DoH

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.

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Prologue: Chapter 0.1

Dateline: Fallcrest, a major settlement in the Nentir Vale.

As a central location, Fallcrest gets a fair amount of traffic.

Today, the citizens are chatting up the usual gossip: prices their goods are fetching south of the vale, trouble on the King’s Road on the way to Harkenwold, and rumours of a disturbance at the Temple of Zehir – if it even exists.

Some 70 miles to the southeast, 3 elves are packing their belongings, saying their goodbyes, and setting out for the settlement along the King’s Road. But no-one in Fallcrest knows that, and few would care even if they did know.

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Prologue Chapter 0.2

Dateline: Hammerfast

Drawoc has enjoyed his time amongst the dwarves, but it is time to expand his horizons. His supervisor is sending a shipment to Fallcrest, so providing security is the perfect excuse to see a little more of the world.

The open air is full of smells and the bright sky makes him nervous at first. Get a hold of yourself. With a semi-audible invocation, Drawoc falls into step behind the horse-drawn cart. Two days march should clear his head.

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Prologue: Chapter 0.3

It wasn’t a particularly difficult couple of days on the road for Icerial the Rogue, Ayles the Cleric, and the wizard Etceterian. The elves made good time from the Harken Forest, Ice on point. Mainly they just paralleled the King’s Road. There was one goblin patrol, perhaps hoping to waylay travellers along the old Road. The trio shadowed the goblins for a couple of hours – Icerial because he hoped to get in on an easy score, Ayles because he was mindful of the Woodsinger clan’s commitments to provide help to travellers on the King’s Road, and Etce because there was nothing else to do. It was ridiculously easy work given how noisy goblins are. When the goblins turned back across the White River toward Kalton Manor, the elves waited for them to get out of sight, then struck out northwest on the Road past the Moon Hills. Arriving at Fallcrest at night, they agreed to split up. Ice slipped in through the guild entrance with the exchange of some passwords and a payment of “visitor’s dues”. Ayles and Etce presented themselves at the gate and were admitted there.

Striking up a conversation with a fellow guild member, Ice tried to get a line on where opportunity might be knocking. Not at the Temple of Zehir, he was informed – there’d been some trouble a couple of nights ago and now they had posted an extra set of guards and perhaps even a ward or two. Too hot. Looking for an easier score? Try the Three-Toed Toad, was the advice, but don’t double-cross the old man, he was Made. Anyone who took from Jordan Donneybrook would have to answer to the Guild.

Ayles settled in for the night at the monastery. The local friar was well in his cups and delighted to think there’s been trouble at the Zehir Temple. “Anyone who’d kiss a snake deserves all the trouble they can get,” said the friar. While Ayles might not have put it that way, he certainly agreed with the general sentiment.

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Prologue: Chapter 0.4

Dateline: Thunderspire

The caravan stops for the night. Even when the wizards aren’t hospitable, their presence acts as a sheltering deterrent from bandits. Drawoc checks the perimeter and sets watch. The night passes without incident.

As first light dawns, an eladrin dressed in armor moves quietly toward the minotaur, and introduces himself as Mycandrin. Would the caravan object to some extra security for the journey into Fallcrest? Drawoc leads him to his supervisor, Thorin Hardcastle. The dwarf’s body language shows he neither trusts the eladrin nor wishes to offend him. The offer is accepted, and Mycandrin is asked to take point. Drawoc is then silently asked to keep his eye on the eladrin.

Not unaccustomed to being seen as an outsider, the Minotaur decides to march beside, rather than behind, the newcomer. While the two make an odd pair, it turns out that they have more in common than you might think. Mycandrin has just finished his training at Thunderspire , and is now thinking of heading out in search of adventure, fame, and fortune. Fallcrest is his first stop. Before the gates of their destination come into sight, the two agree to keep each other informed of any “opportunities”.

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Prologue: Chapter 0.5
At the Three-Toed Toad

At the end of another long day, the party settles in for its third consecutive dinner at the Three-Toed Toad. To be sure, they’ve individually sampled wares in the other establishments in Fallcrest, but the “three-tee” is where they’ve agreed to meet daily to share intel. The location is convenient, the fare is reasonable but hearty, the clientele is colourful, and the proprietor genial.

“I may have to start calling this your ‘usual table’”, says Jordan Donneybrook with a smile as he brings a tray loaded with food and drink. “How was it today?”

“The same,” replies Drawoc, who has spent another day working as a longshoreman, humping goods from above the Falls to below.

“Alas”, adds Mycandrin. The elves nod silently.

“We’ll have to see if we can’t do something about that,” says Jordan friendily.

An hour or so later, a hobbit saunters over to the table and introduces himself as Lannar Thistleton. “Jordan tells me you fellers might be looking for a spot of work. I think I might have something for you. There’s a shipment of goods to ”/campaign/27737/wikis/restwell-keep" class=“wiki-page-link”> Restwell Keep in need of some security, if you know what I mean. Doesn’t pay much, but it would get you close to the Chaos Scar . If you’re interested, I’ll put you in touch with the wagonmaster." It doesn’t take long for the party to decide this sounds like a promising alternative to more days waiting in Fallcrest.

“Great stuff!”, says Lannar. “Be here tomorrow night and I’ll set it up.” With a friendly bow and a wave, he exits the tavern.

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Prologue: Chapter 0.6

At their usual table in the “three-tee”, Lannar comes over and introduces the party to Orest Naerumar, proprietor of Nearumar’s Imports, and his Wagonmaster, Arneth Oakborn.

“The job is quite simple. We put you on an early barge tomorrow morning heading south. You get off at Fenpoint Wharf and spend the night there. In the morning, proceed along the trail to Restwell Keep. Your job is to clear the trail of any obstructions, whether they be fallen logs or barriers of a more mobile variety. The caravan should arrive in the keep a few hours behind you, at which point you’ll be paid for your trouble.”

The pay, consisting as it does largely of discounts in Orest’s shop, is fairly abysmal, but it does cover passage to Restwell Keep, and the party agrees.

Sharing a final drink before breaking up for the evening, Jordan serves and offers some friendly advice. “Take it from me,” he says. “Don’t venture too deep into the Scar.”

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Chapter 0.7: Down the Nentir River

The day dawns bright and full of promise. Completing morning prayers, the local priest asks Ayles to “say hello to Friar Benwick” when he reaches Restwell Keep .

The party assembles at the docks below the Falls. Icerial makes his apologies, he is staying in Fallcrest. “Something is going on with the ”/campaign/27737/wikis/temple-of-zehir-fallcrest" class=“wiki-page-link”> Temple of Zehir , and I aim to find out what," he says. “I’ll send word if I hear.”

Orest tells the characters he’ll have someone join them in transit. Sure enough, at the first stop just outside of town, Haelirin steps aboards and exchanges the password Orest gave.

Drow and a rogue, thinks Drawoc. Two strikes. But he says nothing. Minotaurs are in a poor position to judge others based on their appearance.

The rest of the trip downriver is without incident.

Fenpoint Wharf is little more than a wooden dock with a couple of outbuildings – no inn or provision house to speak of. The fens are a typically malodourous swamp, and the “road” to Restwell Keep little more than a couple of wagonruts through the bog. The party spends a miserable night out of doors and is glad to leave the place behind at first light.

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Chapter 0.8: The Skills Challenge
Across the Witchlight Fens

As none of you particularly know this area, there will be a skill challenge associated with navigating your way through the Witchlight Fens.

The skills challenge is a party-based challenge. The goal of the party will be to accomplish 6 successes before they amass 3 failures.

Success is worth 25 xp to each party member.

Failure will reduce the speed of each party member by 1 and require each party member to either
a) commence the Encounter with 3 fewer hit points or,
b) conduct the Encounter with a -1 to hit and damage rolls until the character spends their second wind or receives a healing surge.

In initiative order, each character will be asked what they are doing, and what skill they are using to attempt to aid the party in navigating the Fens.

Characters may not use the same skill as the previous character in initiative order and
Characters may not use the same skill twice in a row.

The party failed this skills challenge.

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Chapter 0.9: Encounter at the Crossroads

The party got lost in the Witchlight Fens. Covered with mud and cut by brambles, they finally came across what they thought was an east-west road, and headed west along it.

The good news: they made better time and finally found a signpost directing them to head north for Restwell Keep.

During their trip, the howl of wolves was heard from time to time. When they reached the crossroads, they came upon an a collapsed tower, and were set upon by a couple of wolves and goblins. When the air cleared, the party was still standing but somewhat the worse for wear.

Haelirin has accumulated one failed deathsave.

Ayles, Haelirin, Mycandrin, and Drawoc all gain 115 XP from the Encounter.

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