Creating adventures together, one session at a time.
Our adventurer's are welcomed to the pitiful remains of a forgotten town. But some welcomes are more eerie than others, and Fey don't always mix well with mortals.
Taking advantage of the trap laid, our party ambushes the feathery scavengers. A mixture of violence and diplomacy ensues and their opponents are revealed to be different than they first appeared.
Our adventurers have laid a trap for a group of mysterious scavengers who have pilfered items that were on route to Arrowhead Crossing. As one is ensnared, all tense as they discover that their quarry are not what they first appeared. Welcome back to Bellastrúm.
Our adventurers set out to return to Arrowhead Crossing but first they must cross the Stonewood Forest unattended. It was harrowing with a large group, and now they travel as three. Much awaits among the trees. Welcome back to Bellastrúm.
Moving forward can be difficult when a part of yourself has been left behind. Our group decides to journey back to their place of capture in hopes of retrieving their personal effects that were taken from from them. Welcome back to Bellastrúm.
It's a new town, and if all of their needs are to be met this party will have to make some new acquaintances. Welcome back to Bellastrúm.
After traveling and running for days on end, finally they arrive in a new town of relative safety and an old friend. Welcome back to Bellastrúm.
The Stonewood Forest is one of many oddities that this world has to offer. Trees and creatures alike composed of stone but still moving and functioning much as the traditional ones do. Lurking amidst the trees is danger all around and our party must travel carefully. Welcome back to Bellastrúm.
Our party descends after a catnap in a hidden tunnel. With newly attuned items they venture down to where they must choose to solve a riddle or forge their own path. Both present their own dangers, but the path they choose brings them to unexpected friends from not so long ago. Welcome back to Bellastrúm.
Hunted through the Keep of Listel, our party uses a diversion to throw off their pursuer. Climbing the only tower that remains standing they are confronted with the Lady of the Fortress who struggles to pass on, and does not take well to guests. Welcome back to Bellastrúm.
They've made into the keep and have already found a few rare items. But as they scour for more, they discover another who is looking for more specific treasures. A deal is offered, a deception is made. But how long has will this lie hold? Welcome back to Bellastrúm!
Their destination is in sight, but an infestation is between it and them. Careful steps may become fearful flight. Welcome back to Bellastrúm.
Level up in this, less than restful, deep sleep that transports our characters to a dreamscape full of challenges and and instructors. If they can overcome, they may unlock greater power. Welcome back to Bellastrúm.
Prison Break! Thanks to marauding pirates, a means of escape presents itself. Consorting with and committing a few acts of piracy, our travelers must choose the path to take next. Welcome back to Bellastrúm.
All comes to blows between our party and the cloaked figure's reinforcements. But during the fight, people on both sides fall. Welcome back to Bellastrúm.
The party frees the shine's keeper and guardian who sets the season back into its natural path, then repays the party with a strange ceremony. Rest is needed, but it may not be an option. Welcome back to Bellastrúm!
Having reawakened power within the forgotten shrine, the party is met by a figure who appears seemingly out of thin air. They are offered a grand reward if they turn back and leave well enough alone, but the party might be able to have things both ways. Welcome back to Bellastrúm!
An abandoned nature shrine holds the key to ending the unnaturally long winter in this local region. But an intricate puzzle whose process has been long forgotten and unkempt proves a challenge for any wishing to unlock it. Welcome back to Bellastrúm!
On route to Arrowhead Crossing, our party is nearing their destination when a scream breaks the calm air. They strive to save aide a young girl who has fallen into the river, but time is against them as she nears a waterfall. Welcome back to Bellastrúm!
A timid researcher cast far from home, the descendant of a prominent local family searching for her majestic patron, and the eldest son of a renowned warrior tasked to deliver a message and a wrapped item to an old friend of the family all collide and make their way through a world unknown. Danger lurks all around and trust is thin, but together they might do more than just survive. Welcome to Bellastrúm and the D&D Campaign brought to you by Silver Dragons!
Disaster strikes within the port city of Timor, and it's up to the bravery of a Paladin to re-ignite the kindness, the strength, and the love in the hearts of its citizens. Following this story, actor and creator of Post-Modern Bard, D.J. Klick Jr., extends a greeting and call to aide.