Enshadowed Cityscape

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.

First Session

So for our first session, the PCs, as slaves, were freed from their farm by their own prowess and the work of a hidden druid-like character and a charismatic member of the old Dawn Treaders. They then proceeded to gather the rest of the slaves and form a rebellion with a temporary headquarters in the sewer system of The City. There they found themselves fed by a strange and mysterious workforce that never made itself known. The party’s druid was able to find himself sheets from the home of the old farm-owner’s bed and get them sown into a workable toga. He used this to make a disguise and enter the city through the sewer grating in order to buy supplies. Now that the party didn’t look like escaped slaves, they were free to walk about the city as they wished. The same man who got the toga decided to attempt to buy a better headquarters, this time one in an abandoned tavern, and was shown entry to a castle owned by the master of real-estate. After a very interesting conversation in the presence of some strange beast and a court jester it was determined that papers of citizenship were required for buying property. Quickly, the druid searched out the local thieves guild and took out a loan, with interest, to buy forged papers from them. They also gave him a quest to feed their guild for which the druid was happy to comply by setting up a trade route between them and The City. Once the papers were displayed to the chief of real-estate, they successfully bought a new headquarters in the market district. The party then decided to liberate another farm, this time running into more difficulty as the owner of the house was present and was accompanied by his personal guard. Our quick-witted rogue was able to take care of one of the stupid ogres while the rest of the party dealt with guards, a slave-master, and an ogre of their own. The rogue also ran into an insane little girl who was quite a competent spell-caster and was quite happy taking out the guards of her own house. At the end of the battle, the owners of the city disappeared with a flash along with a mysterious cloaked figure. The party returned to the city with a new load of volunteer slaves.

Second Session

In our second session, it started with Chris heading back to the slave market he was sold at. He scouted it out, finding three elf slaves, selling for 1000 gp each. Not wanting to pay the full price, he started formulating a escape plan for them. Meanwhile, Caleb, wanting to join the academy, got an errand to get a mystical bobble from the old, broken clock tower. Rhett crafted his homunculus, preparing for later adventures. Later that night Chris, Rhett, and Caleb all raided the Slave Market. Together, they freed three elven maidens, and a vengeful ogre. They also freed a mysterious man (Lord William Fazzad), who when out of the cage, immediately attacked them. They got away with killing seven watch and two snipers, however they could only loot four watch and two snipers. While this all happened, Rebecca joined the Magus Guild and got in to talk with a high leveled Necromancer who would help her realize her true path if she would get a special black orb form the old clock tower. The very next day, they all headed out to the clock tower, which was only ticking sporadically. Within the first room, they spotted 5 chokers and their carrion crawler pets. They bribed them to get a hint on the was of moving from this room, and made their way downwards, only to be attacked by a hoard of creatures. After killing all but one Ettercap, who begged for its life, they solved the second riddle and made their way upwards, to the final riddle, which they solved after only the second guess. Caleb, sneaking headed up to scout out the last floor, got caught by the boss, a Cloaker and had to have the party head up to save him. After a prolonged battle, the Cloaker died and only a Will-o’-wisp survived by fleeing. They found a chest within the Cloaker which held 5,530 gp and a circlet of Persuasion, and a Bag of holding. Rebecca noticed that outside the clock face, the same man who kept showing up was there again, only to disappear. On their way out, the chokers brought forward that they where mercenaries, and could be bought for 1000 gp a piece and that the PCs where always welcome back at their clock tower. Rebecca ended up buying two of the Chokers. When they all left to head home, they heard the clock tower tick again, in rhythm.

Third Session

In our third session, Caleb was invited to a ball, and decided to bring Chris and Rhett as backup, just in case. On there way there, they run into The Watcher, and after getting on the ground and under a dire Crocodile, he explains to them that he was sent there to kill them, but right now, he doesn’t really want to. So they head into the ball, and Caleb meets his “Mother”, Lady Venessa Rivatha. While there, Caleb is also met by a messenger, giving him a request to be in the jury for an upcoming trial. Meanwhile, Rebecca was meeting with the towns “Undesirables”. The next day, Chris, Rebecca and Rhett are all sentenced to a trial that very day, which happened to be the same trial that Caleb was in the jury for. When they got there, there old slave master and the masters from the farm they attacked where the opposes, while Alexander, the man who sold Chris the tavern was on there side. After a long debate, Grand Inquisitor Theodore came in, saying that this was a matter of national security. After talking circles around him, the PC’s got him to leave, screaming that he would be back. Lord Begen Tutori decided that this was not going well, and he challenged Chris to a Duel. It was suppose to happen the very next day, however Chris faked sick, and got the time extended to 3 days later, in which time Rhett crafted magical items, and Caleb bought the clock tower, and Rebecca started her life as an author. Then, the dual. Chris decided to buff up before the fight, but it seems that Lord Begen Tutori decided to also. Lord Begen Tutori, after being almost being killed off by Chris, decided it was time for outside help. With the help of the Fazzad’s magic, he was transformed into a hydra. The fight ended with the PCs being victorious, killing Lord Begen and having the Fazzads run away with a well placed teleport. They the PCs where said to be not guilty, and they had a week of free time on there hands.


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