The Long Night

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.

Session Recap 1

Welcome to D&D! I hope everyone enjoyed themselves. In my other campaign, I reward people for writing recaps of each session, but not many people do, because it’s too much work. So I’m going to try something new: the 10 word recap. Recap last session in 10 words or less and earn 25 XP. It’s easy!

Session Recap

Players killed kobolds; made insight checks. Kayne was a dick.

Treasure Taken

  • 7 spears
  • 15 javelins
  • 6 light shields
  • Sling
  • 20 sling bullets
  • Gluepot
  • 5 short swords
  • 5 heavy shields
  • 5 gp
  • 57 sp

Creatures Killed & XP Earned

  • 200 XP per person.
  • 5 kobold minions burnt alive.
  • 5 kobold dragonshields perforated.
  • 1 kobold skirmisher stabbed.
  • 1 kobold wyrmpriest magic missiled.
  • 1 kobold slinger slain.
Session Recap 2

Session Recap

Gnome cons the party

Guard drakes maul fearless warlord

Heroes catch runner

Arrows fly from sky

Kobolds deflect dragon ice

Sharp dagger in eye

Treasure Taken * +1 Amulet of Health. +1 to Fort, Ref, and Will defense; resist poison 5. 680 gp. * Ancient Nerath silver mirror, possibly used in demon/devil/portal binding spells. Or not. It belongs in any museum that can pay 550 gp for it.

  • 65 gp.
  • 13 sp.
  • Tons of mundane kobold junk, and unbeheaded, unsearched kobold bodies.

Creatures Killed & XP Earned * 216 XP per character.

  • Gnome crossbowman run down.
  • Halfling slinger perforated.
  • 2 guard drakes decimated.
  • 4 human diggers buried.
  • 10 kobold minions murdered.
  • Kobold skirmisher bludgeoned.
  • Kobold dragonshield stabbed in the eye.
  • Rescued Douven Staul from his captors, a cell of Orcus cultists.

Rules Stuff

  • Reminder: 10 word recaps = 25 XP. Haikus = 26 XP.
  • Notes about treasure: shopkeepers won’t buy mundane items, like the kobold’s armor and weapons and stuff, but the players are free to use them. They will buy magic items and other items that I tell you have real gp value.
  • Level 2 is 1000 XP.
  • A suit of +1 plate armor is currently in Bairwin’s Goods waiting to be purchased by the heroes.
Session Recap 3

Really good work, everyone! Nice teamwork, nice use of dailies and action points. Now that I’m convinced you’ve all Learned 2 Play Teh Deeanddeez, it’s time to leave the starter zone. Spend your gold wisely: it’s time to enter… The Keep on the Shadowfell!

Session Recap

Players work as team

Irontooth not all that tough really

Now the gloves come off

Treasure Taken

· +1 Dwarven Chain Mail. +1 to AC, +1 to Endurance checks, daily power: as a free action regain hp as if you had spent a healing surge. 520 gp.

· Irontooth’s head = 100gp.

· 30 kobold heads = 150 gp.

· 436 gp

· 65 sp

· A note to Irontooth from Kalarel: “My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probably does not matter; in just a few more days, I’ll completely open the rift. Then Winterhaven’s people will serve as food for all those Lord Orcus sends to do my bidding.”

· Mundane weapons and armor from the bodies of the kobolds, including hide armor, light shields, spears, javelins, short swords, chain mail, and a battleaxe.

Creatures Killed & XP Earned

· 228 XP per character.

· Irontooth assassinated.

· 2 kobold dragonshields defeated.

· 3 kobold skirmishers killed.

· Kobold slinger sliced and diced.

· Kobold wyrmpriest blasted.

· 11 kobold minions slaughtered.

· Quest completed: Irontooth and his band of kobolds eliminated.

Rules Stuff

· Reminder: 10 word recaps = 25 XP. Haikus = 26 XP.

· The Five Word Rule: you get 5 words to use during the round. Each additional 5 words use up a minor action. If you speak 20 words in a round, you’ve used up all your actions for the round. If you continue to speak, you take the same amount of damage as your healing surge value (i.e. ¼ of your hp); after that, you can talk as much as you want in that round. Exception: if you use a power that allows another player to do something (move, attack, & etc.), you may say 5 words along with that action. You may spew as much non-game-relevant flavor text as you like; e.g. “For Kord!” or “Take that you stupid kobold!”

Session Recap 4

Session Recap

The party gets some useful information about the keep during a midnight meeting with Valthrun the Prescient and the elven flower-seller, Delphina Moongem. They learn the keep is infested with goblins and, recently, hobgoblin troopers. Valthrun tells the party that the ancient purpose of the keep was to guard a rift to the Shadowfell – a rift that spewed vile undead into this world until wizards of the Nerath Empire were able to seal it.

Forewarned, and fore-armed with shiny new magical armor, the heroes venture out to the keep on the Shadowfell, and have their first meeting with its goblin defenders. They defeat the first set of guards and retreat back into the daylight for a short rest to bandage their wounds, only to face reinforcements minutes later in the same rat-infested entryway. Further exploration reveals a prison/torture room deeper in the dungeon, where they slaughter a hobgoblin and his goblin accomplices. A bit battered and bruised from their busy hour in the keep, the party considers retreating back to Winterfell for an extended rest.

Treasure Taken

· +1 bloodcut hide armor. PHB 227. 840 gp.

· +1 symbol of battle (Moradin). PHB 237. 1000 gp.

· 120 gp.

· 101 sp.

· Mundane goblin weapons and armor. Crossbows and scores of crossbow bolts. Rations, both rotten and not-rotten. Some small kegs of low-quality ale.

· 50 gp advance from Lord Padraig to deal with the Keep situation; promise of 200 more when the quest is complete.

Creatures Killed & XP Earned

· 387 XP per character. Welcome to level 2.

· 1 goblin skullcleaver cleaved.

· 8 goblin sharpshooters sniped.

· 3 goblin warriors killed.

· 1 hobgoblin torturer murdered.

· 4 guard drakes euthanized.

· 1 rat swarm barbequed.

Rules Stuff

· 10 word recaps = 25 XP. Haikus = 26 XP.

· Leveling up: Players’ Handbook p. 27. Also, don’t forget to update your healing surge amounts; when you gain HP for your level, it also increases your bloodied threshold and the amount you heal from spending a healing surge.

· All magical item details can be found in the Players’ Handbook equipment section; no unique magic items (yet).

Session 5 Recap

Session Recap

A disciplined search of the three cells adjoining the torture room uncovers a goblin named Splug. Thoreth, Ryaltar, and Ezreal strike a deal with him: Splug will provide information and guidance about the keep and not betray the party, and, in return, the party will let him free at the end of five days. The party continues through the iron banded doors to the east, setting up a stealthy ambush which they ruin by opening the doors and arguing at length about their clever plan. Despite the loss of surprise, they annihilate Balgron the Fat, the goblin chief, and his bodyguards. Splug bravely covers the party’s back from behind a table that the Mighty Sly Flourish (aka Ryaltar) flipped over. Balgron, like many of the party’s enemies, realizes he is overmatched and runs, only to be caught and executed mercilessly.

The heroes thoroughly ransack Balgron’s quarters, discovering a pile of gold and a magic staff. On Splug’s expert guidance, they decide to brave the zombie guardians that defend the passage deeper into the keep. The zombie area is pitch dark, but Splug provides critical lighting with one of the team’s sunrods. The walking dead swarm the party from two sides, but are defeated, except for a corruption corpse that backs off deeper into the crypt, into a hall with ten sarcophagi. The regenerating zombie triggers some ancient trap, and skeletons come pouring out of the sarcophagi, attacking both the zombie and the party with impunity. The heroes deal with both groups of undead, but the skeletons appear to endlessly emerge from the stone coffins. Senzou presses ahead to what appears to be a shrine to the Platinum Dragon. He reads Draconic text that suggests supplicants kneel and praise Bahamut. Unwilling to make an obeisance to any but his patron, Kord, he relays the information to Kayne, who follows the instructions. The silvery light from the ceiling mosaic brightens and the remaining skeleton returns to its sarcophagus, and the tomb falls blissfully silent – perhaps for the first time in decades.

Treasure Taken

· +1 magic staff. 360 gp.

· Six small dragon statues of silver and platinum. 60 gp each. Glow with a faint, silvery light; glow brighter when near each other or near the altars to Bahamut in the keep.

· 560 gp

· Mundane goblin weapons and armor. Ancient Nerath weapons and armor from skeletons; of no particular historical value.

Creatures Killed & XP Earned

· 496 XP!

· Balgron the Fat executed.

· 5 goblin warriors frozen.

· 10 goblin cutters flamed.

· 1 goblin hexer blinded and stabbed in the eye.

· 1 corruption corpse detonated.

· 10 zombie rotters put to rest.

· 4 zombies brained.

· 17 decrepit skeletons decimated.

· 3 skeleton warriors shattered.

Rules Stuff

· 10 word recaps = 30 XP. Haikus = 31 XP.

· We seem to have trouble getting started on time; part of that was my fault for volunteering to get food instead of setting up. New rule: DM does not go pick up food any more. How do people feel about starting half an hour earlier at 7:30?

Session 6 Recap

Session Recap

The party returns to the keep where Splug has been faithfully keeping watch. Upon entering the dungeon, they have a flashback where troops are fighting Sir Keegan, forcing him down the crypt stairs. Unaffected by the ghostly vision, they move on and search the “dig” first, where Kalarel had convinced the goblins that the room had buried treasure. A thorough search turns nothing up, and, not being in the business of digging, the party decides to return to the zombie area. Ryaltar scouts ahead, nimbly leaping over the fear wards. The rest of the party proceeds to follow, but Feiyin triggers one of the runes. Moradin protects her from the fear effect(s), but other party members are not as Dwarven, and flee in fear, triggering other wards. Fortunately, there are no undead to take advantage.

Kayne discovers a secret side armory further concealed by an illusory wall. Our heroes handily defeat the zombie guardians, and answer a simple riddle (“Honor!”) to claim a magical suit of platemail, which Senzou immediately dons. They continue deeper in, down a steep set of stairs, into an area guarded by hobgoblins. With the advantage of surprise, they quickly slaughter the first set of guards, but more rush in from the sounds of combat. One soldier is able to reach a cage with a giant spider, which he frees with his dying breath. The spider leaps in a blur towards Thoreth, attempting to knock the Eladrin into a deep well in the center of the room, but it fails, and soon falls to Ryaltar’s blades.

Further in, the party triggers a portcullis, which reroutes them towards a hobgoblin barracks. They spring another surprise attack, catching more enemies unaware, but are soon caught on two fronts by the hobgoblin chief and his troops coming from the area behind the portcullis. He orders his troops to try and take the intruders alive to sell as slaves, but his cockiness soon turns to fear as Thoreth rolls his flaming sphere into the ambushers. It is a tough, hard-won battle, but in the end, the hobgoblins are naught but smoking corpses. What further dangers await in the depths of the keep?

Treasure Taken

· +1 Blackiron Plate Armor. 840 gp. PHB 227.

· Ironskin belt. 1000 gp. PHB 252.

· 30 gp.

· 61 sp.

· Mundane hobgoblin armor and weapons.

· Includes a search of the current area, but not the area past the portcullis.

Creatures Killed & XP Earned

· 605 XP. Having not been closely tracking bonus XP from recaps, there is a small possibility that some of you diligent haiku writers could be 3rd level.

· Deathjump Spider squished.

· Hobgoblin Warchief assassinated.

· Hobgoblin Warcaster defeated in a wizard duel.

· 2 Hobgoblin Archers bested in an archer duel.

· 11 Hobgoblin Soldiers killed.

· 14 Hobgoblin Grunts terminated.

· 5 zombies put to rest.

Rules Stuff

· 10 word recaps = 30 XP. Haikus = 31 XP.

· How do people feel about players enforcing the 5-word-rule on fellow players? That is, you call each other out instead of the DM being the 5-word warden?

Session 7 Recap

Session Recap

Gelatinous cube.

Splorch! You have been engulfed, too.

It tastes like burning.

Our heroes take a breather after the big hobgoblin battle, and head south into the warchief’s chambers; Kayne falls ill with the Goblin Flu and returns to Winterhaven. They find some gold and a viciously sharp magic dagger, which Ryaltar gleefully claims. On the table, the party finds sketches of plans to assault Winterhaven with a force of twenty hobgoblins and hundreds of undead. Thoreth stuffs the plans in his bag, and the group pushes forward.

Deeper in the keep, the party comes upon a room full of deathtraps: a giant mechanical statue, dragon statues that shoot force orbs, and cherub statues that create some sort of water trap. Feiyin, Thoreth, and Ryaltar are able to disarm the cherus, and the team skirts the rest of the traps. The trap room leads into an abattoir; humanoid corpses litter the room, and assorted zombies, gravehounds, a ghoul, and a clay homunculus rush the party, but our brave heroes hold the line. The clay scout attempts to escape to the next room, but Ezreal sprints ahead and grabs him, holding him long enough for Feiyin to splatter the magical construct with her warhammer. Splug steps up to earn his keep by tossing a javelin and dropping a zombie.

Not wanting to press their luck, the party backtracks to a boarded-up door marked “Closed” in Goblin. Within they find suspiciously clean-swept hallways, and soon discover the cause: a gelatinous cube. The clear, quivering cube sweeps into the passageway, blocking all escape and engulfing the party one member at a time. Pounding on the giant beast from within and without, they slowly wear it down. Thoreth opens some distance with his expeditious retreat, but it triggers sarcophagi further in and the party finds itself trapped between oozing corruption corpses and the cube. Feiyin calls on Moradin with a clutch mass heal, and Ryaltar pops the jelly, dumping his companions onto the dungeon floor. With the battle reduced to one front, the heroes of Winterhaven turn the tide and mop up the rest of their foes.

Treasure Taken

· +1vVicious dagger. 520 gp. PHB 236.

· Bag of holding. 1000 gp. PHB 253.

· Safewing Amulet +1. 680 gp. 680 gp. PHB 251.

· Gold medallion with the name “Drystan Keegan” etched into it. 250 gp.

· Thin platinum bracelet with the name “Ceinwein Keegan” etched into it. 200 gp.

· Hairbrush with mother-of-pearl handle. 5 gp.

· 556 gp.

Creatures Killed & XP Earned

· 546 XP. Everyone should be 3rd level now.

· One room of deathtraps circumvented.

· One gelatinous cube squished.

· 2 corruption corpses exploded.

· One ghoul silenced.

· 2 zombies defeated.

· 12 zombie rotters put to rest.

· 2 gravehounds euthanized.

· One clay scout flattened.

Rules Stuff

· Running XP Total (without haikus): 2678 XP.

· 10 word recaps = 40 XP. Haikus = 41 XP.

Session 8 Recap

Session Recap

Exhausted from their battles, the party treks back to Winterhaven, only to find the town under siege. Lord Padraig informs the team that villagers are missing from the outlying farms, and undead have been spotted in the graveyard near town. Weary, but heroes to the end, the party makes the short trip to the cemetery, where they discover a glowing green rune circle, and many disturbed graves. They approach cautiously, and are prepared for the inevitable ambush, this time by a dozen skeletons, a pair of gravehounds, and an old “friend”, Ninaran. The elven archer calls Thoreth out and puts a well-placed arrow into his lung. Ryltar, however, steps up and drops her almost immediately in a flurry of dagger blows. The heroes handily clear out the rest of the undead and deactivate the circle, but not before Ryltar has the chance to kill Ninaran a second time – when she returns to unlife.

Winterhaven gives the party a heroes’ welcome. They have a well-deserved rest which is marred by a shared nightmare involving, yet again, a dark portal. Feeling that their time is running out, they hurry back to the Keep. Their first stop is at what turns out to be Sir Keegan’s crypt. He is a skeleton now, bound to the Keep by duty. The team convinces him that they are here to close the portal and have the skill to do so. Convinced, Sir Keegan trades his heirloom magical longsword, Aecris, for his children’s jewelry. If the party can defeat Kalarel and rebind the portal, he will be redeemed and can finally rest.

Fortified with this knowledge, the group pushes ahead to a dark cathedral, where they find a priest of Orcus bleeding out a villager onto a floor awash in blood. The blood drains into a hole in the center of the room, cascading into a deeper room where they catch glimpses of a large rune circle and the dark portal from their dreams. The heroes rush to engage the enemies in the cathedral, with Thoreth moving in an uncharacteristically aggressive fashion. He is quickly swarmed by vampire spawn and a berserker nearly hammers him to the ground with a heavy axe blow. The party rallies and turns the tide on the cultists, but not before a second berserker turns his wrath on the Eladrin wizard, knocking him out for the first time.

Having won the day, the party takes a short rest, hoping that the loud droning of the ritual below has disguised the sounds of battle above.

Treasure Taken

· +1 sylvan leather armor. 680 gp. PHB 231.

· +1 lifedrinker longsword. 1000 gp. PHB 235. “Aecris”, Sir Keegan’s heirloom blade. Inlaid with platinum, it has a line of three black diamonds set into the flat of its blade and a pommel carved to resemble the head of a platinum dragon.

· 39 gp.

Creatures Killed & XP Earned

· 525 XP per person.

· Ninaran executed. Twice.

· 12 decrepit skeletons crushed.

· 2 gravehounds put down.

· The spirit of Sir Keegan redeemed.

· 5 vampire spawn staked.

· 2 berserkers axed.

· Dark Halfling cut in half.

· Orcus Underpriest sent to Orcus.

Rules Stuff

· Running XP Total (without haikus): 3203 XP.

· 10 word recaps = 40 XP. Haikus = 41 XP.

Session 9 Recap

Session Recap

Our heroes take a quick breather and put together a plan to disrupt Kalarel’s dark ritual. Splug and Thoreth stay above to snipe until the cultists are engaged, while the sturdier adventurers streak down the bloody chains into the portal room below.

Everyone makes it down, safely, although Feiyin does so a little more quickly than the rest. Senzou moves towards the altar to pin down Kalarel and his skeleton guards, while the rest of the group try to knock out the deathlock wight, which eventually falls in a pitched battle. Senzou is able to pull the fight into the center of the room, but Kalarel and his bodyguards take advantage of the corrupted binding circle, gaining defenses and healing. Meanwhile, a blazing skeleton climbs out of a pit to assault the party at range.

Kalarel turns out to be a heavy melee hitter, and the party has trouble flanking him, as he gains support from the portal into the Shadowfell, which reaches out for nearby enemies with hungry tentacles. Thoreth carefully makes his way down to the circle with the binding mirror, and works quickly to undo Kalarel’s ritual. Senzou takes heavy hits from Kalarel and the blazing skeleton, but his armor protects him even while he is on fire and crackling with necrotic energy. The brave paladin and the wily rogue are knocked unconscious several times by Kalarel’s astounding weapon skills, but Ezreal and Feiyin are able to keep the party on its feet.

After several tense rounds, Thoreth, with Ezreal’s assistance, is able to uncorrupt the magic circle, destroying the rest of the undead, and turning its healing and defensive powers to the heroes’ advantage. Kalarel fights on in frustration, but the flaming sphere finally makes its appearance onstage and it is only a matter of time before the combined might of the party brings the insane cleric to his knees. His fury turns to fear as the tentacles pull him into the Shadowfell, and his pleas to his Lord Orcus are cut short as he disappears into the portal. The room falls silent, and the portal gives one last ripple before it becomes still. The party gives a collective sigh of relief.

Next time: escort the captured villagers back to Winterhaven, bask in adoration, and decide what to do next.

Treasure Taken

· Fireburst robes +1. 680 gp. PHB 230.

· Lightning longsword +1. 1000gp. PHB 235.

· 981 gp.

Creatures Killed & XP Earned

· 460 XP per person.

· Major quest completed: investigate and halt death cult activity near Winterhaven. Return to Sister Marla in Fallcrest to get your 250 gp reward.

· Kalarel assassinated.

· 2 skeleton warriors crushed.

· 1 blazing skeleton shut down.

· 1 deathlock wight terminated.

Rules Stuff

· Running XP Total (without haikus): 3663 XP. 4th level is 3750 XP.

· 10 word recaps = 44 XP. Haikus = 45 XP.


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