Adventure Logs

 

In the Three Kingdoms campaign I started a tradition of writing up and distributing a synopsis after each adventure. These narratives became a running record of the party's adventures and a way of going back to look up details of old contacts and enemies.

Those logs were distributed through email. Since I'm trying to be more organized with this campaign, the logical place to store the adventure logs is here with the other campaign information. The lists below are in chronological order for each group.

 

Group One

  • Help Wanted -- The party investigates a rash of vandalism and theft in the southwest warehouse sector.
  • Transport -- Riley hires the party to conduct Keldo Tidewater to the Eldmoor prison colony.
  • The Island of Castanamir -- Eager to learn more about the tsochari, the party agrees to join forces with a powerful psychic to recover a priceless reference on aberrations from the isolated island stronghold of a legendary mage.
  • Bad Medicine -- The party is summoned urgently to help as horrific monsters overrun the House of Healing.
  • Ghosts of Aniel -- A mission takes the party to the elven village of Aniel but the village seems to be deserted.
  • Ghost Ship -- The party agrees to hunt down a ghostly vessel crewed by undead that's been preying on cargo and passenger ships in the Northern Basin.

  • The Mask of Diamond Tears -- Stranded on another plane with no money and no resources, Merkator and Tolisa search for a stolen artifact in exchange for some much-needed help.
  • Dead or Alive -- The Trustees of Eldmoor hire the new party to find the escaped convict Garrick Mistrider.

 

Group Two

  • No Good Deed -- The party assembles to provide protection to a group of clerics on a mercy misison to the Tumari coast.
  • The Ettin's Riddle -- A two-headed giant seems bent on destroying the village of Newkeep. But what does that have to do with the strange writing on the shrine of Heironeous?
  • The Hunted -- The party searches for a darfellan settlement that may be a target of sahaugin. Or are they too late?
  • The Lost Boys -- Finally, the party reaches civilization -- the port city of Corsuhn, to be specific. As luck would have it, they soon learn that "civilization" can be a relative term.
  • Blood Trail -- The party find themselves under attack from a famous lycanthrope hunter who suspects one of them of slaughtering three sailors on a cargo ship.
  • Unholy Alliance -- The group joins forces with W'Illot and Quinn to investigate the death of Captain Bulrick.
  • Remembrance of the Fallen -- The party accompanies Vondran on his journey to awaken the powers of the Arm of Telomir.
  • Hostage -- Orin Bronshelm is being used as a human shield by the Fell Armada. The party races to rescue him before the coming full moon.
  • The Dragon's Tomb -- Orin Bronshelm is wandering in the woods near the village of Gross Fell and the party needs help to find him. Gross Fell has its own problem, a black dragon that has recently taken up residence in an old tomb, and needs the party to help them. It seems like a fair exchange ... at first.
  • Plague on Moorfield -- The party learns that the Commanders of the Fell Armada are hiding out in a small village on the river. This is a chance to put an end to the pirate league by taking out their leaders. But are the heroes strong enough to face them all?
  • Shadow Hunt -- Word of their adventures has earned the party an invitation from an obscure nobleman to dinner and a hunt on his island estate. What the invitation failed to mention was that the heroes themselves would be the hunted.
  • The Enemy of My Enemy -- When the village of Stearns is destroyed, allegedly by a sahuagin attack, the heroes go after the attackers and find themselves part of a surprising alliance.
  • Blood In The Water -- The party discovers that a new force of aberrant warriors is systematically razing the settlements of all of the coastal races.
  • The Long Way Home -- When a kraken attacks the Torchwood on the way to Marhaven, the party has to find another way home.
  • Old Sins -- The heroes suspect that their lich "friend" Hakran might actually be Marhaven's old enemy, Akhnar.
  • Aggressive Negotiations -- Knowing they can't take on Akhnar directly, the party comes up with a plan to persuade the lich to release them from his demiplane willingly.
  • Fury of the Hunter -- A new sahuagin attack on the Tumari Coast gets the party's attention and leads them into an ambush.
  • A Cry for Help -- A darfellan village begs the party's help against an unknown danger in the caves below their settlement.
  • Casualties of War -- On a scouting mission at the ocean floor, the party hears word of a village populated by undead created in the war.
  • The Gathering -- Vondran's dreams bring the party back to the sea floor, where they learn that the fractured army is reorganizing itself.
  • Chain of Command and Chain of Command 2 -- The party ambushes another group of half-illithid warriors and begins their quest to find the army's new leaders.
  • Hidden Target -- The party traces the pendant they took from their enemy to a sahuagin village. Things just get stranger and stranger from there.
  • Food Chain -- The heroes learn what happens to innocents taken captive by the half-illithid army.
  • New Blood -- The party takes on a new member and goes after another slave march, hoping to learn the location of the mind flayer sept.
  • Relay -- The heroes push ahead in their quest to find the mind flayer sept.
  • Betrayal -- Tika's map, drawn from information taken from a captured illithid, leads the party into a trap.
  • The Valley of Eyes -- The party encounters the Flock of Orgheron, an aberration-worshipping cult, on their way to the mind flayer sept.
  • Ready or Not -- On the eve of their battle with the elder brain, the heroes have to face the likelihood that they may not prevail.

 

Group Three

  • Trouble Brewing -- Retired mage Leopold has disappeared, the latest in a minor streak of such happenings. But Leopold is different; not only is he missing, but his shop keeps getting targeted for breakins. You'd almost think someone was looking for something.
  • Strange Brew -- Just before he is killed, an informant warns the party that the Servants of the Beast Below have been coopted by outsiders. But who are they? And what is the mysterious black goop that they are concocting and smuggling out of the city?
  • House of Ill Repute -- Riley suspects that the Servants of the Beast Below are using a former brothel as their headquarters. The party, with the help of the house's original Madam, goes on a discreet expedition to find out.
  • Down the Rabbit Hole -- The teleport circle they found in Stevens Manor leads the party to a disturbing encounter in the caves below the city.
  • Daybreak -- Eyewitnesses say that the Daybreak heroes (aka Group One), including Quinn, have turned pirate. The only way for her new party to clear Quinn's name is to uncover the truth.
  • The Potter's Clay --Mrs. Wilkins goes off in search of her friend Betty and ends up facing trained assassins. Could Betty really be one of them?
  • Badlands -- The party traces Chandrakar to a barren valley in Sauria. They have a plan, but none of them is truly prepared for what they find.
  • The Outlands -- The wreck of the Daybreak holds the key to continuing the party's hunt for Chandrakar. But are they ready to follow her to the outskirts of Limbo itself?
  • Return to Eldmoor -- Gilliam Corgan suspects that something is wrong at the Eldmoor prison colony and seeks help from the one group of adventurers with good reason to take him seriously.
  • Harmony -- The party follows the money trail of the Servants of the Beast Below to Survale, a city in the Tumari Coalition. Once they arrive, however, they find a far more pressing issue that has implications for Marhaven and, perhaps, beyond.
  • Seeking the Source -- Still following the money trail of the Servants of the Beast, the party raids two different temples of the cult and discovers the actual source of the drug called Harmony.
  • Follow the Money -- The money trail takes Group Three to the city of Corbanos in Nessen, where the Servants of the Beast keep their money. But someone at the Bank is expecting them.
  • You Can't Go Home Again -- Seeking answers to the mysteries they found in Corbanos, the party pays a visit to Aria's home village.
  • Under Siege -- The search for Aria's parents leads the party to Deep Elandrin, where Azazel's army is already at work.
  • Long Shadows -- An ancient journal entry provides the party with a clue to the mysterious figure called Uriel. But will this party fare any better than the author of the journal?
  • Heroes' Feast -- The party figures they've earned themselves a treat: dinner in Valhalla, the famed feast hall of Ysgard. As often happens, though, things don't go quite as planned.
  • The Eye of Glaucus -- The heroes' search for the next Spawn of Azazel leads them to the dead body of a god.
  • Sins of the Father -- The party wakes to the news that the Adventurers' Guild Hall -- building, occupants, and all -- has vanished, and the trail leads to a young man who might be Aria's brother.
  • A Cold Day In Hell -- The party finally gets a fix on the location of Ramiel, the nomadic elder aboleth: Stygia, the fifth layer of Hell.
  • Plan B -- The party's plan to recharge the galadiir hits a major snag, forcing them to reconsider their agenda.
  • Hellbreak -- The heroes venture into the famous Hall of the Vanquished in search of the soul of Aria's father.
  • The Living and the Dead -- The heroes and their new allies complete their raid on the Hall of the Vanquished.
  • The Exile -- A legend lore sends the party looking for "perversions" of nature at the source of the River Goliand, and Quinn discovers that Azazel's pet mage has a familiar face.
  • Maelstrom -- The party returns to Marhaven to enlist some aide in pursuing Rorin, but the enemy has other plans.
  • Showdown -- The party tracks Rorin to his lair on the Astral Plane for a final confrontation.
  • Ransom -- Mrs. Wilkins, the party learns, is being held by minions of Azazel. They are willing to return her to the party for a price.
  • Return to Castanamir's Island -- The party is in need of a new home base -- somewhere secluded, well guarded, with no innocent bystanders to come to harm. What better place than Castanamir's Island?
  • Into Madness -- Just as the heroes learn a vital secret of the galadiir, they and the entire library in which they stand are cast into the Far Realm.
  • The Ronin -- The party seeks a favor from the Emperor of the Jade Islands, but once again someone was expecting them and they find themselves embroiled in the politics of the Islands.
  • An Old Enemy -- A well-known mage has agreed to help the party finish Castanamir's binding spell. When the party returns home to meet him, however, they get a nasty surprise.
  • Divide and Conquer -- Before they can face Azazel, wisdom dictates that the heroes take out as much of its support structure as they can. Their prime target: Aria's mother.
  • Dudael --Marhaven is threatened by a series of earthquakes in the sea floor right below the city. In their final adventure of the campaign, the heroes locate the ancient prison of Azazel and confront the godlike creature itself.

 

 

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