Back and There Again
Session 2.2

Amar’s plan works, and the next day a large contingent of Royal guards head out to patrol the approaches to the Great Preserve. Making use of this opportunity, Theophilus and Amir make their move to rescue Tannen. They approach the guard tower, bluff their way in, and learn that Captain Hallem is out on patrol from his not-so-trusted lieutenant. It becomes immediately obvious that the lieutenant does not get along with his commanding officer, and partially due to this, Amir and Theophilus find it not very difficult to convince him that they are agents from the capital who have come to take the Fae prisoner back to Marda for justice. However, the party is surprised when the prisoner who is brought to them turns out to be a female elf. They maintain their composure and exit the tower.

Once out of the tower, the comrades hotfoot their way out of town and meet back up with Denrog. The newly freed prisoner introduces herself as Sylvana – she is a stranger in this country and has long searched for others of her kind. Though injured (she was apparently beaten badly – and worse) Sylvana is capable of travel, and agrees to help the party as well as she is able, and requests that she be allowed to accompany them back to Ithalliel once Tannen has been found.

The party decides to head on to the next village in search of their missing comrade. They pass a carriage heading back the way they came, but they make themselves scarce, and arrive at the next village without further encounter. A bit of questioning reveals that an individual matching Tannen’s description headed back to Melling the day before, presumably in the very carriage spied by the party as they traveled (the stable-boy’s description of the carriage matched the one they saw). The party heads back to Melling and arrives there without incident.

Upon their return to Melling, the party finds that Sir Molland has arrived with a large contingent of troops, and that the lieutenant has been sacked for letting his prisoner go (worse should have been done to him, but he was a favorite of the local baron’s chancellor, who has some measure authority over the town). Those who can easily pass for human (Amir and Theophilus) do some nosing about, but can unearth no information about anyone resembling Tannen, or what his fate might have been. The party’s best guess is that he must have headed back towards the Great Preserve, and they prepare to follow in that direction.

Found in the Woods
Session 2.1

Friend and companion to the company, Tannen, has gone missing. He was sent far east into the lands of men, towards the capital of Marda, to bring back intelligence vital to the cause. Denrog, Theophilus, and Amir are given details of his likely trail, and they set off in search of their comrade. After fording the mighty Laakso, the travelers encounter the Great Preserve, a vast woodland beyond which lies the realm of New Men. The party knows that Preserve belongs to the Crown – it is forbidden for any to travel these woods without the explicit consent of the king or queen, but the companions also know that this part of the land and is sparsely inhabited, and knowing as well that the Crown of Mithria jealously guards its priveledges, they do not expect to be challenged.
To their surprise, however, the travelers discover a lone, rather sumptuous homestead in the center of the Preserve. There lives a man, his daughter, and his young son. Curiosity overcoming their caution, the family bids the company welcome, and they are invited to take their ease for the night. They claim to have been alone there for more than 25 years, and further questioning leads to the confession that this is a banishment of sorts. The father (Marrn) indicates that his wife’s family (and therefore his children) are under an evil curse. But something doesn’t quite add up, and when Amir presses the daughter (Ardanna) for more details, they learn that the son (Kep) is blessed with magical healing powers.
Satisfied that nothing else is amiss, the party decides to press on with their quest the next morning. A few more days brings them to the edge of the wood, where they spot a heavily armed force of Royal soldiers patrolling the eastern border of the Preserve. After waiting for the soldiers to pass, the companions press on, and by evening find the village of Melling. Knowing that New Men in this region can be hostile to non-humans, Denrog remains on the outskirts of the village while Amir and Theophilus (in disguise) go into the village. At a tavern, they learn that an Elf has been captured and is being held in the main guard tower. The further learn that Sir Moland, the ruthless enforcer of the Princess and Queen Regent is only days away from the village. Word has been sent to him, and the disposition of the prisoner will be determined upon his arrival. Hearing this, Amir spreads rumors of badits and poachers in the area of the Preserve, hoping to encourage soldiers to step up their patrols of the wood’s edge, leaving the tower somewhat undefended.

The Silence of the Dwarves
Session 1

The great conclave of Ithalliel has taken place, but conspicuously absent were the Dwarven representatives from the Hills of Thorns. Concerned, Lord Edirian sends Amir, Denrog, and Tannen to investigate. The travellers reach the Hills, only to find that the Dwarves have been beseiged by a sizable force of Orcs. Bypassing the main force, the companions locate the ‘back door’ to the underground kingdom, which is being guarded by a far smaller contingent of Orcs than is the main entrace. The party brings the Orcs to battle, defeating them and slaying their warleader. The Dwaves, now encouraged, decide to take a chance and deploy a large portion of their forces to the surface. With their captiain dead and the Dwarves now on the offensive, Orcish morale is shaken, and the Orcish army breaks up into its component parts and flees. Denrog manages to capture a beast-like golem that had been under the thrall of the Orcish captain. He is happy with his new pet.

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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