Show Log Entry

Adventure Title
BMG-MOON-MD-05 Fleeing Snowdown
Session
Date Played
2025-04-01 18:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
Contrarian's Game Cafe
DM Name
Mike Bentley
DM DCI Number
Notes
BMG-MOON-MD-05 Fleeing Snowdown Game Code - BMG-MOON-MD-05 Game Name - Fleeing Snowdown Location - Contrarian's Game Cafe DM - Mike B Party - Sir Mancha, earth genasi Pa-6/Wi-1 (Joe) Gossemyr, elf Bb-5 (Asia) Garothe, hill dwarf Bb-7 (Cooper) Vall, triton Ra-7 (Brian) The Temp, orc Dr-5 (Neel) Tandur, human Cl-6/Fi-4 (me, Thomas) We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot