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AD&D 2e Adventure
Roll History
Dungeon Master @ADnD_2e
May 10, 2025 1:08 pm
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You arrive in Driftwood Crossing, a forgotten hamlet, a small settlement, at the edge of civilization - or perhaps the center of nowhere. The road here is dry and cracked, the inn smells like disappointment and sawdust, and the locals have the energy of boiled cabbage. Yet for all its stillness, Driftwood has one thing most places don’t: a way out. Four of them, in fact. You didn't meet by prophecy or some twist of fate, but by sheer proximity - the only ones in town not yet resigned to rot. Each of you came here chasing one thing: a chance to sharpen your skills, test your abilities, and build the kind of riches that could help assist your desire to become the best at your class. Maybe it was boredom, maybe ambition, maybe the kind of past that’s best left unspoken - whatever it was, this place isn’t it. There are no quests pinned to the tavern wall. No aged wizard offering cryptic guidance. Just a lopsided signpost in the town square, its arms pointing toward possibility: which direction do you choose? East, to Bal Coast, where a sprawling port city gleams with trade? South, into The Sands of Nareth, a land of shifting sands and whispering winds? West, Bear Belt Mountains, little is known as of late, as trade has nearly diminished? North, towards Rill Mountains, hills that lead to the City Sol? DM note to players: the direction you decide as a party will lead to a unique adventure for that direction. |