The Awakened

Out to sea

You put out to sea on the Fat Lady, Captained by a female Dragonborn named Cillyndrack. Almost immediately Churchill becomes seasick. After several days and as many ports you find yourselves between the islands of Alaron and Snowdown. This water is contested by the Amnian forces that have conquered Snowdown as an inroad to taking the Moonshae Isles. You fail to slip past the Amnian’s and instead have to fight off a boarding party of Buccaneers.
This battle is highlighted with Balthazor leaping onto the enemy ship and using his frightful presence to intimidate the enemy. Also of note were Marvelous leaping into the mix and tearing into the crossbowmen. Churchill harassed the enemy with various spells of a fiery nature and Barrakas ended the enemy captain by pulling him overboard with his pole arm allowing the sea swells to crush the Buccaneer between the two hulls. Kayden Thorn did not seem himself as he spent most the fight firing eldritch bolts to little effect. In the end both the captain and the first mates lifeless bodies sank into the briny depths.
Capturing the buccaneer’s ship, you escort it to the next port where you receive a bounty of 1000gp which you immediately split between the five of you. The Fat Lady transports you several more days travel to the island of Norland to the small city of Rogarsheim where Cillyndrack hires replacement crewmen and turns over the two Amnian crossbowmen which are promptly tried and hung.
As you travel north toward the island of Connacht the weather takes a turn for the worse. That night you are being tossed by fifty foot waves and lashed by freezing wind and rain. You awaken to the screams of panicked crewmen fleeing from above decks warning that the ship is under attack by flying monsters. As you make your way onto the icy deck you see a small flock of Harpies are circling the ships rigging, two petrified crewman huddle prone on the deck.
This battle is highlighted with Marvelous battling various Harpies up in the frigid rigging. After one of the Harpies is killed and their leader bloodied the beasts shriek their frustration and flee.
A couple days later the Fat Lady makes port at Killin just as the sun rises. You leave the ship and make your way through the town and up to Carrach Keep. Here you meet the Captain of the guard Darnaxxus . He is a Dragonborn in blue enameled plate carrying a long sword and a round shield emblazoned with the image of Bahamut. He takes you to meet the keeps seneschal, a Tiefling who turns out to be Barrakas’s uncle. The seneschal speaks to you privately preparing you for an audience with Prince Jeremy Kendrick.
To your surprise the prince, a handsome powerfully built lad in his early twenties, turns out to be a simpleton. His mannerisms reflect a child half his age. He is excited to see you and hopes you have a present for him as it is his birthday. At this point you present him the sword and tell him its history. The Tiefling seneschal known as Lore confirms your account and adds that a barrow three days north east of the keep contains the swords original owner. Within the barrow lie the sheath and pommel stone that go with the sword. Lore offers you each 1000gp if you would travel to the barrow and retrieve the items.
After a long day of travel you reach a large village named Baniff. It is nearly night fall and the townsfolk are rushing to find shelter. A terrified old guardsman named Gus begs you to seek shelter also. You take shelter in the inn. Here you discover that for nearly a week the people of this community have been terrorized by Cyclops, how many they do not know. Sometime later that night you hear a crash in the distance followed by a high pitched female scream. You quickly dash out into the pelting rain and run through the muddy streets in search of your prey. In no time you come across the large humanoid figure about to pass through the shattered outer wall of the town. Shouting a challenge you gain the brutes attention. It slowly turns, its single malevolent eye blinking stupidly.

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Welcome back
Marvelous, Barrakas, Balthazor, and Churchill find themselves standing on a muddy road shouldered by heavy forest, being lashed by wind and rain. A stranger(Kayden) walking down the road asks them why they do not have the sense to get in out of the rain. Together the five of them head down to the weathered inn that was a hundred yards or so down the road from where they were standing. They try to walk in, find the door barred, and then pound on it for admittance. A short time later they are allowed entry. They discover the inn (Startled Raven) is very run down and that there are only a handful of patrons within. The group orders food and drinks and rooms for the night. After their meals and some socializing with some of the patrons the players go off to their rooms. Barrakas takes pity on the proprietor’s daughter Kacey who is suffering from the flue and a mild case of pneumonia, and spends the night aiding her with her illness. Later that night, Balthazor awakens to a person going through his things. Startled, the intruder flees. The Paladin pursues, shouting an alarm to the others. Balthazor follows until he discovers the trap door the intruder escaped down. Shortly thereafter the rest of the group meets up with the Paladin. They confer and decide to gear up before continuing the pursuit into the deep shaft. Balthazor leads the way into the shaft. When he drops down into the subterranean chamber he is immediately fired upon by a pair of Drow warriors. The other players drop into the chamber and divide up against the two Drow. A Drow Spellspinner and some flesh spiders also join the fray. In short order the spiders and one of the Drow warriors are killed. The other Warrior is intimidated into surrendering and the Spellspinner is rendered unconscious. The Drow are searched and parchments are discovered that indicate a plot to darken the sun. The players question the two Drow and then execute them. Using the information provided by the Drow the players discover an adjoining chamber accessed by a secret door. The chamber contains a portal to the Underdark. Churchill determines that he could temporarily or permanently disable it. He chooses to leave it be for the time being. The group also learned of a Doppelganger agent of the Drow who was heading to a small town called Wick. They decide to attempt to find and stop the agent from fulfilling his mission. Heading back up into the inn, the group question Ellenore about her involvement with the Drow. She admits she complied with the Drow, but only out of fear. The players did not seem to believe her, but they also chose not to harm her. Marvelous conjured phantom steeds for the group and then they headed south to Wick. Sometime after their midday meal they stumble upon a group of raiders. An enormous black skinned Ogre with fiery red tattoos leads a band of six Orcs. Churchill makes short work of the majority of the Orcs. Balthazor takes the brunt of the brute’s damage as its great maul sends the Paladin flying time and again. The players make short work of the monster, with Marvelous dealing the melee damage, while Kayden and the rest attack from afar. After looting the raiders the players find some gold, an 11th level magic item, and an ancient sword, a relic of Tiefling lineage. An hour further down the road they come across the smoking wreckage of a caravan. One survivor clings to life in the carnage. Barrakas heals her. The survivor is a Tiefling sage in the employ of House Kendrick named Cassandra. She asks that the players accompany her and get the relic to Caer Callidyrr and present it to the High King. The following day the group makes their way into the small town of Wick. They complete a skill challenge to locate the Doppelganger and lure it into a trap. Once trapped and defeated they learn the Doppelganger is in fact a female. When questioned she readily gives up any and all information requested of her. The players learn that she is to meet with a group of Drow that very night and give them a set of encrypted instructions. The group takes the instructions. The Doppelganger makes the mistake of spitting into the monks eye one too many times and he beats her to death. The players waste no time finding and scouting out the drop point. They set up an ambush and even find a body double to act as the Drow’s agent to bait them in. Unfortunately the Drow do not show and the players come to the realization that the Doppelganger may have lied to them. On the following day the players again mount up on the monk’s phantom steeds and head off to Caer Callidyrr. They stay overnight at the Rooster, a pleasant inn in the village of Cullkelan. Upon entry to the inn the players come across a pair of adventurers; one, a female in crimson plate with a raven crest of feather like hair and a male Halfling with a charming disposition. The Halfling introduced himself as Cade and his partner asMycha. Cade was quite talkative and the players invited them to stay and have a drink, but Mycha would have none of it and lead Cade off toward Wick. A very nice evening was had by all. The group awoke refreshed and made the final push to Caer Callidyrr. Upon arrival the players were lead through the sprawling deteriorating city to the ominous megalithic mass that is castle Caer Callidyrr. Once there Cassandra quickly gets the players access to the High Kings court. There they witnessed the Kings justice. In one case a butcher lost his thumbs for weighing his scales and in another incident the Kings Lord Commander was summarily executed for failing to carry out the Kings orders for finding and destroying the Minotaur Raiders plaguing the shores of Alaron. Eventually the players stood before the King and presented the ancient sword.High King Derid Kendrick was very enthusiastic with the relic and with the group’s obvious prowess. He requests of them to take the relic to his brother Prince Jeremy for his upcoming birthday. The adventurers agree and the Kings seneschal pays them each a thousand gold pieces and then begins making arrangements for their travel to the city of Killin on the island of Connacht ruled over by Prince Jeremy Kendrick Having a couple days to wait, the group uses the time to explore the cities resources. Players are capable of locating and buying potions. (2 per player) Churchill takes some time in the castles library to research the cursed item he has bonded with.
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Returned from darkness

The blackness of the void recedes, empty numbness is replaced by a wet chill. Sharp bright fragments of memory seer your consciousness with flashes of lightning, shadow, a Tiefling wizard, and finally the collapse of the Pyramid of Shadows. The four of you stand in the dark, being slashed by wind and rain. Confusion slowly releases its grip as you take in your environment. Your feet are engulfed in a muddy, rutted dirt road with dense forest to each side. The road rises further up into the mountains and descends toward what appears to be an old broken down inn.

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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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The Pyramid of Shadows

From a map obtained in the lair of Paldemar the adventurers glean the current wherabouts of a mysterious location known only as the Pyramid of Shadows. Once there the group is pulled into the Pyramid by the mad Tiefling Karavakos. Pyramid of Shadows presents an adventure wherein the group find their way to a multi-levelled extradimensional pyramid built by an evil God as a prison for the power-mad Tiefling wizard Karavakos. Karavakos’ power – and personality – has been fractured into multiple parts in order to keep him bound within the prison. In a plot to obtain his freedom, Karavakos tricks players into hunting down and killing several splinter versions of himself within the pyramid, in order that Karavakos might regain the power they hold and break free of the prison. However with the aid of the undying head of Karavakos’ one time Eladrin lover Vyrellis, the players gain the opportunity to breach Karavakos’ sanctum and defeat the wizard, which dissolves the pyramid and casts the adventures into a fractured darkness.

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The Thunderspire Labyrinth

From clues gleaned in the Keep on the Shadowfell the players next invetigate the Thunderspire Labyrinth. Here they eventually develop a working relationship with the Mages of Saruun and defeat the Wizard Paldemar. From clues found in the Thunderspire Labyrinth the players decide to investigate the Pyrimad of Shadow. The Ordinator Arcanis encourages the players in this endevor and to this end loans them a Wondrous Figure of Magical Transmutation.

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The Keep on the Shadowfell

The adventurers, Marvelous the Monk,Balthazor the Paladin,Barrakas the Warlord, Churchill Zem: First among Wizards, and Shade the Rogue, met in the town of Fallcrest. They were asked to investigate the goings on at the Kobold Halls and then later requested to look into the goings on in the town of Winterhaven. Once their they were caught up in the machinations of an evil cleric attempting to open a rift into the Shadowfell in the Keep on the Shadowfell.

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