A town in ruins

Fowl beginnings

As Otto’s scar of destiny causes him to be phased out of existence, Kortar’s, Matt’s, Adam’s, and Danny’s scars of destiny activate, causing them to phase into existence. As Adam and Danny are now in the Nest, they look around. They identify the bird-like creatures as harpies, cunning creatures that locate humanoids, particularly humans and elves, and devour or sacrifice them for food and religion. They also notice that the harpies are keen on collecting various shiny objects, and as such they likely have a hoard somewhere. In the site of the large open area, there are 20 scattered caves, some higher up and only accessible with flight. They count 12 harpies currently eating the humanoid.

Danny and Adam decide they want to go after the harpies’ treasure, and so Danny sneaks into a cave, lights a fuse connected to a smoke stick with his dagger, then leaves quickly. As the billowing smoke creates a distraction, 5 of the harpies are diverted from their meal, while 2 quickly leave to check on their own things.

In the meantime, Nothos is not far in the woods, and activates his flight hex to start flying in the direction of the billowing smoke. Kortar, Matt and Trohh notice that their friends are up in the nest and that smoke is billowing and so attempt to ascend. After much difficulty, Kortar uses his strength to make handholds and starts climbing up the rough stone surface, making it easier for everyone behind him.

Adam surprise attacks the harpies with a bomb, slaying one and damaging the others. There are 3 young harpies left. Danny sneaks into the smoke covered cave and slices an adult harpy down. Surprise round is over everyone rolls initiative.

Order:
Nothos — 25
Danny — 22
Trohh — 18
Kortar — 18
Adam — 17
Young Harpies — 12
Normal Harpies — 12
Matt — 8

Nothos arrives, flying in and delivers a shocking grasp so powerful, it fires an electric flare into the sky and instantly fries the skin of the harpy, leaving little more than bones and metal equipment. There are 2 young harpies left.

Danny maneuvers around the smoke more and picks off another young harpy, stabbing it carefully and precisely in the kidney, a deadly thrust that causes a quick fall. there are at least 4 young harpies left in the cave.

Trohh attempts to climb unsuccessfully, but finds the rough rock surface difficult to climb without instruments, and delays to allow Kortar to advance.

Kortar easily pulls himself to the top, and dollies down rope for his remaining allies to climb up. However, he cannot do anything else as he is holding the rope.

Harpies are next…

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Diving into the cave

Otto and Nothos sit out the trap as it releases swarms of monkeys. These monkeys travel around the caves and as they head down, a rumbling starts forming. Otto and Nothos quickly fumble the door open as the monkeys and giant ants start coming back up. Nothos snags a monkey.

Inside is a dimly lighted passage is a rock-walled room. There are several paintings on the walls and a doorway to the right of skeletal figure wearing a crown. The figure awakens and challenges them. After an attempted lie, Nothos and Otto find that the skeletal figure is telepathically speaking with its master, and engages them in combat. The lights are removed, causing difficult for Nothos and Otto, but parts of the room are set alight in order to provide low lighting. After a near success, the skeletal figure is near death, and as he collapses, his eyes glow, and both Otto and Nothos are whisked away.

Meanwhile, Trohh is guarding the outside when swarms of monkeys and humanoid sized ants come streaming out of the catacombs. Trohh tries to sneak away but is spotted by several ants, and two follow him. He engages in running and gunning and proceeds to take out 2 of them, and manages to collect 5 uses of poison from the critters. He waits out the fighting then returns to his previous post, noting both the many corpses strewn about the field and the ants that retreated into the cavern.

After the teleportation, Nothos appears somewhere in the forest whilst Otto pops into the nest noted as on the left of the mountain. Otto notes that while he is not noticed, he sees many bird-like females with talons ripping apart a freshly killed humanoid, of which it is no longer possible to tell.

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The story so far

After a long walk and lots of adventuring, the party arrives at a desolate town, Bloomville. The peasants are downtrodden. There is a field with many dying plants, a small assortment of huts, a cemetery, a few shops, a town hall, a collapsed church, and a heretic yelling.

The party decided to talk to the heretic, and he spoke of how the town was being punished for its lack of faith in the town’s deity Pelor.

Afterwards, Trohh decides to go to the tavern while the remaining party goes to the town hall. The mayor is inside talking to an advisor. After the party interrupts and speaks at length, the mayor agrees to grant the party some equipment if they catch whoever is stealing corpses from the graveyard.

The players go on shifts, and Nothos and Otto are attacked by a blast shadow. While fighting them off, Kortar and Trohh are close by. In the remains the party find a ring of tongues and gives it to Trohh. The heretic tries to gather up the remains of the shadow but Nothos stops him and takes the dust instead.

Nothos tries to track a trail, but accidentally ends up in the town; Trohh makes a new gun. Trohh uses his knowledge of the area to learn about the nearby area. There are some rumors of the broken down church and a cave to the north-east. The party sleeps.

In the morning, the party learns that the heretic has been killed. The mayor breaks up the group, and takes the heretic away for rights. The group follows the trail to the cave.

It turns out there is a cave in the north-east. Trohh stays behind and guards while Nothos and Otto enter the cave, in the dark.

They find a door, but it is locked. Otto tries to open it several times, but accidentally, sets off a trap.

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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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