After the Fall

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.

To Live and Die for the Cheese
Oh rats, what a cheesy way to start an adventure!


Five lonely wonderers came together at the dying of the day to enjoy a nice cold one at Bissenholf’s Tavern. I guess the only table open conveniently had five seats! How fortuitious for Otmar, Alexander, Zannan, Quain and Daniel. But my my, rats seemed to be everywhere. These five decided to do something about it. Thus after many a long and awkward conversations at Bissenholf’s, they set out to find the source of these rats. Many seemed to be coming from the Ivy Palace. Thus a trip to the mysterious flooded cellar and dungeon was needed.

The Cellar yielded few results other than Binas was capable of building rats out of dead bodies. But rats seemed to take a sinister turn at night. Alexander, looking for a confrontation, challenged the leader of the rats. Cintras, the page, introduced them to a Captain Armando, head of the night watch of Foxholm. One thing led to another and by the middle of the new bell, five dead guards were at the feet of the new adventurers/amateur rat catchers.

Well this certainly was a cheesy situation. And when answers are needed for a cheesy situation, there is no better place to go than Foxholm’s own: The Cheese Factory. Angry old cheese-maker Carder Colby was not impressed with their investigation into his business. Thus the adventurers followed the merchant Pompo Greeseweld to see why such a fishy man would buy cheese instead of fish. Thus they find themselves on a road ten minutes north of the watch-gate into Foxholm.

Of Mice and Men. And Evil Mages.
Oh, my! The first rewards from adventuring come in. I smell shopping montage!!!


The party followed Pompo Greeswald to Borham only to find the trail go cold. But it wasn’t a complete waste because they were joined by the brave Mard Furtin! Oh, okay it was a complete waste.

The Ivy Palace gave the adventurers their reward for their part in clearing out the basement, (what did they do?) and went back to the Cheese Factory to sniff out what trouble Colby Carter was in. The party decided that going into front doors was so 340 AS and opted instead to sneak into the cellar.

The cellar was full of painful little traps, but most were avoided! Most eh, Mr. Forthwright and Mr. Wolstaff? A hidden hole revealed the culprit behind the ratty problem, the big cheese himself, Terchail Malten former human and former leader of smuggling operations and current master of transmutation magics. Battle ensued and after a little chill from Quain, some electrifying displays by Zannon, thuggish beatings by Otmar and Daniel cough Burt cough a seven foot tall, iron haired rat was begging for mercy. The rat had valuable information after all! Perhaps Mr. Forthwright would like his daddy back? Yes he would! Terchail was spared and the great Silvertail, King of Rats was freed and the town of Foxholm became a little less crazy. Just a little.

For convenience sake, the party decided to join the Blue Hearts Adventuring Guild. The training they received made sure that death would come that much slower on their future endeavors. Terchail was given over to the Reast to meet his justice, but what’s this? Surely a group capable of such heroic actions needs an equally heroic name. Thus was born the Not At All or the Notters. Ahem. Heroic indeed. Ahem. WHY HASN’T SARCASTIC FONT BEEN INVENTED YET! Well sufficient to say the game master has little to do with what the party chooses to call itself.

Terchail didn’t leave them in the dark before being turned over to the Reast, and the party discovered that the Black Market of Borham held information on why Tidous Forthwright had disappeared. But wait. One can’t just march into the Borham Black Market. At least they can’t without a shopping trip! Queue Pretty Woman Music. End scene. Well the group had gathered their Finspang Tigers caps and ’I’ve Shopped at Smut’s Bookstore’ Mugs and had nothing left to do but head to the dreary gloom of the city so dirty that the dirt needs to take a bath. Yes they went to Borham. After Quain proved that he was inept at codewords the party made access under the city and into the hidden Black Market of Borham. Where you can buy anything and no questions are asked. And then they proceeded to asked a lot of questions there. The Fallen Rotunda headed by the notorious Janus Gregory enlightened the group on who the true villain behind Tidous’ disappearance is: Garret Archivald, Flame of Yercha, Leader of the Midnight Society (no not the Dead Poets Society. Did we really have to go there? The only word in common with the two is Society. Damn you Robin Williams! Were were you when I was taking 9th grade English!). And GASP this is the same man that burned down Zannon’s house! Eat your heart out Mr. M Knight Shamalan.

While in the Black Market, it wouldn’t hurt to check around for more information on Archivald, right? Apparently not because they got an earfull from owner of the Snakehaven poison shop. A rather charming fellow really. Mard made sure that the sssslippery fellow ssssuplied ssssuper information for the heroesssssss.

And then Matt had to go to bed because he had classes at 8am tomorrow. Oh, life!

Riddle Me This: A Riddle Orb
Mard brings out the softer side of barbarians

September 30th, 2010

Not even going to get into the software problems opentable decided to spring up. Back to the disco of game table.

The party thought about attacking the great Garret Archivald. Well they felt it was a little early for a TPK so decided instead to check with their local adventuring guild in Foxholm about the possibility for any adventurers. What luck! An adventure was available. One that would pit the party against the Band of Brave Adventuring Guild. The Blue Hearts Adventuring Guild’s name is on the line for this one. The Notters are their only hope. Spoils go to the first one to find the Riddle Orb for the merchant Draginold Tersai. Said orb lies guarded in a Nissian vault. A list of equipment was made: horses, rations, 10 foot pole, rope, grapple, bags and a crowbar. Conveniently not on the list: bludgeoning weapons and a way to translate the Nissian language.

First problem is getting past the xenophobic tribe of Bone Chewers that guard the entrance to the valley wherein lies the Nissian structure. Not a problem; just sneak on in. But luck ran dry for the part ran into a sentry who managed to give a cry for help before Otmar’s silver hammer came down upon his head. One barbarian sentry is not a problem, but what happens when four come to see why their comrade was making noises? Mard’s life on the line, he came to a rather charming solution and befriended the highest ranking barbarian present. Though such friendships are sure not to last, the party departed the company of 4 laughing barbarians and 1 unconscious one. Mard was also kind enough to give them warning of the imminent arrival of unfriendly outsiders. The mouth of the valley shall be heavily guarded against any incursions by Bands of Braves!

After a days travel they came to a rock. Under the rock was a demon. Of course the polite thing to do is to free it, right? Upon gaining his freedom and finding his heroes somewhat quiet, the demon left them a rubied ring and took flight. Nice fellow for sure. And no Quain, it is not a ring of three wishes. Jeesh.

Soon the Nissian structure was found. Peering in they saw skeletons who saw them and they decided that the discussion would best be continued by bloodshed. Oh drat, there seemed a lack of weapons capable of bashing the bones of skeletons. Bolts flew though them and swords left weak slashes that seemed not to hinder their grinning foes. Luckily Otmar’s hammer and Quain’s staff of sharing came in handy.

Upon dodging around some dart traps they entered a room with an ugly statue. The statue has Nissian scrawl around it creating a dilemma as no one understood the language of Nis. Oh wait Alexander remembered he took a semester of it back in junior college. And the humble GM remembered he had to wake up at 7am and thus the game ended for the day. Stay tuned next week for the next episode of Dragon Ball Z!!

Riddle Orb Found!
Notters showed some Band of Braves they don't play none

October 7th, 2010

Notters got a mace and breezed through the rest of the Nissian ruins except perhaps the part with a couple skeletons brandishing tower shields and spears. No breezing there. Eh, Quain and Mard? Unfortunately for the Houndish Gaurd, his fiendish riddles proved no match for the collective minds of the Notters and with the riddles solved, the guard had no choice but to allow the Notters to take a pick from the collection in the vault. But if they thought they could just stroll back to Dragipur with the Riddle Orb, they had another thing coming: ambush by the Brand of Brave! Or at least an attempt to. When the dust settled, three stripped Band of Braves and one dead one lay upon the ground.

On they way back, they decided to outrun the Bone Chewers. No problem there apparently. And lets not forget a trade of boots for charms. Mard’s Obsession. They now find themselves in Finspang, training and honing their skills.

On Trial, Then The Bronze Tourney
Let the Games Begin!!

Oct 14, 2010

The Notters were taken to Court! At the Hall of Justice in Askera, the Band of Braves’ Gold Swords accused the Blue Hearts’ Notters of: one count of murder, five counts of larceny, four counts of assault, four counts of attempted murder, one count of ignoble conduct unbefitting Dragipurian citizens outside the Kingdom and one count of conspiracy against Dragipurian citizens. Passionate defenses given by Quain, Alex, and Mard left the accused innocent of all charges!

But Wolf 10 approached and the Bronze Tourney was at hand. Mard spent all the groups money on a new horse and went about jousting. His superb riding could not make up for lack of jousting skills and Sir Walter went on to take the champion seat. Alexender brought much fame to himself taking second in the archery contest.

Meanwhile bemoaning the inability of the rules to be explained to him (listen to what I mean, not what I say Wesley!), a man approached the bad gambler Quain. Loslo Baelbar’s son Dimirtry has disappeared while on a diplomatic assignment to the Tendell Islands. Loslo needs Quain’s help and the adventurers find themselves in the Hatagan capital, minus a very expensive horse.
Finding the missing Dimitry

October 21st, 2010

Upon arriving in Amakama, the adventurers met a Hataganian monk named Togan who acted to serve as their translator. They got to know a bit about the government from the Seri merchants warehouse and then decided to meet this government for themselves. They met a friend of Dimitry who also served on the Kamijuku, the voice of the Hatagan nation. Apparently Dimitry and the Kamijuku had just worked out an agreement by which the Hatagan nation would join the Dragipurian Kingdom. But, gasp! He disapreared along with the contract and many suspect foul play. The group suspects that Hwesent agents are behind his disappearance. They checked out Dimitry’s living quarters and found structural damage to a window. They then hatched a plan to spread word that Mard (yes, Mard) was the next ambassador. Then they went out travelling on the road. They explored a bit of a village and then walked into an ambush. Or rather they walked through an ambush because nary a soul escaped the Notters!

In the end they followed their assailants back to their secret hideout. They discovered this hideout to be the Kanikura monastery. The monastery is closed for business so they must make a plan to get inside and look around. Quain thinks climbing over the nonexistent walk and into the nonexistent courtyard is a good idea. What do YOU think?

The Notters Are Captured!
Don't drop the soap

October 28th, 2010

The Notters decided that rather then stake the place out, the fun thing to do in a foreign land would be to walk up to the door, pose as a native, gain entrance into the structure that houses the very villains that are trying to catch them, and all this while the villians are eating their supper in the main hall. Well things went remarkably well. Up until they tried their plan. A very keen eyed, natural 20 rolling doorman was not fooled by Quain’s attempt to pass as one of the local bad guys and he hatched his own plan to ambush the Notters as they entered. His plan worked out pretty well, and a large dose of knock-out gas took everyone down and out. Everyone that is except the fortuitous Mard. He bravely stood his ground against the oncoming onslaught and one second later lay unconscious from a mildly damaging sword wound. Mard likes to pass out. It’s his thing.

When the Notters came to, they found themselves in a room with the exit barricaded and guards on watch from across steel grating. But Dimitry and a baker’s dozen full of monks and an abbot were in the room as well! But how to rescue Dimitry and the this baker’s dozen of monastery staff? Well Mard had an idea and suggested to the guards to exit. One did and the other followed to try and convince him to return to his post. Meanwhile the stupendous strength of Otmar was put to the test against a door. Otmar got an F on the test, the guards returned, a warden gave warning and general consternation re-ensued. Would the Notters resign themselves to being prison bitches?

No four walls could hold Togan however. At least not while he rolls consecutive natural 20s. He lined the monks up in a singing and dancing hymn to obscure his actions and took his fury out on the door. One guard saw the ruse and went to get help. They did not anticipate the speed in which Togan would break down the door. As if it was paper, Togan threw down the door and the masses inside escaped. Only to find themselves trapped again, with a bunch of irate and armed (unlike the armless Notters)guards. Togan was not intimidated by the situation and attacked their barricade with his bare hands, suffering many a wound by bolts and spears. Quain ran up to heal the wounded Togan. A curious Mard began poking around in the arts and craft room of the monastery. And he found something quite peculiar. Mard always prided himself on his knowledge of wools and dyes and his knowledge paid off well today. Paid off with another natural 20. Inside the room he found bottles of a rare and expensive dye made from the crushed shells of the freshwater clam, Yunitolo. A dye that is very dangerous and must be aired out properly before use else it blinds those nearby. Several thrown, broken dye bottles later the majority of guards and Togan were blinded. The Notters decided to retreat to a secret passage out as mentioned by the monastery’s abbot. The guards, mostly blinded decided that as long as they held their current barricade, there was no reason to pursue their trapped wards.

However a rather nasty fellow with a large axe lay between them and the room with the secret exit. The axe swung and cut Otmar a new one. Otmar responded with a desperate attempt at blinding the guy with their last bottle of dye. The man with the axe shrugged it off and prepared to introduce Otmar to his doom. But up stepped Zannon, electricity blazing through his fingertips, and he shot forth a bold of lighting that slammed into the monster of a man and left him smoking and unconscious. And with a wacky hairstyle.

The secret passage in the abbot’s room lay ahead! But who would take up residence in the abbot’s room while the abbot was in prison? Well a nasty little spellcaster of course. A spellcaster that transformed before their very eyes into a huge demon that stood 12 feet talks. His skin was blacken coal and his arms and torso were covered in spiky brown hair. On top of his massive muscled form was the head of a bull, drool dripping from his mouth and curved horns ending in sharpened, bloody points. Otmar and Quain saw through the illusion and were decidedly unimpressed. Otmar lifted the axe from the still body of the previously slain nasty fellow and swung a stinging blow against the illusionist. Quain went to rage mode and shot a blast of necromantic fury into the chest of their foe and the illusionist collapsed on the floor. The furious Quain then stabilized him. Quain likes to stabilize things. Even when he is mad. He really should be on a hospital drama. They then ran through the secret door and escaped from the monastery. All in all, one monk was missing and many weapons and items were lost. They then hightailed it back to Amakama with the traitorous spellcaster and presented Dimitry, the spellcaster and their story before the Kamijuku. Next up: reward…

A Series of Unfortunate Gametables

November 4th, 2010

A well prepared GM attempted to show his PCs the cool maps he made. Disaster struck in too many kilobytes and other problems. The end.

Okay, a bit got done plotwise.

The Notters, being the heroes of the hour, had all their lost items returned to them and were allowed to take part in a secretive and ancient Hatagan binding ritual known as the Akishige. This allows items to become more powerful in relation to how they are continually used. Otmar choose his bloodhound greataxe pulled from the dead body of a slain barbarian conspirator; Alexander choose his father’s crossbow, Quain choose bracers, no a cloak, what about a hat… no bracers, definitely bracers, well no on second thought I will do the cloak; Zannon choose his quarter staff; Mard choose his pet rock, Gregory; the long unpresent Burt choose his longsword; and Togan’s internet was not working and thus will have to choose the next game.

Upon return the Notters were granted a tract of land by the King. The land is called Archer’s Ford. Investigating it reveals that it is a fertile tract of farmland along the Sorrowsong River. Alexander also asked a boon of the King; find information on his missing father and on himself (he’s still incognito, not sure why he wants the King to find information on him). The Notters went to Archer’s Ford to see their land. Dark rumors of children disappearing disturbed the otherwise friendly and bright atmosphere of the place. The Notters went to investigate the rumors and found that some have heard a song being sung in the dead of the nights the children disappeared. They followed tracks shown to them by a linguistic crayfish into the forest. Encountering unfriendly wolves Zannon supposed that lighting might be their best introduction. The wolves died. All of them. Zannon didn’t even use any of their parts! They now stand before the entrance to a dark ruins. Where will it lead?

The Dark Lady's Manor
The Notters find themselves timid in the dark

November 11th, 2010

After destroying a bunch of feral wolves, the Notters headed into the ruins of a dark tower. To be fair everything is dark at night. A passage under the ruins was found and the Notters found themselves in a furnished and inhabited under region. A hallway to the north led the Notters to a room full of strange, pulsating egg sacs that secreted glowing green goo. The egg sacs hung from a wall and had tentacles dropping from them. The tentacles were attached to children in a semi comatose state. Their cries and muted murmurers could be heard. Also in the room were two creatures of teeth and claws. They inquired in rasping voices to the Notters as to why they were here. The Notters replied by drawing out their weapons and attacking. Combat ensued and to the Notters disgust, they found that every blow struck upon the demons resulted in an acid discharge. Otmar was soon covered in acid burns while everyone else fired upon the creatures from a distance. Soon the creatures died in blast of firey acid leaving Otmar and Quain near unconsciousness.

After healing the group decided to explore south. They opened up a door to a dining room where three Rethen warriors were eating undercooked meat and playing a game of chance. Fighting the intruders looked to be a better game and the Notters found themselves engaged in furious combat. The Notters were holding off the attacks when bad news came from the kitchen. The noise attracted another Rethen hiding in the kitchen who snuck up behind Quain and took him down with a cleaver. With their healer unconscious, the Notters were in deep water. Mard of course got jealous that someone would fall unconscious before him and he quickly dropped next. Alexander, Otmar and Zannon, covered in injuries were now all that remained between victory and a TPK. Otmar got angry and decided to put his bloodhound greataxe to good use. In fury he took down one after another Rethen until all that remained was the Rethen leader, who surrendered before the might of Otmar. Otmar showed no mercy.

After a few hours of resting, the revived group headed to explore what was left to the west. They found a couple of sleeping Rethen and rather than engage in more combat they set up a shoddy trap that would alarm them if they awoke. They then found the chambers of the Dark Lady. Listening through her door, she seemed to be conversing with someone who had a deep, metallic voice. Otmar kicked down the door and the Notters saw a beautiful woman with white hair and gray eyes sitting at a desk. On the other side of the desk was an eight foot tall figure completely encased in steel armor. The eye slits revealed only blackness. Strangely the figure seemed semi translucent and the attacks of the Notters went right through the figure. Alexander somehow connected one of his shots with the crossbow and the figure fled the room. The Dark Lady attempted to charm some of the Notters but succeeded in only charming Quain. Faced with four angry Notters the Dark Lady surrendered and revealed all she knew in exchange for sanctuary at Archer’s Ford.

From what the Notters could gather, some mysterious figure named Lord Askeron was hatching Gromuni larvi for some plot against Dragipur. The Gromuni larvi needed the nightmares of children to incubate and thus Layle Chrystandum of Erigald aka the Dark Lady was coerced to head to the Dragipur Kingdom and use her magical abilities to gather the children needed.

The Notters got back to Archer’s Ford and found a missive from the King waiting for them. What would the king need from the Notters? Stay tuned to find out!


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