What an Adventure! Campaign Notes and RECAP - 3/17/2018 Greetings friends, and welcome to the first ever RECAP that will keep you all up to date after every session (and keeps me sane as a DM) and helps to keep things flowing. Also gives everyone in a group a chance to catch up on anything they missed or didn’t write down. Player Characters Involved Zhalihend - Elf Ranger Level 2 Castiel - Elf Rogue Level 2 Kosta - Tiefling Druid Level 2 Hjalrik - Dwarf Paladin Level 2 Krug’Mar - Half Orc Barbarian Level 2 Important NPCsEncountered Thus Far Braum Oakenshield - Legion fighter and architect sent to help establish the newfound colony. Is alive and well and is back at the second Legion base camp awaiting supplies so he can begin to construct a permanent settlement on the island. A’Takha - Dragonborn storm sorcerer and loyal companion and pupil to the Legion Wizard Talira Morgana. Tried to stop the storm that helped to crash your ship on the reef and was flung from the boat. Is now alive and said to be at the Legion Base camp Lord Montenegro - Legion Scout commander and supposed Seven Stars founder; a secret organization of spies and rogues that operate within Legion lands to secure their interests whether it’s for their own gains or the Legions remains to be seen. He is still at the base camp Talira Morgana - Legion inner circle magic advisor and high Elven War Mage sent with your expedition to observe the new settlement construction and founding as well as scout the new lands for any magical substance that could be of use to the Empire. The rest of her motives are currently unknown and she has since returned to the Legion Base camp. Chestnut the Knight - self-proclaimed knight of his King Oaktail and valiant Otterfolk defender of his people. A paladin otterfolk and eldest male of his village, Chestnut dreams of proving himself to his people and the newfound outsiders he helped rescue. His biggest aspiration is to see the homeland his people once called home again. Acorn the Squire - younger brother of Chestnut and devoted squire to his King and village. Looks up to the adventurers, particularly the dwarf paladin and longs to be taught ways to better serve his brother and King. Also has a crush on Evergreen the Blessed and loves to play with shiny objects. Evergreen the Blessed - With budding magical talents and a keen ear, Evergreen seeks to aid all she can. Has a natural knack with home grown herbs and medicines, she also is a talented potion maker and has her own potions she brewed herself. She is a level 1 Cleric and adores anyone with the Cleric class or has magical talents like Druids or Paladins. Willow the Scout - Has a big heart and a skill with bow and arrow, Willow has made a name for himself among his people and desires to explore every crack and fissure of the island and beyond if he can. Has an instant crush on Castiel though he will not admit it. Is desperate to prove himself to the outsiders and hopes he can discover the homeland of his ancestors soon. King Oaktail - Proud and old king of his village, Oaktail is grey in his whiskers but not his mind. Has fought in multiple skirmishes and even led his brave Otters into combat against their bloodthirsty natives, he just wants peace for his people and to reclaim the birthright his people lost so long ago. He is trusting of the PCs and desires to have their help in making a safer future for his people. Events up to Now Your ship has crashed into a reef just off shore after being attacked by horrible krakens off the coast. Waking up, scattered across the shoreline, you find yourselves on a beach with no idea what happened or what to do. Gathering all the survivors, you decided to make camp near a waterfall just a short distance away from where you crashed (but out of the touch of the ocean just to be safe). As you gather supplies and start treating survivors, two of your party decide to scout the perimeter and see about gathering supplies (ie foodstuff and hunting game). As they get to the top of the waterfall, Krug’Mar hears scampering in the bushes, “COME OUT, I HEAR YOU!” he roars as he brandishes his axe and Kosta braces for a fight. Suddenly, out step 4 Otterfolk with hands showing their surrendering. “Please, we don’t mean any harm, friends!” “Yes, we mean you no harm!” Untrusting, Krug’Maj keeps his axe at the ready and begins to question them. “We are the Otters of Thistlebrook!” bows the leader who wears armor befitting of a knight, “And my name is Chestnut the Knight and these are my companions. We mean you no harm, in fact, there are others like you with us at our camp now!” Still untrusting, but excited to hear news of the others, Kosta and Krug question them as the others scale the cliff, thinking the worst has happened. As they see the Otters, Castiel squeals in delight, “OTTERS?!” The otters bow and introduce themselves again, “Chestnut the Knight at your services!” “Willow the Scout at your service!” They each introduce themselves as Chestnut, Willow, Acorn and Evergreen and again offer you shelter and a better explanation at their home. You all gather the rest of the shipwrecked survivors and head up river towards their home. As you approach their home, pushing past the tall reeds and thick tree roots at the riverside, you come to a surprising revelation. The Otterfolk live in and around what looks like a full sized ruin of a castle keep. Many otters watch in awe and excitement as you all walk up, accompanied by the otters. You approach the keep and as you enter, you see many otters and even other Legion soldiers on guard and talking amongst themselves. Suddenly, a booming and unmistakable Dwarven voice greets you all as you enter the ruined keep. Braum greets you all and is overjoyed you all survived the crash. He describes the events after your ship crashed and tells of of how they quickly made way to the left side of the island and ran aground in a sheltered bay out of the storm where they have begun building a permanent settlement the men call Krakenshore. Talira is also here and is actually happy to see you all alive and well and motions for you to enter the inner keep where the Otters have also gathered as their King, King Oaktail, has requested audience with you and the other Legionnaires. As the party explains their plight and ideas, the King at first seems apprehensive. He says that not all those details were told to him and feels like he was lied to by the other Legion leaders. However, after explaining the full situation and apologies for the misunderstanding, the King lays out his requests for the Legion in return for their use of his lands. His conditions are to help the Otterfolk take back their ancestral homes in the Dragon Spires and drive out the Gnolls and Kobolds and possibly their demon masters. In return, they will aid your forces to the best of their abilities and offer what food and materials they can to the construction of the settlement you are now establishing to the west of their home. The meeting ends and as Braum and Talira exit and leave the keep, King Oaktail stops the PC from leaving and insists he has more to tell them. With grim demeanor, he then weaves a tale that he did not want to reveal to the other Legionnaires. Ozymandias, the King of the Island, has gone missing. And it was his disappearance that started the downfall and darkening of the island itself. Gnolls turned against the Otters and threw themselves against the walls of the dwarves in the mountains, Kobolds began raiding and slaughtering their miners and farmers. Demons appeared and began taking away their lands bit by bit until they lost most of what they once called home. “This bronze dragon is the key. If you find Ozymandias, you find our salvation,” whispers the King in low tones. He then sends you off with good tidings and offers any help himself or his people can in your missions and prays that everything works out for everyone. Your missions are many: Retake the ancient Otter homelands in the mountains and drive out or exterminate the Gnolls, Kobolds and their demonic masters. Clear out your settlement and begin building a permanent stronghold for your forces to assemble. You will not get far if you have nowhere to rest and regroup. Scout the island and find out what happened to Ozymandias; the bronze guardian of the island and its denizens.