Adventure Log

Last Time

7/7/2021

Last time in Kogendia × Arelia was summoned to parts unknown by a mysterious bird, while our heroes prepared for the journey to Misrey. Before the sun set, the band of adventurers were summoned by Rolend, the Banking Guild's representative, to equip our heroes with banking cards, sealed with their blood. Resting for the night at the Goodly Ranger after being equipped with silver weapons. On the bridge crossing the river to Misrey, our band was ambushed by a cyclops. The battle was ferocious, but wit, cunning, and healing potions won out in the end. Following the giant's foot prints, the lair and treasure was found, leaving our heroes with a king's ransom in gold, silver, and gems, as well as a pair of magic gloves and stringed instrument. After filling the bag of holding with loot, we finally arrived in Misrey. Ufear went to meet his contract, while Durk and Mia found lodging for the night and had the Gloves of Swimming and Climing and the Citern of the Bards appraised. When Ufear made it to the stables, it was clear this shipment was extraordinary. A 5×5×5 foot crate had been loaded onto the borrowed wagon, strapped with iron reinforced bands. Shifts were taken to watch over the crate til morning. Departing early, after buying a wagon cover, our heroes set course for Dellurme. However, on the night of the second day, the crate started to thrash about. Arcane runes shone brightly, trying to contain the creature inside, but part of the crate burst open, revealing snakelike skin of a bound monster inside... "Who the fuck are your friends?!?" Mia screamed to Ufear. "Roll Initiative"

Older Adventures

3/12/2021

A messenger arrived at the gates of the keep. After delivering his message, the courtier exploded, knocking Ivar into a coma, and covering the courtyard in viscera. The script matched the previous letters we had found. A map pointed us to a location to the south; an abandoned compound with an asylum in the center. All manner of horror waited for our heroes.

Delving into the ruin, the area seemed strange. Discovering a number of secret doors allowed exploration, but did not prepare the party for the horrid creatures within. Scorpions, crafted of human bodies, guarded the inner sanctum. Destroying the monsters, our heroes discovered the vampire's resting place - empty. Once Ivar recovers, the report can be submitted. -Sam "Durk" Tuck

2/28/2021

A new face arrived at the gates of the keep. A cleric called Herbert, who was initially skeptical about our cause. After visiting town and seeing the mayor firsthand, Herbert joined our cause. However, the present situation became more unsettling when Inquisitor Peter arrived in the morning.

"All charges against you have been dropped," he said. Inquisitor Peter asked to speak with commander Ivar, in private. The mayor's body went missing. The guards who were watching over the body were brutalized - one missing. The vampire hunter's grandson.

After deciding to acquire his trunk of hunter's equipment, we headed back to the profane dungeon. It had been cleared of some of the rubble. The deeper we descended into the hellish halls, blood was thick enough to taste. Deeper into the heart of the place, we found the grandson - torn apart and painting a room. Though, the silver key of his grandfather remained. After retrieving the key, we left the place as quickly as possible. Returning to the keep, we opened up the trunk, to find hunting supplies - silver cord, silver daggers, silver bolts, holy water, stakes, and more. Now, our heroes are armed for the quest ahead.-Sam "Durk" Tuck

2/10/2021

The heroes collapse the profane ruins, and carry the mayor to safety. However, he died en rout to the keep. Without delay, his body is brought to Commander Ivar - who just finished a meeting with the mayor. Now, the mystery thickens.

With a charge from Commander Ivar, the heroes go to Honnestad and confront the 'mayor'. In a flash, the creature changes into the mayor's secretary, before fleeing. After capturing the creature, we bring it back to the keep. Accompanied by the village, we searched for some clue to show the truth, but our efforts were thwarted, when the creature escaped.

With no other options, an inquisitor is on the way to help with our task.

2/28/2021
1/31/2021

Delving into the violated ruins, our heroes faced many undead horrors. Droves of zombies, were-rats, stitched owl bears, and golems sewn of men's bodies. In the bowels of the dungeon, we found the Mayor of Honnestad, with vampiric puncture wounds on his neck. Taking time to recover from many close fights, we resume here.

1/24/2021

Our intrepid heroes spent some time learning about Honnestad. Commander Ivar is away for a couple of days, yet something about the town of roughly 700 isn't quite right. With a cloaked figure leaving a cryptic message, our heroes head west, to a ruined building that reeks of evil.

Descending into the cellar of this place, our party finds themselves in a den of murder. Zombies seem to be the least of the terrors, as a mosaic of Decam Altra, the God of Death, is set in the stone. What lay ahead of our brave adventurers?

1/20/2021

Our group of adventurers arrived in Honnestad, and met with Commander Ivar, a blunt old dwarf who got straight to business. Our quest was clear and simple: clear out the goblins from a nearby hideout, and recover the remains of the adventurers who went before us. Accepting the quest, our party headed to the goblin's lair. There were a number of traps and heavy fights that we encountered, and good loot slipped through our fingers. However, we managed to secure the remains of the adventurers, keep the spoils, and rescue a blacksmith for Honnestad. Thus, our tale resumes...

© Klint Keown 2021