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Roleplay / Tales Of The Stormhold Guild

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How easily do adventurers get in over their heads . . .

Tales of the Stormhold Guild is a Dungeons & Dragons campaign set in the world of Eberron using D&D's 4th Edition. Originating from humble beginnings as a simple play-through of the published adventure Seekers of the Ashen Crown it has since expanded into a game with multiple story-lines at both the character and metaplot levels, eventually extending to encompass multiple adventuring parties.


For a long period of time the city of Sharn played host to two adventuring guilds, Clifftop and Deathsgate. That dynamic was upset when a member of Sharn's elite with little better to do decided to create an adventuring guild of his own, settling it in the Stormhold district of Middle Dura. Thought of as an upstart by the established guilds the Stormhold Guild still managed to attract decent numbers to its ranks - largely consisting of rejects, outcasts, expatriates, and the downright strange.

Despite their upstart status and mixed origins the men, women, and . . . beings of Stormhold have continued to find themselves making a name for themselves in the adventuring business, often finding their path leading them into increasingly pivotal points across the continent of Khorvaire. How easily do adventurers get in over their heads, indeed.


This game has examples of:

  • Action Girl: Kale, Yeraa, and Jesel are all solid examples each in their own way. Even Gydd picks up shades of this as time goes on.
  • Aborted Arc: Before there was a second group of players the first took a stab at running a secondary party themselves, tentatively named the Shadows of Stormhold and taking a job on the Mournland Express. After dealing with some thieves and a group of traveling performers with some very scary clowns the party was left on a cliffhanger and hasn't been played since. As the Shadows were mentioned to the Seekers in passing but haven't been heard of since they stopped active play it is up for debate whether they are off-screen, missing in action, or never even existed in the first place.
  • Aristocrats Are Evil: If you see the noble prefix of ir' tagged onto someone's name, they're probably not very nice. Examples run from the Treaty violator ir'Lenian to Commander ir'Halamar to most of the ir'Odens. To be fair the Stormhold Guild is based in Sharn, which breeds this sort of thing into its nobility. Averted by a few examples, such as Commander Iyanna ir'Talan.
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  • Back-to-Back Badasses: Both in flavor text and mechanically this became a common sight when Codrus, Patrin, and Vendrick fought together.
  • Big Bad: Demise served this role during Seekers of the Ashen Crown, while Lian ir'Halamar was the closest thing the Seekers could reach during Commanders, Criminals, and Consequences. Rhesh Turakbar was the uncontested Big Bad of Fall of a Warden, although an argument could be made for fate itself in that case, considering how it ended.
  • Continuity Nod: Between the two separate adventuring parties. Mostly towards the Seekers, as the unnamed group in Zilargo is currently several weeks behind in the timeline.
  • Dirty Cop: Being hired to eliminate a few of these is what started Commanders, Criminals, and Consequences, and the fact that Sharn is full of them was easily half the problem throughout that arc.
  • Disappeared Dad: Both Vendrick and Alek Dacar were fathered by men who didn't stick around to see their offspring born. Vendrick caught it worse when his mother's actual husband figured out his origins; the shifter's (step)father was quick to turn on the young man he had thought was his son.
  • Dismantled MacGuffin: The reason Seekers of the Ashen Crown took the party from the bowels of Sharn to Droaam and back again was that the Crown could be and had been divided up into five pieces so that it could be gifted to separate Dhakaani warlords.
  • Magic Knight: Skarro and Patrin as a hexblade and a blend of warlord and sorcerer, respectively.
  • Rag Tag Bunch Of Misfits: To the extreme, to the extent that it is quite possibly a plotpoint. Even without touching the player-controlled parties the most frequent NPC group consists of a Cyran military veteran of the Last War who had been a homeless refugee until the Guild found him, a dragonborn bard from Q'barra with no inside voice, and a half-orc monk who recently spent several months fighting for his life in a Droaamite arena.
  • Rescue Arc: Half the reason behind the trip to Droaam during Fall of a Warden was because the Seekers learned that Brug, missing since Seekers of the Ashen Crown, had been enslaved by Rhesh Turakbar.
  • Retcon: In the form of characters being tweaked with DM permission. This tended to happen early on as players settled into their character, but the most drastic was when Kale changed class from seeker to assassin after five levels, completely changing her tactical role and flavor text but remaining the same character when it came to personality and history.
  • Running Gag: Several, but the most prominent would be Patrin's age. Despite only being middle aged and not even the actual oldest member of the Seekers he is still the oldest looking (Kale is an elf and Vyaeras a kalashtar, neither of whom age at the same rate as a human), and as a result nearly every member of the Seekers likes to make a crack about how ancient he is.
  • You Killed My Entire Family: The other half of the reason for the trip to Droaam during Fall of a Warden was because Codrus had lost his parents to Turakbar and was hungry for payback. Patrin also has this as one of his many reasons for, shall we say, taking issue with his cousin the Duke of Oden.
  • Zerg Rush: "There Are HOW Many Kobolds!?" featured one of these when the adventurers in Zilargo bungled their stealthy approach and brought a few score of the aforementioned kobolds down on their own heads all at once.

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