Inferra

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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The Search for Stone
The first quest.

A band of adventurers were drawn to the once-prosperous mining town of Fort Pythis by the promise of easy riches. They have been hired by Ordell of Kyriel to bring, alive, the adventurer Jorok Stone to his employers at the Archaeological Society. Stone had last been seen taking his band of mercenaries to a nearby mine.

On the way they were beset by a small band of goblin bandits, who were swiftly dealt with.

When they arrived, the adventurers found the mine bereft of life. Someone, presumably Stone and his men, had swept through and slaughtered the kobolds who had taken up residence there. Proceeding further they triggered a cave-in which revealed a hitherto unexplored portion of the mine.

Lit by ancient magiks, the new portion of the dungeon was never part of any mine. Built by careful artificers, the true purpose of the vault the adventurers found themselves in was never ascertained, as the item that it guarded had been removed by Stone.

The adventurer’s followed Stone’s trail to the Shining City where they discovered that Stone had travelled west, toward the desert. Close behind, the adventurers pursued stone to the gates of an ancient monastery. When they entered the building, however, they found that all inside had been slain, and a gruesome trophy of a bleached human ribcage had been erected. When our heroes attempted to investigate, they were set upon by villainous goblinoids, and, outnumbered and out-gunned, were captured and taken to the desert fortress of a band of dragon-born rebels, where they were held captive. The leader of the dragonborn – a charismatic and powerful fellow by the name of Azalus – confided to Arloch that he was, in fact, Arloch’s nest-brother, and had been preparing an army to launch a massive assault on the Dominion. Arloch played along until he was able to free his compatriots and they fled into the desert.

They wandered for days, following the mysterious sound of a horn through the endless wastes. The party eventually caught up with Stone inside a massive ziggurat hidden beneath the sun-bleached sands. However they were unable to find any answers as Stone was spirited away by Ordell to the City of Chains, and our heroes were left (once again) to die in the desert. Miraculously they found their way through the unmapped wastes to the city where, it was ascertained, Stone was being held in The Kyte, a massive island fortress floating thousands of meters above the ground.

While waiting for an opportune moment to free the dwarven adventurer who holds the key to unlocking the doings of the nefarious Ordell, our heroes made a name for themselves in the fighting pits of the City of Chains, besting many a fearsome adversary. They also helped out a local hippogriff trainer by capturing some hippogriff eggs, and aided the local city guard by ferreting out a group of orc bandits to the north, sparing only the children – who may one day return, seeking vengeance. But now the hour grows near when our heroes must free their quarry from the most heavily-guarded prison in the Dominion.

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Recap: Levels 1-7
The Search for Stone

A band of adventurers were drawn to the once-prosperous mining town of Fort Pythis by the promise of easy riches. They have been hired by Ordell of Kyriel to bring, alive, the adventurer Jorok Stone to his employers at the Archaeological Society. Stone had last been seen taking his band of mercenaries to a nearby mine.

On the way they were beset by a small band of goblin bandits, who were swiftly dealt with.

When they arrived, the adventurers found the mine bereft of life. Someone, presumably Stone and his men, had swept through and slaughtered the kobolds who had taken up residence there. Proceeding further they triggered a cave-in which revealed a hitherto unexplored portion of the mine.

Lit by ancient magiks, the new portion of the dungeon was never part of any mine. Built by careful artificers, the true purpose of the vault the adventurers found themselves in was never ascertained, as the item that it guarded had been removed by Stone.

Trouble in the Shining City

The adventurer’s followed Stone’s trail to the Shining City where, being of undesirable countenance, they were denied access. The PCs, while searching the slums outside the city walls for some means of ingress, became embroiled in a turf war between the Hammers – a gang of youthful Dwarven expatriates – and the Leeward Sharps, who represented the huddled locals. With a combonation of mediation, intimidation and a few hard knocks, the adventurers stopped the violence and were able to foil the attempts of an insidious black market that had been fueling the fires by selling military-grade weapons and arcana to both gangs. They also discovered documentation indicating that the weapons had been sold on the order of the House Llyria. In the process, they were able to find a gate pass and enter the city proper.

While getting their bearings within the city, the adventurers rescued Cador, an admitted Paladin of the Dragon God, from a public hanging by invoking Israfel’s family name.

On the Trail

The adventurers tracked down the enigmatic Sharegrave, Stone’s erstwhile contact within the city, who indicated that Stone had travelled west, toward the desert. Sharegrave gave Israfel a small onyx cameo that he promised would be useful. Upon setting out on the road, the adventurers discovered evidence of brutal attacks and massacres that did not match the cowardly raids of the common goblins. Eventually the adventurers pursued Stone to the gates of an ancient monastery. When they entered the building, however, they found that all inside had been slain, and a gruesome trophy of a bleached human ribcage had been erected. When our heroes attempted to investigate, they were set upon by villainous goblinoids, and, outnumbered and out-gunned, were captured and taken to the desert fortress of a band of dragon-born rebels, where they were held captive. The leader of the dragonborn – a charismatic and powerful fellow by the name of Azalus – confided to Arloch that he was, in fact, Arloch’s nest-brother, and had been preparing an army to launch a massive assault on the Dominion. Arloch played along until he was able to free his compatriots and they fled into the desert.

The Ziggurat

They wandered for days, following the mysterious sound of a horn through the endless wastes. The party eventually caught up with Stone inside a massive ziggurat hidden beneath the sun-bleached sands. However they were unable to find any answers as Stone was spirited away by Ordell to the City of Chains, and our heroes were left (once again) to die in the desert. Using the horn left behind by Stone – which may have been the horn used by The Silver Chain himself when the gods first crossed the desert – they found their way through the unmapped wastes to the city where, it was ascertained, Stone was being held in The Kyte, a massive island fortress floating thousands of meters above the ground.

The City of Chains

While waiting for an opportune moment to free the dwarven adventurer who holds the key to unlocking the doings of the nefarious Ordell, our heroes made a name for themselves in the fighting pits of the City of Chains, besting many a fearsome adversary. They also helped out a local hippogriff trainer by capturing some hippogriff eggs, and aided the local city guard by ferreting out a group of orc bandits to the north, sparing only the children – who may one day return, seeking vengeance.

But now the hour grows near when our heroes must free their quarry from the most heavily-guarded prison in the Dominion …

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Jailbreak!
Penetrating the Impenetrable Kyte
Break In…

The adventurers eventually gained ingress to the Kyte by stowing away aboard a skyship bringing supplies to the island fortress. Using a diversion provided by their paladin allies, the heroes fought their way out of the fortress and down into the underbelly of the compound. They braved traps, puzzles, and vicious beasts; they soon found their way deep into the Gut where they came face-to-face with the Grell sorcerer Murthwaite d’Orescieu.

At Last, Peace

Murthwaite had been experimenting on the prisoners of the Kyte, using fell magics to twist and shape them into foul aberrant creatures. He had dissected Orsik, the subject of Avram’s quest, for purposes unknown. The adventurers let him go, however, in exchange for the location of their quarry and a magnificent skyship. As Murthwaite made his escape, they descended ever further into the tunnels beneath the surface. Before long they found Jorok Stone. He had been horribly tortured for weeks, kept alive by magical means. In his last moments, Stone was able to explain to them his reasons for fleeing as he did: dispatched by the Archaelogical Society – an organization wrapped around the finger of the Five Families – Stone found an artifact in the mines below Fort Pythis: a small white rock. Upon touching it, the rock showed him visions of incalculable destruction and he knew its purpose. The artifact was part of a great weapon that, when assembled, once tore the world apart. It spoke to him of its two mates: one in the possession of Lucius of the Llyria, and one hidden in a ziggurat in the Salt Flats. The latter is currently in the possession of Ordell of Kyriel. Stone finally revealed that he had hidden the Pythis artifact with his uncle Craddock Stone, who the adventurers had met some time previously living in the Outer Quarter of the Shining City.

Break Out!

After sending Stone to his final rest, the adventurers were confronted by the terrible Warden of the Kyte: a Kyton demon of no small power. A lengthy duel ensued that nearly cost them everything, but through teamwork and clever tactics the adventurers won the day. The Warden was killed, leaving behind only his hellish chains. The adventurers made their escape on Murthwaite’s skyship, returning to the surface to rescue the remaining three paladin survivors. As they sailed to freedom, however, they turned back to see explosions rock the island. The Kyte, sabotaged by the paladins, toppled out of the sky and crushed much of the City of Chains below. At that moment the adventurers looked out across the Salt Flats and saw Azalus’ army on the march toward the shattered city, intent on sweeping across the Dominion and scouring it of life. The heroes are faced with a choice: with the three pieces of this dangerous weapon so close together, it is only a matter of time before they are recovered by the Five Families. Do they stay and defend the City of Chains from the bloodthirsty army at its doorstep? Or do they return to the Shining City and stop Israfel’s father from assembling this terrible weapon?

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From the Journal of Israfel, Scion of House Llyria
An account of the evacuation of the City of Chains

Today has been eventful, to say the least. It has seen the end of the Kyte, and the City that was its anchor. And it was very nearly the end of me.

The desolation of the City of Chains was … indescribable. The sky, barely visible for the vast cloud of ash and dust that hangs in the air even now. Fires rage, checked only by the lack of things to burn. The people – gods …. Those who did not stumble about the wreckage like drunkards were like animals, reduced to their basest instincts.

We saw it all, from our airship (whose arcane controls I am still struggling to master.) Men turning on men, scrambling to save themselves and their families – or worse still, those who had lost everything looking for someone to blame. And in the distance, another cloud of dust – but this one was moving towards us. We had no doubt, we companions, that it was the army of Arloch’s brother – the one called Azalus.

With our paladin prisoners in tow, we surveyed the city. Arloch was sturdy as ever, impassive. Alauril, usually all bravado and jokes, for once, was silent. We decided to make our way to the home of the Kazfior family. Their patriarch, Edwin, was one of the leading citizens of the city, and we assumed he’d be heading some kind of recovery effort.

Instead, when we arrived, we found a mob at his gates, intent on vengeance for the many wrongs perpetrated on the city by the Tiefling establishment. Right idea, wrong time. We helped the harried guards to disperse the crowd, and set them about making themselves useful. People can be such fools! Their city crumbling around them, an army at their doorstep, and they’d waste their time on petty vengeance!?

Of course, Edwin and his ilk are not blameless. When we found Edwin, he was packing his belongings and readying to leave! He didn’t seem to care one whit for the people under his protection. So much for noblesse oblige. When we asked him who WAS in charge, if not him … well, it seems the City Marshall had been crushed by the falling Kyte. Worse still, there was no command structure to replace him! So I took it upon myself to become the new Marshall. People need symbols of authority in trying times such as these.

Our first order of business was to hand over the Paladin terrorists to Sir Edwin, and to see that he, and they, left the city. Our hope is that Edwin’s sense of duty to the Dominion (and self-preservation) will oblige him to warn the rest of the Dominion of the threat posed by Arloch’s brother Azalus. Once we got him out of the city, we set about organising a refugee caravan, under the protection of what remained of the City Watch.

Our relief efforts, were interrupted, however, by a summons from the Chieftain of the local Orc Tribe. We had encountered his people before, as foes, and so we were wary. Before anchoring our ship (which we had been using as a mobile base of operations), I warded it with Arcane Eyes, to keep watch. We found the chieftain of the orcs to be … most reasonable. It seemed that his people had abandoned their homeland when the environs there were no longer livable, and came to the borders of the dominion seeking more hospitable climes. The conflict between our peoples was an unfortunate misunderstanding. We made an arrangement with the chieftain – if his people would join the refugee caravan and help keep it safe, we would attempt to integrate them into the Dominion. There was a further condition we did not expect. We were charged with the protection and rearing of a young Orcling – his name is Osken. The boy was clearly none to thrilled with the arrangement.

It was well that I warded our vessel, for when we returned, we found three Paladins of the Dragon-God waiting in ambush. We spent some time subduing their champion, a fearsome warrior in splendid armour. While we were busy doing that, however, the other two made good their escape. Or almost. While their sorcerer managed to escape us, the war-mistress was not so lucky. We interrogated her, but to little avail. Hers is a hardy breed.

By the time of evenfall, the city was nearly evacuated – but not nearly enough. The army of the Dragon-God had come to the City of Chains. We determined that we must delay them for as long as possible, giving the refugees precious time.

We found Azalus’ lieutenant, Gryll, at the head of the van. We attempted to thin out their numbers by ramming them with our airship. We proved successful, crushing several bugbears with our initial assault. However, some of the bugbears clambered aboard our vessel. In an attempt to shake them loose, I drove the ship high into the air. We managed to knock off several of these barnacles, but alas, our fight was not to be so simple. Alauril was taken by surprise and sent plummeting to earth. We were forced to drop the ship to rescue him.

The battle was fiercely fought. There were shadow-hounds, bugbears, hobgoblins, and of course, Gryll, atop his fearsome war-lizard. Arloch took the fight to him directly, in order to rescue our fallen comrade. My intent was to stay aboard the ship and guard both it and Osken – but I hadn’t counted on the teleporting Hounds. To defend the boy – and save myself, I was forced to leap to earth. From there, things went from bad to worse. All my arcane arts failed me, and I was laid low. I would have died that very hour, but for the efforts of Osken, who valiantly attempted to fight off the enemy.

Meanwhile, things looked dire for Arloch and Alauril, whose combined efforts seemed unlikely to prevail against Gryll and his war-beast. Finally, a cunning ruse fooled the dragonborn long enough for Alauril to get in position for a sneak attack. Our foe was vanquished at last – but the main force of Azalus’ army was storming the city, and I was bleeding to death in the dirt.

Our escape was a desperate one. My friends carried me to safety aboard the ship, and revived me long enough for me to pilot us to the safety of the skies. But we were all somewhat the worse for wear. Osken, in particular, suffered grave wounds in my defense. There is more to that Orcling than meets the eye.

We make now for the caravan, to safeguard them from Azalus. I suspect he will not pursue us immediately. He has his prize. The City of Chains is lost. And soon, the Dominion will be at war. There is a graver threat, however. The weapon for which Jorok Stone died is still out there. We have one part. But our enemies are legion, and we three are few. In this dark hour, it seems that hope has fled.

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