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- Session 1, in which our heroes make it past the front door. Mostly.
- Session 2, in which our heroes find a bar and some whores.
- Session 3, in which our heroes discover they may have to become Heroes. Oh dear.
- Session 4, in which our heroes explore the Keep some, and realize they don't know where the Mines of Chaos are.
- Session 5, in which our heroes throw magically enchanted rocks at the foundation of the Keep.
- Interlude 1, in which even a Cleric of Sumar-Fareen is flummoxed.
- Session 6, in which our heroes win a vacation to the fens and consider the merits (and downsides) of sacrificing to a Demon Gawd.
- Session 7, in which our heroes meet a Dwarf and his rocks and are given some javelins by friendly lizardpeople.
- Session 8, in which our heroes spread rumors of cats and decide to not talk about lizardpeople in the bath-houses
- Session 9, in which our heroes play "Farkle" and otherwise interact with Keep Denizens.
- Session 10, in which our heroes undertake a murder investigation
- Session 11, in which our heroes are involved in a trial - and not as defendants!
- Session 12, in which our heroes hire a guide and head off to the Mines of Chaos! (aka, "get out of town while the getting is good")
- Session 13, in which our heroes realize they may have made a few unwarranted assumptions. Oops.
- Session 14, in which our heroes actually enter what might actually be the Mines.
- Interlude 2 during which Noer sees things. (Long Intermission)
- Session 15, in which our heroes recruit a thief and a scoundrel. Does it smell fishy?
- Session 16, in which a Ranger is on a Mission from God, and when one door closes, something else opens. Like an arrow slit.
- Session 17, in which our heroes actually do well in combat! Oh, and they rescue someone (but don't rescue the money).
- Session 18, in which our heroes explore some goblin mines. And by "explore" I mean kill goblins in.
- Session 19, in which our heroes are heroic and rescue a bunch of slaves. And lose one. Oops. But huzzah!
- Session 20, in which our heroes are heroic and go back in. Dungeon running at its finest. Storming the goblin mines! Woohoo!
- Session 21, in which our heroes return (mostly) triumphant to the Keep, to the <plink plink> sounds of a grateful bard.
- Session 22?, in which our heroes take a commission to remove an Orc threat. And decide it's okay if some humans die.
- Session 23?, in which our heroes try to storm the Orc mines. That did not go well.
- Interlude 3? during which an already traumatized Pixie Fairy questions his life choices.
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