INTRODUCTION
When last we left team Food for Worms,
they had made their way out of the depth of Mirabar,
encountered ZENTHA TRYSLYN,
elf maid mason and survivalist, and
encountered ZENTHA TRYSLYN,
elf maid mason and survivalist, and
formulated plans to head for Longsaddle to consult
with Zuur and the Harpel clan of wacky wizards.
Shall we embark on the journey south
and see what today brings?
Tarsakh 2nd, 1490
(Andrea, Balgri, Jedeves, Kelevra, Moss)
Tarsakh 2nd, 1490
(Andrea, Balgri, Jedeves, Kelevra, Moss)
SCENE 01 - Long Rest
- After getting some fresh food from ZENTHA (the elf maid you met), the group gathers up stores and invites her to join them at the castle atop Mirabar, where DONNERNOK and GILIMBA await them and their news of what they discovered below Mirabar.
- The group decides that their best plan is to head south the 170 miles to LONGSADDLE and meet with GILIMBA's father, ZUUR HARPELL and their eccesntric family of very talented and experience mages to see what they can learn about what they're up against and perhaps more insights into how to use the REVIVITOR STONE.
SCENE 02 - Packing Up
- After finding the 6 horses tied up where they first went below the city, the group also finds a wagon and loads up plenty of food for the journey south to LONGSADDLE.
- The group, BTW, finishes a long rest in their castle atop the city
- After loading up the wagon and horses, the group heads out through the main gate to the south
- The team devises a way to use the animated armor to carry wooden platforms supporting their members on a 24x7 march at 25' per round to LONGSADDLE. Should take about 3 days.
SCENE 03 - Heading South
- As they cross the main bridge to the south, the group sees a somewhat battered sailing ship sailing up-river, manned by six dwarves.
- The group make contact by yelling over the side of the bridge, and learn these are refugees from the besieged city of LUSKAN to the west.
- The group invite the dwarves, captained by Blotho Bleubeer'd, to dock their ship north of the bridge and and come ashore.
- The crew of former Luskan pirates have seen such dark days now in Luskan that they have agreed to turn from their pirating ways and help the survivors of this unholy invasion start new lives in Mirabar.
- The group decides to leave 10 animated armor behind to patrol the city with the dwarves who have chosen to "run" Mirabar's shell as a refugee reserve for those escaping Luskan, Neverwinter and Waterdeep.
- The group tells the dwarves they can still probably find plenty of food left behind by the undead army who don't want or need it.
THE PARTY
- ANDREA
- BALGRI
- DONNERNOK - your 9th level dwarf paladin sponsor
- E'SSL
- GILIMBA - 6th level wizard
- GRUMBLEBELLY
- HIGAR
- JEDEVES
- KELEVRA
- MOSS
- SHAMIRA
- 90 SUITS of animated armor
THE ADVENTURE AREA
MIRABAR


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