The Bounty Hunters

Saving Adolpho
The strange red rock

The Arrow guild received a letter from one of its members saying that a group of them had been injured and captured while pursuing a bounty. The party headed out to help them.

They found Adolpho laid up with injuries in a tavern. He and his party had captured their target, but then rumors of a powerful red rock had lured them into nearby monastery ruins, where they had been attacked by a gang of orcs and ogres. Adolpho was the only one who managed to escape.

The party ventured into the ruins, found a mole, fought the orcs and ogres, and rescued two members of the Arrow Guild. A third member, Dylan, was missing. He had escaped from his captors and run further into the maze.

Speaking with the mole, Unicorn found out that it was Dylan; he had touched the red rock. Dylan was able to lead them to the rock’s secret location. Rolf used his mage hand ability to safely lift the rock and put it in a sack that Al had taken from Waran.

Hubgh Preggerson

Disguised as a traveling theater group, the party headed out to capture a necromancer with a monkey tattoo on his neck who lived in a castle near the hamlet of Lardia. On the way they stopped to help a man named Max and his giant, Ugoloth, who had eaten some poisonous goatwood berries. Max was from Lardia and gave the party some advice about putting on a show.

Even Rolf’s star turn as a mime failed to draw Hubgh out of his castle, so the party just snuck in at night. After fighting the castle’s guards, the party trapped Hubgh in his tower and tried to force him out with a fire. When he wouldn’t come out, they went up and got him.

In the fight, Hubgh threw a dagger just like the one the party had found on Waran. After some tickle torture, Hubgh revealed that the dagger is a sign of membership in a secret wizard society which will be meeting in an abandoned monastery on the winter solstice.

Jaunty Hat
First Capture

The party had tracked a man who they thought was a dark wizard to a tavern. The man was not going by his real name, Waran, so they needed to get a look at his head to see if he had horns from practicing dark magic. Unfortunately, he was wearing a jaunty hat.

In ocelot form, Unicorn Johnson was able to swipe off his hat, revealing horns. After that, it was an easy fight to take out the bodyguards, subdue the wizard, and bring in the party’s first bounty. In the fight, Phedre wrestled an odd, red dagger away from Waran.

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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