Cpt.7.8 - All ends well maybe - The Adventures of the Windswift, D&D 5th Ed.
Автор: Board Goblins
Загружено: 2019-03-31
Просмотров: 935
The crew of the Windswift have accomplished their mission in the lands of Drakenmoore. They went in, they rescued Jorek's sister Miran from the clutches of the vampire Duke Ulkov, they caused a whole lot of chaos and bad feelings, and now all they have to do is get back out. This is easier said than done, since they fled the Duke's wrath into a lethal swamp, as undead as the rulers of this country, and can only hope in the punctuality and good will of the Druids to find them a way out. The hatred between them and the vampires of Drakenmoore is centuries old, and while the druids have already dealt a terrible blow to the country by poisoning the very life force of the land, turning anything that previously grew there into horrifying abominations, they are still eager to wipe out their ancient enemies completely. Only at the very edges of the swamp are still living trees, which can be used to escape the pursuing Duke through the magic of sap-travel, long-range teleportation tied to the many Druidic groves spread across the world. That is, if they make it there in time before the Duke catches up.
Even if they get that far, what awaits them in the world outside hardly seems more welcoming. Wars are springing up between the different nations of the world, and the Windswift itself is wanted by several of them, since our heroes' unfortunate involvement in the firey destruction of not one, but two major cities. Add to that the Dragons and what seems more and more like a vast network of servants, out to kill the crew of the Windswift before they can stop whatever nefarious plans are brewing.
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