This is what the party gathered thus far after exploring the strange ancient dungeon far underneath the Hawk’s Nest…
Dagger +2 (7209 if Sold)
Equipment: (181 if Sold)
7 Short Spears
5 Long Swords
11 Leather Armor
Cash: 140 GP, 55 SP
So 1506 GP, 11 SP Each so far.
Additionally we’ve picked up:
1 Vial of Poison (There is potential to sell it to the Assassins)
1 Cell Key
1 Spyglass (Merrin seemed interested)
1 Unholy Symbol of the Destroyer (I assume this will crack under Grumble’s Hammer)
1 Partial Map of the Darklands (For potential later exploration)
The band of heroes are sent by Lady Janna Smilos, Supreme Vessel of the Assassin’s Guild, to assist her disciples — the Yenchabur Assassins with recently arrived creatures underneath their headquarters and home, The Hawk’s Nest. They are offered a great reward and permanent protection by the Yenchabur faction.
The Hawk’s Nest is located a couple miles to the west of Hawk’s Nest built into the cliffside of one side of a rocky bluff. It is an impressive structure with only one passable entrance. The path consists of two wooden bridges that can be collapsed or burned in the event of a siege. A tunnel below the fortress descends more than 1,000 feet into the earth and connects the Hawk’s Nest to a natural aquifer. Outsiders are not permitted within the fortress’ walls.
There have long been rumors that below The Hawk’s Nest lies a small city, home to the families of the assassins in the fortress above. The residents of The Hawk’s Nest shrug off such suggestions and claim their lives there are spent in quiet solitude and study.
Giggles are heard from the forest around you, The road bends around a hillside to your left. Tearen halts the wagon, Linnea takes up a defensive position next to it. From around the bend three figures walk into the middle of the road. The middle of the three is a goblin wearing studded leather and a wooden crown, he brandishes a rapier and a dagger and sneers at your party before yelling, “Kill them.” The human males to his left and right draw a rapier and a longsword respectively, they both wear leather. More chuckles are heard from high in the trees and behind these three figures.
This is the battle in which the party is in the middle of. Alan was attacked by a succubus, and the party rushed to aid.
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.
The town of Falcon’s Hollow was besieged by a mysterious plague when a band of adventurers set out to find the cure with the guidance of the town’s healer, Laurel. They were able to collect the ingredients of a cure, and one of the places they traveled to was an abandoned dwarven monastery, long abandoned. Once the cure was distributed through the town, the adventurers decided to continue journeying together, fighting evil as it was infesting DarkMoon Vale.
One of the adventurer’s father was killed by the plague. Another of the adventurer’s, a priest, began to gather a flock of followers in the town. A third adventurer was gathering information on a series of murders of young girls. At the same time, a group of the town’s children had gone missing — and the trail lead them back to the dwarven monastery once again…