Ingenuity at its finest.
“If you bring a Ranger with you, it is well to pay attention to him…”
“Come not between the dragon, and his wrath.”
Modified rules for crafting magic (and mundane) items in D&D 5e.
You’re going to need a bigger character sheet.
There are more colors than black, blue, green, red, and white, you know.
Magic and Might.
An inventive spin on magic and science.
The hour grows late, and our party continues to battle the horrors of the Lionheart Inn. Finally close to completing their task, they find deathly answers and an enemy with a familiar face.
The party has bested the Red Room with minimal injury, but the rest of the Lionheart Inn holds even greater dangers which find a few of them worse for wear. And, still early in the night, they realize they are not the only ones hunting within the keep.
Now in the bustling city of Crosswarren, our party discovers the difficulties of urban travel and meets with their client. They make an early attempt on the haunted Lionheart Inn, and begin to discover the dangers that await them.
Our party faces off against the wraith Arinlen, and they find a secret artifact that will shake the planet of Aeramis to its core. Trust and loyalty are quickly tested in the wake of this discovery.
Deep underground, the party discovers a hallway leading into an ancient dungeon. Inside they face many challenges of wit and logic, Leander discovers his worst fears have a physical form, and the party begins to question their honesty with each other.
Talia wakes from her vision drenched in sweat, and after some discussion everyone agrees that they must reach Elcott as quickly as possible. A powerful ally makes a timely arrival, and our party finds that Elcott is not what they were expecting.
At the foot of the walls of the Eldorani Crater our adventurers discover a lone mercenary who joins them on the hunt for Marrowblade. The gnoll situation turns complicated, tensions rise between the party, and Talia is beset by more visions of darkness and blood.