Council of Thieves

Session 3 7/1/2012

After deciding on a name, Defenders of Cheliax, a uniform, black cloak with red armband, and a plan to rescue Arael, you set out and prepare an ambush. With borrowed horses and a ragtag group of commonfolk, you take on a fully armed and trained squad of hellknights, led by Signifier Shanwen Shanwen. Janiven advised not to kill them, as it will only make you seem more violent and vigilante to the citizens of Westcrown. However, you instead destroyed them all, with only a few seriously wounded in your own party. After freeing Arael, Janiven and a few others bury the bodies at a distance while you head back to town to return the horses you “borrowed” from Gorvio’s uncle. The other members of the Defenders gather all the loot and take it back by a different route to sell at the market.

Total XP: 1829
Fame Points: 2

Preview for Next Session:

You find an interesting note on Shanwen’s body. Look on Roll20 in your journal for the handout.

View
Session 2 6/19/12

You continue journeying through the tunnels, dodging hell knights, battling fierce goblins, stomping on strange oozing bugs, and even meeting a kind sewer dweller who warns you to watch out for torbles, whatever those are. Eventually, you make your way to the exit and find yourself standing in an overgrown garden behind a shrine to Aroden, long ago abandoned. Janiven and an old man with a lantern are there, waiting for your arrival.

View
Session 1 6/10/12

All of you gathered at a local tavern, abandoned but in the process of being renovated, at the invitation of Janiven, a local elf. She asked each of you to join a new citizen’s watch being formed to rid Westcrown of the shadow beasts plaguing the city after dark, but before you could even introduce yourselves, a loud pounding interrupted the discussion.

Morosino, a human teenager who has joined the group, arrived, informing Janiven that Arael, the group leader, has just been arrested by the Hellknights. The Order of the Rack is requesting that he be handed over to them for questioning. Hellknights are already on their way to the tavern, and you heard voices in the distance indicating they would be upon you soon.

Rushing into the sewers through a trap door in the tavern, Janiven quickly explains how to find the safe house ran by the watch, following shallow engravings of swords at each intersection. She gives each of you three health potions from a small cache she has hidden close to the entrance and hurries you down a tunnel to the left. She also tosses a sunrod to Lemmy, just in case.

Unfortunately, the next intersection you need to turn down is now occupied by long-dead, or rather undead, explorers. Realizing that conventional slicing and piercing weapons have little effect, your mages and even some loose stones and Morosino’s club do more damage. Morosino is cut down during the battle by a well-placed slice of a skeleton’s broken scimitar. Luckily, Nuala quickly revives him from near death, and another healing potion from Janiven gets him back on his feet. Janiven informs you she must get Morosino to the surface to keep him safe, and tells you to keep following the signs and listen for Hellknights.

She leaves you in the damp, dark sewers, with Hellknights on your heels, Hellknights on the path you must turn down, and the gods only know what else surrounding you in the dim light.

XP gained: 401

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

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.