Castle Dur MarrSession 2summary

#summary #session-2

Last session, our heroes learned the full extent of the challenges lay ahead: they would have to compete with multiple groups of campaigners also scouring the castle, and hide their most valuables finds from the customs officials. They would have to find a smuggling route, and their only lead, a ship built by out of work ship builders, was blocked by an ever present storm on Lake Pandercost. And help from Theordore's local guild of the Clock, is not forthcoming until the traitor in the clock is found.

After discussion of possible next moves, the heroes settled in for the night. Some had peaceful dreams aided by lulabys, while some found their dreams probed by unknown entities.

In the morning the heroes found themselves swept up by the struggles of Monger's landing. Arcash, tried and failed, to cook a meal for the whole of the town with scarce ingredients. Perry, Quix, Shel'bur, and Arcax encountered Merridith, a young woman trying to save the last three shelves of books in a ruined library. And Ailudal, joined the young fisherman Elto to possibly abscond with a boat that did not totally belong to Elto.

The heroes all joined Ailudal, and eventually stole the boat to sail into the storm headed for the Grove of St. Pandercost, even as presumably one of the other owners watched them sail away.

Player Notes

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