The Depths of Deepwater

False Tracks - 19.01.2012

- The Party handed over the jewels they were sent to retrieve. Master Smith took the Jewels to identify them. Jin Artr ist kept the Box and a skull they found to forge an ‘artifact’ to sell to an unwary dealer
- The Party stayed several nights in the Attic of the Green Dragon inn, resting after their adventure.
- They Party was summoned to a meeting by Towermaster Greenbeard; The meeting is with Towermaster Greenbeard, The Lord Mayor Orlon Rees and the best tracker in the City Watch, Heidi Watermaid.
- There are reports of a force moving through the area north east of the Darkwood Forest, the Party is sent with Heidi to investigate.
- As evening falls the party settle down at a place known as Silverwater Grove; The party meets with a travelling salesman Dan, and his two bodyguards; Olaf Bronzeaxe a Dwarf and Grraall a Dragonborn hunter.
- On morning the party is attacked by a hungry pack of Drakes, who stumbled upon the party after trying to chase down a deer.
- On reports from Dan, the attackers have apparently sacked a village just outside of the outskirts of the forest.
- The party arrive at the village, Woodmeadow. To find the sacking to be true. They find most people with their tounges and eyes cut out, however a small child survived unscathed after being hidden in a grate.
- The Party question the townsfolk, and gather what information they can, including the body of a slain Sarafinian man. However Heidi does not believe that the Sarafin were behind the attack.
- The party leave the small village with the promise to hunt down whoever did this, and head north following the freshest set of tracks.

Pilot - 12.01.2012

- Atticus met with Master Smith and Towermaster Greenbeard, was commissioned to go on a quest for extra credit points.
- Atticus finds Patrino at a local inn near the docks (Dragons Codpiece) in Greentower, commissions him for bodyguarding work
- Atticus and Patrino travel to Wide Harbour and find Jin Artrist playing at another Tavern (The Full Sail)
- The Party meet Chris the Horsemaster and Weasel the Halfling.
- Weasel takes the party to the Barrow Halls
- The party ponders the riddle posed to them in rhyme and opens the correct barrow.
- The party awakens several Dragur (Undead defenders of the Barrow) and a monster made out of smoke, and defeat it
- The party ventures forth, finds a coffin with Gems as eyes of a dragon inlaid on it. Upon prying the gems off a Fire elemental appears.
- After defeating the elemental they discovered the correct answer to the riddle posed on the coffin which opened revealing the chest and a Vicious War-Axe.
- The party then left the barrow, after a chance meeting with several members of the Freelancers loading weapons into a weapon cache they have in a nearby barrow.
- The party then leave Weasel back in Wide Harbour and venture onto Greentower together by sea.

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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