More undead, and Goblins!

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The Dwarven Mine
Into the uncharted depths

This adventure begins when the party crosses a bridge into the unexplored part of the Dwarven complex. The hallway they traverse slowly transitions into rough-cut stone supported by pillars of granite every 20 feet or so flanking the passage. The first branch off of the main tunnel was a small room where ore was extracted and was filled with undead. The Second branch also contained undead and a bound prisoner. The prisoner, a Goliath named Orin, was captured by the Orks and was to be held here until the next full moon when the Ork Shaman planned to sacrifice him to Grummsh. Orin knew very little about the layout of the mine other than the first few branches of the tunnels were filled with undead to slow down any attackers. At the third branching tunnel a secret door was discovered opposite the tunnel opening. When the party entered they discovered a sort of barracks or guardroom used by the dwarves with a fountain, some beds, 2 casks of mead and a clockwork statue. The statue is carved with dwarven and primordial runes and is covered in dust an inch or more thick. After cleaning the statue Natul and Trig conclude that it is a dormant Warforged. Natul asks Orin to use the lightning effect of his scourge to jumpstart the warforged. After a few minutes of running diagnostics the warforged whirs to life, brandishing a gatling blaster that is attached to its left arm and a greatsword wielded in its right hand. The warforged identifies itself as Korgoth and demands that the party members identify themselves and explain why they are in the dwarven mine. After explaining why the party is there and who the current occupants of the mine are, Korgoth asks the party to assist him in exterminating the Orks that have defiled the mine. The party, now 2 warriors stronger, crosses the hall and soundly defeats the largest group of undead thus far. They also realize that the sound of such a large battle will no doubt alert the Orks deaper in the mine.

Orc troubles
Escalant, Aglarond

Upon arriving by ship in Escalant from Mordulkin, the party attempts to find work as caravan guards to Ethvale in Thesk. The party learns of a group of unusually crafty orcs that have been preying upon caravans and seem to disappear. A local thief claims to know the location of the orc hideout and agrees to take the party for a fee of 100 gold. The party agrees and follows the thief, a human by the name of Targan, to the concealed entrance of a cave complex that stretches an unknown distance under the Thaymount. Before entering the cave, the party is ambushed by a pair of orc archers that were hiding above the cave opening. The archers were supported by a pair of orc berserkers hiding inside the cave. When the Pcs began to turn the tables on the orcs, Targan betrayed them by shooting Faleth in the back. The party triumphed over the orcs and Targan and, after a short rest and looting of corpses, continued into the cave.

Interior details to be added soon, almost caught up to where we left off.

Can't keep a dead man down
Mordulkin, Chessenta

The port town of Mordulkin in Chessenta is plagued by more undead and a pair of Gargoyles in service of a Thayan Necromancer. After this adventure the PCs meet a Dragonborn Tempest Fighter (Brian’s PC) in the tavern and continue towards the Thaymount in search of answers.

Night of the living dead
Luthcheq, Chessenta

A graveyard near the city of Luthcheq in Chessenta, locals spoke of strange happenings in the night and finding graves dug up. Met a Wizard (Chris’ PC) in the tavern after vanquishing the undead and their master (a Great Unclean One in service of Thay) Trig decides that we should continue overland past Thay rather than finding passage by ship across the Sea of Fallen Stars.

other details will be filled in later.
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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