DBN, Thursdays at the Game Preserve.

Crossing Country 2
Traveling Encounters.

As the party set out on the next days journey, they were forced to make a group effort to stay on the course that the Divine guidance gave them, and with the whole party making efforts to keep the path straight, prevailed.
Just after midday on the third day out, a flock of birds approached form the West, flying high overhead, but dropping… something form the flock as it flew. The party hunkered down, ready to be bombarded by whatever the flock was dropping, only to find that the flock was dropping itself. Birds were dropping dead, right out of the sky as it flew along.
Garrack used his healing knowledge and recent history to recognize the effects of the plague from Greenmire. The birds, flying in form the west, were dropping dead of the same disease that had killed off nearly every living thing in Greenmire just a week before.
The orb had changed it’s magical emanations as the flock flew closer, and Lihi wanted to get some time to examine it closer, but it would take some concentration, and quiet, neither of which were readily available as they traveled on foot.
Luckily they were able to make Parthe before nightfall, though only just. They had to do a little fast talking to get in the door, as the gate had just closed even as they had approached.
The inn was just inside the gate, set aside for travelers using the town’s “attraction” for experimental purposes. Most of the rest of the town was military and garrison, as there was little else of interest in or around the town, but it could not be left unguarded.
The Heroes made themselves comfortable, buying drink and food, gambling and generally enjoying an evening’s entertainments. Except for Lihi, Ansis, and Roland that is. They were up in one of the parties two rooms, trying to glean more information from the Orb. They learned a good deal about the Orb, and activated a link it had to the Shadowfell, drawing in a few wraiths and Rot Grub swarms in the process.
The battle raged inside the little inn, through the halls and through the walls, the party finally finishing off the undead spirits, and clearing the halls of the swarms, but doing considerable damage to the inn in the process. Room furnishings were scorched, and one wall was completely demolished.
I’m sure there will need to be reparations made…

Crossing Country
Traveling Encounters.

The party puts together their final preperations, packs up what they feel they need, and head out into the open empty plains. With the help of the Divine hand of Lihi they mange to keep to a fairly straight line as they trudge across the flat and fairly featureless plains of the Great Expanse. As they near a rock outcropping, they notice a cloud, as if from a large traveling group, moving in from the south. They prepare for a fight, but instead are appraoched by a party of Kobolds, remnants of Icewing’s clan of kobold minions. They are interested in the whereabouts and condition of the foul Necromancer that cowardly slew their Lord Icewing. The party uses it’s divine guidance for the day to renew their knowledge of the location of both the DBN, and the Dragon, as well as realign their journey northwest. During the conversation, Elzenamanages to get the Warband leader to lend the Heroes a small group of Minions (for a small sum of gold), and conversation is cut short as a Cilops Stalker, apparently having followed the party across the open plains, catches up with them. Once the kobolds flee and the party turns it’s attention to the threat, a new enemy phases up through the ground behind the party and quickly singles out Lihi, pushing the rest of the party away and drawing the Deva near, intent on a filling meal. The group quickly recovered and dispatched both enemies, fighting their way through many slowing, restraining, and poisoning effects along the way.
The Heroes briefly rested, and were able to continue on their way, uneventfully, for the remainder of the day.

Dealing with an Unwelcome Guest
Abberants can be a pain.

The group was left with a nasty feeling after their encounter with the DBN and the various undead that seem to have a connection with a rolling semi-sentient fog that had been floating about town for over a week. All of which seemed to have been linked to something that the DBN dropped into Greenmire’s town square, beginning the plague and the fog-born undead.

The heroes used skill and resourcefulness to make their way, from several different directions, to the town square, successfully avoiding too many encounters or getting the attention of more undead groups along the way. The party arrived at the square from three different directions, but were all greeted to the same sight, a fog shrouded podium from which a grating voice proclaimed the town of Greenmire a “wonderful gift from the master, so full of toys to play with. They fall down, but keep getting back up! Do you want to play, too?” and the battle for Greenmire was entered in earnest.

The fog began to spread out through the square, blocking sight and reviving the zombie minions that populated it, guarding the path to the being on the stage, still blocked from sight by the mists of the fog. Dorn was the first to manage to skirt the fog and get a look at the towns unwanted guest, a Beholder! The zombie minions harrassed the group as they tried to get at the podium, and Bombur was the first to succumb to the beholders powers, falling asleep early on and dreaming peacefully for the next 30 seconds (5 rounds) or so. The rest of the group was doing it’s best to hold off the continuously standing zombie hoards, and Lihi finally wrested control of the fog away from the Beholder, ending the stream of zombies, but soon falling to the beholder’s fire blasts.

After a few more salvos from the beholder, the party was in dire straights, and Elzena came up with a desperate plan to get Bombur back in the fight. She rushed over and gave him a rousing kick, finally getting through the beholders influence and waking him up. He sped to the rescue of’s rescue, saving her from a fate of ash, and finally setting the balance of the fight back into the hands of the Heroes.

They finally put down the aberrant beast, and banished the fog back to whence it came, which happened to be a small black orb contained within the very eye of the Beholder! Dorn managed to find it by turning the beholder’s corpse in to sushi bits, and Lihi ended up carrying it, stowed safely away, avoiding coming to blows with Elzena only by informing her that it was simply to keep it safe until they could destroy it.

Lihi used her daily visit from her spiritual adviser to find out which direction the Dragon and BDN had gone, and to find a place where they could be rid of the Orb, which was found to be beyond their ability to physically destroy. The Dragon and DBN had apparently continued along a westerly path, and were still off in that direction. The question “where can we destroy the orb?” (paraphrased) resulted in a direction of North-west, which resulted in another check by Elzena to find out that the city of Parthe was the nearest city in that direction.

The group decides to take a long rest to heal up from the ordeal of the Beholder before leaving on another cross-country journey.

Greenmire looks.. different.
It was a dark and foggy midday?
Garrack of the Greenmire town guard returns home after experiencing a disturbing awakening of a Black dragon of some apparent strength. He has learned form various sources that this particular dragon was locked away for various unspeakable crimes against the entirety of creation, and though the other dragons were unwilling to allow him to go unpunished for his transgressions, he was exiled as punishment. On his way back to town, he was met by several other envoys from other nations and factions that were aware of the Dragon’s premature release who wished to investigate and hinder any new plans the Dragon had cooked up during his time in solitary. They included Bombur, a Runepriest/Paladin of Moradin, Dorn, a Barbarian wielding a pair of mighty Bastard swords, and Lihi, a Deva Invoker. The paths of the converging group all seemed to be heading to Greenmire, and with things being what they were, it was deemed wise to travel together. Upon nearing Greenmire, the group noticed a profound lack of life nearby. All was silent, even the animals and general noises were muted. Greenmire was open, gates left wide, but there was no one to be seen. After examining some of the homes near the gate, the party heads off to see if they can find anyone moving in the disturbingly quiet town. Garrack wanted to see if Hamer and his wife were still around. Along the way, the found several bodies of townsfolk who appeared to have succumbed to a strange illness. None of them had physical injuries or signs of a struggle, they simply looked to have lain down and died. Hamer and his wife were located, two of, according to them, only a couple dozen people who were still alive and trying to keep the town habitable, for when the plague might pass away, the town would try to pick up and rebuild. They related a story of a shadowy form flying over the town a week or so back, which dropped some “thing” into the city square. Everyone who tried to investigate over the next 24 hours was overwhelmed by dread and fled, and none were willing to return. By then, the plague was beginning to show it’s effects. People grew tired, fatigued, and were having trouble keeping up with even normal daily tasks. A couple score people seemed to be unaffected, and many of them decided to leave town, leaving only 20 or so townsfolk wandering around. Hamer and Giselle sent their daughter away to be with family in Parthe, hoping the larger town would not be attacked so readily. The party asked for news of some others that had decided to live in Greenmire through this ordeal, braving the rolling, seemingly sentient, fog, and the shuffling shambling zombies who had begun appearing near it. There was another couple only a block away, and the party escorted Hamer and Giselle through the town streets, wary of any movement. The other couple had little new to pass along, having traded information with Hamer over the last couple of days, their stories mostly identical. In the middle of the conversation, however, a spectral hand appeared from behind the couple, coming through the very wall of the building they were standing in front of, and seemed to seize the poor man’s very soul, pulling it from his body and releasing it as a wraith. Zombies appeared from behind the party, and the fog began rolling in from the front. the wraiths began to attack the humble townsfolk, who attempted to flee through the streets, and while Hamer and Giselle escaped, the other woman was not so lucky, and joined the ranks of the haunting wraiths. The fog floated silently along, raising up the bodies of the townsfolk as more zombies, who immediately turned to attack the party as well. Once the group managed to silence the undead in the immediate area, they quickly headed off to the center of town, now very anxious to end the cause of the horrible plague and the fog that had come with it to Greenmire. From overhead, the party heard the voice of the Dragonborn Necromancer (who they have still not managed to find a name for) who was hanging form a harness under the belly of the Black Dragon that everyone was looking for and seemed to be very scared of.

The DBN called down to the party, mocking them and informing them that all of this was his doing, and that he had left the town “in good hands” as he put it. He then commanded the dragon to fly off towards the west, and away they went.

A few careful insight checks by the party resulted in a consensus that the DBN was in fact not the one in control, and was himself more than a little scared of the Dragon.

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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