Darklands

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.

View
Log: Dubois Compound (2/2/09)

Location: Lac du Bois Date: 845 November 5-6

Basic plot recap: The town has disease. According to the crazy old mystic (Youshhuda), greed is at the root of it.

Tidbits picked up:

  • A. In Lac du Bois, the diet is based on barley mostly, with wheat, fish, and a few eggs as well.
  • B. There’s no mold on the supplies though. No obvious toxicity in the fields. But some of the “fresh baked bread” has rat nibbles on it. And there’s an unusual amount of vermin in this town.
  • C. According to one guy, the Dubois family manor is cursed. He worked there, and was attacked by… things… bites and slashes and so forth. (And now his little wounds are infected.)
  • D. The Dubois family is middlemen. They buy and stockpile goods, to sell at a profit later. Weapons and armor before some of the conflicts broke out. Foodstuffs. Etc.
  • E. Dubois family is the big family in town. Plenty of money. No one else in town comes close.

Adventure events of note:

  1. Spoke with a sick man. (See C, above.)
  2. Observed a wagon go into the Dubois family compound.
  3. Crept around the outer walls, and were spotted by a peasant. Gerhard gave him 1 gp, claiming that it was to pay a bet, which got the guy gone. He shouldn’t be bothering us again, as that would mean revealing himself as someone other than the person we were ‘supposed’ to give the gold to.
  4. Did some reconnaissance around the Dubois compound. The silo side of the warehouse is in greater disrepair. The silos are full of grain. Rats are scurrying about, squeezing through bricks, etc.
  5. Return November 6 in the morning, trying to talk to the patriarch of the Dubois family. Instead, are confronted by his son, Piet Dubois. Hildegard sensed darkness around him, even though he seems to be a paladin of some sort.
  6. Piet Dubois and his men got antsy and attacked. Hildegard tried to talk sense into him, and it seemed to work for a while, but then his heart hardened, and he joined the attack. Townsfolk, seeing the commotion, joined the fray, setting fire to the Dubois compound. It seems that family Dubois is not loved in Lac Du Bois.
  7. At the conclusion of combat, Piet Dubois’ men were dead, and he retreated into the warehouse, as peasants ran amok.

XP: 290 (3025+290=3315)

(Posted by Brent.)

View
Log: Dubois Compound II (2/8/09)

When we last left our intrepid band, they had just faced off against Piet Dubois and his henchmen. Dubois had retreated into the warehouse, as fifteen or so angry peasants began to storm and torch the Dubois compound, their anger hardly abated by the sickness that many suffer…

The action:

As the peasants assault the warehouse, trying to force the barred doors open, our heroes move toward a fine house just to the southwest of the warehouse. Sigmund, assisted by Gerhard and Hildegard, manages to force the barred door open, after more subtle methods had failed. Inside, the group discovered various items, such as religious texts, furnishings, etc. The found a log, detailing the grain that the Dubois family had been stockpiling, as well as past shipments of weapons, and even special order armor and a sword. They also discovered Julian Dubois, patriarch of the Dubois family, who was ill with plague, and unresponsive. Gerhard found a very fine longbow above the fireplace, and acquired it.

Sigmund, his general disdain for the nobility getting the best of him, pocketed a jade figurine (100gp value), a ruby ring (100gp value), and 25gp from a box.

Upon leaving the house, the party saw that the peasant mob was forcing entry into the warehouse. The party decided to let the peasants have at it, and the mob eventually forced entry. But as the party followed after the mob, they saw that the peasants had been slaughtered within, by Piet Dubois and his club-wielding warehouse worker henchmen. All around, crates of grain were stored. And there was a stench about the place, of rats and rat droppings. There was an aura here, Hildegard noticed – a darkness like the one she sensed around Piet.

Although the henchmen fell fairly quickly, Piet proved formidable. Ultimately he was defeated though, and cut down for good. The party recognized that his armor and weapon were quite fine, as was a special religious item. Even a bedroll found with him had special properties.

As the party collected these fine things, they also briefly inspected the warehouse. It was full of grain, mostly, but also had three horses.

Another mob of peasants burst in at that point. Suspicious that the party was connected with the Dubois family, the mob attacked. The party managed to grab the horses and flee on them, but not before laying low several of the mob’s members. Sigmund was knocked unconscious by his wounds from the mob as the party left, but the horse carried him out with the party.

Once away from the mob, the party retrieved the strange dead woman on the other horse, and traveled to see the strange foreign mystic, Youshhuda. Youshhuda seemed pleased with the party, and promised to take them to the monastery, as previously agreed.

XP: +270 (combat with Piet and henchmen), +30 (combat with second mob), +50 (plot bonus). = +350, for 3,665 xp total.

Loot:

  • +1 Prime Shot Longbow (non-magical): basic +1 to hit and +1 to damage; if within prime shot range, then +1 more damage. +1d6 on a crit.
  • Greatsword +1
  • Martyr’s Scale Armor +1: Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.
  • Symbol of Divinity +1: This holy symbol gathers the power of your divine attacks, allowing you to rechannel that might. (Level: 2, Price: 520 gp, Implement (Holy Symbol).) Enhancement: +1 attack rolls and damage rolls. Critical: +1d6 damage. Free Action: Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.
  • Restful Bedroll: An extended rest in this magic bedroll grants you extra vitality. (Level: 1, Price: 360 gp, Wondrous Item.) Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).
  • 3 horses.

(Posted by Brent)

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.