Somewhere in the Da lurks a creature with enough power to
worry an ancient lich. The party venture
into the unknown in search of the creature and to return with new servants for
the Lich Lord, Hayyaes.
This episode combines over 2 sessions of online D&D roleplaying.
With favour to spend in Karmal, the party are able to plot
their mission for Lichlord Hayyaes. But
should they journey into the unknown or towards a great, magical power?
The journey starts with the result of the Camel Race, which will surely go to one of the group. But what follows takes a ‘bazaar’ turn and reveals some magical secrets.
Location: The desert city of Arlatla Race: Lizard Folk Episodes: Series 2, Episode 9, Red Hall Part 5 Appearance: Nimitz towers above most lizard fol and wears the armour of Arlatla over his tunic.
Personality: There is no doubt, Nimitz believes in power and position. He used his rank as a lever to assert his authority and could be cruel if his position was not respected.
Background: No background is known, but this ambitious lizard was native to Arlatla and understood the ladder which he wished to climb.
What Happened during the Roleplay: He found the party as he was looking for ‘volunteers’ to go protect the Bullywug engineers in repairing the heating pipes. He did not take Hector’s hostilities well and punished him severely. At that moment a seething Hector swore vengeance and made the sure the party paid him a visit before they left the city.
Chance of recurring in future episodes: Zero. Hector got his revenge. Nomo dealt the fatal blow and Nimitz’s corpse landed on a hapless Pevel.
Character Portraits used: 60 Terrible Character Portraits for Creative Commons Release by ‘A Terrible Idea’
There is a threat to the Lich lord Hayyaes and he has sent the party into the desert to eliminate the threat.
So far, Pat insists to that others that something is afoot north of the desert town of Karmal. But to get anything done in this town requires favours and the party must decide which path to take – the risky or the
racy route.
So much for information gathering in a quiet tavern…
Upon arriving at the fortified desert town of Karmel, the party gain directions to the Boiler – a tavern frequently by Pat’s band, the Yardbards. But they soon get more then just information as they encounter gamblers, desert explorers and mysterious monks.
Also, Pat’s new ring keeps tingling, and why do those monks want a Cleric of Pelor?
The aftermath of a bandit ambush leads to several discoveries, such as; a ‘V’ ring, a mysterious empty vial and a skull necklace. But more strangeness is in store in the players’ dreams.
Now experienced Level 4 adventurers, the party must travel through the desert to placate a demanding Lich, but mysterious banging noises and a distressed cart make for a dangerous journey.