The GR8 Escape
you know it.

We rejoin our heroes as Glim Skyfaller, the sole conscious adventurer, panics in a room until he is EMP-d hardcore by some mysterious Tieflings dressed in red and carrying bows. Everything goes dark.

Tevash awakens to a sweaty touch from Ishmael’s perineum. After a brief freakout, our heroes find themselves trapped in an iron cell along with Wilbur James Morgoroth. Glancing about the room, a significantly stronger steel cell holds Glim Skyfaller, and the area is guarded by two fierce looking dogs and a massive, two-headed ogre. After a failed attempt to pee on the dogs by Ishmael, Wilbur James Morgoroth throws them a bone, keeping them occupied for the rest of the encounter. Following some digging and examination of the skeleton that also resides in the cell, a crude map of the area is discovered (written by the now-deceased Harold). Glim Skyfaller is awoken by some bone-banging, and a set of lockpicks hidden with the note is utilized to free both themselves and Glim (thanks to Tevash’s excellent stealth and lockpicking skills).

Finding themselves without any of their equipment, and armed only with crude weapons and raging masculinity, Tevash strikes the first blow against the ogre with some crazy fiery liquid that springs from his fingers. Enraged and engaged, the ogre is then bloodied through the combined efforts of Glim Skyfaller, Ishmael, and Wilbur James Morgoroth. From a relatively safe point, Ishmael, Wilbur, and Tevash critically intimidate the mindless beast. As it was unable to provide any intelligence, Ishmael walks up to the cowed beast as if acting friendly; at the last minute, he reaches into one of the beast’s throats and rips out a still-spurting jugular vein. As Ishmael tosses the vein to the dogs, the ogre falls to the ground in a puddle of its own blood and the tattered remains of its dignity.

Two Skeletor guards later, the party has recovered their belongings and proceeds upstairs from the basement dungeon. Coming eventually into a great hall where the remains of a bloody banquet still lie upon the feasting tables, Ishmael approaches the head table. A massive skeleton, bearing a staff topped with a likeness of Orcus, appears only to reanimate all twenty corpses and then disappear. Vanquishing the zombies with the help of Wilbur James Morgoroth’s Turn Undead, and fucking ridiculously sweet Dragon Breath, the party ventures into a nearby kitchen, finding only a bottle of delicious preserved hearts (which are promptly eaten by Wilbur and Ishmael, who found them delicious). Divine suggestion indicates that the hearts were in fact werewolf hearts, and the rest of the party berates Wilbur and Ishmael for their brave hunger.

Proceeding onwards through a door, our heroes come upon an old riddle of two doors, one of which tells the truth and one of which is fucked up. Through twisted logic, the party decides to proceed through the left door. They find themselves in a large room containing an ornately carved chest and four statues. After Tevash fails to pick the lock twice, arrows spring from the walls, injuring Glim Skyfaller and Wilbur James Morgoroth. The chest spring open and, carrying the four colored statues, the adventurers descend into a room (led, as usual, by Ishmael). In the room below, both Wilbur and Tevash are seriously injured by traps; Tevash ends up with a shattered ankle (which Ishmael heals decently). After placing the statues upon their color-coded pedestals, a door opens to the north and the group moves down a hallway and up a trapdoor. In the room lay three chests: one of which contains an acidic Bastard Sword and Agile Plate Mail, one of which contains an Inspiring Mace and a black-bladed Deathstalker Short Sword, and one of which contains low-light vision goggles, a holy emblem, and 1500 gold pieces. Satisfied with their loot, the party moves through the door and into an obvious sleeping room, which can be secured from the inside. A closet pathway leads to the prone bodies of vorgryn and Lia. Awakening, the two are freed and all return to the secure room for a well-earned rest.

Frontin' Bitches

Shortly after waking, terrified at Ishmael’s singing, our party proceeds along King’s Road. As rain begins to fall and the sky darkens ominously, our heroes see a darkly cloaked figure striding towards them along the road. Stopping just within hearing distance, the figure is recognized as the elf which previously pointed out the ignored Kobold lair. Although the elf refuses to tell much about his mission and motivation, he lets us know that the Keep has collapsed, creating a portal between the Shadowfell and our world. Upon transmitting this information, the elf slams his mysterious raven-headed staff into the ground, disappearing in a flash of lighting as the sky darkens further…

Following a short team meeting, the heroes proceed towards the now-collapsed keep. A short while along the road, a portal appears directly in front of their path. At that exact moment, Vorgryn appears riding a huge, unexplained red dragon and picks off the first of several twisted goblins creeping through the portal. After dispatching the goblins, two frost zombies appear and fuck the hell out of Ishmael, Wilbur James Morgoroth, and Mirado. Additionally, the first attack against the zombies (by Glim Skyfaller) fails so miserably that he falls into the portal, becoming utterly impotent for the rest of the encounter. Finishing off the zombies (one retreats into the portal and one gets demolished), the team tosses Vorgryn into the portal with a rope attached to him. He reappears upon tugging, holding a whimpering Glim Skyfaller close to his chest. Telling tales of a world consumed by evil yet intriguing for its distant spire, they convince the team to dive through the portal as it closes.

Our heroes find themselves upon the fiery plains with a spire in the distance and a bridge nearby. Once again demonstrating his foolish bravery in the face of evil, Ishmael proceeds across the bridge and is immediately struck in the chest by an arrow, which knocks him unconscious. The rest of the adventuring party, displaying possibly the lowest morals and most cowardice of an adventure marked by their weakness, leave him to dematerialize into the œther, still unconscious. As the team progress across the bridge slowly, trying to avoid the rain of arrows, Lia is also struck by an arrow and similarly transported.

The rain of arrows eventually ceases, and the remainder of the team proceeds towards the spire. Upon reaching it, they enter by pressing two holes on the side and are subsequently locked in. Discovering (and ignoring) a stash of shields, the team moves through a small stone door and are attacked by more arrows being fired by a group of goblins on a platform at the far end of the room. While Tevash runs back to retrieve a tower shield, the rest of the party dart in, hiding behind Glim Skyfaller and using crumpled pillars for cover. After a slow progress up to the platform the group demolishes the puny goblins in melee combat.

Entering yet another room the group finds a dead end and a lot of barrels and crates. Searching the room reveals a large stone door, some gold and even a platinum piece (not so safely locked away in a small box) and a mysterious crate. After trying to, and failing, to pick the strange lock on the crate, Tevash gives up. Vorgryn also proceeds to fail. Vorgryn convinces a disinterested Tevash to “team up” in trying to pick the lock. The result sets off a ticking, and as Glim Skyfaller tries to run the box away the group is locked in the room by a portcullis. Gas begins to seep from the crate and after failed desperate attempts to leave all organic members of the group fall unconscious, leaving a panic stricken Glim holding the still ticking box of gaseous doom.

Wanderer's, Wagon's, and Wolves, oh my!

We awoke to find ourselves refreshed and ready to continue, with the exception of Vorgryn, who was in a perma-trance. After leaving his slightly chilled body in Lia’s loft (taking care to lock the door afterwards), we proceeded along King’s Road.

After a short time, we were spotted by Kobolds, who ran away. Our attention, however, was diverted by an ancient-looking door in a pile of rocks. After several knocks by Glim Skyfaller and one by Wilbur James Morgoroth, unearthly screams rent the air. After consulting with the party, Ishmael made a manliness check (bitterly failed by both Glim and Wilbur) and shattered the door. Proceeding inside, a trapdoor was discovered. Following some preliminary opening and looking inside (using Lia’s illuminate abilities) we proceeded down, hindered by Glim’s girth and other’s poor knot tying skills. Ishmael finally tied the rope, shortly before Lia jumped down onto Glim, breaking her arm and causing a romantic moment in the process. Proceeding to an old chest in the corner, Ishmael bravely analyzed an ebony skull, causing all lights to extinguish and Lenora’s ring to glow brilliantly. Ishmael has a light ring – fucking straight cash money!

Then, shit went down. Ishmael was stabbed by some bitchass spirit in the skull, and three more then materialized. Following a hard-fought battle, greatly eased by Lia’s Sleep abilities, the spirits were destroyed. Reexamining the chest, a leather bag was found with some more cash in it. Totally worth it. Ishmael was yelled at by his comrades for examining the ebony skull, failing as they did to recognize his sacrifice for the team and outstanding bravery in the face of spirit shit.

After climbing back out of the trap door we noticed footprints. After a bloody brilliant nature check by Ishmael we realized they were the tracks of kobolds! While following said tracks, Tevash explained that he had been tracking a bunch of cultists in order to obtain their treasures. The party agreed to hunt the cultists, but only after finishing current affairs.

We eventually ran into a mysterious wanderer. He gave no name or business, but warned us of the kobold lair up ahead! After coming all this way, and a brief argument of whether to slay the beasts or wait until later to do the slaying, we turned back around.

Back on King’s Road heading towards the keep, we stopped a wagon driver and asked for a ride. At first he seemed hesitant, but after hearing the tale of Wilbur James Morgoroth and the Gryphon Mother Kiss he allowed us to join him. Lia did her trance, and next thing we knew it was time to say goodbye! After some bickering and a few side remarks we gave the wagon driver a few coppers to show our gratitude.

The walk continued until we came across an abandoned cabin on the side of the road. Ishmael, in his usual careless attitude busted right in and tried to grab a brown bag. The party stopped his haste, and let Lia do an arcana check on what turned out to be just a brown bag. Inside were a bunch of gold pieces, but the celebration was cut short as a group of kobolds ambushed us!

The seemingly large army was quickly decimated when Wilbur James Morgoroth swept half the minions away with his draconic breath. The seemingly mighty warrior’s luck encountered a turn for the worse as Irontooth, a dual-axe wielding, giant wolf-loving goblin entered the fray and knocked Morgoroth the *#&@ out. Ishmael used “lay on hands” upon his unconscious body, and Morgoroth held true to his heroic nature and proceeded to “boot, but then rally” helping to end the battle.

More bloody Kobolds
and another new "friend"

After poking around Winterhaven and resting up, we decided to make our way towards the Keep on the Shadowfell, with Wilbur James Morgoroth as lead cartographer.

But as soon as we left town we were ambushed again by dirty little kobolds. Puny creatures, even though they brought a Wyrmpriest they fared no better in this encounter. As we were engaging the pathetic shits, we were joined by our final member, a warlock who chose just the right moment to find us. Of course, being the maniacal mystery his kind tends to be, we don’t have a clue where he was while we were fighting our way down the King’s Road. Speaking of which, we don’t even have a clue why we have to fight our way down the King’s Road in the first place. The times, they are a changing.

We draw near to the keep now. This mapping job should prove quite simple if the biggest threats are these runts. Perhaps I’ll manage keep myself entertained by coming up with more ways to insult them.

A New Member

Upon reaching Winterhaven, we began to explore the village. The paladin ran off, injured himself, and gained biblical knowledge of a fellow divine believer. He received a mysterious ring, emblazoned about with geometric designs; whether this will prove to be useful or detrimental remains to be seen. It is to be noted that Ishmael’s rugged good looks played a large role in this encounter.

An Eladrin wizard named Lia approached dragonborn Wilbur James Morgoroth and was totally hitting on him. After explaining her shared goal, joined our group. Her racial beliefs are causing friction with our Drow ranger. However, her local knowledge will prove useful. Following this initial encounter, Wilbur attempted Grand Theft Horse with the help of Lia, and was thwarted by a 12 year old boy.

Ishmael also obtained a flask full of liquor, which shall be put to good use once he has occasion to imbibe.

On The Road
Our First Combat

Our first trial of combat as a group has just ended. Wilbur James Morgoroth, Ishmael, Vorgryn, and Glim Skyfaller rained punishment on the would-be kobold assassins that jumped us as we made our way to Winterhaven. All performed honorably,although the paladin Ishmael had to remove himself from combat and receive healing.

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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