A play of hopes and fears

Dagnayr!!
Gnolls get preggers?

The passages that led away from the Cavern of Pillars were dark and most led deeper in the lair. The came to a room with many doors, holding a large spiked pit in the middle of the floor. The pit had the appearance of being well used, permanently stained dozens of shades of red and black, recking of death.

they headed north through a door into a long narrow passage that opened up into a diamond shaped room housing tables and chairs where several gnolls feasted. Enraged by the interruption by the intruders the gnolls attacked the adventures unleashing arrows as they came pouring into the room.

However the ugly brutes proved to match for the powerful heroes and slay them all save one who ran for cover, seeing the battle would not go his way. He tried to push through part of a crumbling wall but a spell froze him in his tracks, allowing the others to move in for the kill.

Curious, the adventures decided to explore the broken wall and discovered a crude passage lay beyond the ruins. The walls were natural and rocky leaving barely enough space for two people to walk abreast.

Within the dank cavern they found the remains of a battle, with armor and weapens lying about long dead skeletons. Among the worthless items they found a finely crafted intact leather jerkin. On the inside the makers surname had been burned into the leather- Crovelaft.

Moving forward the side passage led to a leaky fountain room which they found two gnolls within. One was Sargna a pregnant female and Dagnayr the apparent father. After learning what they could they decided to attack poor Dagnayr and incapacitate him and the Sargna, tying them up with some of their rope, leaving them for a later time.

After some exploring they found the Gnoll latrine, smelling as fresh as ever. Also, in a nearby room they heard murmuring. Inside they found a half-elf theif, bound and gagged, sitting atop a stone slab surround by some murky stagnant water. Duke Hellington being as bold as he is brash waded in easily and was immediately overcome with Cackle Fever. He decided not to press on further. They sent the halfling to try and reach the half elf. However, while trying to climb along the wall she slipped on a loose stone and also found herself in the disease water, catching cackle fever. At last they were able to reach and untie the half elf, learning that he was captured by the dastardly Sargna and Dagnayr not long before. He opted to join the party seeing as they were probably his best bet for surviving the dungeon.

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Warforged Indefinitely
The meeting and the cavern of pillars

After making short work of the slime blob the party slept away the hours of what they believe was the night, in the dank slim splattered room. In a stroke up good luck, they were undisturbed through the night. They awoke and continued to search this end of the corridor, deciding that that crossing over the chasm in the other hallway seemed quite tempting, but they should see what was to be seen here about first.

The other length of hall contained a battered and broken wooden door. An enticing invitation. Once breached they found a curious and somewhat unsettling sight. To their left laid a sizable pile of jumbled bones. At first glance they could see there were skulls, femurs, ribs, and all manner of bones tossed together. On the right their laid four sets of bones, pieced together on the floor immaculately, still donning their armor and weapons. They looked although they had been laid to rest quite some time ago. However, even more curious were the walls of this room, of which every inch was covered in a great mural.

They took in the pictures with great fascination. It seemed to follow a party of adventurers over their years of quests. Two elvish, a dwarf, a human, and a grey statue like man. It showed them facing and overcoming many foes and challenges through their time until they found a great blackened tree with the life drained from the surrounding area. It was much like the one they had entered just a day before. Now the mural showed the team working to piece together stone tablets while the stone man fought off a hydra, and the next scene was an elvish wizard contemplating and speaking to one of the statues in the following room. Then, however, everything changed. A battle erupted, bloody and terrible. The red soaked the wall mercilessly showing overwhelming death. They fought what look like gnolls and also darker creatures, to smeared with black and shadow to make out their true nature.

Then they saw the very room they stood in. They saw the corpses of many foes, and four adventurers, with one lone standing man made of stone. Time seemed to pass then, for it showed the same scene many times, until it had come to the way it looked today with the bones laid to rest. When the looked upon the final picture, they grew unnerved. It showed a painting of the room where they stood, with a man of stone against the back wall, and five adventurers peering around the room. A halfling, a wilden, a minotaur, a dwarf and an Elf, and it was then they realized that the stone man’s eyes had been gone to shine a pale blue.

After a moment of careful thought the Elf recognized the construct. He was a Warforged, a man made of stone and metal, brought magically to life. However unlike a golem or like creature, warforged are fully sentient and have fluid within them, which resembles the blood which gives other folk life.

The adventures spoke to him in turn, learning much about his past exploits and his fallen band of adventures. There seemed to be a great sadness upon the Warforged. He seemed to be a man whose only family he had ever known had perished, and he, living on decades past them, just pondering his existence, not knowing how to spend his life. During their conversation, the dwarf was arrogant enough to refer to him as machine. Brandishing his sword and shield the man of stone roared. “Machines do not think and feel as I! I may not, eat, nor sleep, nor bleed, but I am aware of my own existence, and I am aware that it can end!” Pouring with apologizes the Dwarf soothed the Warforged. Once the initial outraged had passed, the man had resigned back in to his contemplative sorrow.

Taking pity on the unbreathing man, the party asked him to join up with their cause and destroy the mighty evil which lays below them, and avenge his fallen comrades. The warforged looked at them sharply. he was made to wage war, to fight and kill, but also defend. Had the time to stop defending that which laid dead? he did not know and resolved to think upon it, time was on his side after all.

With that the party bid the man who came to be known as Defender two zero of one zero zero zero, farewell. And for short the stone man told them, they may refer to him as his friends used to, as D20.

Walking through the twisting and turning stony halls of underground lair, the adventures eventually make their way back to the original passage of which they did not explore due to a gaping hole in the floor. With renewed vigor they tackled the obstacle with little resistance. THe halfling went leaping deftly across, spinning with ease to land gently on her toes. She tied a rope that the others might climb across with little effort. However, after they had crossed they came to an obstacle that was just a little more complex. The next room they entered was a great cavern, with walls and ceiling so far, they melted away into the darkness of the great expanse.

As the peered in to the darkness from the cleft they stood upon, they saw out in front a series of pillars large and flat enough to jump from one to another across, to whatever lay out in the dark. Naturally, they sent the Halfling rogue tink to test the waters and learn what she could. With a few hop, skips, and jumps she managed to nimbly reach another great platform, much like the large one she stood on before. Only this time, there appeared to be no other exits. There was however, what appeared to be a stalagmite coming out of the platform, but instead of coming to a point it was as if the stop had been sheered off at a slant. Embedded in the slant was a fist sized smooth stone. before investigating further she called to the others to join her, if they could.

One by one the party members tried their luck to hop across the dangerous pillars, steading themselves with a rope the rogue had secured. Luckily, they all made it however after two adventures lost their footing, they lost a few pieces of gold, and the onyx hydra statue, sending them down to splash far, far below.

With everyone now on the new platform, they now investigated with stone inlay stone ball. Before long they determined that the ball could twist in its stone seat, and seems to be part of some magical mechanism. and then with a twist to the right, a shower of stone slabs appeared to fall from the ceiling floating down to rest in place as to make a bridge from them off to the right. then they found when with turned the stone back to the left the stone bridge flew back up. More turns to the left brought it back down again, this time spanning out to the left of them. Walking out to the left, they found another platform nearly identical to the previous one only this time, the ball was missing from its stone depression. Using some rope and natural ingenuity they were able to toss the ball from the other side to this empty slot, allowing them to make new bridges. There were 6 platforms in total, 2 rows of 3, with the middle column slightly set forward.

they were able to find that the far right platform was crumbling, and could only hold one person at a time, however with a second stone ball they found they were able to make a stone slab bridge to an unusual location, a skinny ledge on the sidewall. Once there they seemed to be at the end of their adventure until they took notice of the sprawling vines. Feeling adventurous they took hold of them and started to climb down the length of the cavern, eventually meeting a corner, and then a ledge with a door. Unfortunately, they also found two Gnolls which had been watching their progress this whole time. The Gnolls attacked them as they climbed down towards the ledge, however once the minotaur, carrying the dwarf of course, landed the battle was all but over. They made short work of the fiends and plundered a chest with two ritiual scrolls, ‘disc of levitation’. Making the return journey potentially very easy, a shame the didn’t have them before.

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The following
i put the dragon head on her.

we find our adventures waking to crusty skin and armor from the dragons blood of the previous days triumphant victory over the a source of evil. With the sun clad chest, bone mask, and small orb in hand they make their way back to Fairhollow to claim their prizes from Amarro, and inquire about the chest at the temple of pelor.

Duke Hellington with his severed dragons head in hand first makes for the black kraken inn to find illustrious ladies to share is spoils with. He also quaffs pint after pint of local brew like water, laughing at its child-like potency.

The two sons of Pelor, Smoky and Magni immediately head for the temple of their patron deity. There, they find the dwarf raised, human, priest of pelor, Hailz of clan Ironrot. When Smoky describes their recent findings and victories they receive a shower of praise from the priest who promptly offers them cheese, bread, and wine to ebb there hunger and thirst from battle. Harvey and Tink make an appearance to share in the refreshments. The priest reveals to them that the chest was in route to Harkenwold, meant for the High Priestess there whom alone has the power to open it. Its escort had been dispatched and the chest lost some time ago. The mention of a dragon seems to bring the pieces together for Hailz, for only a well orchestrated attack could have overcome the escorts of the chest.

With the chest recovered, Hailz offers the position of escort to the adventures, along with compensation. The sons of pelor graciously accept the quest, and reluctantly the 400g and 6 healing potions in payment.

Hailz tell that a rare artifact of pelor resides within the chest, along with other items of great importance. He theorizes that the forces of ill may be after it specifically. Seeing the potential danger Smoky suggests a diversion. a ceremony up the river. A brilliant idea the priest starts to make preparations immediately.

They then leave the temple to seek out the ranger Amarro to retrieve the reward he has promised. At the Black Kraken inn they find him sitting with a large dragonborn sipping ale cooly. When the dragonborn sees duke with the dragon head he looks at it hard, then gives a nod of approval to the minotaur, showing respect for the warrior.

After receiving the powerful necklace from Amarro, the adventures pleaded for further compensation. Empathizing with the party after smoky explains their hard adventures, Amarro gives them an additional 50 gold pieces to ease their pains.

Before the break of day they set off to the East towards Harkenwold, with the chest in tow. The sun has yes to raise before they depart. The day had barely begun, and so had their adventure.

After several days of travel over the grassy rolling hills they made it to the edge of a forest. They traveled for some time before they saw billowing smoke rising from the southeast. Recognizing the black pollution as more than a mere campfire they veered south in order to investigate. What they found was somewhat, unsettling. A small village, razed to the ground, and a burning stench thick in the air. It did not take them long to discern that the smoke and stench both arose from a pile of smoldering corpses.

After a quick search of the area the discovered two hollowed logs on the beach by the river nearby, and clawed humanoid tracks leading into the village, and then off to the west, towards Fairhollow. Concerned for the welfare of their hometown the adventurers picked up the trail and hunted down these seemingly malicious folk. However before they departed they buried the small orb out of site, fearing its unknown capabilities.

It did not take long to track the fire starting culprits, and the party confronted a Gnoll with a pack of hyenas. The danced the death dance and claimed victory easily, and upon searching the leading gnoll they found not only a map to fairhollow, but a very crud sketch of a small round object, and a short feathery animal. A quick deduction was made that the object was their orb, and the feathered friend, could only be the brave and virtuous Mumbles.

A decision had to be made. Follow the map which described the way back to the dwelling of this hunting gnoll, or continue on to Harkenwold to deliver the chest. Not wanting to leave the murderous band to their own deadly devices, they sought out their strong hold to politely ‘deal with’ the impending threat. However, what they found, may not have been what might be expected of their savage foes.

A great necrotic tree, surrounded by decaying shrubbery, marked an unnatural landmark south of the river; which they crossed within the hollowed trees. The black tree bore a large crack, just expansive enough to fit their largest minotaur friend through. Once inside they stood before a 12 foot onyx hydra poised to strike, but thankfully made of stone. they found an engraving upon a pedestal which read:

_From stone to flesh, with one misstep.

Fight to death, those whom cometh
With the word of code, large flesh turns small stone
And those may pass, without loss of blood or bone_

not wanting to call the hydra out of its petrified slumber the adventurers worked quickly to discover the code word which would deactivate the beast. In small cubby holes scattered near the ceiling of the room they found six tablets with inscriptions, after puzzling over them they were able to fit them in such a manner to form words, and then they spoke aloud: Cacodeamon
and the hydra shrunk magically to pocket size, allowing their safe passage.

The very next room met them with two doors, guarded by two statues. Again another carved inscription directed their actions:

One guard of truth, one guard of lies, one door to pass safely, and one door to die. Questions 1, win or lose, you may ask, and then must choose

The wilden with his superior natural intellect blew asked them one simple question outright and choose the left door, with little help or input from the others. and when the door opened. the statues responded simply with. ‘you have chosen, wisely’

Eager to slaughter the gnoll threat the party charged on down a spiral staircase, leading deep down into the earth. the found many passageways below. many corridors which they explored for many hours. they eventually found a room housing many barrels, some empty, some full to the brim with moldy rotting food. the room was dank and thick with musty smells. Under further investigation the found slime covering most of the floor. After Duke Hellington decided to bend down and poke it with his horn. It poked back.

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Session 3 cont.
White Dragon of Coat and Swagger

After answering the riddle correctly, the young white dragon offered you your freedom, but you declined. The battle was not easy as the dragons breath froze and stunned much of the party. Alas, the day was saved by a giant toad, summoned by the savage Wildling Harvey. After a final killing blow by the paladin the dragon reared and breathed a gushing of blood upon the adventures, erupting like a geyser painting the small cavern with its crimson lifeblood.

Their great foe dead, the party immediately makes for the now dormant orb, and for a chest with a golden sun in place of a lock. When the chest is picked up, the wall behind it becomes transparent, showing the dragons hord of cold piled 12 feet high, shimmering with the promise of fortune. Mere moments later a rumblings is heard, and then felt. The very foundations of the earth begin to move and shake beneath their feet. Great fissures appear in the floor and all the riches slide between the cracks into the void below. The party save Duke Hellington dash for the exit. In a last ditch effort Duke manages to grab the dragon by the head and severe it from its broken corpse, taking it as a souvenir of his time at the lair of Coat and Swagger.

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Session 2/3
Deeper and Deeper

Plunging further in the the lair of Coat and Swagger our adventures face off against a magically warded door, which once blasted opens to reveal a majestic view of solid stone. Upon closer inspection Harvey discovers a tiny lever embedded in the door, which once pulled, opens to a continuing passageway.

The party made their way down into the next room where they found a small band of Kobolds waiting for them. The room was filled with four coffins, an alter in worship of Tiamat, and two seemingly harmless suits of armor. After the rogue, Tink, disarmed the trap, by setting it off, she was stuck by a dart which sprung from the mask of the suit of armor. After laying waste to their enemies, while taking care to avoid pressure plates of traps, Smoky approached the altar. With disgust in his face invoked the power of the Sun God and justice to scorch the sacred area to little more than ash and dust.

The next chamber brought calls of laughter and sounds of object crashing about the room. Wearily the rogue peaked her head around the corner. she saw several kobolds playing what appeared to be some sort of rudimentary game, utilizing the skulls in from the tombs. Playtime being over the adventures dispatched the evil kobolds and their pet drakes with little difficulty even if the Dwarf found his ass getting thoroughly chewed on. Upon vanquishing their foes and swiping the gold the party barred the doors and laid down to rest. Although, they were safe to attack, they were far from undisturbed as voices could be heard in the lower reaches of the dungeon all about them.

The following morning, after a lengthy spring like break, the adventures set off further into the stone halls, descending constantly lower and lower into the earth. The rogue goes ahead to scout the area and finds twisting and turning halls that make it impossible to see too far ahead.. or behind. She finds that the ceiling retracts and gives way to a large room with 20ft ceilings, and from behind a middle section of wall, hears voices. After relaying the message to the rest of the crew they very quietly make their way back into the large room, hoping to get the drop on some unsuspecting enemy. They were about to make their surprise attack when a bumbling dwarf barged through their ranks hailing Moradin loudly for the world to hear his praise!

The dwarf unwittingly stepped through the archway to activate a long waiting trap, in the shape of a giant indiana jones style boulder. The kobold wyrmpriest blasted any foes in sight as he waited for the boulder to do the punishing for him. However, he was pulled off his platform of saftey right into the path of the monstrous rolling meteor! He took heavy damage and only managed a few more moments of action before for the warlord charged in and gored him with his horns, leaving him to hang lifelessly as a testament to his lethality.

Upon slaying the other foes and making off with a shiny polished onyx shrine of tiamat the adventurers find a folded up cloth map within the wyrm priest robes. it shows a symbol of five kobold heads marking one of the walls. When Harvey moved in to investigate the pilfered bone mask began to glow, and the wall disappeared.

They descended down the hall as the cut stone gave way to a rough cavern with ancient draconic etched within the walls. Uninhibited, the party moved into the main cavern and were met by a cold and ominous orb radiating light but stealing the warmth from the dark cave. When the moved into the room, paying no heed to their surroundings, a young white dragon erupted with a roar, ‘DIE!!’ before charging the evil wyrm however the always god paladin tried to reason with the beast, asking it questions. The dragon admired his bravery, despite his impending doom, and gave them a chance to walk away unhindered, if they could answer his riddle.

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Session 1: Fairhollow
Danger of Coat and Swagger

Today our adventures all gathered in the small town of Fairhollow where they were met with a small body being flung through a tavern window. Upon investigation they enter the Black Kraken Inn to find a half elf ranger and a giant female polar bear sitting at the bar drinking. The find out that the a halfling tried to pick this halfelfs, Amarro, pocket. Unfortunately, the polar bear, Lauren, caught the little man in the act and removed him from the premises. Amarro takes a liking to the young adventurers and sends them off to investigate a series of Kobold attacks along the merchant road south of Fairhollow. They find their lair, the lair of Coat and Swagger, and proceed down its musty steps, the huge minotaur leading horns first.

The encounter several kobolds which they all seem to tear through easily. Especially the warlord minotaur who cleaves one kobold in two separate and unequal halves after his first ferocious charge. Then they used their combined might to lift a portcullis to corner the last foe and bring him down with a storm spike. Another set of stair leading deeper into the dungeon awaits them.

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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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