At the end of last session, we left our heroes resting in the Therassic Spire and plotting their next move…
At the end of last session, we left our heroes in a perilous position fighting several monstrous water elementals.
Whatever happened to wizard’s guilds? In the Good Old Days, every town or city seemed to have one, but these days—like wandering monsters, comprehensive rumour tables and “pointless” empty areas in dungeons—they seem to have disappeared from many adventures and supplements.
At the end of last session, we left out heroes resting in the Therrasic Spire.
At the end of last session, we left our heroes standing triumphant over the corpse of the mad monk.
Built atop the ruin of a fallen borderland keep, Tumblestone Inn stands amid the wilderlands, far from civilisation’s comforts. Within its stout walls can be found warmth, good cheer and a hearty welcome; without lies little but howling wilderness, marauding orcs and other lurking dangers.
At the end of last session, we left out heroes battling a mad monk and wondering what was to burst forth from a twitching, undulating halfling corpse…
Freedom of movement is either a much more powerful spell than I first imagined or it’s badly written. I can’t decide which.