Beaumond's Isle, Part II

Day three started out with Mr. Beaumond telling the group that he needs to send the boat back for supplies and asks for volunteers to escort it back. Vera Jerdakel, Kalyn Stonewood, Televas Sera and Nimbus, along with half of Beaumond’s personal guard elect to do this while JR,Boo Radley, Jax Randig, Don Magnus, Variel and Kora Jerdakel and the other half of Beaumond’s personal guard remain behind on the island.
After the boat departs, the remaining members of the MMA continue their mission of cleaning the island. They reach where they left off the day before easily enough, even with Kora being overly loud due to being drunk by eight a.m. Tired of babysitting a drunk, the party convinces Kora to explore a cave that they discovered the day before. Forging ahead without him, the group continues cutting their way through the forest. Less than an hour later, the group is attacked by a swarm of wasps after disturbing their nest while making their trail. Most of the swarm envelops Don Magnus and Jax Randig while some of it tapers off to follow the fleeing Boo Radley and Variel. Not wanting to be stung by the swarm, Jax casts sanctuary, leaving Don alone to deal with most of the swarm. Variel and Boo make their way to the nearby Sea of Affliction, diving headfirst into it to avoid the missile like wasps. Nearby, perched in his spot of choice, Emradon, a green dragon, sees the events as they transpire. Finding the moment very humorous, Emradon breaks into a healthy laughter, poking fun at the silly elf and human at their attempts to remain sting free. Meanwhile, Don eventually disperses the swarm that attacked him (but not without a few well placed stings) and Jax comes out of his sanctuary. While all this is happening, JR hustles back to the cave where they left Kora. Jax and Don find Variel and Boo in the sea with the swarm still hovering over them. Jax yells out for his fellow party members and spots Emradon simultaneously, immediately drawing the attention of the swarm. This only served to make the dragon laugh harder as the clumsy cleric is stung repeatedly by the wasps. Eventually, the swarm is defeated, as the party approaches the dragon cautiously. Turns out, Emradon is a peaceful dragon looking only to be left alone in his solitude, but finds the group of adventurers amusing, especially Jax. Emradon is having a pleasant conversation with the group when Kora and JR reappear. Kora immediately demands to know where his holy symbol is and who took it (he found it missing while in the cave by himself). Emradon did not take kindly to this interruption, as he pointed out to the evil cleric. This lead to a heated argument among the present MMA members, as they did not know what happened to Kora’s holy symbol and he swore they did. In the end, Kora used his ability to channel negative energy on his fellow adventurers and a short fight ensued. Kora was subdued and carried back to camp, as the rest of the group decided on what to do with him. After much deliberation (and some advice from Katlyn) the party decides to release Kora from his bonds as they decide that they will need all hands available since half of their group is now aboard The Beaumond sailing to pick up supplies (Kora’s brother, Vera, was informed of the situation and left the Beaumond to make sure his brother would receive fair treatment). While all this was going on, Jax was spending time with his new found friend, Emradon on a nearby island with his own group of hula girls. While he is enjoying the fun with his new friend, he asks him about the island. Emradon tells Jax many interesting things and agrees to help Jax and his amusing friends in a small capacity. Emradon gives Jax an emerald coin capable of transporting himself to him, or to a destination of his choosing (one he can visualize only). Using the coin, Jax returns to his allies to inform them of the things that he has learned from Emradon. With the newfound information, the group decides to split up, some going with Jax and Emradon (Don, and Boo) to a village of lycanthropes on the other side of the island, while the others (Vera and Kora, JR and Variel) return once again to the cave to investigate a secret entrance to an underground cavern that Kora found while he was there alone.
The group that went with Jax was flown to a small village of lycanthropes by Emradon. There they met Braxis, an older human male, his wife Daisy, and his village of peaceful lycans. The two groups talked through the night, discussing the problems that they shared. The MMA agents decided to join the lycans in their oncoming battle with a group of hill giants, as both groups would benefit from their removal (the lycans wouldn’t have to worry about being attacked by them and the MMA agents would be doing the job that they were hired to do). But before that would happen, the lycans threw all involved in the initiative a festival in honor of their sacrifice (during which, Boo met Flower, sister of daisy).
While this was transpiring, the others searched through the cave, deciding not to venture forth into the secret area found by Kora. After leaving they returned to the area where they met Emradon to search for Kora’s lost holy symbol (with the exception of Variel, who left to return to the base camp). On his way to the camp, Variel noticed a group of hill giants marching towards it. Hiding in the bushes, Variel witnessed the Hill Giants lay waste to Mr. Beaumond and remaining guards (although Katlyn was thrown into the ocean, presumed dead by her attacker). Later, when he knew it to be safe, Variel searched the sight, finding Katlyn alive but all of Beaumond’s money gone. Eventually, Kora, Vera and JR returned to the camp as well. As a group, they then traveled to where Verial hid the night before, making sure they were safe from further attacks by the hill giants. They waited there until Emradon picked them up later, taking them to regroup with the rest of their party. Meanwhile, the other group joined the lycans in an attack on what would turn out to be the same hill giants that laid waste to Beaumond and company the night before. A great battle followed, as many giants would come out to oppose the lycans. Sadly, during the melee, Don Magnus lost his life in this endeavor, as one of the hill giants made him a smear on his massive war club. Joined together once again, the MMA agents and their lycan allies, await what awaits them next…….

Beaumond's Isle, Part I
Vernon Beaumond, a man of wealth, has laid claim to an island in the Sea of Affliction. Wanting to move his family to this island, he hires the MMA to sail to the island with him to ensure that it is safe enough for his family to live here. Beaumond sends his chief of security, Katlyn Powell, a former operative in the MMA, to hire the group and then bring them to Goldenpoint, where they will sail from. After spending the night in Goldenpoint, Beaumond and company sail off for the island. After a few days in open water, the Beaumond (also the name of the ship) had picked up a tail. Upon closer inspection, the tail was found out to be a boat piloted by the blackscale lizardfolk of the Dreadwreck Swamp. With this knowledge, Katyln and the MMA operatives (Jax Randig, Don Magnus, Nimbus, Televas Sera, Kalyn Stonewood, JR, Variel, Vera Jerdakel, Boo Radley and Kora Jerdakel) get all crew of the ship to get to the safe part of the ship located below decks. Soon after, the Beaumond found itself within close proximity to the lizardfolk boat (in the shape of a black dragon), which wasted no time attaching itself to the Beaumond with giant cables that have themselves breached the hull of the Beaumond. In the blink of an eye the Beaumond was covered with lizarmen, who were crossing from their boat and crawling up from both sides of the Beaumond from the sea as well. The situation seemed hopeless, as it was beginning to look like the Beaumond and it’s crew would be the newest boat to crash into The Graveyard, the easternmost island of The Blackblade Islands. Several minutes went by as the MMAoperatives and Katyln were doing their best in an impossible situation. The lizardmen had swarmed the Beaumond and the hopes of its crew surviving this encounter was diminishing by the second, when a third boat appeared, seemingly from nowhere. The ship had an ethereal appearance to it, which greatly upset the blackscales, many of which began abandoning the Beaumond to return to their vessel. The ghostly ship was upon the battle almost instantly, as its crew disembarked onto the Beaumond, scattering the remaining lizardmen onto all corners of the ship. Minutes later, the Beaumond was cleared of any and all lizardmen, as the ghostly figures routed them all back onto their boat. The leader of the newcomers (who identified himself as Thomas Goodsail) then spoke to the lizardman leader, telling him to leave the people of the Beaumond alone. Turning to the survivors, Goodsail assured them that the blackscales would no longer be a threat to them, then returns to his boat, and sails off. With no further mishaps (and a new acting captain), the Beaumond finds its way to their objective about three weeks later. Getting the ship as close to shore as possible, everyone boards smaller rowboats capable of taking them to the island. Making their way to the shore, they soon realize that there is something in the waters with them, as two of the boats are rocked by streaking blurs beneath them. After two more passes, the lead boat is attacked by a merfolk who jumps out of the water at mission leader Variel. In the back, Katlyn is also attacked by a surfacing merfolk, only to be knocked into the water along with her attacker. A member of Katyln’s guard is also knocked into the water by a third merfolk, who chose the last boat in the procession to attack. Eventually, the merfolk were taken care of and the people are returned to their boats, as the procession finds its way to the island. While fighting the merfolk, the group discovered that these were not ordinary merfolk, as they had sharp teeth and thick hair, almost as if they had been bitten by a lycanthrope. Setting up a perimeter on the beach of the island, the group decides to wait until morning to start their mission. The next day the MMA operatives begin their journey of the island. On their first day, the group has an encounter with a group of curious wolves and find the resting spot of what they believe to be a dragon, all the while making a trail roughly three miles into the heavily forested island. The second day finds the group cutting about three more miles into the forest and the discovery of a cave (with more wolves). In the oncoming days, the group would find out more about the island and meet some of its inhabitants. But that’s a story for the next session……
I didn't know that Half-Orcs grew to be over fourteen feet tall!

After finishing a successful mission for the MMA, agents Shadder and Ralisa Topknot head towards the nearest safe house (located near the border of the Drakewood Forest)to meet Magnus Arcanum, an expert in all things artifice, hailing from the city of Fahgir. Magnus will give them important information for an upcoming mission involving the retrieval of a piece to an ancient artifact called the Dimensional Cube. Shadder and Ralisa Topknot are at the safe house for about an hour before Magnus Arcanum arrives. Introductions were made quickly, as all parties involved were eager to get to the business at hand. Their meeting was interrupted a short time later as a scream penetrated the walls of the safe house. A quick observation later revealed an elven woman (later identified as Tessara Sera being chased by two large men in the garb of soldiers of The Empire Elite. Shadder immediately flew into his barbarian rage at the sight of the Huerich soldiers. Taking a potion he took from the safe house, Shadder doubled in size. At the sight of this, the soldiers delayed their pursuit of the elf to defend themselves from the advancing barbarian. While Shadder engaged the soldiers, Ralisa took off after the elf, to see if she was okay. Moments later, more Huerichs appeared, including one garbed in the robes of a spellcaster.
Shadder quickly dispatches the two soldiers as Magnus deals with the spellcaster and Ralisa sees to the safety of the panicked elf. Seeing that they would need more help in dealing with the infidels, the Huerich spellcaster goes to retrieve back up. But this was not to be, as the unfortunate soul would soon meet Taj, another member of the MMA. Taj slashed the mage in the face with his powerful claws then quickly dispatched his stunned foe by snapping his neck. Taj moves to the next Huerich soldier and dispatches him just as quickly (two claws to the face, and then propels himself forward by jumping off the dead man’s chest as he falls to the ground!). He approaches his allies, who are in awe of Taj’s battle prowess, and tells them that more Huerich‘s will be on their way soon enough, as these were a small part of a large group transporting slaves and supplies to the city of Cottonmouth.
With this information, the group prepares itself for the oncoming onslaught. And that’s when they heard a sound that would carry with it a large fireball, propelled forth from the catapult being operated by the Huerich‘s in the caravan. Now, with their safe house ablaze, the group steels itself for the oncoming battle (minus Magnus, who was only payed for the relaying of information, not battle). With Taj and Ralisa waiting in the weeds, Shadder awaits his enemies in the open (now on fire himself!), relishing the fact that he will take down his most hated of enemies. This group of Huerich’s is much larger, complete with two more mages and a commander. Six soldiers make a foolhardy charge at the now on fire Shadder, as three of them meet his orc double axe head on, one of which becoming a stain on a tree thirty feet away! After barraging the fiery half-orc with magic missiles, the mages decide to make their commander as large as the half-orc itself. Meanwhile, Taj has snatched a soldier into the weeds, where he was waiting in ambush. After getting the initial drop on the soldier, the soldier fights back. But the end result was never in question. While that was transpiring, Ralisa found herself at the bad end of the blades of two Huerich soldiers. Facing certain death, Ralisa is saved from an oncoming deathblow as Tassara gathers enough courage to finally confront her captors. With the desperation of a woman wanting to be free, she stabs one of the soldiers before he can deliver the mortal wound to Talisa. She helps Talisa to her feet, then they both begin sprinting away to safety.
While all this was happening, the Huerich commander and Shadder continue their titanic battle, as they swap blow after blow (and dodge more missiles from the catapult). The battle was one for the ages, as Shadder and the commander revel in the pain and destruction that they reap upon one another. Finally, the commander falls, as Shadder delivers a mighty blow from his double axe, one that cleaves the commanders chest open, spilling his insides onto the burning forest floor. Before breathing his last, the commander thanks Shadder for letting him die like a true soldier should. While that finished up, Taj has ran down the soldiers pursuing Ralisa and Tessara and helps them dispatch their foes quickly.
Making their way to the now abandoned catapult, the exhausted group takes it and the slaves into their custody. Marching their way to the nearest town, Shadder contacts the academy to report in on their current situation. They are soon teleported to Dunmir, where they are debriefed and find out the Tassara is the sister to current MMA agent, Televas.

Gee, aren't those Gemtrees pretty?

For his first mission as leader of The Squad, the MMA‘s elite don’t ask, don’t tell group of mercenaries, Shadder the half-orc, and protege of Mahluk himself, had the unenviable task of going into the Gemwoods and retrieving an amethyst Gem Trees from within it’s heavily guarded borders. To accomplish this task, Shadder was allowed to handpick the group of individuals he wanted to meet his objective. His choices were:
Big Sir – A human monk from parts unknown
Draxxon Steele – A recent graduate from the MMA who, due to his over the top violent methods, actually volunteered for The Squad.
Placan – A druid who acts as a runner for the MMA but sometimes will take up a mission to help out his old friend Mahluk.
Adam Black – An elven rogue who is serving time for past discretions. Serving in the squad will chop off some of the time he is supposed to serve.
Mathus – A sorcerer looking to make a name for himself.
Before embarking on what will be a very dangerous mission, Shadder and Draxxon make their way to Tait, where they purchase some unmarked leather armor and some short swords. They then travel to Padoa, where they recruit some men to travel to the Gemwoods with them. They spend a few days there giving their new recruits some basic trainig so they’ll be able to handle a sword.
They then return to Dunmir, where the MMA is located to pick up the rest of their group. Returning to Padoa to pick up their red shirts, The Squad steel themselves for the forthcoming mission. Arriving at the Gemwoods, The Squad sends in the red shirts first and decide to wait and see what happens with them. About an hour later, an explosion from a few miles within the Gemwoods lights up the sky. Unearthly screams follow the explosion, a sound that would bother even the most veteran of soldiers, as the red shirts see the destructive powers of the Kadinn Barbarians fire mages first hand. It is then that The Squad acts, using the confusion of the battle as their opportunity to enter the Gemwoods. Making it an impressive distance into the woods without before being caught by a Kadinn patrol, The Squad defended themselves against a group of Kadinn barbarian/rangers and a fire mage. The Squad manages to dispatch the Kadinn Barbarians, but not before taking their fair share of lumps first. It would be several more hours and even more Kadinns later before The Squad would find their objective: an Amethyst Gem Trees. Acquiring the tree was not easy, as Mathus the sorcerer was lost to the group from constant bombardment of the relentless fire mages, and if not for the courage of two of the red shirts, Gavin and Leopold, The Squad would have surely lost more members. Returning to their ship at a frantic pace, The Squad ran past, and sometimes through, several more Kadinn patrols. Returning to their ship, The Squad rested their weary bones as they considered the fact that they were the first people to ever successfully steal a Gem Trees from the Gemwoods. They also thought about how they just made enemies of the Kadinn Barbarians, a people you don’t want to have against you.

Captain Cole's Escape from Hell
Finding himself in hell after a short, but violent life, Captain James Cole was looking for a way out so he could continue doing what he loved the most: sailing the Erryt Ocean as one of Karonus‘s most feared pirates. While working in the Endless Garden, Captain James Cole overheard a group of individuals talking about having a plan for escape. Desperate to get out of hell (like all who are there), Cole approaches the group. He tells the group that he has overheard their plans of escape and wants in. They think about it for a few minutes, then decide that they will need all of the help that they can get. Introductions are made as Captain Cole meets some of Karonus’s worst criminals, rapists and all around sadistic individuals:

Kurge, the Scourge – A famous pirate from a bygone era. Known for his cruelty and vile nature towards everyone.
Nathaniel Goodsail – A man who would sell his mother’s soul for the right price. Once a master of the black markets, he’s more connected to the Captain than he realizes.
James – A man who has a remarkable resemblance to Captain James Cole himself.
Konnie – A young girl who claims to have killed more than thirty men due to her being a victim of a vicious attack from the man known as James.
After introductions are made, the group puts their plan into action. Their first obstacle: breaking the chains that hold them in line. The first to break the chains was Konnie. She then explains to the rest on how to focus their willpower so they could break their chains. With all but Kurge free, they break for the nearest chamber, a mere one hundred yards away. While Kurge struggles to get free from his chains, he takes two arrows from the bow of a nearby Erynes, shots that almost end his escape attempt before it begins. While he plays catch up, the others have reached the chamber of a beast that even the Bearded Devils and Erynes fear: the dreaded Twelve tentacled pit monster. The monster’s chamber also is filled with the souls of the lost, whose chatter will make even the strongest willed individuals lose all hope. While Kurge finally breaks his bonds, a few of the group fall victim to the lost souls. The hardest hit of the group was James, who sat curled in the fetal position for several minutes while he relived his death over and over again at the hands of Konnie. Standing firm, the group finally dispatches of the pit monster, after which they make their way into the next chamber full of Bearded Devils. After facing their worst fears, the group of devils were no match for the iron willed individuals with nothing but escape on their minds. After dispatching the beared ones, the group enters another chamber that attacks their willpower, this time making them face their self conceived worst failures in life. Kurge was affected the worst this time, as he relives the taking of his ship by a rival pirate crew. He is so entrenched in the reenactment, that he misses the battle with a room full of Lemures and a Bone devil. Kurge’s willpower almost lets him down, as he begins to drown again, going down with his boat in hell as he did in life. Finally breaking the menagerie, Kurge and the rest march forward, as they are yet again bombarded by an attack of their wills. After having their will tested time and again, the party fights off the feeling of needing to quit, and return back to the fields, planting crops for eternity. Finally, with their objective in sight, the group faced one final test, Charon, the ferryman of the River Styx itself. Finding themselves with no gold to give the skeleton, the party braced for the final showdown. Assault after assault proved fruitless, as Charon shrugged off all attacks the group made, until finally, Charon stops fighting. Another boat is spotted flowing down the river. One of the passengers on the boat flings a coin at Charon, who takes it, then moves aside, allowing the group to pass. A familiar figure on the boat turns to Captain Cole and says to him, " Are you ready to leave now sir?". The voice belongs to one of Cole’s crewmembers, a warlock of considerable power. Beside him is another crewmember, a blighter of equal might. The third individual is a stranger to Cole, but one he will get to know very well soon enough.

Willotia, The Warping Maze

Just because you’re in-between missions at the Mahluk Mercenary Academy doesn’t mean you get to lay around and do nothing. Tadek Flameborn, Landriss Brownwood, Kora Verdakel, Orgot, the monk, Lilly, the monk, and Nimbus, the sorcerer from All-Sky, were put through combat drills at the nearby MMA training grounds. Tadek and crew were close to the cave located on the trainig ground, when they all noticed that something about the cave seemed off. Walking closer to the cave, Tadek peered into it to get a closer look at some glyphs inside. Upon studying the glyphs, Tadek and his companions, deciphered what the glyphs said: “You have now entered ”/campaign/karonus/wikis/willotia-the-warping-maze-0" class=“wiki-page-link”>Willotia, the Warping Maze“. When the group turned back around to leave the cave, they noticed that the entrance that was there moments ago, was now gone. After searching meticulously for an exit out of the cave for over an hour, the group found none. ”/campaign/karonus/wikis/Kora%20Verdakel/new" class=“create-wiki-page-link”>Kora Verdakel thought about their predicament while searching for an exit and remembered from his studies that Willotia, the Warping Maze teleports randomly around the world of Karonus, usually landing close to a group of adventurers. It then sucks the adventurers into it, which forces the people to find their way through the maze, which changes everytime it traps adventurers inside it.

Resigning themselves to their fate, the group eventually began to make their way through the maze. It wouldn’t be long before the maze tasked Tadek and company with their first obstacle in the form of Ghouls. The party dispatched the pair of ghouls without too much hassle (Orgot the Monk however, did get scratched by a ghoul, contracting ghoul fever). Forging ahead (and in Tadek’s case, a tad recklessly), the group soon encountered a couple of skeletons which they dispatched easily and a quartet of surprised Bugbears who were playing cards when Lilly, the monk kicked down their door. While Kora, Lilly, and Landriss took on the bugbears, Tadek, Orgot and Nimbus found a nearby chamber that served as the Bugbears rest area. The trio searched the room, finding some minor loot, as well as a secret door leading out of the room into a long hallway where more Bugbears and skeletons awaited them. Continuing his reckless behavior, Tadek charged into battle with the bugbears and skeltons alone. Quickly realizing he was outmatched, Tadek cast entangle into the five foot wide hallway, immediatley filling it with an overgrowth of plants and weeds. Tadek, Orgot and Nimbus was soon joined by Kora, Lily and Landriss, where all six fought their way through the overgrowth, bugbears and skeletons, eventually finding their way to another room, this one complete with its very own Rust Monster. While Orgot and Kora was busy defending themselves from the Rust Monster, Nimbus jumps atop it, riding it out of the room. Nimbus actually managed to ride the beast for a few minutes, until at last, he was thrown from it when the Rust Monster took a sharp turn at an increasingly faster and faster speed. regrouping, the party made their way to another room with bugbears, this time the smelly beasts were found sleeping. Quickly dispatching the bugbears, Tadek, again forging ahead recklessly, found a large chamber that housed six skeletons, all waiting for something to attack. The group was surprised at how hard the skeltons were fighting, and even more surprised when a Skeletal Champion (with levels of fighter) emerged from an adjacent chamber, ready to help his mindless allies defend their territory. The skeletons and Skeletal Champion were eventually defeated, but not before Lilly, the monk and Tadek were lost. Entering the room which the champion came out of, the remaining adventurers found an exit out of the maze. Unfortunately for them, the exit was above the Erryt Ocean.

Ula and the Runaway Slave

The current crop of graduates from the Mahluk Mercenary Academy of Dunmir underwent the normal graduation ritual all graduates of the academy undergo upon completion of their studies: They participate in a non-lethal last man standing contest. They are taken to the Mahluk Training Grounds and are given ceremonial weapons that do not pierce, cut or wound in any way (they may leave a bruise). After several grueling hours of competition, there remained only eight students : Tadek Flameborn: a dwarven druid hailing from the Drakewood Forest
Landriss Brownwood: An elven wizard from the Brownwood Forest
Kora Jerdakel: A human cleric from Deepshadow, twin brother of Vera Jerdakel
Draxxon Steele: A human fighter from Mortal Bay
Jax Randig: Human cleric from Arasa
Televas Sera: Elven rogue from Dunmir
Ralisa Topknot: Halfling rogue from the Tenderfoot Highlands
Vera Jerdakel: Human fighter/wizard from Deepshadow, twin brother of Kora Jerdakel
Televas won the competition, and with it, his first chance as mission leader. His first mission, go to Jillian’s Mark to receive some runaway property that belongs to Ula, a cleric of Nogat, the evil fighter god. On their way to Jillian’s Mark, Televas and his group (Draxxon, Ralisa and Vera) were ambushed by a troupe of Gypsies. The group defeated the gypsies (and in a gruesome manuever, cut the thumbs off of the remaining male members of the troupe) and proceeded to Jillian’s Mark (with one of the gypsies buggies in tow).
Travelling ahead of the rest of the group, Draxxon arrived in Jillian’s Mark early enough to sell the captured wagon and sell it (and make some extra loot without their knowledge). Seeking out the leader of Jillian’s Mark, Jillian, Televas and crew proceeded to her hut to speak with her about their task at hand.
Televas showed Jillian the papers that showed the ownershp of the lost property of Ula the cleric was legit (the property being one Lillian Farrin, a young girl). Jillian then dispathced a runner, accompanied by Draxxon, to retrieve the girl. Upon arriving at the family hut of the Farrin’s, Draxxon was greeted by two parents eager to protect their child at all costs. Lillian ran out the back while her parents tried to cover her escape. Draxxon broke past Lillian’s parents (Heyward and Miliana) attempteing to prevent the girls escape. His pursuit was stopped seconds later as Miliana pierced Draxxon’s leather armor with an arrow through the right shoulder. Enraged, Draxxon turned his focus onto Miliana, almost killing her with one attack. On her knees with her bow out of reach, Draxxon thrust his blade through the skull of Miliana efortlessly and without remorse. Heyward Farrin was dispatched just as easily, but managed to survive Draxxon’s attack. Moments later, Fanir, Jillians large wolf companion arrived at the scene. Fanir rushed passed Draxxon, and seconds later returned with Lilian in tow.
Minutes later, Fanir returned Lilian to Jillian’s hut, where Jillian told the mercenaries to remove themselves from her town while she was in a good mood.
Before leaving, Televas attempted to collect Jillian’s Mark annual tithe for the king of Arasa, but was promptly told by Jillian that she would no longer be giving said tithe to Dahara and his Holy Shield Empire and would be filing to be annexed from his kingdom (Televas helped Jillian draw up the annex papers before leaving).
Mission completed, the group left Jillian’s Mark to stop by Arasa to tell them the news from there. On the way to Arasa, the group was attacked by a pack of Goblins and their steeds, goblin dogs. Having more trouble than they’d like to admit, the group finally defeated their enemies, barely preventing their escape with Lilian. From there , the group stopped by Arasa, told them the news from Jillian’s Mark, then returned to Dunmir, successful in their first mission.

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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