AD&D – Dargaard Keep Actual Play, Part 3

Join us as we begin our AD&D liveplay of DL16 World of Krynn adventure,  Dargaard Keep with this part three! 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 climbed to the top of the wall point to discover draconians. They fought through them, only to return to the courtyard, hoping to enter the keep in what turned out to be a false entrance. There they received more information from a Bozak, and waited for the search parties to pass before bluffing their way into the keep. Once inside, they climbed up to the 3rd-level, defeated more guards and discovered Kitiara Uth Matar, trapped by Lord Soth, alive! She joined them in their search, as she wants to make Soth suffer for forcing her to be his slave companion. They rise up to level four and the desecrated temple of Paladine, where they discover a clue in a mutilated corpse from the Cataclysm! They search for the library only to discover traps and undead before finally entering it.

Dargaard Keep Conclusion: The heroes pressed into the library, making quick work of the Sivak Draconian guard. Once inside, they searched every square inch of the library, finally discovering the Undead Compendium and underneath it, a symbol of Soth, a snakelike S carved or burned into the bookshelf. Upon touching it, they were individually transported to a Rod Room which was protected by three Storopers. Once defeated, with half the party wandering aimlessly for an hour, they discovered a pedestal with a blue 10-inch rod part stuck in it. Krellic, the paladin, took possession of it, and they all decided to rest after the battle. The Kender, Azalea, went to investigate the library only to be ambushed by the Aurak Draconian they encountered in an elven cleric form in the reading room. She nearly killed Azalea and cut off her topknot. When the worried party investigated, they found and healed her, returning to the Rod Room for protection. After eight hours it was time to continue exploring, only it was now nightfall, and the undead were out. Once they descended to level 3, they heard the Banshees wailing the Song of Soth echoing up from the entry hall. Stolos, Azalea, Krellic, Indar, and Aulus immediately seized up and dropped dead. Prophet Siswik magically appeared to rescue and raise them from the dead, but their bodies were not capable of being raised. He teleported them all back to his clearing in the woods to bury their corpses. The survivors, Armantaro and Selma must decide whether to find new heroes to reenter Dargaard Keep with, or to abandon their quest.

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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