The Fortress of Zhon

Goings On in Maw
Crusaders find each other and a new adventure begins

The Adventure Began:

What Happened in Maw…

Maw proved to be flooded with crusaders and travelers all vying for passage to Creon. Some with motivations more inclined towards personal gain.

In Maw the adventuring company met up eventually at the Lord’s Boot Inn. Despite clear differences in agendas, the company banded together when confronted with the large number of thuggish crusaders prior to their meeting with Algernon.

Algernon:

Somewhat different than any had expected, this head of the seedy underworld of Maw was all smiles and help, though his true motivations remain hidden from the group. In fact, despite Cade being caught stealing from his office, Algernon maintained a beneficent tone with the group.

Difference of Opinion:

When confronted with the opportunity to fight for passage aboard a vessel bound for Creon Taklinn’s defiant pacifism prevented the group from quickly attaining passage. Taklinn and Cade headed towards the wharf to see if they could sign on with another crusading party. There they ran into a mysterious man who offered them helpful insight into the situation before disappearing into the crowd. Despite this advice the continued to the wharf where they met several crusaders bound for ships headed to Creon. No one was willing to take them aboard, and in fact, the procession was heavily guarded and attended as Anor Londo had only recently been liberated. Unable to find a peaceful (or profitable) solution to the problem Cade and Taklinn headed back to deal with the Algernon and the remainder of their companions.

Battle in The Arena

The Proving Grounds lived up to their name. Heike especially proved himself capableof deadly force. Despite a valiant effort though, Rahm fell on the field of the proving ground. But, thanks a timely intervention by Taklinn, he did not lose his life. Indeed, Taklinn moved quickly to any fallen fighter healing their wounds and bringing them back from the brink of death regardless of their attitude towards him and his party. In fact, many on his side became cross with Taklinn in his personal crusade to prevent death. Yet, despite this disagreement the party triumphed and earned their passage to Creon.

Life at Sea

Though initially promised a speedy journey to the land of adventure, the trek to Creon took far longer with time passing on without end. The days were spent in contemplation, mild training and an occasional attempt by Taklinn to nurture his much younger compatriots and teach them the ways of the light, not always with positive results.

The days passed in this monotonous routine until tensions grew slightly heated. No one could be blamed, though, as the journey dragged on without end.

Without warning a storm stuck the ship. Waves crashed over the sides and splintered the vessel to shrapnel. The crew quickly abandoned ship while the intrepid adventurer’s clung together for life and safety.

An Alien Shore

Despite the onslaught of the storm the entire party survived as one by one they emerged from the wreckage of the ship, or as in Brother Taklinn’s case, suspended by his britches to a low hanging branch. Together, they bound their wounds, searched for survivors, scavenged and laid rest to the dead.

Davlin lead the party into a clearing in the woods where they found shelter and rest. Or so they had thought.

A Disturbance in The Night

During the dark hours of night a young woman, wounded and terrified emerged from the underbrush. She only uttered “run” before heading back into the cover of the trees. As Davlin began to wake the party a horde of Goblins burst through the treeline weapons in hand. The brave companions made ready to do battle until it became abundantly obvious that this was not a handful, but a full legion of Goblins spurred on by an Orc chieftain. The party fled into the trees, dodging arrows and praying that dawn and the end of the forest might bring some safety.

Hallowed Deliverance

As the party emerged from the forest, the sight of wide open plains ringed by the great forest promised no respite and no cover. Yet, as the party wheeled to come to grips with the enemy, from the crest of a distant hill, a beacon brightly spilled onto the battlefield. A company of knights and horseman rode into the fray, slaughtering the Goblins and laying waste to their ranks. None were left alive and as your were about to thank and greet your heroes they laid their weapons at your throats and demanded surrender. Lord Ozric of the Lightbringers commanded this group of men. They laid heavy charges at your feet and had even arrested the frightened woman. They welcomed you to the land of Rhun and now lead you back to their fort. Though unbeknownst to them, Cade managed to slip a dagger past the guards.

Will you escape?

OR

Face your charges in the Court of Rhun?

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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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