Mark 1

Welcome to your Adventure Log!
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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!

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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.

session 2-1a

Month 8 Day 6: Cinndell, Blyx, and Duncan depart for Bridgeport. The rest of the party is staying at the Ol’ Boar in Oakhurst.

Day 7: Sebastian and Kern practice, pray, and study. Nico studies a scroll of shocking grasp, but fails to learn it.

Day 8: A diseased Paladin stumbles into the Ol’ Boar and collapses unconscious. The town healer identifies his ailment as the weeping plague, once deadly , but extinct for 2 centuries since a cure had been discovered. She needs more of a certain flower to produce the cure, and she requests the PC’s to harvest it. The only place it’s known to grow nearby however, is a forest 10 miles to the west called the Web Wood because it is infested with gigantic spiders. The party is joined by Kerrick, a local ranger acting for the good of Oakhurst. They stock up and depart on foot. Halfway to their destination, they are attacked by an ankheg. Though Sebastian is badly wounded by the creature’s acid attack, they defeat it quickly, and he is able to heal himself.


…and a player quit.

Now looking for players!

Session 2-1

Month 8, day 5

With the rest of the party remaining in Oakhurst, Cindel, Blyx, and Duncan travel on horseback to the city of Bridgeport. There, they spend the day selling loot obtained from the Sunless Citadel. They leave a sample of wood from the Gulthias tree and an unidentified potion in a crystal vial with the alchemist Jamund Ater (owner of The Sphinx’s Apothecary ) to be identified. They also bring a sample of the wood to the Arcane Academy.

Session 2-2

Month 8, Day 6

Another day of shopping. The party buys better armor for Duncan and Sebastian. Cindel learns that the potion she left with the alchemist isn’t very useful. The wizard at the Arcane Academy informed her of the vampiric properties of the wood sample left to be identified.

Session 2-3

Month 8, Day 7

The party awakens, does a bit more shopping, and learns the precise location of Stone Tooth from the sage they had hired at the Arcane Academy. He also tells them more about the history of Khundrukar, and they question him a bit about the areas they see on the map of Faladon. They decide to try to find a small amount of work to gain a bit more gold. They return to the Inn and spend a couple of hours gathering information on any work that they could do. They learn of a possible plague outbreak back in Oakhurst. They decide to spend the night and leave for Oakhurst in the morning, but to spend the remainder of the day looking for members of the thieves guild. They head to the slums in western Bridgeport to find information on how Blyx can join the Night Blades. They find a man in The Fat Maiden named Effrin who seems to have ways to get them in touch. Upon learning that they’ll be departing the next day, he suggests they come back to the tavern to find him if they return to Bridgeport. The party returns to the inn and rests for the night.

Month 8, Day 8

They arise early the next morning and travel back to Oakhurst. Along the way, they run into a farmer who is coming from Oakhurst. The PC’s ask about the situation there. The farmer informs them that a stranger came into town infected with the Weeping Plague, but it wasn’t known what malady he was suffering from until he had possibly infected some of the townsfolk. He is currently quarantined at the healers and stabilized for now, though the healer is running low on the herb needed to help him fight it off. Also, it’s expected that she or her acolytes will be infected from being in contact with the stranger. Cindel recalls that the herb needed to treat this is a fairly common flower called Betony. The party continues to Oakhurst where they reunite with the Cleric, Sebastian at the Ol’ Boar Inn. He tells them he saw the plague bearing stranger as he stumbled into the inn. He says the stranger appeared to be a wizard and that people have been sent out to procure more Betony for the healer. They decide to head to the Healer to find out more about what can be done. Downstairs, they see the ranger Kerrick who has returned with a little more Bettony he had gathered himself. He is seated at a table with the constable Felosial, and some of the town’s leaders discussing what to do. They overhear them saying that the messenger sent to Denby has returned with less of the herb than was hoped for, and that they didn’t expect more messengers to get back until the next day. They now have enough to keep the wizard alive for a day or two, but the healer and her acolytes are still in danger. Kerrick Joins the PC’s as they head to the Healer. Dem yells through the door to keep from possibly infecting them. She says the only other place she knows of where Betony grows in abundance is in Webwood, a forest ten miles to the west that’s got a reputation for large, deadly spiders. The PC’s set off toward there immediately. After four hours of travel, they encounter an Ankheg who surprises them by grabbing Sebastian.Duncan charges it and strikes a mighty blow, bloodying it. The creature then retreats underground into it’s tunnel dragging Sebastian along with it. The party descends and the disabled cleric manages to break free. But the party is hit by the beast’s acid stream. In the close confines of the tunnel, the battle drags on until Duncan manages another significant hit that fells the creature.

Session 2-4

PC’s (except Kerrick) reach level 3
The party rests in the tunnel burrowed by the Ankheg.
Month 8, Day 9

The party journeys the rest of the way to Webwood without any incidents. They walk in half an hour until they find the kind of forest that’s thick enough to give a chance at finding betony. They search there, but find nothing. They decide to head further into the forest. There, they begin to find the herb, but are also attacked by Small Monstrous Spiders. They defeat the spiders easily, but Kerrick is weakened by their poisonous bites. The party decides to keep searching in the dense part of the forest. Though it’s more dangerous, they are finding what they need quicker. They notice a second layer of web here and there below the leaf canopy above. They witness a giant bird of prey swooping down to pluck up a monstrous spider from the layer of web in the trees above them. They spend another hour of searching the dense forest and are rewarded by finding a good bit more than before. They decide on another hour of searching the dense forest. They stumble upon a ring of ancient looking standing stones with arcane marks carved on them. A detect magic spell reveals moderate auras of magic coming from them. They decide it’s safer to let them be and continue their search which brings them up to 8 betony. They head out of the thicker part of the forest, but are then set upon by a Gargantuan Monstrous Spider. They realize they have little chance to defeat it, so they flee instead. The spider pursues them and is joined by several more. After a few minutes of plunging headlong through difficult terrain, they manage to put some distance between them and the spiders. They emerge into a clearing with a ruined castle tower. The crumbling round tower is at the corner of two 10 foot walls that continue about 30 feet, then fade downward to piles of rubble. There is a large door on the ground floor, and two on the second floor where the top of the walls meet the tower. There is still one Gargantuan Monstrous Spider pursuing them. They have a few rounds before it will catch up. They try the door on the ground floor. It’s stuck shut. The dwarf unsuccessfully tries to hack through it with his axe. They decide to try one of the doors above. To do so they must ascend the crumbling slope of the wall. They have a lot of trouble doing this, but are able to get most of the party up there with the help of a rope. The spider arrives as Sebastian and Kerrick are still working at getting up.


The cleric takes massive damage from the creature and drops dying to the ground. The ranger fastens the rope around him and immediately takes enough damage to disable him. The dwarf hauls Sebastian up and tosses the rope back down to Kerrick. He catches it and using it to support him, he finally makes it up. The party heals the cleric and the ranger as the spider struggles to walk onto the wall. They head into the tower and wedge the door shut. After waiting a few moments, the spider doesn’t seem to be following them.


Session 2-5

Month 8, Day 9 (continued)

The party decide to search the room they’re in. Sebastian falls into a pit trap to the first floor and comes back upstairs. They are about to rest, when they hear something upstairs. Blyx tries to peek up to investigate, but she is spotted by an Ettercap with a pet Medium Monstrous Spider. She flees downstairs and the creatures pursue her. Once the spider is killed, the Ettercap retreats back up to the third floor. The party follow and begin closing in on him, but they set off traps and another spider appears from the stairs to the roof. They split up and quickly drop each foe. They burn the layers of web and the eggs within. They decide to go back to the second floor and try to rest again. Throughout the night, those on watch can see movement in the forest through the windows. This time they are successful and get a full night’s sleep.

Month 8, Day 10

Most poison damage is healed. They try to go back outside, but see more gigantic spiders waiting out there. As they turn to go back in, they see a massive spider on the side of the tower above the doorway. They are able to run back in before it catches them. They realize they’re trapped, so they decide to check the first floor. They find a locked trapdoor in the center of the floor. They go back upstairs and search the roof. There they find the weathered remains of another soldier which turn up a key when they search. They take it back down and open the door.

Session 2-6

Month 8, Day 10 (continued)

The door opens to a stairway, then a corridor that opens up on an underground water reservoir. That room has 3 other hallways leading out from it, but the only one that’s not caved in is the one opposite the hall they took to get there. That hallway leads to another stairway up with a trap door. Forcing their way through, the party find themselves in the ruined remains of another tower. This tower, however, is little more than a crumbling wall. But it completely conceals them from the spiders that were waiting outside the first tower, so they are able to get away. They spend 2 more hours searching the light forest, and find enough betony to return to Oakhurst. There, they find royal soldiers and clerics of Pelor standing guard over the healer’s. They hand over the betony and learned that those who were sick within should be well within 2-3 days. They rest at the Ol’ Boar Inn

Month 8, Day 11

Duncan and Sebastian ride to Bridgeport and spend the evening shopping.

Session 2-7

Month 8, Day 11-17

The party reunite in Oakhurst, then travel up through Denby and Seth looking for adventure with little luck. They then head east through the forest, journeying with a couple of rangers they meet on the road. The rangers speak with Cinndel about the Old Order and possible explanations for the standing stones in the Webwood. The party arrive in Sylvandale and stay at the Red Lion. They ask about for rumors of work to be done. They hear of a recent crime wave. They meet a halfling in Marla’s tavern whose jewel-hilted sword had been lost in a fight with some gnolls east of the city. He offers a 75gp reward for it’s return. The party accepts and tracks the gnolls down to a ruined tower north of the main road. The gnolls quickly fall, but one of them lands a massive blow on Blyx, instantly killing her. The party retrieve the sword, collect the reward, and take Blyx’s body to Bridgeport. There, the high priest at the cathedral of Pelor raises her. The party returns to Sylvandale and arrives on day 17.


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