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Session 1

The bards tell a tale; a tale of four unlikely adventurers, and their escapades through Lerwick, a town who suffers from a Sleeper’s Curse.

Elvira, the farmer turned protector,

Yessimir, the vizier Gnome from the desert oasis kingdom,

Fauna, the one with a heart of gold,

Nymmestra, the curious Assimar……

After arriving in town and talking to Marenna Kolis, an Elf, head of the Brewer’s Guild and tasked with finding workers to help set up the yearly “Battle of the Brews”, our adventurers make their way to the festival grounds. Elvira is unknowingly pickpocketed by an orphan duo; one who asks to touch her horns, the other to pickpocket her while she is not paying attention to her surroundings.

Once there, they help several vendors:

A Dwarf, Kungret Flintbeard, by handing out samples and putting up posters and signs,

The Golden Prize vendor, by checking inventory, and noting the Kobolds, in the storehouse.

The McNell’s Best Vendor, by checking on Blarth, the drunk worker, and bringing in the barrels of brew that were technically his job (he swears he couldn’t because he was attacked by a fey trickster)

While Elvira and Fauna helped the Golden Prize vendor, Yessimir went looking to see if anyone recognized the runaway criminal he was after (actually a princess on the run he wanted to kill). He got few leads, but eventually met with Arta, leader of the town watch, who was stationed at the entrance of the sewers.

Nymmestra, losing track of Yessimir, finds themselves at the homestead of Old Granny Stennelseem, who is tending her garden. For the company and good help, they learn how to prune berry bushes; they also receive some candy, made by the Granny herself, and a family heirloom, a magic, style changing cloak.

The adventurers reconvene at the festival to help the McNell’s Best vendor, where they also talk to Mayor Lenwick VIII, who is drunk. After helping the vendor, and settling an argument between Kungret and Argum, a human who makes his own brew, they retire to the inn, The Crossroads, to have a great meal at an inexpensive price. They are served happily by the Halfling who runs the place, and their family…after all, not many outsiders have been stopping by because of the weird dreams and poor sleep everyone has been getting.

In the morning, and after having poor sleep and meditation, they returned to the festival, now in full swing. The carnival games are fun for the party, although difficult to master. Yessimir takes offense to an offensive caricature of his people…a fortune teller, who Fauna naively buys into. While the rest of the party moves on, wondering why Argum’s tent isn’t open, Yessimir works with some local orphans to harass the offensive fortune teller.

After some interviews, the party heads to Argum’s apartment, and after some sleuthing that came up with no clues, they over-hear commotion at the entrance to the sewers - where a mob, lead by Argum, is arguing with Arta to be let inside. The intimidate him and the mob to leave, and convince Arta to let them in, despite her warnings.

For what happens next, the bards do not say. Perhaps a fortune teller might know? Only time will tell….