The Planeteers

Fallcrest Under Fire
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Reunited and reinforced by their fellow adventurers in Fallcrest, the party assisted the Fallcrest Guard in repelling the would be Yellowskull invaders. The group encountered the doppelganger Celk several times during the defense of the walled city, including attacks upon the walls and during a cowardly aerial raid at a temporary infirmary in an attempt to break the will of the Fallcrest defenders.

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Fallback to Fallcrest
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The party decided to reunite with the rest of their battlemates in Fallcrest, to share the information about the Yellowskulls’ secret mission. They left the Temple of Yellow Skulls after some hours of rest.

Halfway to Fallcrest, the party detected a thunderous army of Yellowskulls approaching at a hurried march from the west. After discerning the numbers and strength of the cultists, the group decided to head southeast to evacuate the remaining dwarves at Vanamere’s Tower.

Under direction from the party, the dwarven renovation team and city guards at Vanamere’s Tower cast off in supply rafts, using the swift current of the Nentir River to beat the invading Yellowskulls to Fallcrest. Upon arrival, the party gave word to Captain Nathan Faringwray about the invading forces, and Fallcrest closed its gates to prepare for attack.

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The Raiders' Hideout
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The party headed out to avenge the dwarf stonemasons and lay waste to the Yellowskulls at their very base.

The ruins were filled with traps and Yellowskull gnoll claw fighters and hyenas. Although eventually victorious, the party lost their ally M’Shrrm in battle with a terrible grell.

An enchanted throne room gave the party a glimpse into a future where the whole of the Nentir Vale was laid waste, and Thunderspire Mountain billowed black smoke. They additionally gained information about the Yellowskulls’ mission: to recover four crystal skulls, each with a powerful demon inside, bound by a rakshasa prince.

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Storm Tower
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The party had since been enjoying some “down time” in the town of Fallcrest between adventures, long enough for rumors of their heroism to begin circulating among the locals. They were sought out by Captain Nathan Faringray to investigate a recent attack.

Some months ago, Faren Markelhay, the Lord Warden of Fallcrest, hired a group of six dwarf stonemasons to rebuild a ruined tower to the west. Faringray was assigned to protect them. Faringray and his retinue of six well-trained guards accompanied the dwarves to the tower. Reconstruction efforts were underway and things were moving apace until Faringray was summoned back to Fallcrest to train new warriors for the town guard. He thought he was leaving the tower in capable hands, however.

A group of brigands attacked the tower and overwhelmed the guards and masons. Only Sorik Orvash escaped, one of the dwarf stonemasons from distant Hammerfast (dwarven hold in the eastern Dawnforge Mountains). According to Sorik, some of the brigands were humans clad in leather armor, their faces painted to resemble yellow skulls. The rest were clearly undead skeletons.

The brigands who attacked the tower call themselves the Yellowskulls. They came from the Temple of Yellow Skulls, a ruin located in the Ogrefist Hills to the west. They were sent by their evil masters to retrieve a relic of the temple—-supposedly a crystal skull -—that was stolen years ago and was rumored to lie somewhere below Vanamere’s Tower. After several intense battles, the party was able to defeat the bandit’s leader, a necromancer named Jeras Falack. That was not the end of the party’s problems, though.

Yes, the party was able to defeat the brigands and rescue the dwarf stonemasons. However, they learned too late that one of the earliest rescued hostages was actually a Doppelganger named Celk, disguised as Tarjin Stoneheart, dwarf stonemason and fiancée of Sorik Orvash. The party had unwittingly left Sorik alone with Celk and a few trussed up Yellowskulls back at the tower’s entrance. The real Tarjin, once rescued, was the first to discover Sorik’s slain body. She vowed vengeance on the Yellowskulls, specifically Celk. Tarjin has no love for the party either, partly blaming them for Sorik’s death.

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The Village of Hommlet
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The party was introduced to the denizens of a farm village at the edge of the wilderness. There, they learned of bandits troubling the locals and head to a nearby ruined moathouse to investigate.

Upon arrival at the moathouse, the party was nearly done in by giant frogs.

Inside the moathouse, the adventurers discovered a bandit leader Enzer and his brigands, along with their pet rage drake, zombie rotters, and an ogre named Lubash. Hostages were rescued and the bandits were routed from the moathouse. Nadarr kept the rage drake as his mount. However, detailed symbols found on the bandits’ black cloaks hinted that the bandits were part of a larger organization.

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The Icy Queen's Crossing
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The party had been hired to be trip escorts by a human merchant named Stelram Burrson. Burrson was taking a shipment of metal tools and such to sell at the Bildoobaris festival, a gathering of various barbarian tribes in the middle of the Stonemarch mountain range of the west. After arrival, the party was approached by a young Cormyrian noblewoman named Priatelle Straussart (she’d been captured by the Creel barbarian tribe, but since earned acceptance by the tribe and married one of their warriors). Her husband Loggoth had been sent with other warriors into a taboo area of the nearby Cairngorm Peaks by the tribe’s leader Argalath, to hunt down an escaped tribal prisoner. The area the warriors were sent is considered taboo by the tribe, and they had not returned (in truth, the taboo area contained a crossing between this world and a realm in the Feywild ruled by Kunin Gatar, known as the Icy Queen).

The party accepted the quest to find Loggoth, and tracked down the remaining Creel warriors. They had to fight through demons summoned by the Creel, before locating a near-dead Loggoth. He refused to return with the PCs without finding what happened to the escaped prisoner, as failure in his mission would mean the death of him and his family by the cruel tribe leader Argalath (who intended on sending Loggoth to his death). The PCs investigated further, crossing into the Feywild, and rescued Kunin Gatar, the Icy Queen, from the clutches of a fiery demon set loose by one of the other Creel barbarians. Hardly grateful, she was imperious and cold. She accused the PCs of bringing unholy beasts into her realm. The PCs explain the situation honestly, and Kunin Gatar informed them that the woman whom the Creel sought was in her realm at one time, but had escaped and was no longer there.

After the PCs dealt with the threats and gained the information about the girl from the Icy Queen, they were free to escort Loggoth back to Bildoobaris. Once there, Loggoth saved his family by reporting the information about the woman to Argalath. In payment for saving Loggoth and her family, Priatelle presented the PCs with gems, as well as sealed letters. She told the PCs to take those letters, unopened, to the Steward of the Royal Court at Suzail in Cormyr. There they were rewarded with further treasures for news of the lost princess.

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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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