And Yet They Walk


so on the trip to the orc camp we ran into some zombies. lots of them. A druid was leading them into us and we basicly eliminated all of them…. we started into the camp but fell back after some serious oposition.

new daggerford

So we ran into a scout of survivors from daggerford. She took us into the hideout they are using. We go to explore an orc camp next.


Well, at long last, we finally found a sailor on this stupid island. Only took three quarters of the party dying and crawling through a dragon wanna-be infested mountain. Talk about the obvious place to find one, huh? And wouldn’t you know it, it’s the dead psi-whatever’s brother. Go figure he forgot to mention that detail, or that he was even on the island to begin with! Stupid peasants. So at least that’s over with and I can finally stand up again without crashing my head into a beam or cave ceiling dangly bit.

On a good note, the healer can finally heal this crap or so we think. Nothing like waking up in the middle of the night looking at the intestines you just hurled all over the floor. Or the pleasant experience trying to swallow them back down. At least that’s what it feels like. I’ll have to make sure he lives… Never thought I’d worry about a hovel dweller’s life before.

Everyone wants to loop around a go by the temple on the way to salvation…err Windbreak. With my luck, they’ll all be undead by now. No such free potions ahem luck. Very little assistance here and our casters actually gave their spells away for free!

In town, looks almost like we left it. Couple shamblers per building and lots on the streets. Even some just laying about. Guess in death, they carry on the way they did in life. There are quite a few boats pulled up on shore. Looks like we get our pick. Can’t figure why, but a new ship has appeared in the harbor. A two-masted sailing ship I don’t remember. Very odd it would just appear. Let alone drop anchor here. Would think the dead WALKING AROUND would be a hint, you know?

Got off shore pretty easy. The hunchback showed up. Now he’s sporting bat wings and a bigger hump. Some people get all the upgrades. Spent a few days crossing the deep with little issue.

What the hell? Smoke on the horizon and a ship sunk bow first in the harbor of Waterdeep? It can’t have spread here. That’s just not fair. Landed in a small cove and hiked the 2 miles to town. Burnt tents and wagons littered the path but strangely no bodies. Wonder if anyone else noticed the absence. Once we got in sight of the town, I couldn’t believe my eyes. One of the gates was hanging by a hinge! How do you break a door that big without a siege engine? We’ve only been gone about 3 weeks. I would have thought it would take years to take a town like this. Especially with the wizard’s guild. It’s the strongest magic town I’ve ever visited.

Streets are empty, almost even of wagons. Again. I didn’t notice any corpses. A town of over 100,000 people gone!? How? More importantly, where can I learn that trick? Here’s hoping we can finally find some loot….

Oh goodie

So here we are. Tossed into the undead tunnels again. And this time there are ghouls… Oh lovely! In the first round, half the party goes down, paralyzed. Somehow the healer manages to stay up for a little. But now the moral dilemma,as I watch all this from the door of the adjoining room, do I just close the door and run? And of course… Who would know?

In which the party comes together

Our story begins not with a party, but with a number of lone adventurers come to Waterdeep in hopes of joining an established band or forming one of their own. Quite soon, each one of these worthies discovered the value of knowing people – or, rather, the frustration of knowing no-one who could advance their cause. The taverns proved heavy with tale-tellers and hometown heroes but light on the sort of person that could be trusted to watch one’s back. Successful groups were cliquish and wary of newcomers. In the end it was the house of worship, not of ale, that provided.

On the door of Heironeous’ exquisite waterfront temple was posted a simple notice: “Mercenaries wanted for detached work. Talented, resourceful individuals only. Field experience not necessary.” After careful vetting by temple paladins, the characters assemble before Father Zacharias, who offers them 100 gold apiece plus transit and lodging to show the church flag in an investigation of sacrilege at offshore Driftcrag Island. Payment is conditioned on behavior becoming of church representatives and on a thorough investigation of the incident.

The good father is saving the church a considerable amount of money by recruiting unseasoned adventurers. He seems to have less regard for the mission itself than for the appearance that he has put “boots on the ground” in a strong response to a public outrage. Although he will not negotiate his rates, any character may hold out for more money. To do so, take a manila folder, mark it “dead end tavern,” place your character sheet inside, and roll up a new one. Waterdeep has no shortage of eager fortune-seekers.

Although the temple of Heironeous on Driftcrag Island has always been small and is currently almost non-existent, the locals feel a particular pride as the burial place of Saint Aelephus the Peacegiver, one of Heironeous’ storied heroes in Faerun. The saint’s tomb, lying in the modest cemetery of Windbreak Town, was recently entered and defiled in a manner that was not clear from reports. Locals have been unable to identify the culprit and wrote to the Church for help. Characters are to uncover and deal with the perpetrators or, failing that, conduct an investigation sufficiently thorough to satisfy local indignation.

Characters may choose to stay in Windbreak Town‘s public inn, with reasonable expenses paid by the church’s local caretaker. They may seek lodging with The Temple of Serene Contemplation of the Perfect Sunrise, which considers devotees of Heironeous friends and allies. With the proper approach they may be able to gain hospitality at Tillwood Estate, long friends of the church. Sir Marsden Tillwood and a group from Windbreak Town have both been through the tomb after the incident but with no result.

On board ship to the island several drunken crewmen tell a story about a cave full of gems. They are notably particular and consistent in placing the cave’s location, describing it as near a lightning-struck oak in the forest near the salt fens. When sober they apologize for telling the story and beg the characters to just forget it. They say it is a fable they only share with poorly-liked new crewmen because people who go in search of it tend not to return.

- Vynnie

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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