Day 5 Afternoon: Flaming Fist Get Rough Overview Once back on the road again a dozen riders are seen approaching. They wear a red and grey uniform and a symbol on their shields that marks them as Flaming Fist from Baldur’s Gate. Their leader, Flame Daryn Falburn has been dispatched to Elturel to find out… Continue reading 1.3d Day 5 and 6
Tag: D&D
1.3c Day 3 and 4 The Liar
Day 3 Morning: Fessel’s Body Overview After Alyssa’s arrival last night the refugees are probably going to want to find Fessel’s body. It turns out he was killed by devil cultists, although why wont be obvious at this point. GM Note: It was because he was a son of a Hellrider, he was tracked and… Continue reading 1.3c Day 3 and 4 The Liar
1.3b Day 2 Fort Morninglord
Day 2 Morning: Far From Home Overview The journey continues the next morning, as the wagons make their way towards Baldur’s Gate. Wellum conducts a ritual of his people and asks others about their homelands. Setup In the distance looms Fort Morninglord, an Order of the Companion camp beside it next to the river Chionthar.… Continue reading 1.3b Day 2 Fort Morninglord
1.3 Journey to Baldur’s Gate: Setup and Day 1
So we now have our refugees, and have them integrated with the next step of the PCs story – Get to Baldur’s Gate, the nearest place of safety and figure out what is going on. But how do we do that? Sure you could handwave it in a sentence, “You travel with the refugee wagons… Continue reading 1.3 Journey to Baldur’s Gate: Setup and Day 1
1.2a Dara’s Refugees
The refugees from Escape from Elturgard* are a great way to get the PCs to care about the fate of Elturel and to drive them towards Baldur’s Gate. On the other hand, don’t feel like you have to make all of these refugees important, or that you need in any way to protect them from… Continue reading 1.2a Dara’s Refugees