0 To Holy RPG DnD

Holy DnD campaign DragonMan!

We are InUPress Broadcasting with the telling of the story from DM storyteller’s Mythrandyr559‘s DnD campaign on the Twitch channel Mythrandyr559.

Join Mythrandyr599 and the group of players in the 0 to Holy RPG Forgotten Realms campaign.

Ten characters try to survive from zero levels through to become Holy deities.

KnTST Clan host, KenShuMC plays Bloodgrue Armitice. In case you’re wondering I have Bloodgrue (Blood) fleshed out mentally, here are my fleshed-out thoughts on Blood.

Bloodgrue Armitice – 1/2 High Elf Male, 5′ 8″ olive tanned skin Hazel green eyes, long brown hair. He believes that anything worth doing is worth doing right, he’s a bit of a perfectionist. He believes in personal freedom, everyone should be free to pursue their own livelihood. He once created an exceptional tradecraft piece of leather-work goods for someone but then he found them unworthy to receive it. He is still looking for someone worthy to offer it to. Blood is never satisfied with what he has he is always looking for more from life. He lost faith in the family elven gods and is now in search of faith to follow. He is following a path of an Artificer/Bard to travel in wanderlust.

Anij (Anij) – Female Druegar, Conjurer

Drugun (Drugan Rustbain) – Male Mountain Dwarf Noble, Cleric/ Battle Master

Guthrugh (Gulaghk) – Male Orc Barbarian

Elphish (Elphis) – Male Kobold Rogue (NPC)

Gaveston Truestone (Galvin-Eye Stonegaze) – Male Sun Dwarf, Artificer, Bard, Ranger, Druid (NPC)

Jaycee (Jayce Hydralight) – Human Male Life Cleric,

Goliagth (Gorthraig) – Male Gem Dragonborn Monk,

Flynn (Fynn Murtins) – Male 1/2 Wood Elf Evocationist,

Elfaric (Elaric) – Male Scourge Aasimar Bloodline Sorcerer, Eralic’s story is a sad one at the very least. He never knew his father, raised by his mother and grandmother until the age of 30. One day they sent young Eralic to the market to get some supplies and he noticed a man bleeding by the side of the road. Out of curiosity, the boy went over to see the man, as he got closer he noticed the man wasn’t breathing, but as Eralic placed his hand on the man a faint purple glow came from his hand. Surprisingly the man jumped up in disbelief coming back to life, it seems Eralic’s touch brought him back to consciousness. When the man arose Eralic ran as fast as he could back to his home to tell his mother and grandmother. Once he caught his breath he explained to his mother and grandmother exactly what happened, a worrisome look fell over their faces. Eralic’s mother went into her room and he could see her lifting up a false board from the floor. She came back with a leather chain with what looked like a giant tooth on it. The grandmother closes all the windows and shutters so no one can peek in or hear. As she puts the fang around your neck it begins to glow….and an inscription in your native tongue is shown. “Blood of your Forefathers” it reads. As he is taken aback by the sheer weight of the necklace, his grandmother comes out with a cloak and all the necessities for travel. The grandmother kneels down places a hand on Eralic’s cheek, that tooth around your neck holds the blood of a Copper Dragon from a millennium ago. As a baby, you were imbued with the blood of that same Copper Dragon destined to become a sorcerer. As was your grandfather and father before you and their forefathers before that. After a long talk, they say goodbye to their only son ” Find the man atop the mountains and you shall find your true calling

Forgotten Realms Southern Mountains

Our story so far is as follows:

As a group of adventurers, we have met in the town of, Blow Throu and we’ve banded together.

The south mountain region and the forest beneath are where we begin.

Bloodgrue (Blood), met the dwarves, Anij and Drugun on his walk down from the mountain from his forested valley home village. On their journey on a lonely road down the mountain, the three are ambushed by four kobolds led by a shaman.

Defeating the ambush, the adventuring team scavenges the deceased kobold’s bodies for tokens to turn in for rewards. Blood finds a pair of rare Mythril daggers on an elven sash which was once worn by his uncle on his last known walk from the home village. The daggers were excellently crafted by Grue family crafters and Bloodgrue spiritually bonded with them almost immediately. Knowing the three of them were only halfway to town, with several miles still to travel, and seeing that the drugear was now unarmed, Blood offered one of his new daggers. Realizing this drugear is a female he offers her a bow in respect.

AS a team talking briefly, Blood finds out her name is Anij and her companion is Drugun, they continue onward.

Arriving in the community of Blow Throu we encountered a course middle-aged human female, Truegrue, the bar-wench/owner who claimed to be Blood’s mom. She related a story about a legendary witch in the woods to the northwest of town.

On our first day in town, Blood’s small group encountered several rat patrols scurrying into the back alley next to the mayor’s house which the bar is attached to.

As the three are seeking lodgings, seeing seated in the bar an astral citizen drunken and slumped over the bar, Blood borrows his cloak to cover the naked human male which Truegrue had just raped.

Not feeling right about her, Blood rejects Truegrue’s approach. But Truegrue exclaims her motherly love for him embracing him tightly in a bear hug.

As Blood pulls the cloak from the Gyth, to use, the team discovers the horrid gaping infected wounds fresh from today on the creature, and his dismembered jaw.

Drugun rushes over to the local Temple to retrieve a healer as Blood does his best to help by casting a Mending cantrip to try repairing some of the damage to the jaw. The holy clerk arrives then rushes back to the Temple to fetch a healer and Drugun makes a deal with the healer for healing the Gyth.

The team is directed by Truegrue up into the mansion to the Mayor’s house to acquire lodging. Arriving in the mansion, finding only the servant is available, they are each directed to different lodgings. Blood to the Inn rooms above the bars. Drugun to the Temple, and Anij to the Mage’s Guild.

In the morning while the three are in the bar getting refreshments, the mayor calls a town-hall meeting. While the four are out in the courtyard waiting for the meeting with several other people waiting for the meeting to start, a few are curious as a swarm of rats of all sizes/ages rush across the courtyard even with a few walking across the laps of those sitting.

Drugun and Gurthrugh each catch a rat killing it and the Blood team and Guthrugh investigate the rat patrol disappearances location, with Blood being first to enter the alleyway, where he is quick in determining there is no natural concealed location for the disappearances.

Drugun and Guthrugh investigate by lighting a torch following the swirling trail of smoke to a concealed secret entrance no bigger than a halfling. Forcing an opening into a space beyond the team realizes it is dangerous to enter.

As a solution to investigate the rough opening, Guthrugh whistles for his horde who turn out to be kobolds waiting hidden in the woods outside of town. The onrushing horde startles the group and Blood draws his Mythril dagger in defence.

This sight inflames the five kobold leaders, with them inciting the pack into attacking the group. While Guthrugh tries to intimidate the pack trying to subdue them, Blood, Flame Bursts the trailing ones, Drugun defends the group, as does Anij, the best they can, slaying eight kobolds in the front, Blood slays three, wounds another two in the back. Guthrugh subdues two of the leaders, rendering one unconscious. The remaining kobolds take heed of the deaths and they flee.

With his captive leaders, Guthrugh instructs one to enter the entryway he created. The kobold enters inside a bit then comes back out. The foursome decides it is best if they regroup and rest. They return to the courtyard there to hear the mayor’s pronouncement. The mayor is late and asks for help saving the town, but he refuses to pay.

Our group of five return to the bar and Guthrugh teaches the kobold common speech. Learning that his name is Elphish.

Going to rest for the night, in the morning in the bar, we encounter a new dwarf who is looking for Drugun. Gaveston TrueStone is what Blood catches his name to be.

For the night Drugun and Anij Blood Bond ceremony was officiated by Gaveston.

Elphish agrees to lead the way in the secret passage, the five are joined by a human Life Cleric, Jaycee, going down through the secret passage they soon discover it is trapped frequently in several places. At just over 100′ in Elphish falls victim to a pit spike trap. Guthrugh rescues him and Blood enchants him curing his wounds but then discovers the kobold is diseased or poisoned and calls to Drugun to look. Finding fermented rat feces poison, Drugun does what he can and the group agrees to leave the passages.

They have a dragonkin with them as a seventh group member, Goliagth. Who when the group is leaving through the same passages, he breaths on the two rat swarm trap pens, killing over thirty rats.

After exiting the passages, the group goes to the Temple for help with Elphish’s poison, only to discover the headmaster has been assassinated by ants. The ants had arrived over a reed tube leading from a hole in the ground. Elphish explains to the group this is a mechanism of the Rat God and is similar to mechanisms all over the town.

The group goes outside to investigate the hole and cover it.

Going back inside the Temple where they read up on the Rat god making various discoveries.

Blood has an epiphany that magic is being stolen from the town, as the rats leaving the headmaster clerics’ room they were taking magical items and components. He worries about the mage’s guild being attacked and quickly gets on his way over to the mage’s guild tower with Guthrugh, Elphish, and Anij. Arriving at the guildhall, they negotiate an audience with the guild masters, discovering that all is fine, but a spy conduit is discovered nearby. Guthrugh places stones on the spy hole.

The group return to the Temple where Drugun is in the throws of becoming the headmaster.

Anij, Elphish, Blood and Guthrugh return to the mayor’s house secret entrance and Gurthrugh whistles to summon his horde recovering five kobolds. Together they seal the entrance to the Underdark with a stonework seal and they set the kobold to man a watch.

The Mage’s Guild teleports their tower to the center of town to a position to be able to shield the largest area possible.

In the morning the group, including an Assimar named, Elfaric, gathers a wagon, two mules and travelling supplies to set out to see what they can find to the northwest in the woods. In their travels they encounter another person, Flynn, a 1/2 wood elf who wanders off into the woods then comes back to the group. Travelling ten miles from town the group now ten-strong discovers a tar pit crater with strange werecreatures.

Anij goes on the offensive immediately magic misselling them. To set up a barrier between us, Blood casts Flame Burst, on the pits setting them on fire.

As four creatures attack the escaping adventuring group Flynn plays his flute. One bites Blood so harshly that he loses part of his right side ankle and in the attacks, several other group members are wounded. In the race to recovery after, Blood enchants Drugun with healing as they flee having killed most of the attacking creatures, except one.

On the journey back to Blow Throu the party hears a scream of a trapped being and despite an attack by Flynn, they recover a female.

In a mad rush hike with wounded Blood and Elphish riding mules, They arrive back at Blow Throu, to find that it is devastated. It has been destroyed by an aerial attack.

From behind the party, a horde attacks the group, who had captured the young male, and mature female were-creature.

The female revealed herself to be the witch, who was really a lich. She immediately attacked and Blood, and Elfaric were instantly slain.

Flynn’s Arcane Deflection saves the rest of the adventuring group.

Anij ended the battle by casting a mage’s hand and using it to steal the necklace amulet, defeating the lich.

Blood was granted a dimension door spell by the gods, so he transports his soul back to his body where the strange dwarf, Gaveston, healed him. giving Blood life.

With the destruction of the Lich’s Amulet, a mass healing revival took place.

The party defeats the horde to were-beings. Clearing the bodies the adventurers search the village. Finding various unique items. Including an arbalest, and a couple of figurines, a healing vial and a waterskin.

Bloodgrue discovers an exotic harp and Flynn, Gaveston performs an elven battle song. Clearing the negative vibe of the town.

Guthrugh and his kobolds discover the Underdark entrance is wide on and his kobolds inform Guthrurgh that it was a white dragon who attacked the village. Guthrurgh inform the group,

After the night of a short rest, the group Bloodgrue is finding he is developing an astral telepathic bond with the rogue kobold Elphish and orc barbarian Guthrugh.

While the group is repairing the wagon axle Blood recommends that Guthrugh, Drugun or Flynn be the group leader and choose by competition. Gaveston suggests that the three share as a council with Guthrugh as war council, Drugun and spiritual council, and Flynn as a societal council and the three bump hands agreeing locking eyes swearing oaths.

The group agrees to return to Axeholm to the dwarves to rest and train as well as the home of Blood.

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