Remember the thrill of dice hitting the table, the groan of a critical miss, the cheer of a well-placed spell? "The Adventurers: Book One" plunges you back into that golden age of tabletop role-playing. Born from the meticulously kept DM notes of a classic Advanced Dungeons & Dragons 2nd Edition campaign from the early 90s, this is more than just a story; it's a lovingly re-created chronicle of epic (mis)adventures.
Our tale begins in the dimly lit Green Dragon Inn, a classic starting point for any self-respecting band of heroes-to-be. A mysterious summons gathers an eclectic mix of individuals: Ged, the silver-haired elven priest of Boccob, ever wary; Mongo Thunderhead, a boisterous dwarven warrior fiercely proud of his clan (and his cooking pot proficiency!); the enigmatic, tall elf known only as Belphanior; Peyote, a half-elven man of the forests, alongside his stoic companion, Halbarad; the brutally honest human warrior, Krug, whose motto is simply "Kill things"; and Peldor, a human swashbuckler whose supreme confidence is matched only by his greed. Add to this a shadowy, silent figure and a bumbling, priestly inventor named Rob, and you have a recipe for chaos and camaraderie.
Their mission, should they choose to accept it (and the two hundred gold pieces promised), is to transport a seemingly innocuous metal tube to the distant town of Courwood. But as any seasoned adventurer knows, no quest is ever simple. Before they can even leave the tavern, ruffians strike, a benefactor falls, and a dying breath whispers a new name: Belegard.
From the Wild Coast town of Fax, our unlikely heroes embark on a journey fraught with peril. They'll face ambushes by brigands, surprise wolf attacks that test their mettle (and Mongo's culinary skills), and delve into the foreboding Suss Forest, a place teeming with giant spiders and ancient, web-covered secrets. Loyalty will be tested, as one of their own makes a shocking betrayal, thinning their ranks and steeling their resolve. The narrative authentically captures the raw energy of a live game, complete with player banter, DM interventions, and those all-too-familiar dice rolls that dictate fate.
This isn't a polished, streamlined fantasy epic; it's a gritty, often hilarious, and always unpredictable journey, reflecting the true spirit of collaborative storytelling. If you've ever argued over loot division, cheered a critical hit, or despaired at a failed saving throw, "The Adventurers" will feel like coming home. Relive the dice rolls, the character quirks, and the emergent narrative that only a true RPG campaign can deliver. This is a genuine artifact of gaming history, now re-worked and re-shared for a new generation and for those who remember when.
The Adventurers is a series of AD&D (Advanced Dungeons and Dragons) campaign writeups, set in the World of Greyhawk, which has evolved over time into an ongoing story. The actual campaign was played from 1989-91. Written from 1991-8 and 2000-present.