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.

Session 3

Usually, I keep meticulous game notes and let you guys know accordingly. However, last Saturday, I was under the influence of every known over-the-counter sinus med, four blue moutain dews, and one Killians. What follows is the most sense I can make of my notes. Just not by my notes, just my game…

The game started. We converted characters.



Alann climbed in some trees and the party followed a thick peaty smoke into a hastily thrown-together pallisade. They found the remains of some cables and a giant patch of canvas in some trees, along with some drag marks leading to a gypsy-style wagon within the fort. The players found a cache of equipment and a CAAAAAAAAARRRLLLLLLLLLLLLLLL!

Another area of the fort contained a pyre with two bodies which were proving to be hard to burn.

Strawberry milkshake. Boat Nectar. Alann fired a harpoon into the captain’s face.

((What follows next is some sketches of crescent rolls and Devin wearing a giant garden gnome hat.))

Seriously, the players found a locked and warded wagon and were able to gain access to it. It proved to be somewhat larger on the inside that out, with provisions and space for about 12 people. A quick inventory revealed that the medallion witnessed in session 2 was among the possession found by the rangers of this camp, who had apparently been killed and eating by a swarm of rats. The session ended as Devin opened the arcane book confiscated by the rangers, only to seeming vanish in an explosion of light and foce!

Session 2

The episode began as the players, along with Donal the leprechaun, touched down when Donal’s Tenser’s Floating Disk spell fizzled. They had successfully escaped the wolves from the end of the last encounter, but their mad-cap flight left them disoriented. Without any real means of navigation, Devin finally used his knowledge of burrow-speak to talk with a mole who told him about some digging to the south in exchange for some tasty worms. The players arrived at a grave-digger’s cabin just before dusk, finding the cabin ransacked and the attendant slain. Careful investigation led to the discovery that the cabin had been tossed after a ranger, who had suffered similar wounds to both the grave-digger and the horseman who collapsed in Breekforge. Donal was adamant that the man was not killed by wolves, but something else. Back tracking the clues, the characters found a giant barrow-mound and dug their way inside.

Within, all of the bodies had been decapitated and half of them plundered. A cruel mist began to materialize around the players, taking on the gaseous shape of an undead Donal dubbed a “marrow-wight”. The creature attacked the party, each swipe of its misty hand drawing moisture from their very bones and making it increasingly solid. Devin channeled the power of Lugh to turn the abomination and Alann killed the foul vight. Moving deeper into the tomb, they found the niche where the woodsman was buried, but no body. Donal wondered about the lack of a guardian.

The characters heard a noise and moved further into the ruin. They found a giant wolfhound, almost 6 feet at the shoulders, bound by a steel collar and a magic circle. The dog was apparently the guardian of a set of entombed snake skeletons, identified by Alann as the remains of the druids who died a thousand years ago to kill the rats that brought the Black Death to the land. The party was ambushed by a robed figure who bore a staff and wore a medallion of a rat-creature he referred to as Kirgi. He bragged about finding a ranger camp where the woodsmen had captured some strangers and using some sort of toxin to kill two of them. A battle was joined, and the party attempted to free the tomb guardian, known as Gaoga.

Polito summoned up a pair of marrow wights who continued to draw on the heroes’ vim and vigor to gain a solid form. Donal was able to free Gaoga, and he managed the help the heroes defeat the wights and Polito, even though the dog died from his wounds.The figure’s last words were, “Die as a man, rise as a beast!” Gaoga bit Alann’s sword as he departed the mortal coil, and the blade became the enspelled sword known as the Gaogabrand, the Hound’s Tooth. A burst of dark light from the fallen amulet animated the bones of the mice and rats in the tomb, and these small skeletons swarmed over Polito’s body, eating it and growing marrow, meat, sinew, and hair—a swarm of living rats fled the tomb, led by a giant wharf rat who carried the Kirgi-amulet with him.

The heroes garnered enough XP to advance to level 2.

The following plot points, in addition to the ones from session 1, lie unresolved:

1. What, or who, is Kirgi? 2. What happened to the woodsman buried in the tomb? 3. What about the body buried in Breekforge yesterday? 4. Why do none of the bodies in the barrow have heads? 5. Why did Polito make the poison that killed the two rangers? 6. What about the travelers Polito mentioned?

Join us next time for episode 3, Ranger Rick’Rolled, or Disease are the Days of our Life…..

Session 1

In the quiet town of Breekforge, the stoic farmers and salt-of-the-earth folks are beginning to get a little concerned. You see, winter is coming, and every coal shed within riding distance is sitting empty. Sheep have to be clipped and trimmed, and tools are either broken or dulled to a muddled edge. Tavern talk at Ochullan’s focuses on the total absence of dwarves for the last little while. Dwarves in these parts make their coin by mining coal and metals from an area to the north called The Nave. People last saw dwarf-folks headed north, with no word or traffic south. Alann Dain, a farmer turned warrior or warrior turned farmer, depending on who you ask, has done all he can do without fresh tools and supplies. In fact, even his side job of guarding caravans under the protection of the halfing twins Fracas and Ruckus has not born fruit because there is nothing to carry. With a purse much lighter than it should be, Alann decided to head into town to see what is afoot.

Breekforge is a small town, with one dry goods store, one inn and tavern, and a combined smithery/tannery shop. Its resident spellcaster, healer, and man of the cloth is Brother Devin of Lugh, a friendly gnome who apprenticed with Ochullan until the monk felt that Lugh called him to business. Over several pots of mead, Ochullan did confide in Devin that running the church was horribly boring for him so he built on the tavern that his grandfather started and gives his profits to the church. Devin then is altar boy, high priest, and the de facto head of the church in Breekforge. Devin is fond of the people of the town and they dont even consider him a gnome so much as a short man. As our story begins, Devin has not received any of the supplies needed for an upcoming festival of Lugh. He has decided to travel to Ochullan’s for some advice when he runs into Alann. A casual conversation reveals that they are suffering from the same problem.

Ochullan’s is busy, as usual, when the party arrives. Fracas and Ruckus are there, eating, as usual. Both confide that their security business has all but dried up when there is a disturbance outside. The tavern empties to see a human slumped over a horse, both slashed and bitten. Alann manages to secure the horse and Devin attempts to tend to the man’s wounds, but Ochullan determines that he is too far gone. The heroes bring the wounded man inside as his horse is mercifully put down. Fracas and Ruckus agree to dig a hole for the body while Ochullan prepares it for burial.

Alann and Devin decide to track the rider’s course, having the foresight to have the shirrif secure the town’s gates. Well, Shirrif Trysome ((because he really doesnt mind if he does, just ask anyone)) is out of town and his over-zealous deputy Piccolo finally agrees to lock the town down. A brief tracking session leads the heroes deep into the local woods, where the sounds of wolves become more and more ominous. As a pack of giant wolves crashes through the underbrush, Devin and Alann make a run for a ring of stones, using their skills to outwit their pursuers. Entering the stones presented a problem of its own…

The ring of stones turned out to be a fairy ring built to imprison a leprechaun who angered the king of the faeries by repeatedly showing the queen of the faeries his lucky charms. After some cooking by Alann and some wheeling and dealing, the leprechaun agreed to help the part with their mission if they helped him with his task of finding out why the faerie world has been silenced for so long. The leprechaun introduced himself as Donal Brynn Brooke, and used a magic coin from his stash to escape the wolf pack.

As session 1 closed, the following questions remain:

1. What has happened to the dwarves? 2. Where did these wolves come from, and where are they going? 3. What is the connection between the plaque of a thousand years ago and the silencing of the Feywild? 4. What is the nature of the “other wolf” that Donnybrook warned the party about?

Key NPCs:

Fracas and Ruckus: twin “Tolkien” halflings who are known to be hellacious fighters. They run a profitable business arranging security for caravans when goods and services are flowing. These two serve as contacts for Alann.

Ochullan: A broad older man who is a retired monk of Lugh who runs the tavern in Breekforge. He is known for his ales and beers and the ability to cook mutton for two weeks without copying recipes. He has some issues with his left arm and calls it a war-wound when asked about it. His grandfather built the original inn and was the man who brought Ole Flirty Finn to town. The older folk swear that Ochullan has a holy weapon hidden somewhere in town. Ochullan serves as a contact for Devin.

Ole Flirty Finn: A morbidly obese salmon who swims in the ornamental moat around Ochullan’s. Even though he’s a fish, the townspeople swear that he winks at the ladies and will nip them on the backside if they get close enough. The boys of the town spread the rumor that if you tip Finn a sweet treat, he will bring you luck with your sweetheart. For this, the girls call him Ole Fat Finn.

Piccolo: The town’s halfling deputy. Prone to over-reacting. Is issued one rock from the shirrif’s office.

Donal Brynn Brooke: a leprechaun rescued by the heroes. Donal is a ruddy-faced leprechaun with a bright red beard. He carries an elegant pipe and has a small shield with the heraldry of a rainbow and a cauldron ((Donny swears it’s a cauldron rampant, but you are not sure how a cauldron could be rampant…...))


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