Third Log
After another half day’s ride back toward the crude fortress an enormous lone tower comes into view around a nearby peak. As the adventuring would-be knights ride through a small cluster a farmhouses, a platoon of guards in black armor marches in. The heroes crouch in a pasture filled with animals and listen in horror as the villains beat copper from the women and elders while the men are away working in the field.

One petitions the others as such. “We are but a few men. We cannot breach a fortified gate of our own accord, however. If the men working in these fields knew of the harsh treatment their families endure in addition to their harsh taxes they may be willing to rise up and aid us.”

And so it was that they incited almost a dozen nearby workers to rally at the gate and demand relief from their horrid treatment. They distracted the guards long enough for the heroes to make their way past the gate, but the guards got irritated. They called another few guards from the barracks nearby and slaughtered the workers in cold blood.

The heroes, however, learned not this last atrocity. They had already slipped into the tower. To the right, the stairs led upward: no doubt to the sorcerer’s lofty quarters. To the left, the stairs led into a gloomy prison where the healer maiden was rumored to be kept.

There were but two guards, quickly dealt with before entering… into storerooms. The heroes thought at first that they had made a wrong turn until a maiden’s voice rose from the back of the room. “Get your hands off my you sniveling bloke, you lowborn mutt of a man. You are not worthy of kissing the ground I walk on! GET OUT!” The heroes follow the noise around a corner to see a gorgious woman trying to shove away a beast of a guard. The large guard is quickly dispatches and the woman whisked out of the dreary place.

Back at the top of the stairs the guards have finished clearing away the poor peasants’ bodies and are making their way back into the tower. They cry out in horror “Intruders! The lady has escaped!”

A well-placed arrow sets the portcullis falling shut before the attacking guards as the heroes flee the tower with their prize: the famed healer, the lady Galatina of Perdur.

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.

Second Log
The unlikely band set out lightly armed, but soon came upon some trouble. A wooden fortress stood between them and their path. They tried knocking politely, but in the end were forced to scale the walls heroically and fight their way to the stables through a horde of enemy footmen. They then rode heroically into the sunset to throw off their pursuers.

Some time later they had rounded various mountains and come to a dead end. A river stood between them and escape. The evil men gleefully surrounded them, anticipating a slaughter, when a single lone rider appeared to render aid.

The man bashed one man into his piers using only his shield before decapitating two renegade knights with his sword. They rushed to join this strange awe inspiring man and soon felled the attackers. The man identified himself as Marinus and told them he had heard of evil men intruding on his outermost estates. He could not come along for fear of his tenants’ lives, but he pointed the brave bunch due east in the direction of the storm tower.

First log
A call has gone out across Keep Lucrus. The old king’s son, Perdus, has taken a turn for the worse. The king has been brought word from one of his questing knights that there is a powerful healer woman being held captive in the storm tower.

All the knights of the realm that could be spared left Lucrus at once. Even the prince’s cousin Marinus has been reported to be off searching for confirmation of the mysterious healer. A noble band of would-be knights hears this news and sets off on a quest of their own to bring back this woman from the clutches of the sorcerer residing in the tower.


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