Dungeons and Dragons Club is for anyone interested in thrilling stories filled with heroes, terrible creatures, and epic battles. We will meet after school (TBD) for dungeon-delving and dice-rolling.
After School D&D 2023 is on the Way!
Check this space for important information and setting details for folks who are interested in following along. Save this link, or write down our Bit.ly quick address: bit.ly/CESdndClub
We may need to shift to virtual gaming at some point.
What this means:
Students will be expected to access the game from home.
This may require joining an audio/video server such as Google Meet or Zoom.
All participants will use a digital dice roller such as rolldicewithfriends.com (Mrs Rupp will set this up).
Participants will have access to a digital copy of their character sheet. This can be printed, but must be requested in advance.
Slideshow (from intro meetings in December)
The Duskwardens are a secretive organization dedicated to helping the people of Kvoldferð, who labor under a corrupt and unjust ruling empire. Operatives travel after dark, and keep to themselves while working on covert tasks for the organization. In this crew are some of the best new recruits, eager to prove themselves and help the Duskwardens' purpose.
Their patron, Gundren Rockseeker, hired the crew to protect a wagon of supplies on their trip along the Triboar Trail, a dangerous route between the High Road and Phandalin. Gundren seemed to have discovered something important out near Phandalin, but he refused to give more details at the time. His business partner, Sildar Hallwinter, tested the group and, satisfied, rode ahead to catch up with Gundren while the crew rested and prepared for the Triboar journey.
At our last meeting, the intrepid crew set out toward the town of Phandalin, guiding the wagon as soon as night fell. A few hours into the journey, they came across a suspicious and unsettling scene: the remains of two horses bearing the emblem of the Duskwardens, crumpled in a ditch across the trail. As suspected, goblins had set up an ambush for the crew, and a quick and deadly fight ensued. Once the hateful creatures were dispatched, the crew spied goblin tracks leading off into the trees., and marks that looked like two people had been dragged from the horses. The tracks seemed to lead up to a hidden cave in the hillside. The party split for the moment, with some staying to guard Gundren's wagon, and the rest to take the first steps toward the cave...
Our adventurers found themselves sneaking into a small system of caves guarded by numerous goblins. Although not difficult to beat, skirmishes with these creatures have kept the party from making quick progress. Thankfully, these fledgling Duskwardens were able to sneak up on Klarg, the leader of the goblin band, and quickly capture and question him. Klarg revealed that he was ordered by "King Grol" of the Cragmaws to capture people on the road, and that a "Tall shiny human" was being kept deeper in the caves...
After successfully clearing Cragmaw Hideout and retrieving a badly injured Sildar Hallwinter from the merciless goblins, our adventurers headed to the town of Phandalin to see if they can uncover more information about King Grol and the whereabouts of their Duskwarden benefactor, Gundren Rockseeker. As the sun rose and the company sought rest, the troupe caught their first view of their original destination.
Rumors and tensions are apparent in the town, and the common folk seem nervous talking to strangers so well-armed and armored. Some quietly refer to "the current situation with certain folk" and anxiously move on. Some can be pressed for information on history and disturbances in the area, but most folks seem unsettled by some greater threat to the town.
Will our adventurers solve the mysteries before them? We shall see!
After canvassing the town for information and leads, the adventuring party decided to tackle the Redbrand Bandit problem directly, thinking that perhaps there is a connection to the missing Gundren Rockseeker. A local boy told them about a hidden entrance to the ruins at the edge of town, which the party entered. A long tunnel led them to a wide cavern under the ruins, and after negotiating with a telepathic beast, moved on into the bandits' hideout unharmed.
The party made their way carefully through the hideout, rescuing captives, and making quick work of various nefarious entities.
At the end of our last meeting, the team approached what they knew to be the final rooms, and likely a challenging adversary.
At our final meetings, the adventuring party finally cleared the Redbrand Hideout, though they were not quite quick enough to capture Glasstaff.
A search of the hideout will reveal much about this wizard, and will help guide the choices of the newest band of travelers, due to arrive in Phandalin this summer.
Will they find Iarno Albrek and Gundren Rockseeker? What more will they learn of this mysterious Wave Echo Cave? What were the Rockseeker brothers researching?
Check back for more stories and updates during Summer D&D!