Twilight of Alirium

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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Rintrah's Journal

I think this bear wants me dead.

I followed him to a posting for caravan guards. (Me? A guard? This bear must drink more than I do!) Irritatingly enough, the caravan hadn’t arrived yet, and the flyer suggested we wait at the tavern. So, back to where I came from. I figured I was OK, since I promised the bear only one day—but he wouldn’t let me sleep until I agreed to his terms.

After a few days of waiting at the bar, we heard a scream come from outside. A few brave souls – a woman with not just one, but two swords at her waist, a mysterious magic man, and a sneaky halfling girl – ran out to see what the commotion was. I poked my nose out the window and saw a wounded child on the back of a horse. I tried to quietly sit back down, but the bear blocked my path, and pointed toward the door.

Outside, the weaver woman (I can never remember her name) told us that this was a child from a farm a short ways south of here. Thanks to the medical knowledge the bear has been telling me, I was able to stop the child’s bleeding. I asked Mrs. Weaver to go get the child’s parents, and she pointed out that the child came from his parents house – and that some heroes should probably go get his parents.

I looked at the swordswoman, the wizard, and the rouge – they looked like heroes. I turned to go back into the bar, but that damn bear…

So, after the swordswoman managed to extort 200 gold from the town elders, we went south to the child’s house. The others seemed to know what they were doing, so I followed them. They “cased the joint” (I think that’s the proper terminology), and saw some goblins, human bandits, and a wolf inside. I thought we’d… I don’t know, talk to them or something, but before I knew it, the halfling Trinh and the swordswoman Valkyri were being attacked!

Before I knew it, the bear appeared—but this time, the others saw it! It pointed out where the goblins were, and then the wizard made him roar. The goblins freaked out a bit, and the bear, wizard, swordswoman, and rogue proceeded to fight and beat them. I even punched out a guy! I didn’t know I had that in me.

By this point, a large number of townsfolk had gathered, and we gave them a prisoner, and looked for signs of where these bandits came from. One thing lead to another, and we figured out they came from an abandoned monastery to the northwest.

After a good night’s sleep – one where the bear told me my debt wasn’t paid yet – we went northwest through the mucky river. There, Trinh and I were almost killed by some crazy elves who thought we were the bandits – someone needs to teach those twig-eaters the difference between a dwarf and a goblin. We made an odd sort of truce, healed the wounds we had inflicted on each other, and continued north.

Damn bear!

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Broken Trail Game One

Into the Wild

Characters

It Starts in a Tavern

The mood in the crossroads town of Duncastle was tense. A motley group of adventurers and men-at-arms gathered for a chance at a lucrative guard position in a major caravan, which was several days overdue. Most of them had gathered to while away the hours waiting for the caravan to arrive in the local tavern.

A scream from the street drew the occupants from the alehouse. They found Mrs. Weaver trying to revive the arrow-pierced Williams boy who had been carried into town on a horse. Only four of the candidates seemed willing to investigate further. Valkyri convinced a village elder to offer 200gp for them to take care of the problem.

The First Test

They made their way south to the Williams farm, to find Mrs. Williams and her daughter taken hostage, and Mr. Williams killed. The four made short work of the human and goblin bandits who had taken the house, while keeping a goblin alive for later questioning. Mrs. Williams gave them an heirloom set of Dwarven Chainmail in thanks for the rescue.

From evidence on the bandits, the heroes were able to determine that they had come from an abandoned monastery to the northwest. After questioning the survivor, they learned that, Rithras, the leader of the bandits had been charged by his master to harass caravans heading toward a town called Winterhaven. The next day they set off for the bandit hideout.

Ambushed

In the morning twilight they were ambushed by elves. Rintrah and Tryn were almost killed in the battle, but Valkyri and Cassian held the attackers off until they gave in. They learned that their path crossed elven lands, and the bandits had already killed seven in their own journeys. In apology for the mistaken attack, they gave the heroes a gift of an Amulet of Health.

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Broken Trail Game Two

The Trail Continues

Characters

Someone Comes to Town, Someone Leaves Town

The four wake in the morning: soggy, cold, dirty, and torn from miles of thorns and briers. The wizard Cassian comes to the conclusion that the journey was not for him, and begins the long slog back to Duncastle. Seeing that the party is awake, the elves hail them, offering their help in destroying the bandits. They produce this aid in the person of a young human named Croft.

Onward and Upward

After introductions are made, the four continue their trek north, following the creek bed. They continue north past the westward bend of the creek, as directed by the elves, and meet with an old overgrown path. Turning onto this path, they soon find the ruin of a large building before them. They skirt the southern side of the abandoned monastery, finding the path to the hidden western entrance.

Valkri and Tryn scout ahead, and spot a guard posted at a cave entrance. They hurry into battle, trying to eliminate the guard before he can raise an alarm. He quickly retreats back into the cave, and lets loose a pack of dogs. The party makes quick work of the dogs, and are sprinting after the guard when the cliff face above them begins to give way. They all manage to make it into the cave before being crushed by rocks, and take down the two guards they find there.

The Plot Thickens

They carefully make their way deeper into the monastery, coming to a large debris filled central chamber. They spot another bandit peering at them around a door, and charge after him. They find themselves face to face with two bandit guards, and a robed man who can only be Rithras.

The bandit leader hurls a clay pot at Tryn, which bursts on the ground. With a smell of musty earth and rotting meat, two skeletons rise before her. The four adventurers are hard pressed, but manage to defeat their opponents.

On Rithras, they find an amulet with a series of squiggly lines branching from its center. Croft, much to his distress, recognizes it as the symbol of an ancient being from the Far Realms, but is not sure which. In a desk, they find a letter from Rithras’ master stressing the importance of keeping traffic from heading to Winterhaven, which is signed only with a “K”.

Go West Young Men (and Woman)

The party returns to Duncastle, and they receive their payment. Since they have decided to journey to Winterhaven to track down whoever is behind the bandit problem, much of that payment is reinvested in horses for the journey. They are dismayed as they leave town to spot a sign listing Winterhaven as being 250 miles away.

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