Malkorin's Hammer

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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Down the King's Road

The festival now ended, Bardren returns from her fast. A man in the Duke’s livery arrives to tell us that the mule with supplies for our trip will be ready in the morning and inquires where we would like it. We request that it be in front of the inn.

In the meantime, we decide to follow up with Lord Balish at the garrison. In particular, we ask him about the troops that have gone missing. He responded that people above told him that it was not a problem, in particular, Captain of the Guard Dartor. Balish himself seems to think that they are being sabotaged. When we ask who has access to the patrol plans, he says that the four other commanders and the upper echelons have access. He is the newest commander having been in this position for two years.

The next morning, we find the mule and head east down the King’s Road.

King s road

We tread uphill all day, passed by gypsy caravans heading on from the festival along the way. We pass a trail north and decide to make camp. Looks like three more days to the first farm.

The next day, we break camp and proceed on. However, we are beset by 4 orcs and a dire boar. Although it is a tricky fight, in the end, we emerge victorious.

For this encounter, we earn 900 XP.

Previously, we had found Create Campsite and Simbul’s Conversion.

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From The Begining 2

FROM THE BEGINNING:
The four adventurers met at the Laughing Goblin Inn, in Crestfell, whilst attending their respective “adventuring schools”. Shortly before their graduation days, Arshaka receives a letter inviting him to his old friend Amos’ return. Amos had been granted a promotion to Lt. and was given his own extended patrol squad, a rare honor for one so young. The party agreed to go to Chambsford with Arshaka, before starting out on their adventures. On the road to Chambsford, on a drizzly, dreary day, they got to a village, and to that villages inn, just before the sky let loose with a flash and a loud crack. As the party sat for a hot meal and some ale, a scream was heard from outside. The brave adventurers strode out onto the porch of the inn and in a flash of lightning saw some kobolds and fire beetles standing over someone. They rushed to the rescue, and promptly dealt with the kobolds and firebeetles, freeing the young boy that had been hit on the head. The village elders came to the party the next day and asked them to clear out an old keep to the north, that is where they suspected the kobolds had come from. The Party agrees, and goes north to clear the keep, which they do, of several kobolds, some firebeetles, a young white dragon, a summoned something, and a bear. The party is feasted, and then makes their way to Chambsford. They arrive several days earlier than they need to, Amos, they are told, wont be back for a few days. They decide to find something to do for a few days, and are directed to The Guild, an adventuring group “facilitator”. They take an adventure to retrieve a box south of the town. Then, when there are three boxes(later learning that the boxes are magical, and that a “Devlin” in Bilge can identify for them), not one, along with a journal that is found, they believe, correctly, that someones life may be in danger. They rush back to the city, and find out the persons whereabouts from the guild, and then rush to the home of the woman who had hired them, via the guild. Only to find her already brutally murdered. They start their own “investigation” into her murder, after informing the city guard. During the investigation, they run afoul of a Hobbit that runs a little shipping place called The Haulery. The investigation leads them all over the town, and finally to a man named Dozer, later learning that he was a merchant from Deepdelve who was possessed by a soul shard from a long forgotten god named Malkorin. They then track him to a cave in the wall of the valley that Chambsford is in. Upon entering the cave, they find a maze, and some items on a table near the entrance, one of them a map of the maze. They use the map to gain entrance the the inner sanctum of the temple that is there. They fight Dozer, only to have him turn into something not human after they “kill” him, his dying words being, “You saved me…..RUN” After killing the thing, they go back to town. Returning the next day to finish clearing out the temple of evil, vile creatures, and finding a small black “gem” in the room which they fought “Dozer” in. They put the “gem” in a secure location in a library vault, and have a librarian, and a priest of Pelor looking into this mess. They learn that there are in fact 12 “soul shards”, all of them having books, which can be used to bring back the evil god, from a long ago era. At this point, The cleric realizes that the Tourney transition is very near, and the party, according to her churches tenant, must either leave or stay for 11 more days. The party decides to stay in town for the transition festival, joining in on many of the tournament, which the grand melee was won by Aukan. Amidst all the festivities, they are invited to the dukes manor for the mid transition feast, where they help fight off an assassination attempt on the high protector of the realm. Upon being questioned, Bardryn learns that one of the advisers to the Earl(a dukes son), is none other than Oiti, her cousin, who requests of her to go to their ancestral home and give his father, her uncle who raised her, last rights. On the same night, the library where the “soul shard” was, burns to the ground. They meet interesting people all through out the festival, and have a grand ol’ time. Some interesting facts are also learned during this time. Bardryn is “warned” that she is being sought by the “tear”(or tier, not sure which), and the only usable references that the party finds(via the lore masters at the temples to Corellan, and Pelor), is a reference to a tear, somewhere far to the south west. The party is also asked by the High Protector, to look into the farmstead situation to the east for the realm. They agree, and head east, planning on heading back to here and heading north to do last rites for Bardryn’s uncle, then to the west(of Chabsford) to find out about the boxes, then head to the South West to find out about this tear(or tier). After the Transition is over, the party heads to the east, as planned, and heads off the road to go to the first “farmstead”. In the middle of the first afternoon off the road, they run into a band of orc, with a Dire boar. The party prevails, killing all they enemies.

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The Pit and the Ogre

Exhausted by the fight, we set up camp away from the battleground. Refreshed after an uneventful night, we press on.

After some time, we hear a loud conversation in an unknown language ahead. We approach to see three orcs, two gnolls, and an ogre whipping them to cover a large pit.

Aukan and Althera advance on the pit, while Bardryn blesses the party and Arshaka creates a miniature shard over the pit. Althara engages an orc and Aukan pushes it into the pit. Then a mote of Arshaka’s spews lightning and pulls the other orcs and Aukan into the pit. Arshaka considers taking bets again. The gnolls shoot arrows. The ogre hurls boulders at Bardryn.

Bardryn takes offense and rushes the ogre, taking it on single handedly. A gnoll goes to get a ladder and lowers it into the pit. The orcs and Aukan lock up in a melee. An orc scrambles up, but is engaged by Althara. It scurries behind a rock and she jumps into the pit.

She and Aukan beat on the orcs in the pit, while Arshaka levitates and drops them repeatedly, Bardryn and the ogre trade blows and the gnolls rain arrows. After the second orc drops, the ogre leaps into the pit, on top of Aukan, knocking him senseless. Bardryn jumps in after him.

Arshaka gives Aukan a healing potion and he rises again. Bardryn finishes the ogre and scrambles up the ladder with Althara to face the gnolls, who are now peppering those in the pits with painful arrows. Bardryn is knocked senseless, and Arshaka climbs the ladder to assist her while Aukan finishes the last orc.

The party handily defeats the remaining gnolls.

It appears that this lies at the intersection of a number of game trails, and that the pit was intended as a trap for big game. So, it seems, it was successful.

On the bodies, we find, 3 gems worth 150 gp in total. In addition, each carries a symbol about their neck, a symbol of a brown hand with an eye with yellow sclera and green pupil.

For this encounter, the party earns 1175 XP (287 each).

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Signs of Trouble

We move away from the pit to make camp. The next day, we continue southwest. After 3 hours, we smell embers. An hour later, we find the source of the odor — a clearing with a small keep with a wooden palisade. The field has been trampled and the wall is singed. There are the remains of numerous campfires around the keep and there are goblinoid footprints everywhere. Along with those are larger prints, up to giant sized.

As we approach the keep, we notice that we are being watched and targeted by the keep’s defenders. They wave us into shouting distance and we say that we were sent by the high protector. We are directed to the main gate. The gates are askew, but we see that there is a stone wall behind it. That may explain why the besiegers departed. At the gate, we are met by a dwarf with men behind him. Suspicious at first, he warms when presented with the high protector’s writ.

Inside, we see that one section of the wall is not yet completed. Our host says that the siege started 3 months ago. He describes the attacking army. Strange that all these races were working together. They used pitch and ladders, but not magic. There was a leader and his lieutenants who were away for weeks at a time. The leader was a giant with a huge sword and an eye patch. He had an iron grip on the army. It left about a week ago in many small groups in all directions. The defenders assume that the besiegers were after food. The keep has about 250 residents and 500 builders.

We travel for two days to the next town, occasionally trying out methods of delivering explosives into the camp. There were tree-slingshots involved. At midday we find another palisade wall, this one with crops growing outside. The mayor says that there have been no problems. We inform him of the trouble and advise that they begin their stone wall.

We travel to the next settlement and find a village destroyed 5-6 months ago. We decide to cross the king’s road towards the nearest keep with communications. We find a clearing and a keeps walls with crops and orchards outside. They are in contact with some of the nearby villages and have heard of no problems.

We arrive at the village with communications and find the mayor in a drunken stupor. His assistant proves more helpful. What news will he have…?

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News from the Big City

We find the assistant, Rodney, in the office. “Ah, you are here already.” A head pokes up from behind a couch. The boy attached to the head becomes fascinated with Arshaka. We warn Rodney on the attacks. He says that they all seem to be south of the road — that he has heard nothing of them north of it. To communicate with the city, we must use the mirror.

He leads us down a spiral staircase. At the bottom is a large iron door, the doorway enscribed with magical symbols and encrusted with precious gems. Rodney moves his hand towards the door and it blurs, opening the doors. They reveal a large circular chamber with a mirror. Rodney conducts a ritual and Amos appears in the mirror.

He tells us that he has been promoted to captain. His predecessor was arrested as being in the conspiracy to assassinate the High Protector. An incriminated letter was found addressed to him. He was questioned, but the next morning was found dead by a copper dagger with the note “Dead Men tell no tales.” A priest of Corellon was also found with a similar dagger and note, all written in the same hand as the note we found before. The High Protector is away, but left a sealed note. It says that there may be an army out there, and that we should watch out for it. It also commands us to call back from the west most tower when we reach there — in elf territory. We ask about excavation of the library. Amos tells us that they have reached the first vault, perhaps three weeks to the vault of interest to us.

We proceed to the next village north of the road and west of the mirror tower. On the third day, we hear an approaching horse. Althara investigates to find a woman on the horse. She wears plate and appears to be a paladin of Pelor. When she removes her helmet, Althera is surprised to see a vision of the woman who killed her parents. When she confronts the paladin about this, she responds, “Ah, I see you’ve met my sisters.” She says that her name is Isabella, that the now deceased sister who killed Althera’s parents must have been Ishadego, and her remaining wayward sister is Isis. She says that they were born into a family of brigands, but that she chose another path. She says that she is returning from the next kingdom to the west, where she delivered a message for her order. She notes that she has not seen signs of goblinoids on the way and the the town ahead was fine as of a day ago.

With this news, we opt to head for the next town. We find that town intact. It has not been attacked, but a mixed group of goblinoids were seen to the northwest a few weeks ago. The hunter Hajit will be back in the morning. The next morning we discuss this with him. There are two towns to the northwest, 4 and 8 days away. We set out for the nearer town, using Tenser’s Floating Disk to increase our pace and make up lost time.

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Web of Pursuit

We arrive in the next town and are directed to the mayor. He tells us that a couple of days ago, 6-7 goblins and a hobgoblin had been seen heading almost north. A guide takes us to the place where they were spotted and we follow a game trail north. We come across a cross trail with 2 day old carcasses. We follow a trail northwest.

We come to a stream and encounter two spiders, spiderlings, an ettercap fang guard and an ettercap web slinger. Although Althera and Bardrin are hit badly, we defeat the creatures.

We reach town at night and meet the mayor. (Something about a telepathic response from Valone). Apparently, this town has not seen goblins. He would like us to investigate the mansion in the swamp. Apparently there are zombies and skeletons harassing the town and it has become worse in the last six months.

For the ettercaps, we earn 302 XP each. We also find 25 gp each.

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