For a Few GP More

From the logbooks of the L'arc-en-ciel Trade Company
Year 2 Months 7-11

L’arc-en-ciel Trade Co. Register:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Trade Entities: “Tradewinds One” L-E-C Riverboat (carries 400 stone)
Grigory (200 gp/month)
Navigator (25 gp/month)
3 Rowers (9 gp/month)
5 Light Infantry (30 gp/month)
5 Crossbowmen (60 gp/month)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crew Total: (324 gp/month)

Pirate + customs overhead is 10% of profits

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Current stored goods (in IB storehouse)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

2 units Sphinx parts at 1000/per
2 units Ghoul Claws/Tongues at 700/per
2 Pterodactyl wings at 700/per
2 zombie brains at 800/per
2 skeleton knuckles at 700/per
3 precious stones at 700/per

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TRADE (IB —> FP —> DL —> IB cycle)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Month 7:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tim gives 5000 gp
Jared gives 5000 gp
Alex gives 5000 gp

15000 gp start

Ironbridge buy:
3 Silk at 600/per
5 Wood at 700/per
4 China at 800/per
8 Spice at 800/per
Total: 14900 gp spent; 200 stone

100 gp liquid
500 gp “donation” to pirates (Guy’s expense)

Freeport sell:
3 Silk at 800/per
5 Wood at 1000/per
4 China at 1100/per
8 spice at 1000/per
Total: 19800 gp gross

19900 gp liquid

Freeport buy:
12 Silk at 700/per
6 Metals at 800/per
6 Metals at 800/per
Total: 18000 gp spent; 240 stone

1900 gp liquid

Deal sell:
12 Silk at 1000/per
6 Metals at 1000/per
6 Metals at 1000/per
Total: 24000 gp gross

25900 gp liquid

Deal buy (2 weeks):
8 Books at 600/per
3 Sphinx parts at 1000/per
5 Ghoul Claws/Tongues at 700/per
Total: 11300 gp spent; 160 stone

14600 gp liquid

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Month 8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Offload 2 sphinx parts and 2 ghoul claws/tongues at IB for party consumption

IB sell:
1 Sphinx part at 1200/per
3 ghoul parts at 1000/per
Total: 4200 gp gross

18800 gp liquid

IB buy:
4 Gems at 700/per
6 Pterodactyl wings at 700/per
Total: 7000 gp spent; 100 stone

offload 2 pterodactyl wings at IB for party

11800 gp liquid

FP sell:
4 pterodactyl wings at 900/per
8 books at 1300/per
Total: 14000 gp gross

25800 gp liquid

FP buy:
18 wood at 500/per
10 stones at 700/per
Total: 16000 gp spent; 280 stone

9800 gp liquid

Deal sell:
10 stones at 1100/per
4 gems at 1200/per
Total: 15800 gp gross

25600 gp liquid

Deal buy:
5 zombie brains at 800/per
5 skeleton knuckles at 700/per
Total: 7500 gp spent; 100 stone

18100 gp liquid

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Month 9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

stow 2 zombie brains and 2 skeleton knuckles at IB

IB sell:
18 wood at 900/per
3 skeleton knuckles at 1000/per
Total: 19200 gp gross

37300 gp liquid

IB buy (2 weeks):
6 wood at 800/per
Total: 4800 gp spent; 60 stone

32500 gp liquid

FP sell:
6 wood at 1000/per
3 brains at 1300/per
Total: 9900 gp gross

42400 gp liquid

FP buy:
12 stewed giant hawk beaks at 600/per
13 furs at 700/per
14 wood at 700/per
Total: 26100 gp spent; 390 stone

16300 gp liquid

Deal sell:
14 wood at 900/per
12 stewed giant hawk beaks at 900/per
Total: 23400 gp gross

39700 gp liquid

Deal buy:
N/A

39700 gp liquid

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Month 10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

IB sell:
13 furs at 1000/per
Total: 13000 gp gross

52700 gp liquid

IB buy:
6 spices for 600/per
5 metals for 800/per
Total: 7600 gp spent; 110 stone

45100 gp liquid

FP sell:
6 spices for 900/per
Total: 5400 gp gross

50500 gp liquid

FP buy:
11 wood for 600/per
15 books for 700/per
9 zombie parts for 800/per
Total: 24300 gp spent; 350 stone

26200 gp liquid

Deal sell:
15 books for 1100/per
5 metals for 1300/per
9 parts for 1200/per
Total: 33800 gp gross

60000 gp liquid

Deal buy:
4 books at 800/per
3 stones at 700/per
Total: 5300 gp spent; 70 stone

54700 gp liquid

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Month 11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

IB sell:
4 books at 1000/per
11 wood at 1300/per
Total: 18300 gp gross

73000 gp liquid

Payouts all around!

View
The Blades of Dawn: Of Ankhegs and Boarmen

Overheard in the taverns of Opportunity:

Friends, in these troubled times we stand divided. Beastmen raid our homes and terrifying beasts stalk the land. The rulers are content to stay in their cities while those outside fall to starvation and predation. But there is hope! A new band of heroes has emerged, ready to make the land safe again! A group dedicated to the destruction of Evil and bringing the light of civilization to all the Shieldlands! A group known as…

The Blades of Dawn!

Corinth the Bold, Slayer of Merlocs, Wielder of Iana’s Aegis, and the bravest warrior known to mankind!

Goradohi the Loyal, Rider of Ankhegs, Eater of Snakes, a Crocodileman who would never leave a teammate behind!

Jarol the Just, Vested in the Righteousness of Thoth, he brings the light of knowledge to this world and death to his enemies!

Guilleme the Sly, Master of Diplomacy, Holder of the Eagle’s Eyes, a man forging the path towards the future!

McCrane the Mystical, Giver of Life, but at the same time capable of felling a hundred beastmen without a thought, he means to plumb the depths of the mysteries of this world!

Together, these brave men, women, and crocodiles seek to rid the land of evil, and they are not alone. They march with a host of brave warriors, mystical savants, and cunning tricksters, and are aided by none other than our own Baroness Tualla!

Now have another drink and listen to the tale of the Blades of Dawn and the Ankhegs of Dread. For too long, this fair city has been plagued by an ankheg menace, killing livestock and murdering innocent people. The Blades of Dawn would not stand for this! Guilleme fashioned an ingenious trap near the ankheg lair, but the beast burst from it before it was complete! It attacked Jarol’s friend and companion Boscar, and though he fought valiantly, he was dragged into the lair of the beast. Goradohi refused to leave the dwarf behind, and came up with a cunning plan to lure the beast out using a cow as bait and fire to block its retreat. The beast came forth once again, and with its retreat blocked, was handily slain by the Blades. Using more caution, fire, and bait, the ankheg lairs were all cunningly trapped, and within a few days, all laid slain. Within their lairs was the treasure of kings, but also the eggs of the foul beasts. Goradohi, showing mercy and restraint, decreed that these unborn creatures had done no harm, and should instead be trained to serve as deadly mounts to strike fear into the forces of evil.

The Blades are also paving a road through the wilderness, with an old Zaharran fort as a midway point between Opportunity and Ironbridge. In an effort to keep the road safe for travelers, they entered into an ancient Zaharran shrine to the Saint "" the Unspeakable. Inside the shrine was but a single chest on a raised dais, and an ancient skeleton with his hand on the lid. Cautiously the Blades surrounded the chest, weapons out and spells readied against any horrors the chest might contain. The spiritually mighty Perrin approached the chest, and slowly opened the lid, only to have spirits spring forth and attack her, draining her life! Quickly, before anyone else could react, she raised forth her holy golden apple and called upon the awesome power of Eris, goddess of cunning and trickery. Eris didn’t just grant her the power to destroy these vile spirits, but gave her full control over them, destroying their will entirely! But Perrin, knowing this to be a test from her goddess, proved her virtuous spirit and ordered them all into the sunlight, where they were instantly destroyed!

In securing the fort and the area around it, the Blades of Dawn encountered not one, but two boarmen tribes, one brutal but cunning tribe called the Greensnouts, and one cunning but brutal tribe known as the Blackfeet. Both were too much for even the mighty host commanded by the Blades to attack head on, so they decided upon a cunning plan. Both tribes were engaged in a ritualistic war, so the Greensnouts were made an offer: take some gold and head north, away from the fort. The Blackfeet would be made the same offer, and the Greensnouts would be able to ambush them as they prepared to move. Then the Blades went to the Blackfeet tribe and made them a different offer: after telling them about the impending ambush from the Greensnouts, the Blades offered them the chance to set up a counter-ambush, and after crushing the Greensnouts, they would leave to the uncivilized north. Both tribes thus charged with the death of the other, the Blades of Dawn watched and waited. The day of the battle came, and the Blackfeet and Greensnouts shattered into warbands, chasing each other around the fort and harried by the Blades of Dawn wherever they could. Eventually, the Greensnouts were decimated and chased to the north, and the Blackfeet settled back into their village. Exhausted and at low strength, the Blackfeet never stood a chance against the surprise attack by the Blades of Dawn, raining fire from the sky with their catapults and chasing down the survivors with their cavalry!

Now they are at peace, but who knows what threats lie just over the horizon? In the end, it doesn’t really matter, because any forces of darkness will be annihilated by…

The Blades of Dawn!

William’s notes:

Well, if things have changed a bit from the actual events, that’s hardly my fault. I’m a bard, you can’t expect me to be constrained by silly things like “Facts” or “Timelines”. That said, these things happened this month and I should remember them in case they make for good stories later:

-A scout came back from a hex next to Opportunity shouting about dragons and trolls and who all knows what. We’ll see what happens. A dragon fight would be a good opening story…
-Boscar was technically killed and resurrected, and there might be complications from that? I’m not really up on my divine magic.
-Goradohi had nothing to do with most of that but I think it would be amusing if he came to be loved by the populace as a kind and caring individual. Heh.
-If the group continues relations with Kroner I should write him into their story, but I don’t want people to get the two groups confused.
-There’s something about a missing spear? Magic item quests can be pretty good story fodder, I suppose.
-The fight against those rust monsters wasn’t really significant enough to put into a story. I mean, what do I say about that? That the brave heroes in the Blades of Dawn ran away from monsters which are, quite frankly, kind of cute? And then Goradohi ate one of them? They may come back later, but I’ll need a punchier way to introduce them.
-The ‘Unspeakable Saint ""’ bit was a hit with the party but I’m afraid it might go over the average working man’s head. I may need to edit that, we’ll see how the initial reception goes.

View
10/22/12, Year 2 Month 3, Blood begets Catapults

1. Bag of Holding
2. ???
3. Profit

The Dardantine Razors Trade Company
Trade Log, Year 2 Month 3

Bought 7 loads of silk at 1000 GP each in Opportunity
Bought 7 loads of wood at 1100 GP each in Opportunity
Sold 7 loads of silk at 1000 GP each in Ironbridge
Sold 1 load of wood at 1100 GP each in Ironbridge
Bought 3 loads of wood at 1000 GP each in Ironbridge
Bought 3 loads of spices at 800 GP each in Ironbridge
Bought 2 loads of ivory at 800 GP each in Ironbridge
Sold 9 loads of wood at 1100 GP each in Opportunity
Sold 3 loads of spices at 1200 GP each in Opportunity

Profit: 1500 GP from wood and spices, Ironbridge to Opportunity; paid 750 GP to Capouchen
Final Account: 2 loads of Ivory (purchased for 1600 GP), -850 GP for the month

Travel notes:
Befriended Cactus-men 6 miles west of Opportunity.
Killed Orc lair 6 miles west of Opportunity.
Destroyed Undead 12 miles west of Opportunity.
Befriended Cactus-men 18 miles west of Opportunity.
Discovered ominous shrine ~24 miles west of Opportunity.
Arrived at Fort Camaron.
Cleared “Hobgoblin Barracks”, hired 6 Elephant-men to join the garrison.
Cleared Tower of Bees, McCrane poisoned; will revive in Ironbridge.
Assessed Pyramid Pit, Undead-creating artifact discovered. Policy: avoid.
Attempted to clear Pyramid, unable to dislodge Vampire resident. Will return with more firepower.
Cleared Clock Tower.
Cleared Smithy and Warehouse, discovered treasure.
Cleared Tavern.
Cleared Ratmen Burrows. Poisoned, revived in Ironbridge. Troubling visions.
McCrane revived, goods offloaded, more purchased.
Parsley acquired siege weapons. Firepower.
Returned to Fort Camaron.
Pyramid destroyed. Vampires destroyed. Oracle’s whereabouts unknown.
Garrison in place, Macha commanding.
Departed Fort Camaron.
Carried flower from Camaron Cactus-men to Opportunity Cactus-men. Fostered goodwill.
Arrived in Opportunity.
Offloaded goods. Month turns.
Mercenaries and Henchmen paid.

- Corinth Ironsmith

View
Sandygates
Maps of the Dwarf Fortress

Floor 1, Entrance
020

Floor 2, Rooms and Tombs
021

Floor 3, The Feast Hall and the Church
022

Floor 4, The Infernal Smelter
023

View
The Doomed Attack on the Merloc Lair
Tragedy in the Deep

The three leaders of the expedition were Galivan Stoneshield the paladin of Iana, Erggumun the elven nightblade, and Scarth the thief. In Galivan’s service were Corinth the scarred hammermaiden and Verimyr the healer, while Erggumun led Durgrim the berserker dwarf and his faithful war-hound Monty. Scarth was accompanied by the agile spearman Aldric. The stated intent of this expedition was to explore the newly-discovered fourth level of the dungeon, map the unmapped areas of the second level, and bring a barrel of ale to the troglodyte champion K’rrk in exchange for knowledge of the location of treasure. They couldn’t get the barrel in through the arrow slits (after five expeditions, they’ve figured out how to open the front gate, but they left the key in the dungeon while fleeing from green slime previously), so they decided to head down to the second level first. There they recovered a little treasure from some ancient bedrooms, and left a large bathroom more-or-less unexplored (after the green slime on the bathroom ceiling previously, and K’rrk’s warning about the Beast In The Pipes, they were rather leery) before being attacked by a swarm of skeletal ferrets. These wounded many members of the party, and Aldric was badly hurt.

While the ferrets were being dealt with, the ghostly shade of Lasai, Scarth’s former henchman who he had killed and left in the dungeon, appeared seeking revenge upon her murderer. She aged him significantly before being driven off by holy water and enchanted blades. Corinth, Galavin, and Verimyr all recognized her and questioned Scarth briefly, to no avail. Galavin laid hands on Scarth and they continued to the north stairwell to go to the fourth level.

Upon opening the door to the fourth level, they found a large open space with what appeared to be metalworking equipment and mechanisms full of blind cave humanoids, including their women and children. Errgumun cast sleep into the mass, felling a few, but then they fled into the darkness beyond the light emitted by Galavin’s sword. Scarth threw a torch into the room, revealing a group of archers assembling just beyond the edge of the light, while spearmen moved around the edges toward the stairwell. Errgumun attempted to put the archers to sleep, but it was clear from the noises in the room that more of the creatures were gathering around the sides of the stairwell to flank if the party charged the archers, so they staged a fighting retreat up the stairs with Scarth pouring oil as they went.

They chose the crypts on the second level as the location to defend, since they came in that way and knew it to be clear. When they finally lit the stairs, many of the enemy burned to death, but the few that made it through managed to injure Corinth and slay Monty, over whose death Errgumun was greatly dismayed, though he put down the surviving creatures his final sleep spell before they could injure anyone else. They also discovered that the creatures had smeared their blades with feces, and there was much fear of disease. Galavin used the last of his laying on hands on Corinth and they decided to go back down to avenge Monty and wipe them out once and for all, with the hopes that the enemy’s strength had been broken in the fire trap.

And that’s about where everything started to go really wrong. Galavin took the lead, magic shield in hand, and opened the door at the bottom of the stairs to a fusillade of arrows. He avoided all but one which caught him in the shoulder and reduced him to 4 HP; he fell back, handing the shield off to Corinth, while the party’s archers (Verimyr, Scarth, and Errgumun) advanced to behind Corinth and began firing into the enemy, winnowing their ranks. When only one, an armored sergeant, remained, Corinth charged him, leaving a gap in the front line, while Errgumun moved out to the side of the stairwell.

The enemy’s reserve of axemen, waiting in the darkness, took this as their opening and charged the door to the stairwell. They felled Scarth instantly, and injured both Verimyr and Errgumun. They also cut off Errgumun and Corinth from escaping up the stairs. Galavin held them off long enough for Verimyr to escape, taking the injured Aldric and rearguard Durgrim with him, before being struck down at the foot of the stairs. Errgumun managed to slip silently away from his pursuers, and Corinth found herself surrounded. She maneuvered about, seeking an advantageous position and moving towards the stairwell, but Errgumun grew impatient and made a break for it while she had them distracted, lighting the oil in Scarth’s pack afire as he went. Three creatures split from fighting Corinth and pursued him; two were slain by the fire, but the last cut him down halfway up the stairs.

And so Corinth found herself in the lair of the enemy, her mentor and lover Galavin incinerated by an ally, with a roaring wall of flames between her and the only known exit. So she did what any right-thinking warrior woman would do – slew her foes to a man, sustaining only minor injuries, sacked their lair, discovered their terrible deity, looted the bodies of her fallen allies, stripped Galavin’s corpse of his armor, put the body in a sack, and began the long, slow trek back up the stairs (where, incidentally, she killed the creature that had slain and was now eating Errgumun). She encountered no resistance on her way out of the dungeon.

Durgrim’s group was only marginally less fortunate; they were accosted by Lasai’s wraith, who demanded a proper burial for her body. With no magic weapons to resist her, they agreed, and were lucky enough to meet no further enemies on the way out. She was buried in the sand outside the dungeon with a marker made from the shattered planks of the ale barrel.

Upon reconvening, all present agreed never to set foot in that accursed dungeon ever again, going so far as to sell the map to a merchant company specializing in dwarven antiquities. Durgrim retired to parts unknown, while Verimyr went back to hunting and trapping in the marshes. Aldric disappeared quietly, and Corinth paid to have Galavin resurrected… but he came back female, thereby complicating things greatly. As a paladin of Iana, returning as a female opened up advancement for him among the amazons, and he (er, she) set out to the north for Myrmidia, leaving Corinth alone with her scars, the magic shield, and the only knowledge of both the location of the chest of buried treasure and the terrible thing imprisoned beneath Sandygates…

View
Journal of Galivan Stoneshield
Into the Darkness

Fouler things can lurk in dark,
Indeed, than you and I.
So trust not words to make their mark,
When comes your final sigh.

Let all your hopes be stone and steel,
Your dreams all do or die,
And when death comes,
Let all your sons sing songs of you and I.

- Callon Silvertongue, “The Adventurer’s Creedo”

The Dardantine Razors, we call ourselves. It’s a foolish notion, to think we are strong, just because we have a name. We barely know each other, and it takes one traitor to remind us all how fragile we can be.

Of the 16 members of our caravan, only Errgumun, Yolanda, and myself survive. Argos the Mage is gone, without a corpse to mark his passage. The elf and I suspect that our magical stupor was his doing, and Yolanda fears the worst. Our employers and hirelings are dead, the goods we were transporting long gone. All we have is what little we carried with us. It may be enough to get back to civilization, but it will be a long time before we again trust a stranger so easily.

It has been two days since we were set upon, and we’ve managed to make it to the town of Deal. The hour is late, but we have found acceptable lodging for the night. No one in town has seen our missing mage, but I’ve instructed the barkeep to let us know if any news comes of him. On our march, we passed an enormous gate in the side of a canyon wall about 3 hours walk from town. Tomorrow we will return to it. It seemed relatively undisturbed, and lost treasures may lie within.

- Galivan Stoneshield, 23rd day of the 7th moon, 612 A.U.
(612 years after Iana’s Unification of Myrmydia)

I hired a young armorer today, to be my squire and receive instruction in the knightly ways. Tormund Smithson will accompany us on our expedition to the stone gate, to map its depths and assist us in fighting off the creatures of the deep. He’s a strong enough young lad, though he seems ill-at-ease in the company of strong warriors such as we. His parents are dead of plague, and he seeks some direction in his life. Perhaps we can provide it.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

After replenishing our supplies and equipping young Tormund, we made our way south, to the stone gate. The march was long, given the heat and oppressive conditions of the Shieldlands. The gate seems even larger up close, a full 15 feet tall and twice as wide. It is adorned with images of dwarves carving stone and laboring over forges. The gate is flanked by many arrow slits that seem to cover the approach, and the thing itself is made of solid stone. Spires with what appear to be bowls atop them extend from the top of the structure, probably for catching rain. We have decided to dub the ruin the Dwarf Fortress for now.There is no visible way to open the gate, and its stone doors weigh more than even Tormund and I could ever hope to move. We plan to boost Errgumun through one of the arrow slits to scout ahead while the rest of us climb up after him.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

Yolanda is dying. While we were exploring the ruin, a giant spider came upon Errgumun. In his panic, he called for help, and while Yolanda was able to get to him in time, I found myself harried by an enormous swarm of bats roused by the noise. While I struggled to find my way through the swarm, Yolanda and Errgumun fought and killed the spider, but not before it managed to bite her. She has only a few moments left before the poison takes her. She desires burial with a proper holy symbol of Iana, hers having been stolen by the bandits that ambushed us. We will do what we can to see her wish fulfilled. Tormund, who I instructed to hang back when the fighting began, has helped me to construct a crude litter with which we can carry her back to Deal. We mean to look around this ruin a bit more before we depart, but we will return here after we have had a chance to recuperate from our adventure. May Iana guide our friend’s soul to the Hall Among the Stars, and help us to carry on her works in this world.

- Galivan Stoneshield, 24th day of the 7th moon, 612 A.U.

After burying our brave friend Yolanda—may she rest in peace—Errgumun sold the treasure we recovered from the Dwarven ruin. A priest by the name of Agord wishes to join us on our next trip into the dungeon. He seems well-equipped, and his healing magic could make the difference between life and death in that dark place. He worships the elven sun god, a strange and foreign god to me, but Errgumun assures me that he seems to be a man of character.

After we finished selling our treasures, Errgumun disappeared off to the local tavern to drink and whore. I expect to see him in the morning, but for now, I rest.

- Galivan Stoneshield, 25th day of the 7th moon, 612 A.U.

Errgumun seems to have a acquired a war dog during last night’s adventures. It seems to be trained well enough. At least, it hasn’t bit me yet. After a long hike back to the Dwarf Fortress, Agord, Errgumun, Tormund, and I prepare to enter its depths once more. Errgumun informs me his dog’s name is Monty.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Undead! As we were exploring the dungeon, we came upon a pack of skeletal dogs… they would surely have torn us apart, if not for Agord’s timely intervention. He held his holy symbol aloft, and a burst of sunlight forced them back. I have a renewed respect for the elf god he worships.

Additionally, I discovered a powerful magical artifact amid some old boxes in a dwarven store-room. The sword (which I have not yet named), gives off a cool blue light in the dark, and it is elaborately made, with jewels inlaid in the hilt. I expect it shall be a constant companion through my future adventures.

Ah! Errgumun has just discovered a small room full of levers. I shall go investigate.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Alas, poor Agord. He saved us, but we could not save him… As we proceeded deeper into the dungeon, we came upon a corridor with a sloped floor. We should have known it was a trap. When he stepped on a pressure plate in the floor, grease shot out and a pit opened in the floor. Before anyone could do anything, he had slipped into the slimy embrace of a gelatinous cube. He was immediately paralyzed. He couldn’t even scream as his legs began to dissolve.

I asked Tormund to hold the end of a rope as I tied the other around my waist. He lowered me into the pit, and I attempted to grab Agord by the head, but the cube rose up to try and smite me. By the time I was finally able to grab him and haul him out of the pit, he was already gone. The paralysis stopped him from using the light of his lord to help himself, and there was naught we could do to bring him back, so Errgumun killed the foul creature with his bow. When it was dead, we fished an ornate runed gladius out of the dormant slime. Now we stand on the other side of the pit. A staircase leads deeper into the ruin. Though it pains me to leave him here, we are determined to see what it is Agord died for before we carry him out of this dark place.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Down the stairs were hallways gated with porticulles, a great hall with blind (but friendly) ogres, and a small pack of troglodytes led by their champion, Kirk. We also found a small chapel filled with cave dwellers. We chose not to engage them.

Above the great hall we found some spellbooks and dwarven ledgers and killed some rats. Now we leave this accursed place. We will bury Agord beneath the sand, in the eyes of his shining god.

- Galivan Stoneshield, 26th day of the 7th moon, 612 A.U.

Errgumun has hired a saucy dwarf named Durgrim. He can certainly hold his liquor. Well kind of. The other day Errgumun woke up in a jail cell with another nightblade. He stole her treasure map while she slept. The very same night, Durgrim went to bed with a local merchant’s daughter. Who knows what may come of this…

I also have a vague recollection of confronting the local priestess of Ashtar, and perhaps… fighting her eunuch guard? But… most importantly… it seems Tormund is not a man.

- Galivan Stoneshield, 3rd day of the 8th moon, 612 A.U.

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.