her father’s disappearance, they found themselves faced with a new quest.
Stories from the Salvation Times, Part 8
The members of the Salvation Times learned that Sky Blue was the orphaned child of a former war hero of the Brelish army who had been dishonorably discharged and had reportedly perished somewhere in Cyre during the Last War. Sky Blue believed that her father was still alive and was intent on finding him in the Mournland. Continue reading
Stories from the Salvation Times, Part 7
Returning to the present day, the Salvation Times crew discovered that Irulan Karnach still lived, or someone using her name had taken her place. They found that history remained mostly unchanged, except for their friend Kalli Alran. In the original timeline, she had come to Sharn to learn more about the Oracle of War, but now she was more interested in the Draconic Prophecy. Continue reading
Stories from the Salvation Times, Part 6
Arriving in Wroat, the Salvation Times team found their way aboard a majestic galleon that slowly sailed along the Howling River. The nobles gathered upon the deck were in the midst of a grand gala, with music being provided by a band of mechanical musicians led by a gnome conductor. Yet something was amiss among the noble guests gathered for evening’s festivities. Continue reading
Stories from the Salvation Times, Part 5
In their treetop penthouse in Shae Lias, the members of The Salvation Times were ambushed in a nighttime raid by a rakshasa and a group a sky raiders riding upon soarsleds. Continue reading
Stories from the Salvation Times, Part 4
The members of The Salvation Times had made contact with the sphinx FLAMEWIND, an expert in the Draconic Prophecy in Morgrave University. But they were dismayed to find the Oracle of War appeared to be broken and inoperable. Continue reading
Stories from the Salvation Times, Part 3
Two months after the death of Sheriff and the attack on Salvation Outpost by a gang of assassins, The Salvation Times resolved to unravel the mystery of the Oracle of War by traveling to Morgrave University in Sharn. Continue reading