Rise of the Dragonlords
was a campaign written and DM'd by a friend of a friend and was honestly my
first real DnD campaign since... boy scouts in 3rd grade? We didnt have access
to the Player's Handbook, so we mostly just winged and it and it was fun.
I played a dwarven cleric named Krumrum Aute
and I was joined with Daeris, an elven rogue, and Vastraak Bearwrestler, an orc
warrior. The setting was basically ancient dragons had been awakened and a cult
in red cloaks were responsible. Krumrum “knew” a lot about dragons and the
party decided to go to his home to get his notes on dragons. Krumrum had woken
up one day, teleported miles away from the dwarven capital, Brackenwald, and
had no idea about the rest of the Aute House’s fate.
On the way to
Brackenwald, the party came across a town overrun by skeletons and decided to
take down the necromancer behind it. After defeating John the necromancer (who
had really bad rolls for a boss) the party discovered a cave and decided to
travel through it as a shortcut to Brackenwald. In the tunnel, Krumrum comes
across a mind flayer and strikes a deal. In return of allowing the creature to
live, it would teach the dwarf the secrets of necromancy. Krumrum received a
grimoire that would teach him the dark art as he completed certain tasks for
it. The first, collect the head of a necromancer, the blood of a saint, and to
defile a holy gravesite.
The party stopped in a
city to rest and Krumrum found his first target for unlocking the book—the
leader of a holy order of paladins. Krumrum attempted to convince the leader to
give a vial of blood, and it worked, but not before Krumrum was forcibly
exorcised of all ill intent and his physical connection to the book.
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