One Last Adventure....

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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The Beginning

It is the year 585 Ptolus, year of the Games. The party had broken up 2 years ago today, each going her/his own way, swearing an oath to reunite on this day to relive old glories of the past. The party had met approximately 7 years prior and gone on several minor adventures. The culmination of this venture gave them the titles, The Saviors of Ptolus. The party, in an epic battle, slew a great blue dragon that savagely attacked the city of Ptolus without provocation. The battle fiercely raged, the great dragon seeming to be more than a match for them, yet the party stood victorious at its conclusion, the beast dead at their feet. At least, that is the official story.

In truth, the party did indeed slay a dragon. However, there was no battle. Nor did the dragon attack Ptolus. The dragon, an elderly blue by the name of Szvarchorvyx had been badly wounded and poisoned by unknown means. He was flying back to his roost, the path taking him high over Ptolus, when the poison weakened him to the point he could no longer stay airborne. He attempted to glide his way to the Morn Woods, but fate had other plans. He instead lost altitude faster than he had wanted, seemingly diving towards Ptolus. To further confuse the issue, the combination of the poison and his injury and his rapid descent caused him to inadvertently release a small burst of electricity. The burst ricocheted harmlessly off a tower, but caused such an uproar of terror and alarm that the King himself believed the city to be under attack and ordered his personal guard to attack the dragon. Szvarchorvyx temporarily lost consciousness, but regained it as he crashed into the top of the tower. His contact did some damage to the tower, but he was able somehow to flap his great wings and fly up and over the wall before he hit the ground. The dragon was able to turn to the southwest and fly almost a mile from the city when his strength failed completely and he crashed into the ground, never to take to the air again.

Coincidently, the party was that area coming back from an attempt at solving the Mystery of South Road. They had actually just left that morning and after a day of arguments, had given up on the quest and returned to Ptolus. The nearly 5 years of adventuring had not lined their pockets with the riches they had thought to make. It was extremely hard work and very low on pay. They had seen more than most, but nowhere near the scope of adventure bards sang of or scribes wrote in books. True, they had made a few friends and contacts, but the big payday had not yet come. It was the bard of the party, Swift Fairhair, that suggested they take on the Mystery of South Road. After all, two kings had disappeared on it, what better way to riches than to find out why? But Fairhair’s enthusiasm was not shared by the rest of the party, leading to the argument and eventual decision to give up on the quest and adventuring all together. But then a dragon fell out of the sky nearly at their feet. Though they had adventured together and seen many things, none had seen a live dragon, let alone this close, and they reacted as most citizens would. They panicked. Before this day, the worst they had faced was a band of orcs with 2 perytons as pets. But now, a blue dragon crash landed not 20 paces in front of them. Fairhair began to blurt out every fact his mind could recall on blue dragons as the party members nearly tripped over each other trying to decide whether to fight their last fight or run for their lives. But one of them managed to gather their senses and noticed the dragon was not doing much more than labored breathing. Szvarchorvyx then weakly called out to them in desperation. He bade the party to end his suffering, telling them of his plight. The poison was not meant to kill him quickly, but a long, slow, agonizing death that could take months. After several minutes of anxiety, the party agreed to end the dragon’s life. Szvarchorvyx thanked them and mumbled something, then closed his eyes. Two of the party members climbed atop his great head, and under direction from Fairhair, drove a long sword blade into the brain stem of the dragon, ending its pain and life. It was about this time that a contingent of the Ptolus army crested a hill overlooking the area, the Captain witnessing the fatal blow in utter surprise. A mighty cheer rose from the 500 soldiers, scaring the party nearly as much as the dragon’s crash had. The Captain and his men rode up the the party and hailed them as heroes. The party was escorted back to Ptolus and presented to King Ralmond Vise Ptolus, who declared them The Saviors of Ptolus. A grand 7 day-long celebration went on in their honor. They were awarded the wealth and status they had yearned for all those years.

At the end of the celebrations, the party met in private to discuss the whirlwind of events that had transpired. Though some felt uneasy about be hailed as heroes and dragonslayers when they simply put a dying dragon out of its misery, they agreed to keep silent as to what really occured and to go with the official story. Especially as it would cause the king to appear to be a fool, something none of them were really willing to be the cause of such a thing. They swore an oath of life and blood to speak to none of the truth. They also agreed to reunite in two years from that day. And so they parted ways, each keeping their vow of silence.

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Starting Character Info

Each person will start off at level 5 with 800 gold and citizenship papers. The characters are not uber by any means, it took them 5 years to be level 5. They are better than the common person but not as good as town elite soldiers. Adventurers are a dime a dozen, although very few have been at it as long as they have.

The following races are allowed:
Human – the most common race in Ream.
Half Elf – one of the more rare races in Ream due to EGR 125 and the extermination of most elves.
Shade – the actual number of Shades is unknown as most are quickly recruited by one of the thieves or assassin guilds as soon as they are discovered.
Drow – the most populous of the fey races as they were below ground when EGR 125 was initiated; however, most of their numbers remain underground; some Drow came to live above ground after an unknown incident in 313 Ptolus of which no Drow will speak.
Tiefling – one of the oldest races on Ream said to be refugees from the northwest.
Vryloka – descendants from people of the Phan’langes; one of the more respected yet feared races.
Eladrin – descendants of the Elves that escaped to the Feywild to avoid being hunted and killed under EGR 125; there is still some tension between the Eladrin and the Morn Woods Elves as many Elves see them as offspring of deserters.
Dragonborne – the proudest and most respected race on Ream; a people of few words; often speaking in Draconic amongst themselves especially when around non-Dragonborne.
Goliath – non-native; one of the newer races to come to Ream; most work around the Bay of Ptolus as fishermen or dockhands.
Minotaur – the most recent race to come to Ream; many have flocked to Riegas.
Revenant – the rarest race in Ream; many are employed in Sariush and Byron though most are said to have settled in Riegas.
Half Orc – very common race in the outlying villages due to orc attacks upon them.
Mul – are considered humans by dwarves and dwarves by humans; many are merchants, some of questionable reputation, especially in human areas.
Dwarf – second most common race after humans although most live underground in Hallerton.
Duergar – also live mainly in Hallerton’s tunnels under a truce of sorts after nearly 100 years of fighting with the Dwarves; Dwarves and Duergar silently do not care for each other but they abide by the terms of the truce to avoid rekindling the wars between them.
Wilden – came to Ream when the Eladrin returned; few have remained on Ream because of its lack of forestation.
Genasi (Earth, Storm, Water, Wind, or Sand souls only) – hail from a land far to the west; many choose to inhabit the small hamlets and villages rather the larger cities.
Kalashtar – arrived on Ream shortly after the Tieflings; also from the northwest.
Halfling – many were mistaken for fey beings and killed during EGR 125; have rebounded in numbers to become one of the more common races in Ream.
Shadar-Kai – once a slave race to the Revenants, now a free people.
Elf – almost as few in numbers as the Revenants; most are distrustful of humans and live in seclusion in Morn Woods; those that live amongst the humans usually are quite wealthy and have positions of power or influence but are referred to as K’silth (lap dog), and are viewed to be no better than the humans by the other elves.
Gnome – suffered the most deaths during EGR 125; nearly wiped out completely; some are still hunted by orcs for food.

All classes are allowed except: Psion, Battlemind, Ardent, Vampire, and Monks.

Each character should choose a secondary profession, basically what they have been doing in the two years since the party broke up.

DM Grab bag: If the player chooses, they may roll for a chance at the DM grab bag. If a roll is made, the result MUST be taken. The following are the types of rolls that may be made:
Campaign Background – 1d12 at a chance of a special background. There is a chance of getting something good, just as there is a chance of getting something not so good. Some rolls are so good, or bad, that only one character can have the roll during the campaign. If a character should die, the new character may not roll for the Campaign Background if the previous one already has.
Property – Player may roll 1d6 at a chance to increase or decrease their starting property. The average start is a small hut in the average area of their starting city.
Community – Player may roll 1d6 at a chance to increase or decrease their community standing. Otherwise they start off a a regular citizen that does not stand out in any way and is basically a has-been.
Family – Player may roll 1d6 at a chance to increase or decrease their family. The player otherwise starts off as married (-50 gold) or single, player choice.

The players will also do a d20 roll-off, either high or low, to see who gets An’Nouik.

Players may also choose one or two cities, one for where they were born and the other for where they retired to after adventuring, their starting city. Players may choose Riegas and Kartare as a birth city but not as a starting city. The starting cities may be any of the Big 5, Charenburg, Talwheat, Rolomsford, or none at all. Gharon is not available as a choice.

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Reunited... Sorta

The party found itself in combat amongst themselves, bodies littering a battlefield. Osgoode, Genasi Knight and loyal soldier to Ptolus, traded blows with Lady Hanna Evermist, Eladrin Bladesinger and a Sariush noble. The two battled it out, both assisted by strange soldiers wearing a dark armor not seen in Ream before. Moments before Osgoode’s killing strike threatened to end his once-friend’s life, Moag, Goliath Shaman and dockhand from Larith, parried the attack, seeming to materialize from nothingness. Revenant Sorceror Varrian lay nearby, aware of the conflict but not understanding it, nor was he able to move until Moag’s timely appearance. Osgoode and Lady Evermist became horrified as they realized they had been only moments ago battling to end each other’s life. But apologies were interrupted as a mysterious figure clad in the blackest of black armors appeared near a prone body unlike the rest that the adventurers had only now noticed. The figure held a long katana, its blade a strange black and blue material, crackles of energy dancing along its length. With a near effortless motion, the figure plunged the blade into the skull of the body. Suddenly, bolts of black lighting erupted outward in all directions in the sky which had turned a dark, blood red color. The figure’s blade glowed with a black light as it was pulled from the skull of the body. With a fluid motion, the figure flicked a black substance from the blade and sheathed it, then looked to the bewildered companions. The figured turned and walked away, causally, showing no concern for them. For several tense seconds, the companions gathered themselves as the soldiers around them seemed to freeze in place. For a brief moment, they felt a disconnect with the arcane and primal magics. But then nearest soldier lept into action as the others also became animated again. Several of the soldiers ignored the party and began to gather around the body. As they did so, a portal began to form over it. The party quickly surmised that the soldiers were powering the portal with their very lives, and struck out to prevent it from opening further. The fought valiantly, this the most difficult battle of their lives, but were unsuccessful in preventing the portal from opening completely. A figure appeared wearing armor similar to the other, this one bearing a large battle ax upon its back made of the same material as the katana. The figure scooped up the body then disappeared into the portal, but not before the party was able to get a good look and identify it as the body of Princess Syn-Val-Reck, daughter to King Ralmond Vise Ptolus. Oddly, they noticed though her body was grieviously wounded, there was no blood, but a black substance. Also, there were black, crystals seen in her head wound. As the portal closed, the remaining soldiers collapsed into piles of broken armor and weapons. The companions had no memory of how they came to be at this place, save for Moag and Varrian. They began to recount the days they remembered, starting 2 weeks ago.
The adventures gathered at Talbot’s Inn in Ptolus, waiting for their group leader, Swift Fairhair, to arrive. Late as usual, they began to drink and dance as they were used to Swift’s tardiness. Two letters arrived by courier for them, one a lengthy letter of conversation, the other very short and to the point, which was quite unlike Swift. He promised a adventure they would not believe and that he would be arriving within a couple days after they got the letter. The Adventures sought out the Bulletin in the center of Ptolus to choose a quick adventure but found little that appealed to them. They were called to by a curious gnome promising them “buckets of gold” should they escort him and his crew on a pioneering trek to the borders of Ptolic rule. Not convinced of the validity of his “buckets of gold” claim, the went their separate ways to await word from Swift, Osgoode to his duties, Varrian to the castle to sign up for the Games, and the rest back to Talbot’s Inn.
Despite being once hailed a Saviour of Ptolus, Varrian found himself unable to enter Ptolus Castle alone, as he was a Revenant and the Demarcation Act forbid him solo passage. He finally was able to pay a passerby to escort him in. Upon giving his name, the games registrar quickly sent for Prince Dominic, who cheerfully greeted Varrian and led him away. However, once behind closed doors, the cheer left his voice as he ordered Varrian to stay and left the room. He returned a brief moment later, flanked by the Queen Illistra Feyid. Dominic was dismissed by the Queen who asked Varrian and the rest of the Saviors of Ptolus for a favor, giving him full permission to refuse without repercussions. She asked that a package be delivered to Czerbinith Observatory, a task she said could not be done by the city guards and soldiers as they were in preparations for the Games. Varrian accepted and was given a pass and told to speak to Glencove, the royal assistant, in one week’s time. The Queen’s handmaiden escorted Varrian from the castle and firmly warned him to not lose the pass given him.
Osgoode was dispatched from his home to quell a disturbance at Tolbot’s Inn, where the rest of the party had gathered. The pre-Games celebrations had spilled from the inn to the streets with reports of someone shooting off fireworks into the crowd. A minor confrontation between a drunken minotaur and Lady Evermist resulted in the party being called “frauds” just before the massive minotaur passed out. Osgoode and his soldiers broke up the celebration, sending the patrons on their separate ways. A particularly unhappy but beautiful red-haired girl told Lady Evermist to get out as she inquired about staying at the inn for the night.
The next day, the party met again at Tolbot’s and proceeded to wait for Swift. A courier delivering the morning mail was asked about Swift but told the party the Ptolus mail system had not received word from him for a couple days. Varrian then told the party of the Queen’s favor, which was not met with approval. They began to discuss their growing concern for Swift’s absence as well as returning to the Queen and telling her they could not take her task.

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