Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

Before We Began Again

Here’s an update on what had been happening when we left off:

-Mysterious cultists speaking Infernal (language of devils) have been linked to the slaughter of animals and string of kidnappings
-Tharon, son of Earl Berrund of Northwater, has disappeared and the Earl is offering a substantial reward for his safe return
-The warring Horse Lords (noble houses of the Bregohar) and the nomads of the Wild Steppes are at it again and rumor is this conflict could escalate into war… they always say that though.

What you guys accomplished:

-Broke into the cultist-held manor in Northwater and slew a number of evil cultists attempting to commune with hell
-Entered a swirling red portal that lead to a hellish realm of brimstone and fire and destroyed a fortress of vile half-monster men as well as Lidevak, their leader
-Once the keep collapsed, so did the portal dropping you and a number of refugees off somewhere out in the Wild Steppes of Burnordraath

Some important things to remember:

-Earl Berrund’s son, Tharon, was absent from the group of rescued prisoners and is thus still at large (and so is the gold reward)
-The manner in which the cultists were using as a home base was called “House Raven” by the locals
-Liertan was once an angel who ventured into hell to avenge a friend and was defeated, he was since fallen from grace

and most importantly…

He who was bound, will be set free.

Centaur Battle

The group was joined by Valus Thayne.

The group, with the help of some nomads and a few armed refugees, engaged in in a large battle with a centaur war-band.

Highlights:of the battle:
Eldhiron broke the initial spearhead with a wall of nausea and then caused widespread confusion and disruption by calling down a storm of blinding dust.
Donnus carved his way through numerous enemies as he fought his way to the heart of the battle.
The centaur chieftain-shaman appeared at the forefront and was met in combat by Koradis. With help from Valus and a nomad the chieftain was slain, causing the centaur warband to break and flee as the situation turned from an all-out battle into a rout,

Following the battle, Koradis heroically rode through the night seeking aid in the form of food, water, and medical supplies from the nearby castle of the nearby lord. The rest of the group stayed and kept watch over the vulnerable refugees. The following day Koradis returned with a wagon full of supplies for which he was forced to trade his beautiful Bregohar steed.

The group decided that they would make the journey to Northwater with the refugees and ensure their safety along the precarious road.

Heroes and Exiles

The Party: (Donnus, Valus, Koradus, and Aldrick) arrived in Northwater on June, 29th of the current year.

The refugees were safely escorted into the city where they dispersed. The group began to make their way toward Northkeep to meet with the the Earl.

As the party walked through the city Donnus’ amulet began to buzz and six portals of demonic origin appeared. Six chitinous demons leaped out of the portals. The party fought valiantly to protect the innocents around them, but some were eviscerated before the group could save them or distract the demons. The party managed to destroy one of the unnatural beasts before the other disappeared in a red magic mist.

The party, broken and bleeding, is taken into custody by the city guard and escorted to Northkeep. The party is led before Earl Barrond and the court where they are accused of summoning the demons. The Earl pardoned them, and recognized them as valiant heroes for their efforts in freeing the refugees and battling the demons.

However, in the same breath he explains that villains or not they represent a danger to the town of Northwater because they somehow attracted these demons. The Earl declares that they must leave the city, but that they will be granted an audience with the Earl’s advisor, Dauthir, to attempt to make their case before they leave the city.

After they are removed from the Earl’s court they are escorted, ostensibly, to Dauthir. However, their guards deny them audience with Dauthir.
They attempt to bind the party for the trip out of the city. Most of the party acquiesces, ready to leave the damned city, but Aldrick resists.

The guards bludgeon Aldrick senseless, nearly killing him in the street before they allow the group to carry him out. For a silver piece the party had their belonging returned by a vagrant boy.

A lone rider approaches them as they leave the town. The rider wears only a simple brown cloak, but he reveals himself to be the Earl’s adviser, Dauthir. He says that he wishes to speak to them, despite their banishment at the Earl’s order, for the good of all of Northwater.

Fearing that the party’s enemies may be around he ushers them into a nearby tavern and they gather in an isolated booth.

Dauthir explained that the party had been marked. He believed that our battles with the devils caused us to “stink of the hells”. this caused us to be targeted and seen by demons, and become accidentally involved in the cosmic battle between the forces of evil. He stated that this taint must be cleansed.

Donnus revealed his unorthodox faith (which can be viewed here)

To remove the “stink of the hells” we must return an item of power to it’s place of origin and destroy it there. The Amulet of the Centaur Chief was put forth as an item of power which could have the effect of removing the taint from us.

A New Adventure

Four strangers all connected to a retired adventurer arrive to the Grinning Goblin, a small tavern in the city of Tradekeep. Larkspur, a halfling archer travels from Rokourd to meet an old friend to discuss a vile curse that has been laid upon him numbering his days. Aegishand, a dwarf thief, has departed his home in Eltgaard to keep secret a magic gemstone he stole from a powerful warlord in the region. A dark swordsman with an even darker past, Solgrin, has come from Burndordraath to plot his next move: hide from his foes or confront them with bloody vengeance? Mogroth, a half-orc traveler, has been all across Dalun and recently has been made to deal with the grief of loosing his betrothed. She had been captured by evil men, now likely slain, he wishes to find her, confirm her fate and claim the gift she intended to give him – a gold-threaded belt.

The men were to meet with their mutual friend, Erel, once an infamous thief with a long and profitable career and now a retired adventurer and barkeep. However, their meeting quickly turned from discussing plans for the future to fighting for their lives!

Battle in Bravaul
Siege of the Goblin Fort

The adventuring party had been doing some work in and around Tradekeep, some of which was for Baron Vaustburn and some of it was for themselves. After a time the group set their sights to the Green Country to address the growing issue of banditry. Solgrin Drothspell enlisted a force of Shield Bearers of the Dragon mercenaries combined with a group of Bravaullian Scouts recruited by Aegishand and Larkspur to assault a nearby goblin fortress. The adventuring party and their allies attacked the fortress during the daylight using siege weapons built in the field. The combined force proved a greater match than the goblins could handle and the adventuring party destroyed the fortress and rescued numerous prisoners in the lower dungeons. The party won a good deal of recognition and a handsome pile of loot.

Death is not always the end...

After a tragic battle with a group of powerful cultists hiding out in a ruined fortress in the Green Country the adventuring party was slain. When they awoke they found themselves in a hellish landscape of fire and brimstone. They were escorted by demons into the forges of great demon who said to them upon their arrival:

“I am A’eziel’belloc, the Silt-Lord and master of this domain. You stand in one of the Thousand Realms of Dranoth, God of Vengeance. You have been brought here from many places across the eddies of time and it is here that you will remain for an eternity. For while there is one way to leave this place, you must ask yourselves what you are willing to sacrifice in order to return to your lands. For if you enter the Forge of Sorrows and barter with the Shaper of Men, he will reforge your destiny and set you on a new path, a path of vengeance that will take you far from here just as Dranoth once did a millennia ago. So do not despair, my servants, for there is always hope for your… salvation.”

It was here that the adventurers were made to toil in a wicked afterlife, but it was also here that the adventuring party would make a powerful ally who would ultimately help them escape. After many hours or days, perhaps, of working in the Silt-Lord’s demon forges the adventurers made a deal with a mysterious alchemist. This man, maybe even a lesser demon, offered to create “blood mimics” out of the party. These mimics would take the place of the adventurers in the forges and work in their stead. This would give the adventurers time to steal away from their miserable work and explore the hellish landscape.

The tunnels underneath the demon forges were populated with wayward dead, wandering demons and even a city of lost souls. Eventually the party made allies with a paladin named Golthiron who would later help them escape by acquiring weapons and a planar stone responsible for binding the power of the Silt-Lord’s domain to the demon.

Righteous Vengeance

After Larkspur stole the planar gem that held A’eziel’belloc’s realm intact the party used its power to free the trapped souls and escape. They awoke near the burned-out ruins of the tower they were slain in all those days ago and made their way back to Tradekeep. They spoke with Erel at The Grinning Goblin who remarked that he just spoke with them moments ago, he explained to them that apparently they, themselves, were asking him how to get to the Temple of Iess here in town. Erel thought it odd that they would need directions because he thought everyone in the party was familiar with the city by now, but he told them how to reach the temple all the same. The party discussed these bizarre events and decided that their very own blood mimics must’ve been released form the Silt-Lord’s domain just as they were.

Upon arriving to the Temple of Iess the adventurers found a demonic creature and the blood mimics torturing some the priests of the temple. They did battle with the creatures, taking revenge on their blood mimics and banishing the demon. They rescued what priests they could who offered them what advice and treasure they had.

After a time the party would continue their quest to pursue the cult of Dranoth.

Sojourn in Vyankal

Of late the party has been traveling and staying within the grey and haunted lands of Vyankal. They came there after receiving a tip from a mysterious elf sage they rescued from a temple of Iess located in Tradekeep. The elf sage said that he could see that many of the members of the party bore the burden of death on their shoulders, that they were “surrounded in death.” He said that he gained this sight after visiting a haunted hill in the far east of Vyankal. After many other adventures the party made their way to this hill, did battle with a number of fierce guardian wolves and communed with the spirits of the dead.

Each member of the party had their own experience, often seeing friends and family that had long been dead. Some learned of past events, others forecast things to come. After the party had heard all that they would and were about to leave, a ghostly form appeared and cursed the party if they did not do as he commanded. The spirit bade them to destroy his tomb so that no living creature may enter it and defile it any longer (as he implied that it had been defiled). The party accepted this errand, as they had little other choice.

After a distance of walking and numerous battles, the party managed to collapse the tomb and rescue the “defiler” the spirit had mentioned. They returned to the city of Westwater and did battle with an arrogant human warrior named “The Dragon Knight.” After slaying the evil Dragon Knight the party reclaimed a stolen ward-stone which was said to keep the city of Westwater safe from the evil curse magic of Vyankal. Once the stone was returned to the temple, the party headed out of the city with a small band of merchants that had come to Westwater in the first place in the company of the Dragon Knight.

On their way back to Caelildran the party won a treasure map during a gambling match with some merchants. The map lead to one of Vyankal’s many tombs, so the party stopped to investigate. The tomb was located beside a recently-vacated village. The party explored its depths, defeated its guardian and claimed the treasure for themselves. When they surfaced from the tomb they were confronted by a bizarre scene of ghosts carrying our their daily activities from life. There was one woman who was still alive, though possessed by an evil spirit of Zethos. The party learned that the woman had lost her son, pleaded for help from the village folk. They refused to assist her in the search for the boy, she was taken by grief, and cried out to any who would listen. It was the god of death who lent his ear and gave her a dark gift. One by one she drowned the children of the village in the town well. The party performed an exorcism of the spirit of Zethos and when the woman awoke she remembered nothing. They took her back to Westwater and turned her over to the temple of Ies for a life of servitude to the church as penance for her sins.

The party then turned back to the road and made for Tradekeep to investigate the Wane & Wright Trade Company, for it was Wane & Wright co. that sponsored the mission for the Dragon Knight to come up to Vyankal in the first place.

A Return to Tradekeep

The party departed Westwater after witnessing two men charged with grave robbing be executed by way of the “breaking wheel.” The journey back to Tradekeep took nigh on two weeks as the party marched out of Vyankal across the bridge at Deepfoot’s Crossing, through a pass in the Suncrest Peaks and down into Bravaul. Once back to the city the party stopped by the Grinning Goblin to speak with Erel about recent events who reports that the Baron’s men had captured and publicly executed Willem the Black to set an example for all other wouldbe thieves. The party set their sights on the Wane & Wright trade company, for it was the Wane & Wright co. that sponsored the Dragon Knight’s trade mission into Vyankal.

At the Wane & Wright headquarters the party spoke with Sir Kaymo, a head merchant, who revealed that his company was paid a high price to keep their silence and not ask any questions of the Dragon Knight’s business to the north. This only made the party more suspicious, so they looked into the whereabouts of this secretive client and discovered that he was staying at the Four Winds tavern. When the party arrived they entered the inn room of their target and read through a number of letters of correspondence, one of which was signed by Saazixthumei. The letters, maps and other evidence suggests that this mysterious (and apparently wealthy) man had been hiring adventurers and mercenaries to recover items of value from various dungeons, vaults and other secure locations throughout the area. These items are seemingly being used as sacrifice or some other ritual to “restore” this Saazixthumei.

During their investigation a trio of dark-clad characters returned to the inn room and immediately took to combat with the party. A powerful wizard, a cunnning rogue and a mighty barbarian engaged the party directly. Through clever use of spell and tactics the party took down their attackers and identified this mysterious wizard as simply “H” by the design of his signet ring. The party recovered some magical items and left the scene.


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