New Iberia

Darkness in Delzimmer

The heroes were hired by The Crafty Kobold Salvage Company to deliver some unmarked goods to Almros in Delzimmer. After a brief trip from Eartheart to Delzimmer escorting a wagonload of cargo, the PCs are approached by Drosta Ulmarath with an offer to help clean up some of the more unsavory elements of the city. For some time now Drosta has been trying to expose and eliminate a smuggling ring, and he has recently learned that part of their operation is run from a warehouse in the docks. The heroes investigation eventually leads them to a confrontation against Almros, who was the ring leader of smuggling ring, and his band of rogue lackeys. The heroes defeated all obstacle sin their path, dismantling, thoroughly, the smuggling operation and the operation’s captains Dathor the Devastator and Almros, but do not kill them, instead opting to leave them at the mercy of Delzimmer’s justice system.

The civic activist Drosta has spread word of the heroes assistance in leaning up a den of inequity in the city of Delzimmer. The people of the East Rift region now recognize the heroes as someone who has a few strong arms and knows how to get things done.

The smugglers the heroes defeated and the underworld operation they disrupted were not without their benefactors. The heroes humiliating defeat of a here-to-fore unknown up-and-coming crime lord in Delzimmer has caused quite a stir. Who knows how the nefarious powers that operate within the city will react should the heroes return there in the future?

Rescue at Rivenroar

The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.

But the peace of Elsir Vale—and specifically, the town of Brindol, heart of the former conflict with the Red Hand—was shattered. The vague shadow of unease the locals have been experiencing lately crystallized in the form of an attack on the town itself. Brindol found itself once more in need of brave heroes willing to come to the aid of their citizens. One group of heroes braved the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid.

When the captives have been freed and the antiques recovered, the Heroes could claim their reward. The town was delighted with their success, and they throw a great feast in the repaired Hall of Great Valor to honor them. With great ceremony, each of the antiques is restored to its place on the mantles and walls of the great hall.

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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