Adventures in Northern Faerûn

Stopping Sammaster

Sammaster is a dangerous and very crazy wizard, who is responsible for much past suffering among most of the new members of the group. (Sometimes directly, usually indirectly). Additionally, Sammaster has stolen an important item (a magic book of some kind) from allies of the group. The party members are now tracking Sammaster down, in the hopes of retrieving the book and getting revenge (at least some of the party members want revenge).

View
Blackmale
Blackmale

Upon returning to the small town, they run into a friendly merchant who offers them free drinks. Several of the PC’s take him up on his offer and two become inflicted with a strange disease. The PC’s confront the merchant later that day and he is forced to give up the real reason he offered them the drinks. He has been hired to give them the drinks by a certain Red Wizard, but he claims that he had no knowledge of what was inside the drinks.

The PC’s decide to march back to the Red Wizards tower, but before they do his image appears and laughs. The Red Wizard then demands that they go to a small village on the edge of the Moonsea where another Red Wizard (and rival to him) lives and steel a special spell book. If they do as he asks, he will give them the antidote. He claims that the poison is fatal after 5 days, so they better hurry.

The PC’s reluctantly agree and leave in haste. They travel for two days before coming to the wizard’s tower. Ginger The Snap finds a secrete entrance and they slip in unnoticed. On the walls, the bard Burt the Bastard reads some runes, which immediately explode. He takes some damage, and the PC’s learn that they should not read the writings on the wall. They make it inside, and Ginger The Snap finds another secrete door which leads into a storage room which has a number of monk weapons-some of which are magical. The PC’s help themselves to the weapons and continue down the hall into the main chamber. There they find a monk. Burt the Bastard greats the suspicious monk and manages to charm him. The monk is now helpful and takes the PC’s up stairs to where the book is being held.

The PC’s decide that it would be better to make a fake duplicate of the book to give to the Red Wizard, then the real one. They spend two days making the forgery, then travel back East to deliver it.

The PC’s are met along the rode by the Red Wizard, who demands the book. The PC’s demand the antidote first, and eventually they come to an agreement and each gets what the other wants (except that the Red Wizard got a forgery). The Red Wizard then raises a number of dead that the PC’s passed along the road to attack the PC’s just for fun. The PC’s defeat the undead and return back to the Wizard’s Tower.

When just outside, they saw that the town in front of the tower was burned and pillaged, and the tower was under attack by the forces of a powerful wizard named Sammaster. It turns out that Sammaster is also interested in the same book. The PC’s rush to the tower, defeat some the Sammaster’s minions, save a monk that was being interrogated, and fight their way upstairs to Sammaster, but are too late. Sammaster has already found the book and teleports away.

View
Strange Happenings Part II
Strange Happenings Part II

The inhabitants of the town have been under some strange curse, and the moon has been full for over a month. The adventurers eventually run into a Mad Druid who tries to make them get down and worship the powerful god Ba’al. The PC’s refuse and a fight ensues. The Mad Druid strikes down his staff and causes the Earth to shake, knocking some PC’s off balance. He then summons a hideous ware-creature that charges at the party. The PC’s fend of the attacks and manage to defeat the Mad Druid, but it isn’t over. Occultist have erected nearby erected a shrine to Ba’al and have been corrupting the land around it. The PC’s next have to defeat the cult and destroy the shrine.

View
Strange Happenings
Strange Happenings

The PC’s travel across a strange, decaaying forest on their way to the Moonsea. They come across a mostly destroyed village, with some buildings still smoking. There are two mostly still intact huts. Checking the first hut, they find bloody carcuses of various animals that have been mutilated. Checking the second hut, they find the remains of a human body that appears to have been partially disected. As they left the second hut, they ran into a hideous abomination-a flesh goulum. It attacked them, injuring Austin The Kwan, before the rest of the PC’s were able to take it down. The travelers left the area as fast as they could until nightfall, then set up camp for the night. During the night, a strange creature attacked and Austin the Kwan had a bad dream.

The next day, the forest around them showed signs of decay and death. Nothing looked healthy. Continuing on their way, they reached a small town around dusk. The nightwatch was hesitent to let them in, and checked each one for signs of a disease that had been pleaging the surrounding land. When noone showed signs of the disease, he let them in.

View
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.

View
Stuck in the Northern Desert of Faerûn
Faerûn

Passing through the Northenr Desert of Faerun, we came across a powerful sandstorm and sought refuge in a cave. The cave was trapped and our rouge Ginger The Snap disabled them. It turns out the cave was full of Cobalts, which the party killed mercilessly. We then came upon a fairy that was quite upset. A Red Thayan Wizard had captured her lover. The party was asked to retreave the captured fairy.

The Red Wizard was located in the town of Murrock, which was roughly 5 miles south of the cave. After slaying a number of wondering monsters, the party reached the town, which partly lay in ruins. The party encountered an unnatural wolf-like creature that had been attacking the town. After slaying the large wolf, they entered the wizard’s tower where we were attacked by a giant centipede like creature. We quickly slayed the creature and investigated the bottom flore of the tower. After a couple more encounters, we came across a room that teleported us to the next floor. There we came accross an iron guardian, which almost took out the whole party, and Ginger The Snap was nearly killed.

Next we came across what appeared to be the Wizard’s potion room. There we were able to find a few healing potions, as well as a number of other random potions. Having partly healed up, the party continued looking through the tower. Eventually, we came accross the Red Wizard and his apprentis interragating the fairy. We defeated the Wizard with a little help from the captured fairy. We then looted the tower and returned the captured fairy to his lover.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.