AD&D – Dargaard Keep Actual Play, Part 2

Join us as we begin our AD&D liveplay of DL16 World of Krynn adventure,  Dargaard Keep with this part two! You can buy DL16 World of Krynn here: https://www.drivethrurpg.com/en/product/16936/dl16-world-of-krynn-1e?affiliate_id=50797 

Time Stamps:

Cast of Characters:

  • Stolos Kyros | 10th Level Human Ranger | @gabrocca
  • Azalea Lockpicker | 12th Level Handler
  • Armantaro, the Wayfarer Wizard | 9th level Irda Fighter/Mage
  • Krellic | 9th Level Irda Paladin
  • Indar Greatfury | 9th Level Minotaur Fighter
  • Aulus | 9th Level Human Cleric
  • Selma Hellcat | 8th level Kagonesti Barbarian

Game Setup

Last time on Dargaard Keep: The heroes were meeting up in a small inn near the Vingaard River when Solamnic Knights arrived on dragons, led by Sir Elmorr, calling for adventurers. Our heroes stepped up and rode with them to a sacred grove a few hours south of Dargaard Keep. They were met by Prophet Siswick and Archmaster Bergg who told you about Lord Soth opening an Abyssal Rift after having taken an ancient artifact. The heroes didn’t ask many questions about the situation and agreed to invade Dargaard Keep to collect the five pieces of the artifact, rejoin them, and insert it into the Abyssal Rift to close it. As they entered the graveyard outside the keep they were met by Storopers, Vargouilles, and wereboars before finally approaching the bridge. The Wereboars refused to get closer to the keep and Baaz, Sivak and Bozak Draconians were guarding the keep. The heroes defeated them and learned that level 5 and 6 are the barracks levels and that the Draconians stay as far away from the undead of the keep as possible, which come out at night. They attempted to enter through the front door of the keep only to be met by Lord Soth himself who gave them as friendly a warning as possible. Leave now if you want to live. Then he erected a wall of ice barring entry. The heroes quickly ran to one of the wall points up to the keep wall and terrace level only to be confronted by even more Draconians.

About DL16 World of Krynn

You are cordially invited to enter the dangerous world of the Dragonlance saga. The World of Krynn brings you to previously unexplored corners of Krynn with new challenges for your characters.

Explore Dargaard Keep, the vast and perilous lair of Lord Soth, and perhaps you will discover what really happened to Kitiara! Journey into the volcanic lair of a dragon to defend the city of Palanthus. Run a merry chase over hill and heath in search of a lost boy—can you find Master Lor before the other, more sinister searchers? Travel to the far-away isle of Mithas and save the remnants of a dying race of bird-men from the savage minotaurs, while simultaneously trying to thwart a massive invasion of Ansalon.

The World of Krynn beckons to you; return to adventure once again in the world of fearsome dragons and vile draconians.

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