Vengeance Saga


You tear the pages from the open book, seething with anger. Useless! Stepping over the corpse of your former master you stride towards the door. Before you reach it, however, a sight out of the corner of your eye stops you in your tracks. A diary? You were not aware your master had kept such a thing. Flicking through it you come across an entry that makes your heart race. It tells of an old enemy your master once faced. An enemy with the same affliction as you. An enemy who survived. Kysaduras.With new found purpose you leave your master’s study for the last time.

The elf falls to your feet now that your dagger no longer supports his weight. After months on the surface under the accursed sun you have a lead. Time grows short, however, as you can feel the wild magic tearing at your mind more ferociously with every passing day. You must find this tiefling bard, the one who may know the location of what you seek. Raising the hood of your cloak you head back out into the night.

You will not fail, not when you are so close! Someone has beaten you to him, but they cannot elude a drow. Passing through the forest you arrive at the stone structure just in time to witness a bound tiefling ushered trough the doors which promptly slam shut behind him. Moving forward you stop resisting the chaos within.

Your second attack is unleashed before your first has finished blowing the iron doors off their hinges, and two of the forms within fall dead. Up ahead you see the familiar form of a teleportation circle flare to life and your quarry disappears. Those remaining quickly gather atop the circle and begin casting again. Moving flat out you make the circle just as it flares again. Releasing another burst of energy you quickly take in the battle being fought around you. More people in your way.


Having left your home behind and travelling far across Faerun, you arrive in the city state of Eridan, north of Tymanther. Curious about the history of a place with such a diverse population, you decide to spend some time here learning of it. During your research you hear rumours of a powerful sorcerer, Kysaduras, that one lived in the region, but who disappeared during the spellplague, along with a considerable mass of land. Further study leads you to believe that the spellplague must have torn the land free, creating an earth mote. The next stage of your research does not go so well however.

Your investigation into earth motes in the region has attracted someone’s attention; someone who disapproves of this line of enquiry. When they came for you, you were ready but their numbers were great, though they paid in blood for your capture. You do not know for certain why you still live, but you assume it is for interrogation.

Lead into the nearby forest and into a stone structure within, your spirits fall when you see the teleporation circle waiting for you. As you stand in the centre waiting to be taken to some unknown location the iron doors are blown off their hinges and bolts of lighting strike down two of the guards. In steps a drow, already preparing his next attack.

Hope is short lived however, as the mage nearest you activates the circle and you are teleported… straight into another battle. Before you a dragonborn, a goliath and an orc are fighting two beleaguered humans. If you survive this you will have an interesting tale to tell. You hurl yourself at the nearest of your captors.

The Lost Heirloom


Thraka of the Crazy-Whirlwind clan and Balasar of the Ancient Rage clan shared one thing in common. Each had lost their entire clan to the orc warlord Auxarc. After years of searching Thraka finally found a lead which lead them to the town Ruxi’s Bay situated on the shore of Lake Methmere. Retrieving his family’s lost heirloom, the flail of the Crazy-Whirlwind clan, and revenge against Auxarc were finally in sight.

Along with a goliath battlemind named Thurian Allmight, out to prove himself in battle, Thraka and Balasar tracked down the information broker Redgar Quinn at his home. Quinn promptly fled. Not knowing if this was due to the arrival of an orc, dragonborn and a goliath at his door or for some other nefarious reason the trio gave chase. Upon being caught, Quinn broke down exclaiming,

“I don’t know anything! I swear! Oh gods I’ll tell you everything!”

Apparently a gang leader named Donovan had sent a letter ordering Quinn not to talk to them. The letter read,


It has come to my attention that someone is seeking the heirloom of the Crazy-Whirlwind clan. Such scrutiny would inconvenience my employer. I would remember this should anyone start asking questions. I’d hate for anything to happen to you.


It appeared someone had taken notice of their inquiries. Leaving Quinn in a barrel, with instructions to remain there until they returned, the party set off towards the docks.

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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