Jam Campaign

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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The Shadow of Castle Rising
So it begins ...

Part I: The Shadow of Castle Rising (DM: Jonathan; Players: Aaron (Arthur (r.i.p.) & Gelmyr), Amy (Fox & Dawn), Josh (Arthedain) & Mike (Ice))

A rather ragtag band of mercenaries are traveling in the shadow of the peaks of the Crown Mountains. They are: Arthedain (warlord) the drug addicted captain, Fox (ranger) the reticent scout and Dawn (shaman) the cook, Ice (wizard) the mysterious and vain eladrin mage, and Arthur (rogue) the reckless halfling cad. In the mountains they have taken refuge at Castle Rising, along with the band of Vaderan knights they currently serve. The knights are trying to recover a relic from their kingdom’s past. However, some unknown force has summoned forth a diabolical shadow that is slowly consuming all it touches and driving those within it mad. The Knights’ Commander, Prince Andar Villeneuve of Vadera gives the mercenaries one last duty. They are ordered to flee the Castle with his battle standard and return it to Vadera to his Mother, the Queen.

They learn their one chance to escape is to make a run for an ancient portal that may activate a teleportation circle, but the shadow must be slowed if they are to reach it without being consumed. The Vaderan knights stay behind with their Prince. He is dedicated to his duty to see the relic, an ancient rod of power wrapped in his standard, returned to his kingdom. He will lay down his life for his duty, and charges the party to take the standard through the portal and back to Vadera while he and his company of knights hold off the shadow long enough for them to escape.

After fleeing the castle and witnessing its fall to the consuming shadow, our party finds an abandoned monastery and seeks cover. While exploring, hoping to find something to use against the shadow or some clue how to stop it, one of their number, Arthur, allows his curiosity and greed to get the better of him, opening up an sealed chest and unleashing his death. The party has no time to mourn, for if they do not act quickly, they will join him in the Raven Queen’s embrace.

As they dash across the treacherous landscape, they come across the bodies of three eladrin. Somehow, they are trapped in the waking dream of one of the three, a swordmage named Gelmyr. He is the only one of the three alive. In the dreamscape, they defeat his foes, and all find themselves awake. Gelmyr agrees to help them reach the portal, but they are not sure how much time elapsed while they fought in the dreamscape. They catch site of the portal at the same time they detect the howling shadow thing in hot pursuit of them. They make a mad dash to the site of the portal, and Ice works out the ritual needed to activate it.

They arrive in a tavern yard in the capital of Vadera. Gelmyr was forced to follow them or be consumed by the shadow. However, it seems he has an interest in the relic they have recovered, claiming it does not belong to Vadera, but to the eladrin, and that he and his companions had gone to the Crown Mountains in search of it. The party decides they will live up to their word to the Vaderan prince (mostly in hopes of some reward), and they make their way to the Palace to return the relic.
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Carasthornian Nights
Tensions Rise

Part II: Carasthornian Nights (DM: Amy; Players: Aaron (Gelmyr), Jonathan (Telchar), Josh (Arthedain) & Mike (Ice), NPCs: Fox & Dawn)

The party is received by the Vaderan court, which accepts the relic and rewards them. However, the eladrin are made to feel extremely unwelcome. It seems there is some ancient prejudice against the fair folk in this kingdom. Perhaps it stems from the competing claims to this relic the party recovered, but no one is certain. The party needs time to rest and recover, but are afraid to overstay their welcome.

Soon however, they are approached by the Duc St. Germaine, one of the Council of Eight, the chief advisers to the Queen. He hires/recruits them to infiltrate into the neighboring kingdom Carasthorn to seek out and rescue his missing bastard son. Carasthorn is the last remnant of the ancient Dragon Empires and known to many simply as the Dragon Kingdom. Vadera has long been at war with Carasthorn, a war that has run hot and cold for many decades and is currently in one of its periodic cease-fires. His son disappeared in Carasthorn a few weeks ago, and he has been unable to get any information through official channels, and dares not send any Vaderans for fear of reigniting the war. His son, Damien D’Montford went to Carasthorn in the guise of Grey Malkin, a grain merchant, and had been sending messages back to St. Germaine, but those messages stopped suddenly.

St. Germaine does warn them that if they are discovered to be Vaderan agents, they may well be put to death in a very public execution and be used as scapegoats by the hawkish members of Carasthorn’s leaders to reignite the war. Discretion is of the utmost importance. The party agrees, and of course the duke offers to send one of his other non-native agents, a boisterous and drunken letch of a dwarf named Telchar (fighter)-just what they needed to be inconspicuous.

They manage to sneak across the border posing as merchants and make their way to Narakon, the new capital city of Carasthorn. Along the way, they are hunted by a pack of wolves led by a werewolf, who try to capture Dawn for some unknown nefarious reason. They drive off the pack, and make their way into Carasthorn.

There they use their cover as merchants to seek out their associate Grey Malkin. In their investigation they learn that Grey Malkin/Damien D’Montford had fallen in love with a member of the Carasthornian royal family, and their efforts reveal a sinister plot reaching to the highest levels of the Carasthorn nobility and military. The details of the plot are sketchy, but they place both Damien D’Montford and his love, the Carasthorn princess Felicaria in danger.

While in Narakon, Dawn attracts the attention of a particularly sociable dragon, and learns that she is some sort of “conduit” to a divine source of power, and that she seems to draw an undue amount of attention from wolves and the were-creatures of the wild. Telchar makes a name for himself in the pit fights, and in so doing gains an ally among the Carasthornian guard.

It seems the capital is a morass of partisan politics and factional divides, a steaming mess that Damien has gotten himself wrapped up in. Still, the party manages to find and rescue Damien, along with his lover, the Princess Felicaria, and they all return to Vadera.

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A Howl in the Dark
We venture north

Part III: A Howl in the Dark (DM: Mike; Players: Aaron (Gelmyr), Amy (Fox & Dawn), Jonathan (Telchar) & Josh (Arthedain); NPC: Ice)

It seems the “liberation” of Felicaria from Carasthorn was unexpected and creates a sticky political situation, which earns the party more disapproval from elements within the Vaderan nobility. St. Germaine however, is grateful for their efforts in finding his son, and offers them another mission, one of great delicacy, secrecy and importance, and most importantly one that will get them out of Vadera for a while until things cool off.

He asks them to escort the Vaderan princess Ilea into the Dromik Hills to deliver her to Uruk Van Delmar, High Thane of the Trelfar tribes to complete a marriage alliance and unite the Trelfar tribes with Vadera against Carasthorn. He suspects someone will try to capture or kill the princess to prevent the alliance with the Trelfar tribes, and has taken several precautions. He has sent a handmaiden, disguised as the princess with her dowry escorted by an honor guard of Vaderans and some of Uruk’s most loyal men. The party must escort the princess to the hills and replace the disguised handmaiden with the real princess before the wedding without anyone, especially Uruk, knowing about it. Uruk’s honor would be insulted if he learned of St. Germaine’s deception and lack of trust in Uruk’s men to protect the princess, and this would break the alliance.

Along the way they are again accosted by werewolves, and discover a bizarre elemental maelstrom ravaging the land. They learn that a new power is rising in the north, the Bane-Sons, a cult of Bane that seeks to sweep the tides of war upon all the Northlands and conquer in the name of the dark lord of tyranny.

The party makes it to the village of Erindal, where they are supposed to meet a contact who will guide them through the treacherous Dromik Hills to rendezvous with the dowry train. They find their guide is missing, having left on a scouting mission, but is late in returning. While investigating, the party is drawn away from the inn where they are staying, leaving only Ice to guard the princess, and she is captured and taken into the Hills. They follow and manage to catch up with her captors and rescue her. Their guide returns to Erindal and they set out for the Dromik Hills.

However, they find that the dowry train has been attacked by a band of gnolls, part of the Bane-Sons’ growing army, and that the handmaiden and her dowry have been taken to an ancient megalithic site known as the Giant’s Fingers. They also learn that another force moves to attack Uruk where he awaits the princess. The party chooses to try to warn Uruk. They find him and a few of his men under siege by a large band of gnolls. They move to aid him, but discover that their guide has been replaced by a doppelganger assassin working for the Bane-Sons, who tries to kill Princess Ilea during the fight. It seems that the cult seeks to eliminate Ilea and Uruk to prevent the alliance. The party manages to rescue Ilea and Uruk, and the thane say he knows of a portal stone that can take them to the Giant’s Fingers quickly so that they can rescue the dowry and prevent the Bane-Sons from keeping their plunder.

They arrive at the Fingers. But something has gone awry with the ritual. They are insubstantial, mere phantoms of themselves, and can only watch as a flight of griffons lands, meeting the force of gnoll raiders. They can do nothing, but learn that the leader of the Bane-Sons is a warlord known as Drumar Flamehair; the very same warlord Fox learned had destroyed her and Dawn’s tribe when they were children.

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Into the Shadowfell
Twisting Darkness

Part IV: Into the Shadowfell (DM: Aaron; Players: Amy (Fox & Dawn), Josh (Arthedain), & Mike (Ice); NPC: Gelmyr)

The party is still stuck in an insubstantial state and tries to use the portal in reverse to escape this condition. Uruk and Ilea pass through first, then Telchar, and then the rest of the party follows shortly after, and find themselves in a strange gloomy place, with Uruk, Ilea, and Telchar nowhere in sight. Ice confirms their worst fear; they are trapped in the Shadowfell.

They are unsure where to go. Ice knows that the Shadowfell often mirrors the material world, so if they travel to somewhere they know a portal exists, they should be able to find their way back. They seem to be in the Shadowfell equivalent of the Dromik Hills. He suggests they travel to his home city, Tal Verak, located in the Crown Mountains, but it is a long journey and none of the others are up for such a long trek through the Shadowfell.

They manage to find a small town, after a few near deadly encounters with denizens of the Shadowfell. In this village, they stumble across a string of mysterious disappearances and the trail of the mystery leads them to an ancient lost ruin called the Blood Tower. This is a possible way to return to their home plane. They find their way to these ancient ruins, and begin to explore them, but find that they are not the first to arrive. They defeat the plans of a vile sorceress seeking to gain the Tower’s secrets for herself, and open a portal they believe will take them home. They enter the portal…
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The Manse of Shadows
Always Helpful

Part V: The Manse of Shadows (DM: Mike; Players: Aaron (Gelmyr), Amy (Fox & Dawn) & Josh (Arthedain); NPC: Ice)

The party awakes face down in the mud. It’s raining, and they have no idea where they are. Fox is the first to awaken, and she hears the sounds of combat from nearby. She awakes the others and they investigate to find a lone female Knight of Erathis being surrounded by a horde of devils. Arthedain recognizes her fallen horse’s livery as belonging to House Stauffen, a minor noble family that rules the Kirsvald, a region to the south of his homeland, and one friendly to his family.

Still he is reluctant to intervene, but lured by the potential rewards, the party steps in and destroys the legion of devils besetting her. Introductions are made, the woman is Rhiannon Stauffen, the youngest daughter of the house who has recently returned to the Kirsvald to visit her family before being deployed by the Knights of Erathis to the Northlands to aid those beset by the brewing war between Carasthorn and Vadera. She recognizes Arthedain as a Hollin, and invites the party to come to her family’s manor house to seek shelter from the storm and to receive their due reward.

All is not well at the manor, but what ails the place is not apparent, and the party accepts the hospitality offered. Something seems off about Rhiannon’s family, but the party cannot quite place it. They discover that her six siblings have fallen under the influence of six minor artifacts known as the Sin Totems, and they plan to bring Rhiannon under the sway of the seventh, allowing all of them to become Exarches of Sin under the influence of the arch-devil Mammon.

The party is suspicious, but not careful enough, and they are drugged at dinner, as is Rhiannon. They are given the narcotic “Morpheus” a drug that shifts their consciousness into the Dreamscape, rendering the bodies inert and unconscious. Here the party experiences three very vivid dream vignettes.

In the first, the party relives the attack on Dawn’s tribe when she is a child, witnesses the death of Dawn’s father, and learns of Dawn’s true connection to “Mother” and why she has an affinity for lupine creatures.

In the second, Ice’s mother (Erasthena Crystalleaf) arrives at the Hollin family estate with a baby in swaddling. It is her half-elf bastard fathered by Astaroth Hollin 7 years before Ice was born (i.e. exactly 100 years ago). Erasthena has come to dispose of the child before her husband learns of it. Amarant, Arthedain’s grandfather and heir to the ducal throne, agrees to take the babe Garralon into fosterage, but tells Erasthena that she, or one of her line, will owe a debt to his line that must be repaid. He has only to present a crystal eye amulet she gives him to one who bears the symbol to collect on his debt.

In the third, they see Erasthena again, this time slightly older (it is several decades later, but Eladrin age very slowly), and seated in a circus tent. She meets with a heavily cloaked figure, the heavy clothes make the figure androgynous, and the face is veiled making the figure anonymous. This is the infamous assassin Blackthorn. Erasthena wants to hire the assassin to eliminate Sylvar Nightstar because Nightstar has left for Tantalus to locate Garralon and the clues to the location of Tal Neccar and the tomb of King Saerval Talesspur. She hands a payment to the figure, and tells him/her to find and eliminate Nightstar and recover any clues before Garralon is discovered and revealed to her husband and other son.

The party then has a vision of the Lord of Dreams (they think) telling them to awake. They awake on the floor of the dining hall to find all of the Stauffen siblings gone. They trail Rhiannon’s captures to a hidden shrine to Mammon beneath the abandoned temple of Ioun and defeat the six sin thralls, their minions, and the warlock who initiated the scheme, rescuing Rhiannon in the process. While this occurs, the local townsfolk have risen up against the evil of the Stauffens, killing Rhiannon’s parents. Rhiannon manages to rally the crowd to her banner and regain control. She is now the lord of the Kirsvald, and seeks to make amends for the cruelty of her family.

The party rests, and then prepares to travel north to Tantalus, Arthedain’s home, where they can book passage to another place of their choosing.

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A Homecoming
Sort of...

Part VI: A Sort of Homecoming (DM: Josh, Players: Aaron (Gelmyr), Amy (Fox
& Dawn )
& Mike (Ice/Faenthar)

As they prepare to leave for Tantalus, a party of Templars (the personal guard of the Dukes of Tantalus) arrives bearing a message for Arthedain Hollin. They inform him that his mother has fallen gravely ill and that his father, the Duke, requests his presence immediately. Arthedain had been hoping to get in and out of Tantalus without his family learning of his presence, and is disheartened that they knew he was in the Kirsvald, but decides to honor the request out of affection for his mother. The rest of the party decides to accompany him since they were headed that way anyways. The Templars will serve as escort back to Tantalus.

On the road to Tantalus, they are attacked by a band of gnoll raiders while they are camping for the night. As the party is awakened by the noise, they find that all of the Templars have been turned to stone and have to scramble to drive off the raiders. After the fight, they find strange reptilian tracks leading off the road, but lose the trail before they can track what did this.

They continue on towards Tantalus without further incident until they are within sight of the city. There they are accosted by a group of ruffians who are seeking to capture Arthedain to ransom him back to his family. However, these ruffians are not prepared to deal with a band of experienced adventures and use tactics meant to bully weaker foes. The party tears into the ruffians with extreme prejudice giving them far more than they ever bargained for when they conceived this half-baked plot. However, one of the ruffians only watched from a distance, and manages to escape and enter the city before the party can deal with him.

Once they enter the city and make their identity known, they are quickly escorted to the ducal palace. Here they are greeted by the duke’s younger brother Alistair, a strange affected but graceful man garbed all in black. They are taken to ducal chambers, where Duke Arronal Hollin greets them. Introductions are made and Arronal tells Arthedain of the affliction that grips his mother Avalesca. His mother is of Varastani descent and the chosen of Istus, goddess of prophecy. It seems she is in the grip of some vision and trapped within it. She keeps calling out for “the conduit” but no one seems to know what she means. Worse, the toll of the visions is wasting her away and she can get no nourishment from food, so her body is essentially consuming itself for energy to fuel these visions. She cannot survive for long, but have no clue how to free her from the grip of these visions. Worse, any who come too close can be trapped inside the vision trance as well if proper precautions are not made. She does not have long before the visions consume her entirely. Even the duchy’s archmage Lear is at a loss to find a solution.

Faenthar speaks to the duke, telling him that with Arthedain returned home, his obligation is fulfilled and his mother’s debt repaid. He tells the duke he has an idea for something that can aid his wife, not cure her, but to keep her alive until a means to free her can be found, but if he does it, it will be the Duke that is in his debt. Arronal agrees and Faenthar tells him the materials he will need.

Fox and Dawn are uncomfortable in the trappings of the palace and go into the city to explore. They find a small group of Northlanders and catch up on the news. They learn that during their three week sojourn through the Shadowfell, over three months had passed in this world, and events in the Northlands had continued to develop.

Gelmyr also sets out to explore the city. Arthedain continues to visit with his ailing mother. Faenthar spends two days assembling the materials and performing the ritual to create a magical belt of sustenance for the Duchess. He presents it to the Duke and tells her that it will at least give sustenance to the seeress to prevent her form wasting away and consuming herself, allowing her to survive the ravages of the visions until a way to free her from their grip can be found. The Duke is in Faenthar’s debt, and he asks for access to the ducal libraries, the very same libraries his mother sought a century before seeking clues about the location of the lost city of Tal Neccar. The duke’s gratitude is great, and he not only grants Faenthar’s request, but appoints him as an adviser to the court, granting him the power to act on the duke’s behalf on many matters and giving him access to most of the ducal palace.

The belt is given to Avalesca, and attention is turned to trying to find a cure for her affliction.

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The Beat of Drums
war approaches

War approaches. In the past weeks a call to arms has quietly passed throughout Tantalus and the southern plains, summoning all who would to help defend the city and restore its rightful ruler. An army of Black Hand orcs in league with the Bane Sons has been seen on the march north and are believed to intend to join with the Usurper’s forces in the city. Word from our allies in the Northlands tells of the barbarous forces of Drumar Flamehair and the dragon warriors of the Traitor Khosrav sailing south even now.

Many have gathered south of Tantalus at the ancestral home of the Baroness de Bourening, a large fortified holding now surrounded by forces loyal to Duke Arthedain Hollin.

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Perchance to Dream
The Passing of a Demi-God

Duke Arthedain Hollin of Tantalus is desperate to make inroads against the advances of the Usurper Garralon, and the wizard Faenthar Crystalleaf may have the means to do so. He has found a ritual that will open a passage to the Dreamscape and allow a rescue mission to be mounted to recover Lyr the Court Mage of Tantalus who has been imprisoned there since before the death of Arthedain’s father.

Allies have gathered around Arthedain and Gelmyr leads the expedition consisting of himself, Luna, Squire, and Sim to liberate Lyr from Garralon’s clutches. Arthedain must remain behind to coordinate the rebellion, and Faenthar must be in the physical plane to keep the portal open, so neither accompany Gelmy’s band.

In the Dreamscape, Gelmyr and company encounter a white lioness, reminiscent of the crest of House Hollin, and follow the lioness as a guide through the twisting labyrinth of the Dreamscsape. The party is plagued by nightmarish visions and creatures as they track down Lyr. They find the landscape of the Dreamscape here resembles that of the Winter Realms of Faerie, and that the Winter Court has a strong influence here in this region of the Dreamscape. They find an ice castle that resembles the royal palace of Tantalus and make plans to infiltrate it. The Lioness reveals herself as Leanna, Lyr’s lover and one of the Arcanum, the avatar of Strength. She is in the mortal realm, dreaming bt has projected her dreamself to aid the rescue of her lover.

The party storms the castle and overcomes its guardians, finding within the legendary lost tomb of the Hollin line’s founder, but the tomb is empty and has been stripped of value. Lyr is imprisoned within, guarded by a demon of guilt and vengeance. Overcoming this speed demon, the party rescues Lyr and returns to the material plane, but Lyr is unwell.

They discover Lyr too was one of the Arcanum, the Hermit, but he has been stripped of the vital energy that powered the apotheosis of the Arcanum and returning to the material world and real time has caused all the years he has lived to catch up with him at once. It seems that Garralon and his allies used Dawn, the conduit, to steal this vital energy when last the party fought Garralon in the Dreamscape, but Dawn escaped before he could achieve his own apotheosis.

Lyr’s mortality catches up with him and he passes on, as most of the remaining Arcanum appear to witness and honor the passing of one of their brethren. Leanna swears vengeance on Garralon, and Arthedain’s cause has gained a new ally.

*Adventure Notes: *Played over 2 sessions in Oct and Nov 2011. DM: Mike,Players: Aaron (Gelmyr), Danyul (Sim), Trenton (Squire) and Amy (Luna). Josh filled in as Leanna in the second session.

Monsters encountered: Will-o-wisps, Callers in the Darkness, Garrolon’s presence, Beholder Eye of Frost, Frost Hounds, and Speed Demon.

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The Puzzle Box
"Oh Mommie Dearest!?!"

After the funeral of Lyr, Arthedain and his advisers gather to discuss their strategy in the coming conflict with Garralon for the control of Tantalus. Illyana barges into the room having solved the mystery of how to open the puzzlebox recovered from the enemy. She has opened the wards and found a key and a note to Erasthena Crystalleaf from Asteroth Hollin written decades ago and never delivered.

The note hints that some clue to the mystery of the lost city of Tal Neccar is hidden in a place favored by Erasthena those many years ago. Using a series of rituals, Faenthar and Illyana determine this is the Sun Room in the palace of Tantalus, a places that only a handful of people have had access to since the time when Erathena seduced Asteroth and Garralon was conceived. Arthedain, Faenthar and company plan a raid on the palace to get into the Sun Room, but before they can leave on the raid, the sentries sound the alert. The camp is under attack. General Khosrav, Garralon’s Carasthonian ally has led a flight of dragons and troop of dragonborn to attack the camp. The Ivory heroes fend off the attack, but soon realize it was a diversion for an assassin to strike at the manor house and abduct Dawn, the conduit for Garralon’s foul purpose. Squire, the gnoll bannerman of house Crystalleaf has been assigned by Faenthar to guard awn, and fends off the assassin long enough for the rest of the Ivory Heroes to arrive and dispatch of him, saving Dawn and Avalesca (Arthedain’s mother) from the assassin’s clutches.

Session Notes: DM: Amy, Players: Aaron (Gelmyr), Dan (Sim), Josh (Arthedain), Mike (Fanethar), Trenton (Fox); NPC/Companion Character: Squire

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