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Forgotten Realms

Forgoten Realms: Side Track

  • DM Tony Started September 2016 0 Sessions, 0 Hours of play
Advanced Dungeons & Dragons 2e
Hero's
Character  Player 
Orson   Bill  
Betal Woodleaf  Carl 
Hope Stillwell  Julia 
The Grim  Keith 
Broknar  Noah 
Darsun Meadowbrook  Steve 
Ysberin Gurganus  Todd 
Bowser  Nick 
Fallen Hero's
Character  Player 
Stonebreaker   Steve  
Rochendir Galanthor  Keith 
Burkhardt Heiengard  Kevin 
Jinaskybae Cupshigh  Leslie 
   
   
   
   
Retired Hero's
Character  Player 
Keryx  Keith 
Adoven Shieldheart  Robert 
Arallyn Ar'Asstellier "Hawthorne"  Glen 
   
   
   
   
   

Information and Handout's
 The celebration of your group’s deeds as heroes of New Phlan rivals that of your epic festivities in Elventree after your desert adventures. Serillian is happy to see Hope able to partake in the boisterous party this time, and he laughs and smiles as Hope and the bard Ysberin Gurganus sing and dance together. Typically reserved, he gives into the spirits of celebration and revels as well. While Serillian’s voice is not as well pitched as the priestess or minstrel, it is full of passion, and he is forgiven for being a bit off key.
   Bowser swigs down enough fine ale to fell an elephant. He asks every lady present if they want to touch the beard of a true hero, still stained with the blood of the ogre wizard that he cleaved in two with his mighty axe. In single combat, no less, with just two blows! It’s obvious that his might is too much for these fair lasses, as none take him up on the offer.
   Darsun enjoys himself and revels in the glory of the tale, relating how his bow always finds its mark because of it is the will of Solonor Thelandira. He continues to encourage Betal, who has chosen a corner to sit sullenly in, to seek the path of the archer and join him in worship.  Orson is a bit pallid but in good spirits. He spends much time with the Grim, whose cackle can be heard sporadically above the din. Their talk focuses on how to divide the spoils that they group has now acquired, and what marvelous things they will be able to buy.
 When Broknar disappears from the group, as he is apt to do, Orson asks Bowser of his whereabouts. Bowser yells ‘I think he is drunk and reliving the battle with the forces of Bane. Check the fields, I bet he is cow-tipping’! There is a brief silence and then raucous laughter as Broknar has been behind Bowser the whole time. The joke, as it turns out, was on the dwarf.
   The group returns to the in early in the morning to the Bitter Blade Inn, still singing songs about their exploits. Master Gurganus is amongst the group, strumming his Gittern and reminding others of the words as they stupor and stumble about. In but a few hours, after the effects of adrenaline and the previous night’s celebration (and spirits) have worn off, the group meets to decide its next move. Battle beaten, it is proposed that they take a few days off and accept the offer of Bishop Braccio and receive some minor healing from his sect. There is also the matter of treasure to discuss, as the group has quite a hefty hall of items now to dispose of. One of the tavern maids tells you that a dashing traveling minstrel has taken lodging at the inn as well. You can only assume that this is Ysberin.
 While the group begins an animated discussion on what to do next, a quiet figure approaches the innkeeper. The proprietor loudly and proudly proclaims ‘Why of course I know of whom you speak-doesn’t everyone? The heroes of New Phlan, the bane of Bane some would stay, have naturally chosen to stay in the finest establishment in Phlan, the Bitter Blade. And, sir, you are in luck, as they are right there’! The man behind the bar gestures your way.
 The quiet figure then approaches the group with gravitas and addresses the sword mage ‘Master Serillian, well met’. Serillian recognizes that this man is no stranger at all, and introduces him to the group as Menzel, apprentice of Thusk, the great wizard of Glister. ‘I apologize for the untimely intrusion, but Thusk has urgent business which requires your immediate presence. He has requested an audience with you and your companions. Gather yourselves and meet at The Laughing Goblin in one hour’.
 Upon arrival at the Laughing Goblin, you are met again by Menzel who escorts you to a room upstairs.
 ‘Serillian, well met my friend. Fancy seeing you here! I see that you still travel with Broknar as well (as he nods to Broknar). I have been following you, and have been saddened by the loss of your other comrades. Forgive me for mentioning it, but these new companion seem, well, somewhat rather worse for the wear. Although I have heard of your recent exploits. Heroes of New Phlan, congratulations’!
 You notice a large cat wearing a military inspired uniform apparently marching in front of the door.
 ‘Don’t mind Sasha, he wants to help’ states Thusk. ‘I’ve given him the most important task of maintaining guard on this meeting. That’s right, Sasha, keep a vigilant eye out. The forces of evil are everywhere’. With that, the cat, surveys the group, stands up on its hind legs, and raises its paw to its forehead, in military style salute, before returning to its march.
 ‘It was unfortunate you were unable to stop the undead king from ravaging this area, but I received word that you were detained on other important business. So as I see it, you and your fellows here are indebted to me. I have pressing matters that I would like you to accompany me on. It seems you have some books in Arabel under the care of our mutual friend, Jarmund Aver the sage, which may have important information. The rest of you, I have something I need that I hope is suited to your skills’.  ‘Some nearly 400 years ago, the great wizard Charellsfane lived in a wandering tower. His prize possession was an ancient tome known as the Illheidrin Book. Its contents are not for your eyes. It would probably blind you if you were lucky enough not to go mad trying to comprehend its secrets. To me, however, and those that I am allied with, it is of great value. In the wrong hands, I fear this book could do much damage’.
 ‘Charellsfane disappeared from record and was presumed to have traveled beyond. The only mention of his fate on record is that of his apprentice, Jaxtur. He was found dazed wandering the wilderness. He kept mumbling about a strange creature, but he never recovered his faculties. Some say he betrayed his master and took over the tower, but was driven mad by the writings of The Illheidrin Book. Others say he was the sole survivor to escape whatever horrors had been summoned or invaded the tower. He was buried in a peaceful grove used as a cemetery by servants of a now forgotten diety, Limtram. Upon Jaxtur’s death, the tower appeared for a brief time, then vanished. According to legend, the tower has returned throughout the ages to that very same spot, as if waiting for Jaxtur to re-enter. Jaxtur never mentioned the book, and it slipped away from the memory of most over time, written off as myth’.
 ‘The worship of Limtram has not been active in the area for decades, times and landscaping changing as they do. The site of the shrine and cemetery, however, must still be there. It would stand to reason that one might still even be able to see evidence where the tower arrives every 100 years’.
 'I know some of this by luck, as friend of mine that used to run oversee the library here in Phlan, Hollus Morganthou, found the record of the sect and their burial site. I am certain that is where Jaxtur is laid to rest. My charts tell me that within but a few days the tower is again set to reappear. From this new evidence, I fear that Charellsfane was murdered, and the Illhiedrin Book is still in his tower. Return the book to me, and I will grant you keep whatever other treasure you may find with it. I can mark Serillian’s map, showing the general whereabouts to the consecrated ground where Jaxtur is lain to rest and the tower will hopefully return’.
 ‘Take this hourglass. Once the tower appears, turn it upside down. The hourglass has no sand, as you can see, but will begin to glow with a faint white light once turned. When there is but ½ an hour left before the tower is to depart, the light will glow very bright for a moment and slightly buzz, then begin to fade. When the light is out, the tower will be gone. I urge you to not lose this, for without it you will have no idea of when you will need to get out of the tower. Make haste, for time is of the essence in this mission. You’ll have to leave Phlan in no more than half a tenday. The journey will take a few days to reach the area I’ve marked for you’.
 ‘To complicate matters worse, as you can see there are forces gathering within and without Phlan that may take notice and be very interested in the contents of the Illheidrin Book. Take great care that they do not get the book! My very presence here may have drawn even more attention to your mission’.
 I really must be off now, Serillian, gather your items so we can depart at once. Good luck! 
Maps 
 
 
Rumors 
 
 
 
 
 
 
 
Game Information

House Rules

House Rules

The house rules for the campaign including character creation and optional rules that are being used.

Game Rescourses

Character Creation

Character Creation

This is step 1-9 from the players hand book with examples, pictures and more hidden gems. Here you can create a very basic character, perfect for anyone who has not created an AD&D character in a long time or who has never made a character.

 

Character Sheet

Character Sheet

Fillable character sheet that can be printed or emailed.

 

Player Resources

resource

Player resources for Advanced Dungeons and Dragons 2e, sorry Gaming Group Knight members only.

Dice

Dice

Pop-up d4 - d20 dice roller.

 

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